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Mapoko

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Everything posted by Mapoko

  1. afaik I can remove RCS with KAS as well, but not large parts. P.S. Excuse me for my lack of knowledge for some stuff, but I went from vanilla to several mods, so I am still learning stuff. On the Mk3 I am thinking about normal 1.5m on both front and end sides and 2x 0.675 on the floor for vertical docking of small crafts. -------------------------------- [n1]e m p t y s p a c e [n2] ------[s1]----------[s2]------- So if I have large, but not long enough to fill all the mk3 dock I can use s2 for a small craft Maybe I should add another 1 or 2 small one between s1 and s2, so there may be the option to dock : 4 small ones, 1 medium + 2 small ones, 2 mediums (n1 and n2), 1 large + 1 small 1 Huge Or any other variation. The mk3 is 4 sections long. But having so many docking ports adds up lots of parts. I am testing if I can move around winches with EVA or they are static. I can move the attachment node, so those will be moved around to spare my CPU/GPU. It is almost 200 parts with only the basic design, but when I add small crafts with science and other stuff it may blow up to 500+ Also on the "bottom" there is 5M docking port that in the future may help me fuse 2 rigs like this if my CPU/GPU allows. I will use the texture compression mod, ofc. Basically I am trying to keep the large ports out in the open, but small ones inside docks.
  2. Not sure how Hangar will be reuseable and realistic. I am planning to work on my stuff in the hangar using EVA and KAS/KIS, like real mechanics. And my winch system is actually plain cables and I will just EVA, attach hook points, then fly around, connecting the 4 cables and once it is done just use all my winches at once. It is much more complicated than RCS, but hey, I need some life in the game. Also I hope on good alignment. 10-X-01 I have this setup on both vessels. 1=winch 0 =hook point. X is the docking port.
  3. Speaking of KAS, I am planning to attach 4 cables with winches and use it to dock without RCS, just using the 4 winch engines. I see 50m limitation, but no idea of cable strength. Anyway maybe instead of struts it may work with winches ? Or simply use winches AND a docking port. The problem is that I want to store different ships in the cargo bays, but they will have different sizes of ports. I can put Dock sr (2.5) and normal dock (1.25) on the 2 sides, but ... Also I have not explored KAS's options, but I highly doubt I can rearrange ports.
  4. Hello, I am working on my big rig design before I chop it and sent it to space. I will include 2 mk3 docks and 1 custom 5m one. My question is : Do I need docking ports inside, so I can dock my smaller vessels inside, close and then head to next location or I can simply park them, close and "drag" them with me without them disassembling inside or breaking my dock ? Because if they are not docked the are not counted as the same ship, right ? I am using KAS/KIS, so I can put a strut or 2 to stabilize them, but won't that make them a part of the ship as well ? For example I am not using RCS, but a system of winches (KAS) to drag my parts dock to dock on assembly, including some space walk for my kerbals (50m range). It will not be so narrow, so the doors will not touch each other it is just fused that way for my base design. Also, if I do not dock them, but simply wrap them inside will that help or hinder the part count FPS drop issue ?
  5. Thanks! So basically on this current rig I have resources for 40,000 days, that will be reduced to 20,000 when I have 12 kerbals. And I have containers for the waste. When I send a shuttle (it will be in 1 of the hangars) to land somewhere I expect 10x "normal" consumption and have to provide O2, unless I put a small greenhouse (if I plan longer mission) inside, right ? Solo mission.
  6. To summarize : If I have steady energy flow I need to pack 2:1 food:water and have a bit of buffer Oxygen and small amount of buffer space for CO2, Waste and Waste water. And ofcourse that is true if we have 1:1 small ones or 1:3 large ones (and activated) on board. For example in this project of mine the ratios are fine (resource supply ship) and when I dock the 2 additional greenhouses I will be able to support 12. Since this is going to be launched on pieces, obviously I can use food shuttles with this ratio or just food+water later in the mission. My question is : Do I have 4,000 days of water or I have 40,000 due to the greenhouses ? It does not really matter for this rig, but I need to plan more carefully for 1/3 men missions that will set outposts on some rock with very light ship that do not need the extra tonnage.
