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shenanigans

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Everything posted by shenanigans

  1. Nice station Dezi! Really like the design. I just attached a the fuel module to mine. Tanks are empty now to lighten payload. Will take several supply launches to fill them up. On a bleaker note, fps is now down to 1.3 around the station. Sigh... Damned Unity's awful multithreading.
  2. Just attached two new modules! (Single launch) Attached a new science module carrying some equipment that the engineers told us would be really cool to mount on a space station! After that, decoupled the first payload and docked the second module, a communications module. In this image, my slightly updated orbital manuevering vehicle is still attached to the station before it's deorbiting. A smarter me would've transferred the nearly full fuel tank's fuel to the station, but that would've been too easy. In other news, the lag is getting ridiculous. Down to 5 fps estimated. Manual control near the station is a bad idea; mechjeb is the only way to safely and sanely control the anything near the station. I've used the mechjeb to reorient and maintain my desired orientation based off the commander's cupola and control module: Antiradial, roll 90 degrees. If you can get past the lag, the station actually controls quite well! Plenty of rcs authority, mainly because of smart thruster positioning (the ones on the end of the solar trusses are especially helpful), and smart mass distribution (including keeping the station roughly mass symmetrical in at least on axis.)
  3. As far as mine at least, I don't have that powerful of a rig. I really don't. I still scrape around 20ish estimated FPS near the station. Lag is noticable though. Just sent a reusable space shuttle up to dock with the station!
  4. May I present, the Kerbonational Space Station (so original): It is a multipurpose station in a 0 degree LKO @ 100km. It's not done, but I figured it is worth sharing. Just got done launching the latest module. The craziest part? It was all easily launched in just 7 launches so far, And I probably could have condensed it into 5. Current modules include (in order of launch) Crew Habitat: For the crew to live in (3 hsc's, empty as of now, will send mission later, but I want to keep some empty bunks for kerbals returning from other vessels) Big ass fuel tank 1: explanation not needed. Solar Array 1: literally cannot run out of electricity if i tried, plus I have enough batteries for months of darkness plus two locked ones just in case.. Solar array 2: NEEDS MOAR POWAH! Command and control cupola module (also marks the first kerbal to occupy the station) Science module 1 (most recently) Big ass docking truss ​(Essentially a giant space parking lot for ships coming and going. A smarter me would probably attach an escape vehicle capable or returning to kerbin here eventually. This one was the largest payload I've launched for this station so far, but had no trouble getting it to the station (but it turns like the damned titanic, needed more rcs thrusters). All the modules are launched with a subassembly lifter which is the kerbodyne 4 engine thing with two of the big tanks on top and 8 big SRB's on it radially. That gets the payload into 70km orbit easily. The next stage is the modular orbital maneuvering vehicle. Essentially an orange fuel tank with a skipper, and a probe core on top. (added payload facing lights, for docking, learned through experience.) Can easily dock any payload to the station and deorbit the omv with almost a full tank of fuel left, meaning I could probably launch even larger payloads no problem. The main concern I have now is lag; I have so many more plans, but I am already starting to notice stutters. I wanted to attach an asteroid to it, and a bunch of other modules. Here she be: The payload was big, I told you: Everything you see above the level of the solar trusses was one payload.
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