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Wulfg4r

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Posts posted by Wulfg4r

  1. 12 hours ago, Nils277 said:

    As RoverDude and DStaal said, the Algae Container converts mulch + ore into fertilizer. I set the resource rations for this part in a way that it does not take too much mulch and therefore allows a full cycle.

    After @Whovian41110 question (both here and on USI thread), I've tried to install your mod (which is AWESOME, btw) in pairs with the great work from @RoverDude USI Life Support and UKS.

    I've also added the UKS-KPBS_Compatibility from @PocketBrotector (or LouisB3 on GitHub), and maybe there's something there: in his last release on GitHub (0.1.3), the Algae Farm config marked it as unsearchable, hence I couldn't find the part on VAB/R&D in my test. He already wrote the right config (commit on 23 Feb, it's on the repo), but it's missing from the last release package (dated 17 Feb).

    I've opened an issue on Louis GitHub tracker as well.

    Hope this helps, and thank you @Nils277 for your great work. Mods like yours (and @RoverDude, @sarbian, @NecroBones among the others) add a depth and value to this game which keeps me coming back for more :)

    - Wulf

  2. 51 minutes ago, Whovian41110 said:

    With Planetary Base Systems how do I recycle mulch into fertilizer?  There is no way to do so as far as I can tell.

    The PBS Wiki says with the "Algae Farm" (here), but frankly I don't know if it works with the last updates @RoverDude made.

    I'm not using that mod, so I can't check directly.

    Hope this helps!

  3. Hi @RoverDude, first thank you for your amazing work!

    I think I found a bug in the latest (0.5.0 for KSP 1.1) release.

    It's about the parachute of the DERP Inflatable Escape Pod: when I launch a vessel, it's default state is ARMED. Even if I manage to disarm it before liftoff, its behavior is strange, it get released/damaged upon reentry even if it's set on the upmost stage and NOT activated.

    Sorry for not feeding more infos; if I'll have some spare time later this week, I'll dig into this with a reproductible test case and some screenshots.

    I'm currently using KSP 1.1.0.1196, latest USI mods (no CKAN!), latest MechJeb release.

    To be clear, I'm not asking for a quickfix. I only hope this helps you for a more stable release upon KSP 1.1.

    Hope it helps somehow, and thanks again!

    - Wulf

  4. I have some difficulties with Inflatable Floats: I cannot manage to get a little lander (less than 1 t) to float upright into the water. I've tried to lower the center of mass to the line of floaties and below, but it's rolling on its side every time. I've also tried with inline and radial floats. The footprint of the lander is rather small (0.625); maybe i need to get a larger footprint?
    Here's some examples:
    [URL="http://imgur.com/xlQVXcn"][IMG]http://i.imgur.com/xlQVXcn.png[/IMG][/URL]

    [IMG]http://i.imgur.com/POOraar.png[/IMG]

    I've tested it on Kerbin and Eve.
    Thanks again!
    - W
  5. Hello Kerballers,

    I'd love to present you my last effort to build a capital ship:

    here's the Pride of Antiga Capital Ship class!

    Javascript is disabled. View full album

    It can lift from Kerbin, using solid boosters and 4 Mainsail rockets to reach LKO, then the 9 LV-N to circularize and manuver.

    For lifting, I've emptied most of the fuel tanks to lesser the payload (you can also go full loaded, cargo bay included; I've reached a successful lift with more then 500t mass!); once in orbit, I've refueled and it's ready to go!

    Once refueled, it has more or less 7000 deltaV on nuclear engines, making it more then capable of long range missions.

    It has plenty of RCS and a SAS wheel in the cargo bay, giving decent handling for a ship of this size.

    The docking ports are:

    • 3 shielded standard ports, 2 on bottom and one upfront, by the command pod;
    • 3 docking ports sr., 2 inside the cargo bay and one behind command pod (yes, it's detachable);
    • 6 docking ports jr., on top and bottom near the engine section, to attach 6 planetary probes ready for deployment.

    Here's the link for the .craft file:

    https://dl.dropboxusercontent.com/u/1196113/Pride%20of%20Antiga.craft

    Comments/critics/suggestions are welcome!

    Thanks,

    - Wulf

  6. Hello guys,

    for my 2nd post on forum I'd like to share my skycrane creation, needed to deploy modules for my planetary permanent outposts.

    Here you go:

    Javascript is disabled. View full album

    Normally I ship the crane attached to a lifter to a low orbit around target, detach and commence landing.

    It has 8 MK16-XL chutes and c.a. 1500dV to enable some hovering in search of an optimal place to land or to take a module back to orbit.

    Here's the .craft file:

    https://dl.dropboxusercontent.com/u/1196113/Modular%20Outpost%20Skycrane.craft

    I'm open to comments/suggestions/critics!

    Thanks,

    - Wulfg4r

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