  7. KJR fixed it. It is just laughable how 5m and 3.75 parts are wielded with seemingly the same strength per pixel as 1.75 and 0.675 , while the tonnage increases in increments with huge difference.
  8. Yes, I have KAS and KIS installed, as well as TACLS, so I am planning to basically play with my rig with population of 18-20 kerbals, move stuff around etc and basically give it life. So there will be few KAS struts once docked.
  9. Struts may not be a viable option for 2 reasons : 1. I need to keep my part count to a minimum and those increases count. 2. How to even add struts between the docking port you see and the part attached to it ? I also heard of KJR, but also did read that sometimes it "releases the kranken" and causes your ship to split apart on load, so I am reluctant of using it. Unless it is the only way.
  10. Hello, I am using 3.5m docking ports and the craft and another exact copy are planned to dock with the core of my big rig. But before I launch my craft I decided to test where my parts will break. This is because the big rig is designed to slowly move around with the help of Quad nuke engine clusters + high trust engines when I need acceleration. Thus making me test if it will not fall apart under acceleration. The ports attachment is strong enough, so this is not a problem, but seems that the attachment to the part attached to it is not, which is odd. You can see in front there is mk3 cockpit and 3.5 to mk3 adapter. They also deattach and the cabin drops down simply by it's weigth. It splits either between cabin and adapter or adapter and greenhouse. Different every launch. This is not even finished craft, but a simple part with some fuel tank for counterbalance and show the issue. When it is balanced the problem with the cabin occurs. So, is there a way to reinforce the link between the 3.5m dock and 3.5m part and mk3 and mk3 (that should have strong wielding anyway?) or why are my kerbineers so bad at wielding ?
  11. I had similar problem with my design earlier this week and ended up having the realization - docking ports. The only sure fire to do it. With KAS you have to reattach your struts every time you get back. I am still using KAS for other various things.
  12. I did edit my message about the TAC, because I renamed it's folder and apparently it was not working, now everything is fine. The ladder seems nice. So just to clarify, it replaces the TAC recycle parts, concerning waste products turning into consumables for the kerbals, except the ones that work around with fuel, right ? Idea : (for the large one only) Are you considering an option to put a scientist/engineer/both inside to increase efficiency ? Probably just 1, because having 2 inside do not justify the extra resources consumed. Example : Having level 3 or higher scientist or engineer increases efficiency by 50%, so having one inside justifies the resource he uses and adds enough for half more kerbal. Not sure how visualization works, but when shutters are open maybe we can see the kerbal inside ?
  13. Is the back one stripped on purpose ? I, myself am using a hangar wrap up and it feels nice. Q: What happens if I tweak my TAC to consume / expel 1.25-1.33x resources ? Do I need 1 big and 1 small for 3 kerbals or it adjusts to that ?
  14. Thank you ! I will look into those and pick one. Tonnage is not really a problem, compared to what my total weight will be. And for 20, I guess it will be reduced to 18 I will need 6 of them. For visual reasons can I use both greenhouses ? Meaning what if the cupola on this picture was also part of the greenhouse Also I can not remember where, but possibly in the 100s of pages of stations show off there were disc shaped ones. Maybe like pieces of pizza they were docked to eachother somehow. If they were inflatable - no ty. 1 more thing - Which mod have those huge panels ?
  15. In some sceenshots I did see greenhouse for a station. Is it somewhere in the 270 pages back or it is another mod. Also does it add food for TAC LS ? I am building a huge carrier that will have no intention of going back to Kerbin. I can recycle water and oxygen, but need food source.
  16. I have seen some pics with stations with greenhouses. Are those working with TAC?
  17. Thank you very much ! The most reassuring thing was that when I use ATM after applying the mods it will not explode. I will stick with predefined shapes for now and take baby steps. Probably when I have enough confidence I will switch to procedural. Looking back at my first landing vessels and rovers on Mun and Minmus I am like : "What was I thinking", so I may have the same moment one day when I try procedurals, but for now, as back in the past I will take baby steps. And about the picture - there are so many things that are wrong there, that I do not want to comment. I just did put it as example. I will not have 8 crafts in the future for example. I may or may not use it as core for my future project. About the nukes - I guess there will not be a problem to load both and just chose which version goes on what craft. So now all I need feedback for, unless somebody wants to add on Parts part is Life support (I will read the discussion) and Failure & Repair mod. I actually found that I have 1 more kerbal stranded at Duna, so I will have some time to wait for feedback. EDIT : Forgot to ask : Are those parts integrated into the tech tree, so I can research them or I need additional mod for that ?
