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munseeker
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Everything posted by munseeker
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Barefoot Base - A Permanent Munar Outpost
munseeker replied to munseeker's topic in KSP1 Mission Reports
Now with chapter 2: The Wanderer arrives at Barefoot Base -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
munseeker replied to TaranisElsu's topic in KSP1 Mod Releases
66 years? o_O Where are you going? -
Kerbal scientists have identified an area on the Mun that is rich in targets for exploration. Unfortunately it is one of the more inhospitable slices of the Mun and it takes many failed attempts to establish Barefoot Base. House Rules: No Quicksaves TAC Life Support Living Space: 1x for one week, 2x for two weeks and 4x for a month and beyond Launch Reverts: OK if it's disastrous, but stick it out if it flies straight Kerbal Engineer Redux Kerbal Alarm Clock Environmental Visual Enhancements Docking Port Alignment SelectRoot Enhanced NavBall Module Manager TacLifeSupport MunSeeker Greenhouse Mk1 & Mk2 ActiveTextureManagement Basic AviationLights Kerbal Crew Transfer Connected Living Spaces Final Frontier Glowstrips StockDragFix Station Science AntennaRange RCSLandAid SurfaceLights Speedy Hex Trusses ZZZ Science Lab ZZZ Microwave Antenna RLA Stockalike Parts TurboNisu Stockalike Parts for Useful Esthetics Fusebox Zitronen Kerchelin Wheels Haystack Continued Building the core of Barefoot Base The Wanderer arrives at Barefoot Base
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
munseeker replied to TaranisElsu's topic in KSP1 Mod Releases
Higher energy use is a great way to balance out recyclers. I've upped the energy use on my greenhouses for 0.9 for exactly that reason - it makes the player think twice before slapping all life support devices on their station and running them non-stop. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
munseeker replied to TaranisElsu's topic in KSP1 Mod Releases
I usually eyeball the amounts needed, erring heavily on the oversupply side. Haven't run out of anything on missions yet, but I know that day will come. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
munseeker replied to TaranisElsu's topic in KSP1 Mod Releases
I'd vote for 64bit strangeness. I've been using 9pre4 since it came out for a wide variety of craft and EVAs and it's been working as advertised… on 32bit. Another thing is, try removing the TAC folder completely and reinstall - some people have had issues with old TAC v8 files not being completely removed. -
Have only made it to the Mun and Minmus with Kerbals. I have an uncrewed research fleet on the way to Jool and I'm planning to have a crewed station ready for the next transfer window to Duna. I'm taking it slow, and I'm using TAC life support, so once I have Kerbals on multiple missions, I can't warp a ship to Jool in an instant, since all the other missions aren't set up for years in space and the crews would die.
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It took me four spectacular landing failures on the Mun of full-up base components to figure out that 1/3 of the fuel for the lander engines is not connected. Doh. But it sure made the scenery at the selected base site more interesting. :-)
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I just hired Frozon. He's now on his fist tour to my station in Kerbin orbit.
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[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
munseeker replied to Albert VDS's topic in KSP1 Mod Releases
Is there a download link for this tank? It looks really nice! -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
munseeker replied to ethernet's topic in KSP1 Mod Releases
Cool! Thanks for sharing! -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
munseeker replied to ethernet's topic in KSP1 Mod Releases
Wait... Wait. I have a couple of questions: So you work with real-life ISS experiments - would love to hear your comments about Station Science and KSP in general. And you have added your REAL experiments to Station Science? Are you going to share? Please? :-) -
Just a quick note to thank you for this outstanding mod! Your hex truss parts are a great addition to my crafts and stations.
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There was a slight problem with docking two Mun base module prototypes last night. Jeb says he didn't do it.
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The radio telescope stack on the way to Twain Station.
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Beefing up the science capabilities of Twain Station with a radio telescope array. The astro lab and the telescope array are both models from zzz that he released into the public domain. The original links are below, although I've modified the part.cfg for both, modernizing them for .24 and changing the functionality of the microwave receiver (a source of electricity) completely by making it a science-generating and electricity-consuming radio telescope. Microwave transmitter and receiver: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=662886&viewfull=1#post662886 Science Lab: http://forum.kerbalspaceprogram.com/threads/43840-Hab-Hub-%28and-other-strange-things%29
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
munseeker replied to TaranisElsu's topic in KSP1 Mod Releases
Sounds reasonable. If I go over 30 Kerbin days, my house rules are to bring 4x living space. 2-3 large TAC containers to Duna is not a problem, since I will have a heavy transfer vehicle anyway. I still think that the containers should actually be a little bit less full, by maybe 10%, to make space in the containers to move around and to make bringing enough food just a tad harder. Can't say much about price since I mostly play sandbox, but judging from the average cost of large modules, this sounds like a challenging but appropriate amount. Taranis, great job all around! -
Sorry for the multiple comments. First of all, I didn't realize how much zzz had contributed, I couldn't stop myself from posting all these cool modules - and I was doing this on mobile, and editing posts regularly crashes Safari on iOS. Again my apologies - the excitement about finding all these cool mods clouded my judgement.
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A radial engine mount. Looks, of course, amazing: http://forum.kerbalspaceprogram.com/threads/39246-Radial-engine-mount-case%28holster-shell-how-you-call-it%29
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A warp drive thingy and an antimatter collector. These could easily be repurposed as science instruments: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=597089&viewfull=1#post597089
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OK, he also made a cone-shaped thing. I'm going to have to install this just to see what it looks like in the VAB... http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=639185&viewfull=1#post639185
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OMG! There is more. An antimatter reactor: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=653408&viewfull=1#post653408 I'm pretty sure a lot of these models will need new part.cfg files, but from what I understand zzz has declared all the models he has posted here public domain, so I'm sure we can modify some of these for .24
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Some generators and a scientific instrument: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=657450&viewfull=1#post657450
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Oh wow - how have I not seen this before: Corridors for space stations! http://forum.kerbalspaceprogram.com/threads/40207-Crosswalk-narrow-passageway