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munseeker
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Everything posted by munseeker
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I build stations and bases for fun. Building a modular base on the Mun where the pressurized modules connect correctly (I use the Connected Living Space mod) makes for a pretty interesting technical challenge. Also, adding TAC Life Support means that a base or station becomes a commitment to regular flawless supply flights, which adds to the challenge level. There is also the fuel depot aspect for orbital stations, since I often fly crew shuttles between Kerbin and Mun that need orbital resupply facilities.
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[1.02] Triple-Z Radio Astronomy Telescope [May-5-2015]
munseeker replied to munseeker's topic in KSP1 Mod Releases
Hmm... that's strange. I'm using the telescope as posted on several missions right now and the attachment node at the bottom worked for me. Generally if the node doesn't just click in immediately, I've found that looking at the parts nearly sideways in the VAB helps - all of a sudden the nodes start to click together as one would expect. Have you tried that? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
munseeker replied to TaranisElsu's topic in KSP1 Mod Releases
Not sure if Taranis has started work on an official greenhouse part - he lists a number of TAC LS compatible greenhouses here: https://github.com/taraniselsu/TacLifeSupport/wiki/Description#greenhouses The list includes my two greenhouses which you can find here: http://forum.kerbalspaceprogram.com/threads/84246-0-23-5-MunSeeker-Greenhouses-%28TAC-Life-Support-add-on%29-Update-July-2-2014 - I don't know about the others, but mine have been updated to work with the current release of TAC LS and I use them actively in long-term missions - so I know they actually work. :-) -
[1.02] Triple-Z Radio Astronomy Telescope [May-5-2015]
munseeker replied to munseeker's topic in KSP1 Mod Releases
Sorry - my description may not have been clear on that. I'm using the built-in reaction wheel with extra power draw as the "ON" setting for the radio telescope. As in, when you want to operate the telescope, turn on the built in reaction wheel to simulate a large telescope's power draw. That way I didn't have to write any additional plug-in code. So during transportation or when the telescope is not in operation, it's safe to turn off the built-in reaction wheel. It does actually provide nearly no stability, it just sucks down power like there is no tomorrow. :-) Hope you enjoy the telescope! And yes, I also use it as aesthetic ornamentation on my space stations. It's giant science bling! :-) -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
munseeker replied to TaranisElsu's topic in KSP1 Mod Releases
But wouldn't the stasis chamber be at least as heavy to bring as a bunch of the large life support containers? I'd rather bring those. -
This is interesting! What's the electricity consumption with the converter running? Also, from my experience with publishing parts, adding a few pictures creates more responses. :-)
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Jeb, Rodmin and Frozon died in a spectacular crash during a landing attempt on Duna. The next time I open KSP, this is what the main menu looked like.
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[1.02] Triple-Z Radio Astronomy Telescope [May-5-2015]
munseeker replied to munseeker's topic in KSP1 Mod Releases
Your science experiment code is now part of the mod - Thanks! I've credited you in the readme and your parts company handle "Wild Blue Industries" is listed as co-manufacturer for the part. -
[DEVTHREAD] Deep Space Exploration Vessels
munseeker replied to Angelo Kerman's topic in KSP1 Mod Development
Those engines look really nice. I'll be working on a Jool transfer vehicle soon, this may be just what I need. So how much of this is ready to be used? -
[1.02] Triple-Z Radio Astronomy Telescope [May-5-2015]
munseeker replied to munseeker's topic in KSP1 Mod Releases
This is excellent! I'm blown away that you were able to do this so quickly. Do you mind if I package this with the mod - of course with due credit? -
[1.02] Triple-Z Radio Astronomy Telescope [May-5-2015]
munseeker replied to munseeker's topic in KSP1 Mod Releases
You are welcome! Yes, the open/close animation of zzz's model is amazing. I often just go to my orbital station to close/open the telescope for a bit. :-) -
[1.02] Triple-Z Radio Astronomy Telescope [May-5-2015]
munseeker replied to munseeker's topic in KSP1 Mod Releases
At least theoretically it should provide science reports - I've tried to make this work without having to rewrite any of zzz's code so I made the telescope a gravioli detector in the part.cfg - so it should behave like the stock gravioli detector, which should work both landed as well as in orbit. Let me know if you run into any problems with that. -
[1.02] Triple-Z Radio Astronomy Telescope [May-5-2015]
munseeker replied to munseeker's topic in KSP1 Mod Releases
Now with some better pictures in the post... -
Here is The Wanderer parked in front of Barefoot Station. It can support three Kerbals (life support via TAC LS) for more than 30 days on expeditions across the Mun. The big honking docking port under the belly was actually a mistake, but hey, now it's on the Mun, so that's what it is.