  18. Thank you ! I will get TAC Life Support after I evacuate my crew and see what happens. I feel so ashamed. I checked "root" option, but never figured out what is it for. So many things to explore. Any tips on the fail/repair mod ? Also the most important question for me is which hangars will be most versatile ? Also presumably I load (almost) all those mods + TAC LS then use ATM to compress the things will it work smoothly or I should ATM first, so it will not compress the mod parts and mess them up?
  19. Hello, Can you please help me decide on what mods should I pick to be able to achieve making the universe I like to play into for my KSP ? I have browsed pretty much all the mods from the list posted in the library and I have few that caught my eye. But before that I can not decide on mod for life support. On some video I saw one that you have to supply water, food and oxygen and you have water filtering, farms and oxygen recycling systems. I am not sure that I am ready for that level of realism, so choosing this kind of mod is with the lowest priority for now, but nevertheless I would like if you point me to the right one. RemoteTech caught my eye, but this may make the inclination from vanilla way too steep, not to mention all my satellites will go down. Same goes for the mapping and Deadly reentry. Here is what I am planning to use : 1. Adding some life in the universe : 1.1 Kerbal Attachment System (KAS) 0.4.10 - Hope this will be implemented into vanilla as it adds huge potential for everything. 1.2 Kerbal Inventory System (KIS) 1.0.0 - Hope I can manage get rid of the "old containers" and use only the proper ones, as I did read they will replace the KAS ones with those on it's next version. 1.3 - Universal Storage 1.0.90.2 (For KSP 0.90) 19th January 2015 - This should help with the FPS and also pack neat. Also has hangars for my equipment. 1.4 Kerbal Mechanics: Part Failures and Repairs v0.6.3 OR Dang It! - Leaning toward the first one, but need your opinion on which one may be better. I think having the option to EVA and repair works nice, do not think Dang it has it ? 2. Building Modules and Parts : - Well, basically I am looking for the most stock alike parts, but one thing is what I am really looking for - A cargo bay with doors. From my last vanilla attempt ( http://s28.postimg.org/cu3ht1v6j/image.png ) you can see all those mini vessels attached and all those docking ports made, so they can dock back after mission. Mostly I want different size cargo bays, so I can dock my vessels into and then neatly close them. And ofcourse for various other applications. I do not really like those inflatable stuff and unfoldable launch pads. 2.1 - Fuel Tanks Plus 0.7.1 (2015-03-25) so I can reduce part count and fps drop 2.2 - Modular Rocket Systems v1.5.1 (2015-02-10) - Stock-alike Parts Pack - Is this the one with quad ION and quad Nuke engines ? (for part count reduction and fps reasons) or maybe those are the ones I am looking for ? [0.90] Atomic Age - Nuclear Rockets 2.3 - Zero-Point Inline Fairings v0.9.1 (2014-12-22) - This one wraps my rocket to aerodynamic shape, but once it is decoupled it is gone, right ? Or maybe this one is better ? [0.90] Procedural Fairings 3.11 - manual shape controls 2.4 - Hangar v2.3.0.1 - Is this what I am looking for ? or maybe it is this Cargo Transportation Solutions (WIP) ? and maybe this one if it can be made 0.9.x compatible [0.24] Spaceplane Plus 1.3 (I mean the dock parts, I know the others are implemented in 0.9 ?) 2.5 - [0.25] 6S Service Compartment Tubes - "Design smooth!" - I guess not, but does this one have 0.9.x compatible version, because it looks neat. 3. Some goodies to make my life easier : 3.1 Navball docking alignment indicator v6 - to help me align those double docking maneuvers I plan. (Is it even possible to dock 2 ports at once with the game engine ?) But anyway, unless you say otherwise or suggest better one I may use it. 3.2 RCS Build Aid v0.6.1 - engine gimbals - No more spinning around and feeling hopeless with RCS 3.3 - [0.25] [x] Science! v4.0 (2014-10-24) - now with blizzy's toolbar support - Is this working on 0.9.x ? - 4.0 - Active Texture Management - Save RAM! - Will this help me or crash my game to oblivion because of the mods ? Thank you in advance for confirming those mods will work in unison with eachother or suggest replacements / better alternatives. Also, is there a mod that I can make a small vessel or construct/module for example, save it and when I want to attach it to something I do not have to recreate it from scratch ? P.S. : Now, while waiting for feedback I will go and rescue the last kerbal I have stranded (On Minmus, so it should be cake) and land my stations' crew, so if I go for the life support mod they will not die right away. Speaking of that the more I look into it the more I think I may be ready to actually use the mod with the food, water and oxygen, so please point me to the right one. P.P.S. : Sorry if this is the wrong sub-forum.
