-
Posts
1,528 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Patch Notes
Bug Reports
Everything posted by RedDwarfIV
-
With the Dres transfer window coming up, it was a race to get the rescue ship operational before it would need to leave. At only 35 tons, the kit was easier to get to Minmus than Wyvern Stage 4, but actually building it was a another matter. The only free docking ports on Centaur were on the fuel cans, and as a result, the entire thing had a tendency to shake itself to bits (in simulations). More annoyingly, the Workshop was bugging out if I separated the transfer stage before Deployment, so I had to make sure SAS was off, start Deployment, then separate the transfer stage *before* the interaction started causing phantom forces. Got there in the end, though. 16 days later... The IPTV Valkyrie, in all it's glory. Dramatically improved habitation and agricultural support, advanced solar arrays, a nuclear plant, and a Liberator LH2 nuclear thermal drive for propulsion. Fully fuelled, this absolute beast of exploration has around 6,000 m/s of delta-V. More than enough to reach Dres, and return the stranded crew of the Odyssey to Kerbin. Honestly, the most annoying part is fuelling it. It requires LH2, which I was able to get one shipment of from Aurora base by docking the Loup-Garou FTV with a KIS pipe and activating LH2 production on the ISRU unit. When the FTV returned for a second shipment, however, the base provided 2000 units of fuel before claiming the 216,000 unit tank was full. Nothing I tried would get it to continue fuelling. Even restarting the game didn't work. In the end, I decided that since any mission to fix the Minmus infrastructure would require a base construction mission or a jerry-rigged solution, I might as well send Valkyrie to Kerbin orbit, refuel it there, and leave worries about infrastructure for after the ship headed off on its mission, rather than risk delaying its departure beyond the transfer window. That would have to wait until Minmus was in an equatorial position, however. In the meantime, I sent the engineers Kathbart and Samson back down from Centaur to Wyvern, since none of the other crew members were capable of performing Maintenance and the Machinery couldn't be transferred from the Paladin SSTO through Logistics. Samson did the honours. The Machinery plant now produces 0.05 Machinery per second, all three bays operating at 208%. The Recycling Centre and Nuclear Processing Plant were brought online, and the Smelters returned to full operating capacity. I discovered that, for some strange reason, the Nuclear Salt Water option on the Vulcan nuclear smelter required Ore, rather than... you know, Water. Presumably because it's from a separate mod to MKS. I'll see if I can make some changes behind the scenes to fix that. I'd rather not have to send an Ore container to Wyvern to get it working when it doesn't make a ton of sense to begin with. On the plus side, uninstalling WorldStabiliser does indeed seem to have fixed the issue of floating launch clamps. No more faffing about in EVA detaching all the clamps in hacked gravity just to lower the base by a few meters.
-
Using the wealth generated by the recovery and sale of an absolute boatload of Rare Metals and Exotic Minerals, I was able to launch Wyvern Stage 4. The Ground Construction Kit massed 50 tons by itself, so rather than send it and its skycrane up on the same launch, they were brought to orbit separately. The first skycrane turned out to have insufficient propellant and was quite unstable. The second, however, worked flawlessly. I used LH2/Ox engines for the first time, and I appreciated their high ISP. The boiloff when the vessel ran out of electricity was negligible. During the 47 day construction period the Dres communications satellite arrived at the dwarf planet and shuffled its way into orbit. Thanks to an ion drive that couldn't go above 10% throttle without eating all the electricity, its acceleration was pitiful. Thank frick for Persistent Thrust. That it had such difficulty at Dres orbit leaves me with low expectations for the comsats I sent toward Jool, Urium and Neidon. They'll almost certainly have too little power to function and sail past the planets. At least they were fairly cheap, so no great loss. Then, finally, construction was complete! Wyvern Stage 4 popped into existence, and nothing exploded besides the lag. I spent about 15 minutes driving the Wolverine out of physics range then launching the Workshop into Minmus orbit. Much more bearable after that, but seals the fact that this is the last expansion Wyvern will get. Here's the result! Stage 4, containing the Recycling Centre (turning Recycleables into Chemicals, Polymers and Metals), Nuclear Processing Centre (taking Uraninite or Depleted Uranium and producing Enriched Uranium), Machinery Plant, Training Academy, Nuclear Fuel Plant (takes Uraninite and produces fissionables for advanced nuclear propulsion.) And, last but not least, a second Prometheus nuclear reactor so the smelters can be brought online. Wyvern now has two bays for producing Specialised Parts running at 160%. I couldn't activate the third without running out of Silicon. All three bays for Machinery were active, but for some reason they were all at 10%, and barely producing anything at all. I spent quite a while scratching my head over this, and only just now realised that's probably because it has very little Machinery in the assembly plant itself. So I'll need to send a resupply mission to fix that. In ten days or so, we'll have the base fully operational! I have been having a problem with the Launch Clamps... the base keeps going higher every time it loads, and the launch clamps can't return to the surface since they're anchored. I think this is WorldStabiliser's doing, so I'll be uninstalling that mod and seeing if the issue goes away. Not a bug, just an intended feature that happens to not play nice with my preferred base design.
