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Everything posted by eonmoon
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
eonmoon replied to RoverDude's topic in KSP1 Mod Releases
yeah, a great bit. ohno, i forgot to add a few of 'x' item, getting there and finding your missing a wrench after a weeks travel... welp thats what 3d printers are for! and was actually used by our own real life astronauts, a 3d blueprint sent and printed for a monkey wrench up there. i know its a proof of concept. but reallly neat -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
eonmoon replied to RoverDude's topic in KSP1 Mod Releases
this foxy is waiting for the proper post of the latest? konstellation if its up, or the like. also how is the 20m parts coming along? giving you issues? oh! anyone got link to a good tutorial vid on setting up a base? I haven't gotten that far, just recently restarted playing. was ground trothing minmus, science farming biomes, while running land scans. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
eonmoon replied to RoverDude's topic in KSP1 Mod Releases
hey all, have played a bit thru the 1.3.1? version, but due to steam sale i picked up the official dlc today. my question for roverdude is there a plan for a modpack update sometime soonish? or is it being tweaked for the next release? how buggy is the current system of mks and life support with 1.4.3? edit : oh yeah, what about the konstellation? got any links? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
eonmoon replied to RoverDude's topic in KSP1 Mod Releases
heh. I sent up a probe ship with 8 small remote landers eith the ground detectors? so I could get better info in the biomes. then I swooped mouse about different biomes I scanned for best spots and found that high area. need to try agai sadly due to a mistake revert . had ship tip on me and I didnt pick right reversion. ohwell -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
eonmoon replied to RoverDude's topic in KSP1 Mod Releases
heh. found a biome spot with high ammounts of dirt. so good spot to sift there.never found anything so high when scanning. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
eonmoon replied to RoverDude's topic in KSP1 Mod Releases
heh.very nice. hmm giant arc ship in space.. neat. current project is getting my base to the mun. I got everything needed to start making supplies . . still scouting minmus in the meantime if theres a better spot. as it stands I could set up a sifter on thr mun someplace and just bulk sift everything. the muns lowest item is water at 1.3%. surveying. I got some resorce at 26% in one spot where next highest is 8%. I think its dirt. and place im gonna drop my sifter -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
eonmoon replied to RoverDude's topic in KSP1 Mod Releases
found a nice spot to build a base on the mun crater, near the canyons. few percent in a lot of things. plenty to start making food or making material kits -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
eonmoon replied to RoverDude's topic in KSP1 Mod Releases
sorry for the ramble earlier. was laying down while very overtired. 3 days of roughly 4 hours of sleep makes for loose trains of thought. thanks for the I fo on what I should be going for with my innitial base. soon I shall rule the kerbin system... after I get some ships up there. oh and sooo thankful for kis/kas. had 2 kerbals spawn in viewing modules. bill grabbed em and bolted em to the sides of the recovery ship. well.first was the fromt. then the second had me slap em on the side of the ship. really should snag that mod to prevent this... ohwell n.n -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
eonmoon replied to RoverDude's topic in KSP1 Mod Releases
whee. its been a few months since I last played. depression burnout fricken sucks. reloaded this. kas. kis. heavy lifters and one or two more. oh and EL.(I dont know if you can build ships in orbit without it or not) got thru to mun landing and return. over fueled my wide lander so I got two good hops out of it. launched my return modual from the lander core ala apollo. tho its more a rocket pod with remote control assistance since I sent bob? the scientist. picked up 2k science to spend to unlock scanners . now time to probe the moons to find my first base. a question on pods. ehat would you send for the absolute core for a new base. using a salamander scout for the core? -
I screwed up majorly and need some help
eonmoon replied to bigguy4u's topic in KSP1 Gameplay Questions and Tutorials
high speed mini pod with the antenna built on, with equipped limpet docking capability via claw. perfect kerbal way of doing things (hmm, probecore, power gen, some rcs maybe for fine manuvers when out there for proper docking, terrier and 200 tank to get ya from orbit to the departing ship, totally doable for a small probe craft) -
heres to hoping you and roverdude both get everything runnin smoothly. I wanna build rockets off planet. tho roverdudes new construction pack with its collapsing docking ports will make things interesting, port up a builder core then attach your modules without the bloody ship flexing apart, tho moar struts can help too.