  20. I have question. I went to save my first kerbal awhile ago, but I never managed to switch to it. "You can not control objects you do not own" error message. Then I did it with the Klaw, but will be nice to know what I did wrong, so I could not just EVA to the ship. I was just 10m away with the first non-klaw ship, but I had to launch new one.
  21. Thank you very much. I was actually looking into the list, but there are 100s of mods and it will take huge amount of time to pick the right ones for me. Looking at KAS mod I will definitely get that one! It adds so much life to KSP! Just watched the video and I am amazed how did it fit into my vision. I guess that can even mean that it is possible to save my derelict by adding some struts and if moving the nukes around is not possible I may try some controlled collisions, removing them and replacing with the Nukex4 version ones , attaching them with magnetic connection. Just to reduce part count. The KAS alone opens up a whole new universe of possibilities for me. Namely - EVA finally have purpose ! The MRS actually have one of the parts I was most facinated with - Cargo Doors module. Judging by screenshots that is. And from what I see larger ION Propulsion ? That will definitely help redesigning my small pods. Thank you everyone for the help! If some other mod names that will suit me pop in your head, please do share. Hopefully I will have enough time in the weekend to work on my creation. I will post pictures of it when I think it is travel ready. Now back to browsing that huge mod list and thank you again ! EDIT : I saw some mods for compressing textures and reducing fps drop, allowing me to use more parts. Can you please suggest me which one does the best job ? Speaking of Realism I guess I will also get "Dang It!" one for critical fails. This will add more complexity in my mission.
  22. Now I do not see the picture, but hopefully it is visible in general, because without it visualization of my problem and possible solution becomes hard to comprehend. OK, you got me. Let's call it game realism. Kerbals are courageous and stupid things. You know, like goblins in some other universe ... they make contraptions and do not mind if they go boom. Or they are not really aware of it. Anyway, I am OK with mods that add new static and moving parts, especially those cargo bay ones, but I'd like to keep my mods in the 5-10 range. I did read of people with tons of mods installed. As long as they are not magical ones like forementioned magic fuel transfer.
  23. I will try to figure out the exact length between the 2 ports and try to stabilize it enough with 4 parts. Will disable gimbal on all 49 engines, probably it will be the time to decouple the 2 in front, so 48 nukes + 1 kerbodyne. I will try how much thrust % will it take, while staying on target with reaction wheels only when I attach (hopefully) 2 of them and if the wobbly effect is not diminished I might try to keep the general idea, scrap and reuse w/e I can from this one and the refueling one and start over. Speaking of starting over : I saw people using mods with many pretty cool parts (Like cargo bay for example). Can you please point me out to some of the core ones that give additional parts or anything that is within the realism. It has been pointed out to me that there is mod for attaching struts while in space, but there also is mod for transferring fuel from afar. Unless that for the strut one I have to EVA and use my kerbonaut to do it and not just like in build mode I do not think it suits my realism needs. Though, this will solve my problem with 4 simple struts, BUT I will feel like I cheated. Using larger variety of parts on the other hand is something natural that is OK. Also not sure, but I think my current station have 1200-1500 parts and fps is 12-15, so I guess 1500 should be my limit when planning grand ?
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