-
As mentioned in my last comment, the space program is a little low on funds. Normally having over a million VF in the kitty would be pretty good, but this is an MKS playthrough. Nothing comes cheap when you're building a self-sufficient colony. So I launched a Paladin SSTO with a Rare Metals/Exotic Minerals cargo container in the payload bay and sent it all the way to Wyvern Base. The mission: Milk Run 1. Before arriving at Wyvern Base, the Paladin had 3,000 m/s of delta-V remaining. After filling up the 3.75m container, it had less than 800. Nowhere near enough to return to Kerbin unless I was willing to faff about with a tedious series of aerobrakes. So instead, I sent it up to Centaur for refuelling... where I discovered it had no RCS ports for moving forwards or backwards. No worries, I just filled the Manticore with LF and docked that to the Paladin instead. In an alternate universe, the Paladin made its descent after two aerobraking maneuvers, having used up much of its remaining fuel in an inclination burn as it left Minmus at a bad time. It overshot KSC, flying across the ocean with the goal of making a landing on the other side, a common landing area for reusable boosters that couldn't return directly to the launch site. Unfortunately, it was too nose heavy to flare and hit the ground with its horizontal and vertical speed far above safe limits. It was destroyed with the loss of all cargo. Happily, that never happened to us! Here, it left Minmus about a week later, when the moon was above Kerbin's equator. This gave it an extra 200 m/s for its braking burn, which it ended up needing, having just 80 m/s remaining after entering LKO. Knowing the Paladin would be too heavy to safely land with the payload on board, I designed the Warlock SSTO to meet it halfway. Its large wing area and 2.5m cargo container would give it much greater tolerances, though multiple trips would be needed to carry the cargo down. The pair of Project Eeloo nuclear engines performed well, had less mass than the lightbulb/Valkyrie combo, whilst being significantly cheaper than the Paladin's Nuclear Lightbulbs. Their only drawback being the lower ISP, which is no issue so long as the vessel doesn't have to leave the Kerbin system. Just don't let anyone leave the KSC until the boys with the lead pyjamas are done hosing everything down. Despite making a successful landing, it was still pretty hairy. Nose heavy and with a tendency to swerve, bringing the fully loaded Warlock down onto the runway was an effort of will, and it only stopped where it did when the rear brakes were increased to full. It slid sideways until coming to a stop... but it was intact. All it needs is a few adjustments in the SPH and it ought to perform better next time. That one flight netted me two million VF! And that's only a third or so of what the Paladin brought back! This is gonna finance the colonisation of the Kerbol System. Can't wait!
-
Thanks! Being able to design them in the SPH then use Global Construction opens up a lot of options that I was happy to take advantage of. The stations in Carnasa's Coming Home Redux series were a big inspiration for me, having a lot to do with the aesthetics of Aurora, Meridian and Wyvern. Fenrir was all me, though. I think a big reason why I decided to make a thread about this playthrough is how neither the YouTube tutorials nor the full series I watched really helped me understand MKS. The tutorials didn't go far enough, and the series weren't trying to explain how the bases worked. Seeing as I'm learning by doing, I thought I might as well log the learning process, since that might help some people having the same problems.
