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DDay2021

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  1. These appeal to me as you could feasibly drop the first image in as an initial landing vessel, or rover even, then 3d print (DIY kit) the rest into position such as the reactor? in the second. You would still retain some modularity with the function of what is built in-situ. I'm of the opinion that whatever is built in-situ has a time cost, as well as material.
  2. I agree, solved the same issue that I had. Yes it solved the issue.
  3. I I think it has everything that it needs. Edit: Strange now everything is working this morning....
  4. Anyone know of a reason that my 'Tundra' Industrial Refinery has zero efficiency for producing Refined Exotics or Chemicals? It's part of a base that has all the raw materials, there is plenty of storage and power, and there are 4 - 5 star engineers onboard.
  5. I'm interested to see your creation. Earlier, I was thinking that a part which is similar to NecroBones probe cores in MRS and SpaceY, coupled with the logistics capability, would be perfect for this role.
  6. Thanks. This newfound understanding will bring a new challenge to upgrade the remote miner. I appreciate the help and the wonderful mod.
  7. It's 50km so local logistic won't work. It seems the source of my issue is the lack of a logistics hub at the remote mining site. Although I could swear I read that kontainers could push to PL, I've only had 2 cups of coffee this morning and my memory could be off.
  8. Planetary logistics question(s): I have a base on Minmus with a Duna Logistics hub (w/ pilot) and an inflatable storage unit configured for silicates/silicon, I also have a un-kerballed mining rig 50 or so km away with a 3.75m flat tank kontainer configured for silicates, which is currently mining silicates. Both the base and the mining rig have planetary warehousing turned on. However, I am not seeing the silicates show up in the planetary logistics tab. Does the mining rig need to have a logistics hub w/ pilot for planetary logistics to function properly? Under which circumstance will the pull occur? The rig's container is full? There is a consumer at the base i.e. silcates -> silicon? All the above?
  9. Found what may be a bug with the 2.5m Resource Converter, it tries to produce chemicals when it's configured to produce Fertilizer(G). The MKS_Processor250.cfg currently reads as: Shouldn't it read something similar to this? If you'd like I'll try to figure out the pull request on Git.
  10. There may be nothing that RD can do as it's probably a broader KSP issue, but to satisfy the OCD itch in me is there a way to alphabetize the resources in the resource tab? Once I have multiple resources I'm tracking it is frustrating trying to find Silicates, for example, in the list.
  11. 1) Smaller craft are better, until they're not, and then you have to go BIG. 2) Learn the NavBall, what it means and how to think in 3 dimensions. 3) Think about center of mass, center of thrust and how to place engines and RCS thrusters for the best effect. 4) Kerbal Engineer is invaluable in calculating dV and presents all the necessary information. 5) At least once, Land on the Mun using only your engine and the NavBall, no Mechjeb, KER or other mods, just you, the craft and the Mun. You'll thank yourself afterwards.
  12. I sort of remember it, it's mostly just an image as I was 18 months old at the time. But I do remember having a space themed room with the curtains, sheets and covers. I also remember watching a later Apollo launch around 1973-ish on the huget 16" black and white TV.
  13. @sal_vager I figured as much, I just wanted to give you as much information as possible. Thanks for the hard work.
  14. I'm running a clean install of 1.1.0.1230 on OS X 10.11.4 on a late 2015 iMac with 3.3GHz i7-577R, 16GB RAM, Intel Iris Pro graphics with Retina 4k monitor. KSP itself is running in windowed mode at 1920 x 1080. Several visual glitches appear in both the SPH and VAB. In the VAB the flag on the wall is full of "tv static" and the floodlights on the walls go through a cycle of getting brighter and dimmer. I also go from an initial 86% cpu usage in the VAB to over 200% in a few seconds along with an increase in temperatures and fan speeds. This is variable depending on how the view is set. VAB issues can be seen here: VAB graphics issues In the SPH the floor markings display the same type of static with the exception that it is dynamic in changing patterns. The floodlights there also display a similar cycle of brightness. The graphics anomalies for the SPH can be seen here: SPH Disco Both videos along with my KSP.log and player.log can be found here: Dropbox Link
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