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eelooORbust

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Everything posted by eelooORbust

  1. @taniwha, I'm a long time user and fan of EPL and I've recently updated to 1.1 only to find that I'm missing a bunch of parts from the mod, or so i think. I've installed the mod and all of its prereqs through CKAN after updating to 1.1. I can see the white and black rocketparts hexcans set, but nothing else. None of the workshops, ore drills, smelters. All I see is the hex cans. I have a rather long list of mods and I'm curious to see if you heard of any of them not playing well together after the update. I've since added KerbinSide, and ScanSat to my list and I think that is what may be throwing it off. Any thoughts??
  2. @Jetski{x} science is exactly what I need for this! Thanks for the heads up
  3. It's more of a slide show than playing a video game sometimes when I'm working with it. especially when the sun starts to peek over the horizon
  4. @JetskiHere is the rest of my hardware. now off to finish kerbin and the Mun, hopefully refuel bob at minmus
  5. @Jetski Here is the album. I'm not very good at building high delta v ships. I cant build it without them being too huge to get into orbit or they have a TWR so low that its frustrating flying them. The album has a few of the ships but tonight I'll dedicate some time to documentation. The Mun lander can hit 3-4 biomes and then has to hit the station to refuel. I used my ferry to put an orange tank worth of fuel in orbit as a gas station. More images to come
  6. I didn't think about that and didn't realize that was possible. Deal. MPL is banned. Please allow me to keep my stations though already in orbit with them. I was just using them as a science collection point had no idea they had that capability. I will use the honor system and not transmit or process with them and keep them dark. I'll upload pics of my stations tonight and show you how much it would suck to put a new monstrosity such as them in orbit. Right now on Day 44 I have most of Kerbin done with the exception of some of the high atmo EVA and some of the low space grav readings. I did this withe a few planes and a simple orbiter. A HELLISHLY FAST single seat jet (1200 m/s cruise @ 22km) with all instruments to get most of the low flying biomes and landed biomes. I could get from KSC to the ice caps in about 30 min game time. It also included a long ladder pointing up so Bob could climb it to get the flying EVA. the plane sat too low otherwise. For the water ones (I'm not enforcing the landed water biome btw, it doesn't work) I made a seaplane to land in the water, and for the Mountains I made a small plane that could land and take off at about 35m/s. make takeoff and landing in the mountains very easy. For the space science I have Bob in orbit with a simple rocket equipped with all instrunments. I plan to de orbit that soon. Total time to clear Kerbin: about 2 days Minmus is done, but I ran out of gas in my lander and I'm currently orbiting the equator at about 13,000 meters with every experiment in the capsule. Formulating a refuel/rescue mission now. Mun is about half done as I began working Minmus and Kerbin because they seemed easier and I didn't want to forget about them. Mun Science will resume as soon as I get the capsule fueled from Minmus and Kerbin Finished. For my Interplanetary Travels, I've designed a ship with about 4800 delta-v that carries all the equipment to get every body except eve (will be a pain in the @$$ btw). It includes a carrier, mining/fueling probe for the carrier, scan satellite to find recources, and a lander with 3,000 delta-v to gather science. It all fits together like the zords did in power rangers. I plan to build and launch one of these for each body in Minmus orbit using EPL. Using the kerbin system kethane/ore to mine and refine the resources for the materials to make the ship. Once I finish Kerbin system science, I'll focus my time on mining and interplanetary ship construction.
  7. Also, a side note, as I'm going through the spreadsheet, I'm finding a few error with it. Sorry I made it in 5 min increments at work. Obviously you can't get a situation of splashed on most celestial bodies. I removed the flying situation from the airless bodies but forgot the splashed from the liquidless bodies. Also noticed some situational experiments filling in like the global ones. Just beware of these minor coding problems and use common sense for situations and I won't make a fuss. The stress from this challenge should come from the challenge itself, not the rules. Note - According to the wiki, it is possible to get a "landed" situation in the water. You need to be standing on a floating craft. This situation I will enforce.