-
Turned out I was wrong, I hadn't put two RareMetals/ExoticMinerals containers on Wyvern Stage 3, so I actually had to send one (the right size this time) to replace the 3.75m container dangling from the base's underside. Used Konstruction ports to weld it to the base. Having gotten tired of running out of basic resources, I also sent a new base section with Industrial Strip Miners on board. Now I shall need never worry about running low on silicates, subsatrate or minerals ever again! Mwa-haha-ha-haaaaa! I also found I could increase refined resources production by activating some of the Material Processing Units in Smelter mode. Unfortunately, they're whacking great power hogs, and even the Prometheus reactor I'd built into Stage 3 couldn't keep up. As it stands, the assembly plant has one bay producing Specialised Parts at 173%, while a second runs at 70%, The third production bay is shut down for lack of Silicon. What I've learned from all this is that Stage 4 will not need another SpecialisedParts assembly unit, rather it will need to have another nuclear reactor so that the MPUs can be run at full capacity. Then, and only then, will Wyvern Base be capable of producing MaterialsKits and SpecialisedParts at a rate that would support full orbital construction over Minmus, which would finally disentangle the space program from the need to launch anything but crew and resupply missions from Kerbin. Might take a while before I can launch Stage 4. I'm down to 1.2 million VF, which I think should go to fulfulling some ooutstanding contracts I have. Either that or a cargo ferry to carry Rare Metals from Minmus to Kerbin, make some cash that way.
-
Ah, the Bielefeld of KSP. A little update today, since I didn't do anything major. Pegasus Station reached Eve, and since it still had plenty of fuel. I decided to park it over Gilly. Not like any crewed missions I send will be doing much at Eve itself anyway. I managed to find a Dres braking maneuver that would get the Odyssey into orbit for 1,500m/s delta-V. It will use all its spare lander fuel to do so. Looks like we'll only have one shot at a landing. On the plus side, there's another Dres transfer window coming up in about 250 days, so at mininum I can send a Manticore FTV-L to refuel it. More likely, I'll send something even bigger, carrying a bunch of Fertiliser and extra Gigantor solar panels. Odyssey has an engineer on board, so if he hasn't gone Tourist by the time it arrives, I can do more than just dock them. Had to send a couple more missions to Wyvern Base, as it turned out I hadn't included a Refined Exotics storage or any means of drilling for Silicates... aaaaaaand it just occurred to me that I'd given Wyvern Stage 3 two RareMetals/ExoticMinerals storage containers, so I could have moved the contents and converted one for Refined Exotics. In fact, I may still do that, because the 3.75m container currently dangling from a docking port on the underside of the silicon workshop is Kraken bait if I'd ever seen it. In any case, with the drills added and somewhere to put RefinedExotics, I was able to start Specialised Parts production. It's quite slow, so I'll see if I can move the no longer in use Industrial Refinery at Meridian over to Wyvern and reconfigure it for Specialised Parts so I can double the speed. Regardless, the base is ready for Stage 4. Also, in an Alternate Universe, the Wolverine GCV's Bon Voyage controller had it arrive in the same location as Wyvern base. This telefragging on load caused a massive explosion which destroyed the base. Luckily... So we don't have to worry about that.
-
Fenrir Base is now fully constructed and operational. A remote mining outpost, fully automated. Metallic Ore, Exotic Minerals and Uraninite are mined here, and at prodigious rates, too! I imagine Wyvern's next segment will include a facility for the production of fuel for advanced nuclear rockets. And here I thought it'd just be making Enriched Uranium for the base reactors! I had to reconfigure one of the strip mining drills, I'd accidentally set it to Rare Metals rather than Exotic Minerals in the VAB. Luckily, I had some Specialised Parts lying around, this time. Also present in these pictures, connected to the Workshop, is the Wolverine Ground Construction Vehicle (GCV). Twice as efficient as the in-line workshop, with space for more engineers, I decided the original workshop just didn't build as fast as I'd like, and barring a (very heavy and cumbersome) Orbital Workshop, this was the only option. It has a pair of greenhouse domes for Supplies recycling, a pair of little inflatable habitats for extending hab time, and a Bon Voyage control unit so it can move around Minmus with no fuel required. Though it does have engines, so it could fly if need be. Next stage, Wyvern's Machinery production and nuclear processing facility.