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[1.02] Triple-Z Radio Astronomy Telescope [May-5-2015]
munseeker posted a topic in KSP1 Mod Releases
Brought to you by zzz and MunSeeker Artisanal Devices - a new type of large radio telescope that can be packed into a small volume and deployed at remote locations. Contains a small SAS for stability control. The telescope needs roughly 1 unit of electrical charge per second and does provide science reports both while landed as well as in space. Download: https://github.com/MunSeeker/ZZZ-RadioTelescope (The "Download ZIP" button is at the bottom of the right column) Install: Copy the MunSeeker folder into your GameData folder. If there is an existing MunSeeker folder, copy the ZZZ_RadioTelescope folder into your existing MunSeeker folder. Use: The built-in SAS is for operating the telescope properly and it draws large amounts of electricity. It is recommended to turn the built-in reaction wheel OFF for launch and transportation. The model and texture are from the always excellent zzz originally as part of a microwave receiver, the part.cfg for the radio telescope is by Munseeker. zzz released his model into the public domain and graciously gave me written permission to use as part of this mod. The great science experiment code for the telescope has been provided by Angel-125. This project is licensed non-commercial share-alike with attribution. -
[1.1.3] MunSeeker Mk1 Greenhouse (TAC Life Support add-on)
munseeker replied to munseeker's topic in KSP1 Mod Releases
We could introduce a new resource "Happiness" - and running the greenhouse increases that... Hmmm... -
[1.1.3] MunSeeker Mk1 Greenhouse (TAC Life Support add-on)
munseeker replied to munseeker's topic in KSP1 Mod Releases
The structure should be GameData/MunSeeker/Greenhouse_Mk1/ Once that's in place it should work with the latest version of KSP and TAC LS. -
[1.1.3] MunSeeker Mk1 Greenhouse (TAC Life Support add-on)
munseeker replied to munseeker's topic in KSP1 Mod Releases
Just as a note - I did update the readme files for both greenhouses with the latest information and fix some typos. No other changes were made. Available at the usual location on GitHub: https://github.com/MunSeeker -
[1.1.3] MunSeeker Mk1 Greenhouse (TAC Life Support add-on)
munseeker replied to munseeker's topic in KSP1 Mod Releases
I'm glad you like it! Thanks! I use the greenhouse in various stations and a pretty big Mun base myself and my reason for creating them was exactly what you are talking about. As far as water consumption, here is what the Mk1 Greenhouse does (Mk2 halves these values): These numbers are approximate. The idea is that the greenhouse uses only the wastewater and some internal filtration system. Part of the water is converted to Oxygen and the waste in the waste water becomes soil and plant materials with some filtered-out gunk that is vented to space. So it returns 60% of the waste water as clean(-ish) water into the system. If you have a mining/supply generation system that feeds water into the system, TAC LS will use that water as resource. I'm not sure what all the mining mods use as resource names since I've never played with one of them, but if they create and store a resource with the name "Water", TAC LS should automatically use that resource. -
[1.1.3] MunSeeker Mk1 Greenhouse (TAC Life Support add-on)
munseeker replied to munseeker's topic in KSP1 Mod Releases
Sorry for the late response - have been travelling to a place that actually had no wifi/cell/net connection whatsoever. No. Not the Mun. I will update the mod in the coming weeks, but I'm playing a large sandbox game with multiple stations and bases that use the latest TAC LS and my current greenhouses. Works perfectly fine as is! Here's the changes I'm planning to make: - tweaking the weights to be more inline with TAC LS recycler weights - mostly that means the greenhouses will get a little bit heavier. - tweaking the cost of the greenhouses - very minor changes to the efficiency, but probably not a big deal I hope you'll have fun with my greenhouses - and please post some screenshots if you get them into orbit/landed at some exotic location! :-) -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
munseeker replied to TaranisElsu's topic in KSP1 Mod Releases
These look very nice! (more encouragement!) -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
munseeker replied to TaranisElsu's topic in KSP1 Mod Releases
Yep. This looks right. I switched to the new version with an existing Mun base and an expedition to Duna on the way and it went all well... The much heavier recyclers will need consideration for future flights. I'm probably also going to make some adjustments to my greenhouses in the next couple of days. Thanks for the great summary! -
Do you use a hitchhiker storage container on long missions?
munseeker replied to Xavven's topic in KSP1 Discussion
Here's my Kerbal Astronaut Union rules: For missions of 2-3 weeks, have 2x living space per Kerbal. Above 4 weeks, 4x living space. And yes, hitchhiker modules are the main living space, plus the space in the command pods and science labs. I use the Connected Living Space mod to keep track of the amount of space and to make sure it's actually all nicely connected for a contiguous living area. -
I just landed a 10-ton rover on the Mun using a sky crane setup. Here's some pictures: It actually worked much better than I thought it would. Fuel was just enough and the landing was perfect.
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The Wanderer arrived at Barefoot Station last night: http://forum.kerbalspaceprogram.com/threads/91038-Barefoot-Base-A-Permanent-Munar-Outpost