  8. Jetski, Good idea on the board. I'll start that sometime tonight when I get time. As for the KSC biomes, feel free to skip them. They are not required, though I feel they may come in handy if you have time and do not want to get caught in a tie breaker. I'm going to do some of them. As for the badge that was suggested, I haven't the slightest clue how to design one. I'm also bad at documenting my progress so I'll try to upload an album as I go. Your help will be crucial in administering this challenge. As for documenting my progress, I figure a screenshot of each ship used as well as one shot collecting science and launching each vessel ought to work? does that please the KSP Gods?
  9. Jetski, To answer your questions: Each experiment only once - Diminishing returns would kill me too. EPL - I want to use it because I want to build and launch my interplanetary vessels from Mun or Minmus Orbit. I'm pretty open on EPL launches and spamming probes. You still have to put a kerbal in each situation and biome for a surface sample and EVA. I figure building a launchpad and then building a ton of probes will add more time than it will save. After all, I proposed this to see the variety in game styles, a "Run-what-you-brung" sort of a race. MPL - Didn't think about the Orbit Labs generating science. I guess only use them to process experiments and not use them to research infinitely? I assume this is what you mean when banning MPL use. As for sharing the save file, Sure i didn't think about that. I'll share the starting save file as well as where I'm at now because I do not feel like starting over. I'm only on Year 1, day 25 or so with 830 science returned to kerbin. I'll also include a list of mods I'm using so the Save files will work. Won't be until tomorrow night though as I'm working really late tonight. Good luck getting bill and Jeb home
  10. Hello Everybody, I'm currently working on this so I can't post it as an official challenge yet, but it's an idea that manifested itself a few months ago and I think it will interest most of you. I'd like to see someone clear every experiment in every situation on every celestial body (except sun and asteroids) in the shortest amount of game time. Tie breaker is the amount of science points collected upon completion. I figure this is a test of all aspects of the game. Running multiple missions simultaneously, grinding out science from each biome, and optimizing transfer windows to minimize transit time. All this in addition to building craft for all situations. I'll allow all mods as long as they do not add science experiments or multipliers and somehow manipulate the science earned from experiments. No interstellar drives or near future tech either. I can't have someone cutting interplanetary transfer times in half because they downloaded a mod and someone didn't. Just LFO/ox, Nukes, Ions, etc. I will allow the K+ torch drive though because if you want to invest the 1 year transit to eeloo to get fuel, by all means do so. Kethane, EPL, FTT, all fair game. Mechjeb too. I think the Hyperedit ban goes without saying. I also think adding Kerbal Alarm Clock also goes without saying I'm proposing this idea because I want to see all the different styles of play and strategies at work. I imagine it as an open-spec car race. I want to see all the infrastructure required to carry out all the missions simultaneously and return the science to kerbin. I imagine that's the way to maximize points, but feel free to transmit science to finish earlier at the risk of losing to a tie breaker. Sorry for the wall of text. Now that you have a rough idea of what I want to do, here's how I want everyone to set up the start: 1-Start a science mode game save 2-Manipulate the save file so you have enough science to unlock the whole tech tree and end with 0. Do this in the first minute of starting the game. (17,250 I think is the number but I'm not sure) 3-Now you have a "Science Sandbox" so to speak. All parts unlocked, no science points, and experiments left undone on day 1. 