-
Today I launched several missions, but since I've been asked how I got launch clamps to Minmus, I thought I may as well show off a mission from start to finish. My Thunderstorm reusable rocket. I have variants with side boosters of various sizes, also recoverable. Separation! At this point, I controlled the payload all the way to orbit before using FMRS to load the booster for descent. Burn, baby, burn. I use parachutes because I'm not too picky about where I land. Also because they can keep the booster from exploding if it does this. One of the landing legs failed due to a high impact velocity. My bad. The payload made its way to Centaur Station, where it sipped a bit of fuel since it was almost out. Payload landed, skycrane disassembled for the Materials Kits. The Workshop flew over here, followed by the Chipmunk lander when I realised my engineers weren't on board. Ta-daaaaaa! One Rare Metals mining rig, fully operational! Though, uh, pointed in the wrong direction. I couldn't fix that, but at least it not being properly aligned with the reactor tube port meant that the Strip Miner drill didn't quite touch the tube. I can live with that. On a less happy note, the Odyssey's mission is not going so well. Originally designed for a mission to Eve, I failed to consider the drop in solar energy that would result when the ship headed off to Dres instead. Everything except the hab ring and the main life support unit have been shut down to conserve power. To make matters worse, the delta-V remaining is reading as 900m/s. I can increase that by using fuel intended for the lander, but that would mean even less science will get done. Unfortunately, sacrifices may have to be made to ensure Odyssey captures in Dres' SoI at all. A rescue mission would be far easier with them in that situation than orbiting the Sun. At least they're in good supplies, which they'll need, since I missed the Dres window for launching a garden station after them. Once the supplies run out, the crew revert to Tourists. I wouldn't be able to set foot on Dres, let alone transfer the science experiments from the lander to the rover. Silver lining, the rover has an RTG, something I almost skimped out on. If I can get it to the surface and transfer the experiments, it can carry out the mission on its own. All will not be lost! Lessons learned: my next interplanetary ship needs to have a load more fuel, a load more supplies, and a load more power generation.
-
Since this is not just a colonisation playthrough, but career mode as well, I had a bunch of tourists needing shipped to Minmus. My new Lionheart class SSTO served the purpose very nicely. I've been using SSTOs a lot for low-mass payload missions. For heavier stuff, I use the FMRS mod to recover my boosters. It was confusing at first, but now I understand it, I'm using it all the time. Clawing back those sweet, sweet funds! It was surprisingly easy to take off from Minmus. Felt just like lifting off from a runway. I'm sure this comes as no surprise to experienced spaceplane pilots, but I haven't really done this sort of thing since 2012. The next stage of Wyvern Base is complete! It has everything it needs to make Specialised Parts... so long as I set up mining facilities elsewhere on Minmus to gather the materials. It's honestly shocking how little lag I experience. The timer is yellow, so it's not like there's no lag at all, but I was kinda expecting a slideshow at this point. I don't exactly have a beast of a cmputer, either. Next step is setting up the mining facilities. I'll need to confirm the presence of the resources, but my Orbital Survey suggests that I can get Metallic Ore, Exotic Minerals and Uraninite on the spot my metal mining rig was established. Rare Metals, meanwhile, are found around Aurora Base. I'll send a survey rover, then the mining rigs, if the scan goes well. Fingers crossed! After that, an assembly plant for Machinery, and possibly a nuclear fuel plant. At that point, the facility would be basically self-sustaining, aside from crew rotations once a decade.
-
After switching the OPT-J/2.5m adaptor from structural to a Liquid Fuel tank, the Lionheart's delta-V in LKO went up to an astounding 5.8k. EDIT: While this is a fully functional variant of the Lionheart, it should not be given missions that will not make use of its full delta-V capacity. It's too nose-heavy on landing and will sustain serious damage if the adaptor tank cannot be emptied. I lost a nuclear lightbulb and a 2.5m jet engine on the runway last time I tried. It does take a little longer to get it into orbit to begin with, now. It has to take advantage of the velocity gain from descent in order to accelerate fast enough to put the apoapsis into space, so it spends quite a while at 35,000 meters.
-
The Lionheart passenger SSTO can ferry a large number of Kerbals to anywhere in the Kerbin system (or slightly outside of it). With twin nuclear lightbulbs for orbital propulsion, this vessel still has 3.6k d/v after reaching LKO. I used it to carry ten tourists, plus three kerbonauts, on a mission to solar orbit then down to the Mun, where two tourists switched to a lander for a visit to the surface. It had some issues on re-entry, with the centre of mass having moved behind the centre of lift, but I got it down safely on my second try. I've since redesigned it so the wings are further back and it has additional horizontal stabilisers to increase pitch control.