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make sure you use low stupidity engineers and scientists. make sure you have them with atleast a.star to improve their rates ( keep jeb FAR AWAY) make sure your assembly building has 4 workers, lowest stupidity possible and non pilots. also use several stakes in a flatish area , 3 to set origin and x and y . and put a 4th atop something thru kis/kas attaching so your build is above ground. better yet, if you use single post to build, make sure the object your building is suspended a bit over the vab floor with launch clamps to prevent fly away
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notso much a edit as a lil more info. when i was mucking about i had a number of kerbs in the high productiive parts (4man building can and mini inflatable workshop in uks,,) and had 0 as my build rate. then after putting stupid and non engineers in the life support mods, and two smartests 1 and nul star engineers in inflatable workshop i got a 2.someodd build rate. got a batch of smart 3star engineers to deliver stuff to minimus, juust gotta drive my malamute roverbus of junk off thr slopes where i landed unfortunately
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hope to be working on delivering equipment and parts to the base area, then assemble parts tobuild up my base rather then try linking it all together on the ground. use lots less parts. tho could go with kis/kas to build platforms and assemble the base from constructed segments too... so much to experiment with had null build till i shifted kerbs around
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Stock fairings are heavy indeed...
eonmoon replied to Kermanzooming's topic in KSP1 Gameplay Questions and Tutorials
if your going with mods, bill and bob have their extraplanetary launchpads and uks systems, ship in the parts needed and build that big rover on the moon or planet of your choice. even make the parts at the moon if you have enough resources. im still working at mine, but these are lovely rovers. -
When/How to preform suicide burn?
eonmoon replied to ToukieToucan's topic in KSP1 Gameplay Questions and Tutorials
I use the time on KER as a guideline, usualy I start a burn at the 2-5 k mark, drop off a bit of speed. then again as I get closer, so far I have yet to crash a ship... tho mechjeb hits ALL the time, stupid lil buggers brain was not scanned right. that or its a pre ksp scan they used -
A plethora of rescue missions?
eonmoon replied to eddiew's topic in KSP1 Gameplay Questions and Tutorials
heh, using extraplanetary launchpads and uks systems. i got a small number of probe driven small recovery capsule ships to retrieve kerbals. late term having a few ships carrying a tree of small ships to other planets to await more retreval missions -
heh, i got a few methods, one use micro tugs and docking port jr to dock the small pods in.a big bay. or dock a tug and heat sheild to one side. then dock a thrust module with hearsheild to one side. the second dock the thrust and gyro module with shutes into the other side and drop it i to the atmo. as to issues, i have one that when i open a container it closes the container instantly. it takes a few tries to open one. and dont think items have stored inside
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hope to be working on delivering equipment and parts to the base area, then assemble parts tobuild up my base rather then try linking it all together on the ground. use lots less parts. tho could go with kis/kas to build platforms and assemble the base from constructed segments too... so much to experiment with
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this and uks, kis/kas, ker,mechjeb.heavy lifters and scansat is my normal mod list. this mod makes building alot eeasier. cause trying to build a lifter for my station to take it all up at once is a poodle.
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o.o would be awesome
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ahh good, wasn't sure, good luck tho ^,^
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hi, I play my game using this and roverdudes series of mods, unfortunately something is borked since the UI is gone and im unable to build anything. could you tell me whats needed to be fixed?
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the only way I see if you want a really huge ship like that, will require mks/oks of the UKS systems by roverdude, extraplanetary launchpads to have a orbital spacedock, and ubio? weld to make your parts fused to cut down your part count for a mega vessel edit make sure crew modules aren't part of the weld, cause welding welds the doors shut