4-Go to work launching, building and science-ing. I'm open to ideas on rule tweaks and restrictions on certain mods. I'm really trying to leave this as open a challenge as possible while keeping with the spirit and feel of the stock game. If I'm not making sense and rambling, please tell me haha. Post progress as you move along too. Happy Science-ing! EDIT: I've Created a Google Sheet for everyone to keep track of their experiments easily. (Much easier than the science archive) Link Below https://docs.google.com/spreadsheets/d/1dNRPm2XHvCCmHDBEKalWV0zCL1QhaQw7PripvGdRPFQ/edit?usp=sharing DOUBLE EDIT: I've now posted the starting game save file and my current progress so far because I haven't been documenting before I wrote this "challenge" Save File (Start) - https://drive.google.com/folderview?id=0Bx-DYkaNkgbSQko2d014WDF5Yms&usp=sharing Save File (Mine) - https://drive.google.com/folderview?id=0Bx-DYkaNkgbSVjZZY1laUkNMTm8&usp=sharing Here is the Modlist I'm using. Sorry it's so long it sort of snowballed as I discovered them. All installed with CKAN except KER: Active Texture management (Aggressive) Chatterer ExtraPlanetary Launchpads Tweakscale Kerbal Attachment System Kerbal Engineer Redux Kethane Kerbal Inventory System Infernal Robotics MechJeb Ship Manifest Kerbal Alarm Clock Transfer Window Planner Freight Transport Technologies KER+MJ for all (Installs Kerbal Eningeer and MJ on all vessels without using the part) Kerbal Stats
  11. sorry about the caps lock and exclaimation points. it was out of sheer frustration after a 12 hour workday and then this happened. I used CKAN because I have about 15 other mods installed. All were working fine before the update of the graphics card. I'll try this and see how it turns out
  12. So I've recently updated my Nvidia Driver to the latest version and I go to play KSP and in the VAB my Kerbal Engineer display looks like it does below. Also look weird in the launch screen too. I cannot edit or resize any of the windows and it's very frustrating. help!!! I installed using CKAN BTW
  13. I use them both because I want to refuel sometimes without having to scan a planet first to find the resources. Karbonite is everywhere, but kethane can be harvested quicker
  14. I have a sort of challenge for all of you spacecraft engineers. I've been trying to solve this problem for almost a month and have had no such luck. I'm trying to make a Karbonite or Kethane mining ship that I can deploy from my mothership in low orbit that can land, mine, and then refuel my ship from just about any body in the system except Eve. I'm looking for a ship that can mine both Karbonite and Kethane that meets the following criteria: 2500-3000 deltaV brings 7250 Karbonite OR 4000 Kethane to low orbit Fits inside a MK3 - CRG-100 cargo bay Carries one kerbal Can mine both Keth and Karbonite The only part mods I use are: Kethane Karbonite Infernal Robotics KAS/KIS FTT Any help in creating a ship would be appreciated. most deltaV I've been able to get was 1400 or so. I'm curious to see what others come up with. Have fun building!!
  15. Okay, quick question. . . I'm trying to construct a large Mk3 Aircraft that has an upside down cargo bay to deploy a rover from using the KAS winch. Everything fits (Barely) and I can lower the rover via winch fine, but when I retract winch to pick the rover back up, it always locks with the wheels pointing up and the whole rover clips through the plane sticking way out the top. HALP!! Am I doing something wrong?? Using the Vertical winch rather than the stack, also using Docking port jr's for the attachment/detachment. I'll try to get pictures up at some point to help
  16. YOU ARE THE GREATEST!!!! (Read in Mohammed Ali's Voice) HAS MADE MODDING SO MUCH EASIER! ALSO, THE GUY THAT MADE THE CKAN IS THE GREATEST!! THANK YOU
  17. I've been playing KSP for a few monthys now and love it. I've even installed a few mods too and been playing with them fine. (KAS, Kethane, EPL, KAS, and Kerbal Engineer to be exact) However, I've recently tried to install Karbonite, K+, and FTT from USI and I'm having issues getting them to work properly. Only Karbonite will work at all and it's about half the parts at best. None of the particle collectors, engines, landign pads, etc. only the two drills, skinny tanks and ka-100 detector. All work fine though, at least I think. When installing FTT and K+ however, I do not see any of the parts whatsoever. Any help in getting it to work would be appreciated. I'm not too savvy on the versions and what not, but I know I'm playing beta than ever, I think it's .90. Windows 32-bit version downloaded from the KSP site, not steam. I'm running windows 7 on my machine. I'm reaching out to the KSP community for help in getting more out of this great game. I'm hooked and want to take it a step further.
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