-
About a month ago, I got the itch to play KSP again. Specifically, with the USI/MKS mod installed. I'd had previous runs with it, but I always burned out when it came time to go interplanetary. I sent entire armadas of base modules off to Duna, in the hopes of setting up a base there, but the sure and certain knowledge that I'd got something wrong, along with the arduous process of shepherding so many vessels into capture drained my enthusiasm. But this time... this time, I was going to do things differently. And the Global Construction mod was gonna help me pull it off. Why send fleets interplanetary, why assemble bases piecemeal (oh god the lag) when I could just send an engineering ship, and a metric crap-ton of Materials Kits? Why, indeed? So much simpler, so much neater, and I could test out my base designs easily enough on Minmus. So that's exactly what I did! One happy little workshop lander, one DIY kit, and a MaterialsKits resupply because bases don't grow on trees. Aaaaaaand... It worked! Yaaaaaay! One fuel refinery, fully operational! Though I did later end up moving everything off that radiator boom, since it bounced like mad on vessel loading. Say hello to Aurora Base. So with that success under my belt, I thought, why not expand the base? See if we can't generate some supplies with an agricultural module? ...turned out the ag module was set to cultivate with Substrate, and the base only had a Dirt drill. Whoops. But hey, learning experience! Surely I'll remember to keep a supply of MaterialsKits and SpecialisedParts around my bases in future, right? Right? Anyway. Good as Aurora is for mining Ore, it's useless for Substrate, Minerals and Metallic Ore. I set my sights on a location for a new base, one that would be a hub of industry! The Orbital Survey told me there was an area that had all three resources in fair abundance. I sent my workshop lander off on a new mission. A mission which resulted in the construction of... Meridian Base. Nuclear reactor, extensive cooling arrays, two drills for each resource, and storage for everything. Plus Material Processing Units to turn those resources into better resources. Surely this masterpiece will be a great boon to my space program! Oh. Oh no. Damn thing broke in half! Good thing I've got all these flexi-tubes! But... half the cooling array is gone, and the processing systems are all wonky. This isn't quite going how I'd planned. Still, the first upgrade is under construction. Extra large smelters, storage for MaterialsKits, and extra drills. Just Substrate and Mineral drills, though. My Orbital Survey lied to me. There was no MetalOre here, so I had to launch an automated mining rig. That had its own problems, with 3/4 drills set incorrectly. It took waaaaay too much time and effort to fix that thing. Hey, let's check back in on Aurora, shall we? Things were going smoothly enough ther- ...the base reactor launched itself 300 meters into space. It decided to go for a walk. Shockingly, it survived that little jaunt with no damage. Minmus gravity is awesome. The rover on the bottom right was used to drag it back to the base, where it was reinstalled with a lower spring setting on its landing legs. Something you may notice is that the entire base also decided to go walkies, shuffling onto a weird angle. I guess the fuel farm wanted to feel the gentle touch of a lamppost. Okay, I take full responsibility for this SNAFU. My liquid-fuel transport, a Manticore FTV-L, hit the ground at high speed due to my failure to start the landing burn early enough. I hadn't taken into account the LV-Ns having significantly lower thrust than the Cheetah engines on the standard LFO Manticore design. I had it drag its backside like a dog over to the base, for later disassembly. Scrapped for MaterialsKits, it can still serve a use. I was having rather more success with my space stations. Centaur Station here is my fuel depot and science lab over Minmus, providing a destination for all the fuel Aurora cooks up. I've since expanded it by adding another fuel tank, and moving the Orbital Workshop from Mirage Station in Kerbin orbit, once I was finished building my first two interplanetary vessels. Speaking of... Mirage Station. Since I didn't want to build stupid huge launch vehicles, or dock a ship together in orbit, I had Mirage build them in one go. Here's the IPT Adventure, ready for launch. Adventure was originally supposed to go to Eve, with that dinky lander for Gilly. Unfortunately, the Eve launch window was over a year away, so it was given a much larger lander and sent to Duna instead. The IPT Odyssey, a somewhat more capable vessel (at least in terms of life support) which will be heading for Dres. It carries a lander and rover with skycrane. After landing, the engineer will move all the science experiments from the lander to the rover, which has a Bon Voyage controller on board. With that, it can visit many more biomes than the lander could, even taking into account the fuel Odyssey carries. In the background is the Super Atlatl SSTO, a very capable vessel, though not as reliable as the original Atlatl design. IIRC, this one went into a flat spin it was unable to recover from, due to the centre of lift moving too far forward and there not being enough liquid fuel on board to trim it out. I've been working on a new SSTO, the Paladin, which looks to be much more stable in flight, though it's significantly more expensive. After everything that went wrong at Meridian, I decided I wanted a fresh start for my industrial ambitions. About 7km away, I set up Wyvern Base. There's a few substantial improvements here, but the main thing to note is how I replaced landing legs with launch clamps. Landing legs bounce. They yeet reactors into the heavens. Even with Ground Anchor enabled, they go walkabout. Launch clamps have proven much more reliable, although the base is a bit higher off the ground than I'd have liked. Still! The base works, and it didn't break in half! I also used much more resilient radiators, so I wouldn't have to worry about them. While I was faffing about with uncooperative bases, Adventure arrived at Duna, performing a flawless aerocapture with an apoapsis high enough to capture around Ike afterwards. It occurred to me that since I had a Manticore FTV arriving a few days later, I could make more landings than I'd anticipated. And since Duna has an atmosphere, and Ike is so easy to escape from, it was the logical choice to go to Ike first then make a Duna landing. I love this cockpit design. Adventure made its way to Ike, and the lander did its stuff, getting data from 2/3rds of Ike's biomes. Unfortunately, it turned out to have less deta-V capacity than I thought it had, and despite the FTV, I ran out of LFO. I felt it was more important to have a large margin of error on the interplanetary spacecraft than to attempt more landings. So, Adventure left Ike, dropping into low Duna orbit, where it rendezvoused with a garden station I'd sent. That will keep it in Supplies for the year and 160 days until the Duna-Kerbin transfer window, when the crew will head home. Sadly, no Duna landing, but hey. There's always next time. In recognition of its being very well behaved, Wyvern received this expansion. A MaterialKits workshop, and industrial module for refining metal, polymers and chemicals, an ag module for generating supplies, and an ag support module for generating Fertiliser. The ag module didn't work for lack of water. I forgot to add a water tank, but that's easy enough to fix. The industrial equipment was also lacking in Machinery, so I used the Paladin to lift a resupply probe, which transferred the Machinery across. Now there's a new problem... not enough electricity! The reactor I gave the base can't keep up, even at 100% output, so I had to shut down some Fertiliser and Materials Kits production. My shopping list: Bigger reactor, water tank, and a bit more Machinery. Given how little lag there is at Wyvern, I may well expand it further for SpacialisedParts and Machinery production. I look forward to having a huge, fully functional base, Not only will it provide the resources for orbital construction over Minmus, it will serve as a blueprint for bases on other worlds. I have a good feeling about this playthrough. I might actually see it to the end, this time.
-
This is the Atlatl autonomous cargo SSTO. It should also be capable of lifting 6-ton payloads, though I haven't tested that yet. Its party trick, however, is that it carries around 500 d/v worth of oxidiser for the SWORD engines to use on ascent, while the LV-Ns have a cool 2,000 d/v to play with after pushing to orbit and circularisation. Heaven knows what I'd use that for, but it's there. Pod retrieval missions, perhaps? EDIT: Just carried out a mission to refuel a craft in LKO heading for Minmus. This SSTO lifted an 18 ton fuel tank. I am very pleased with its performance, though I have no idea why activating the brakes on the runway caused it to flip up into the air, stall, crash and lose one wing and its nuclear engines. Kraken attack , I guess. Still recovered 2/3rds of its value!
-
This is my Warrior SSTO, which went through a few iterations before I got the most utility out of it. It can carry a 6 ton payload to orbit with 300 d/v to spare. Costs 143k VF, of which 137k VF is returned on recovery. I may make a crew transport version. It does have some odd characteristics, such as a tendency to yaw left (especially on the runway) and the fuel needs to be moved forward before re-entry to avoid going into a flat spin. Using fairly low-tech engines, it can reliably reach orbit. Very pleased with the performance of the linear aerospike. Whiplash is underwhelming at altitude, but needed to reach Mach 1.
-
[1.12.x] GPWS - Warning System for Planes Updated
RedDwarfIV replied to linuxgurugamer's topic in KSP1 Mod Releases
I really like this mod. I did edit the warnings though, since they tended to loop immediately rather than have a moment of silence between soundings. I also replaced the "horizontal speed" sound effect with a 737/787 overspeed alarm. It was super weird going 400m/s above the Mun while hearing a computer voice saying what sounded like "hollyhopbullseed-hollyhopbullseed-hollyhopbullseed-hollyhopbullseed-" over and over. -
[1.12.x] - Modular Kolonization System (MKS)
RedDwarfIV replied to RoverDude's topic in KSP1 Mod Releases
I feel like the problem is likely the fact that you're trying to drill an asteroid. Unless MKS adds Resources to asteroids as well as planets. -
[1.12.x] - Modular Kolonization System (MKS)
RedDwarfIV replied to RoverDude's topic in KSP1 Mod Releases
Ah. That would explain it. I have two pilots on the base, one of them doing nothing. I'll try shifting them to the Ag module. Thanks! -
[1.12.x] - Modular Kolonization System (MKS)
RedDwarfIV replied to RoverDude's topic in KSP1 Mod Releases
Yes, the Tundra and Duna modules each have at least 100 Machinery. -
[1.12.x] - Modular Kolonization System (MKS)
RedDwarfIV replied to RoverDude's topic in KSP1 Mod Releases
There is fertiliser, as it's needed for the Agroponics systems already used to keep the base at a steady level of Supplies. (That reminds me, I need to launch a processing unit to generate more Fertiliser from the minerals and gypsum...) I've tried it with the Duna and Tundra modules set to Cultivate and to Agriculture. Neither produced Supplies. -
[1.12.x] - Modular Kolonization System (MKS)
RedDwarfIV replied to RoverDude's topic in KSP1 Mod Releases
Me again. The Planetary Logistics is working fine, I now have 30k units of Water sitting in the tank at my main Minmus base. Now I'm confused as to how I generate Supplies. I have a Duna Agricultural Module and a Tundra Agricultural Module. Both are set to Agriculture (S). I have water, I have Substrate, I have electricity. I have an empty Supplies container. I have a Scientist sitting in the Duna module. But my Supplies resource is refusing to go up. Do I need more Scientists/Farmers? One other issue is that I had my engineer set the Tundra module to Agriculture (S), but the right-click control still says "Activate Cultivate (S)". It says above that in the right-click menu that it is set to Agriculture. Am I missing something? -
[1.12.x] - Modular Kolonization System (MKS)
RedDwarfIV replied to RoverDude's topic in KSP1 Mod Releases
Since I only seem to have small resource drills unlocked, I could send more of those and have my engineer attach them. He'd have to fly all the way from the refinery site, though. I've been letting it do that while I work on my Minmus fuel refinery. Which I have also been having problems with, but that's a Ground Construction issue, not MKS. -
[1.12.x] - Modular Kolonization System (MKS)
RedDwarfIV replied to RoverDude's topic in KSP1 Mod Releases
Ah, thanks! ...maybe I shouldn't have used a 3.5 metre tank for the mining rig... It's gonna take forever to fill up. -
[1.12.x] - Modular Kolonization System (MKS)
RedDwarfIV replied to RoverDude's topic in KSP1 Mod Releases
Hi. I'm confused about how to use Planetary Logistics. I tried reading an MKS guide, but all it said was that I needed a Tundra Logistics Module (which I have) and a storage part set to Planetary Logistics: On (which I have) and that the Logistics Module would, even when unmanned, "push" a resource into Planetary Logistics. I have a water mining unit on Minmus. It is successfully mining water and at this point I have 4,000 units of it in the storage tank. I have an agricultural base on Minmus with an empty water tank and a manned Tundra Logistics Module. Its water tank is also set to Planetary Logistics: On. I don't see any options on the tank or the Logistics Module for "pushing" resources into Planetary Logistics. The menu on the right hand side comes up with tabs including Planetary Logistics, but it doesn't show resources like the Local Resources tab does. Please could I get an explanation for how I am supposed to use this function? I'm very invested in this mod in my current playthrough, and I'd love to keep going with it, but this is a wall I've slammed into. My only alternative would be sending an entire water tanker lander out to Minmus and shuttling water around, if I'm unable to get Planetary Logistics working. Any help would be appreciated. -
Thanks, that... kind of works. The symbol is tiny, has an even smaller hitbox for recognising when my mouse is over it, and only changes colour very slightly to show when my mouse is in the right place. You've been helpful, but whoever designed the interface definitely wasn't. It wasn't at all obvious that the deployment symbol was a button rather than just a notification of readiness to deploy.
- 1,121 replies
-
- 1
-
-
- breaking ground
- coming soon
-
(and 3 more)
Tagged with: