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Mapoko

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Everything posted by Mapoko

  1. Hello. To answer your 2nd question - I used to use single resource containers. Especially when using some converter or greenhouse. With greenhouse it recycles 100% oxygen and I only need food:water 2:1, so simply slap 2 food and 1 water tank and I am happy. ATM I am going full stock (well, only non-gamechanging mods like NavHUD, resource tab, backgroundprocessing, etc )until I decide otherwise, but once I am bored I am installing some mods and TAC will be one of the first 3.
  2. The Minmus low gravity certainly helped to achieve that, but I believe the craft have enough RCS TWR. I managed to get into Minmus orbit with only 180 monoprop, so I think this maneuver can be preformed on Mun too. Heck, I even managed to put the whole structure (needed some engines tweaking) into orbit. But the beauty of it is that it was not planned. I have not launched anything for awhile and trying to reuse and repurpose what I have floating in space. Klaw is an easy option to connect stuff just to refuel, but to actually use it as a joint - well, you have to me even more precise than docking aligning your angles, because ... you know ... the Kraken. I am waiting for the KAS update, because I like the fuel lines, winches and other stuff. But for Stock Klaw is the way. I will post more funny situations when I come to them. I hope you enjoyed it and had some laugh. P.S.: Is there a way to make those solid ? Tried Density to 100%, but I guess that is not the option :
  3. Hello. Due to some unplanned things I ended up doing some funny things in low gravity and thought I want to share. This is my humble MSD - Minmus Science Drill The rover went low on fuel, but with the absence of KAS/KIS and the space crane not built yet I had to improvise. Retracting the solar panels, engaging RCS, some hovering and upside down hover maneuvers and ta-daa ! (Planning to Klaw the big fuel tank you see some day.) After refueling everything went according to plan - Success ! Jeb heard of those feats and decided to try it out himself, so he went into "The Data Truck" stationed on the Mun, went to the LKO Science station to feed the scientist's brains with fresh data and refuel, then went to achieve his goal! He landed near the drill and almost did destroy one of the rover's panels. [Picture missing, sadly] Then decided to do the acrobatics himself ! Success! *gulp gulp gulp* some fresh fuel and feeding Minmus Scientists brains, then off to Kerbin ! Sorry if that seems silly to veterans, but it is still exciting for me to do improvised stuff.
  4. Hello. I already had a mining rig set up on Minmus. I took the contract. I stopped my drill, converted all the ore into fuel, so the tank was 0/1500. I then drilled another 1500. I tried jetison the ore to become 0/1500 and filled it up again. In the contract it does not say I have to bring it to Kerbin. Also, do I have to send another drill ? (That's insane!)
  5. I am trying to use the one from 0.90, but is there a way to check and be sure on 100% ?
  6. Thank you! I guess it should be universal as it is a dll that works with the engine. Hope it works. I will use the one I used on 0.90 and see if it does work.
  7. Hello. For some reason I can not find the mod in the forum I grew fond to the mod in 0.90 and would love to continue using it. I just hate how my science lab have ~0 science ready to transmit, then I go to Duna or something and between the burns I check and when I right click it spools from 0 to 499. But the most annoying thing is when I have to operate a craft in the dark, drain 90% of the power, go somewhere else and it happens that next time (5-50 days later) I have to operate is still in the dark. Power is frozen at 10%, no matter that it did 5-50 rotations and took enough to fill it's batteries. Please help me find it or let me know if the old version is compatible Thanks in advance !
  8. I had only 1 kerbal in this station. I went and took some data with the rover, then collected it with the kerbal and did put it inside the cupola (Had 9 reports, so thankfully this changed!) Then I moved my kerbal to the lab and I could not review the experiments. I moved the experiments to the lab on EVA, but still could not. Then I did send an engineer with the empty fuel tank shipment, so the engineer was in the cupola, while the scientist was in the lab, so I could review the data and finally start researching. I wish I knew I can use the data in different labs, so instead of landing my "data truck" loaded with 800 data from my LKO Science station I would've went and used it on Minmus too. Seems kind of cheaty, though. P.S.: You only need 1 kerbal to operate the lab. Not sure if you put 2 scientist that the boost accumulates or only takes the senior.
  9. Yeah, I meant the more powerful power tool, not the lesser one. Then I can attach the new one with no problems ? I had problems attaching parts in 0.90. And yes, I was talking about the 88-88 you see near the drill.
  10. Can I change this antenna with KIS and a screwdriver ? Also, Can I put a computer there with KIS ? I forgot. I have Kerbonaut, so it is not a problem, but when I EVA I can not control it and it is frustrating.
  11. Well, not a space station, but the foundation of my (vanilla) ground mining complex. Now sending out some VTOL tanks on wheels and starting to build my orbital station. P.S. Can somebody tell me what are the inclination and height of the orbit I need to be on Minmus, so I will always hover over my base ? Should have used the other antenna(Comms DTS-M1), but I guess I can fix that with KIS ? And this is my LKO station. The Lab in the middle acts like hub with 6 ports. The ship on the right was used to get science from Mun and Minmus and fill the lab, but now I am trying to find a purpose. The Orange tanks need no explanation. The big ship "Klaw-ed" to the tanks was used to rescue the 3 Kerbals (and the data) that landed on Ike, then got greedy and landed on Duna, then with the last drops of RCS managed to achieve Kerbin Orbit near the edge. Now the data is in the lab, they refueled just enough to land safely. The double claw tug is now used to complete contracts, where I have to bring Kerbals+Parts to Kerbin. Later maybe for moving asteroids. Basically planning to ditch the craft on the right and leave only the lab and the fuel cluster. Oh, yeah. There is also a rescue capsule in case something goes wrong and I have to evacuate the lonely scientist. Used to have engineer and a pilot there, but they landed a craft earlier.
  12. So, researching meta materials and having 2-3-4 nukes connected to 1 big tank is better than having 2-3-4 nukes on 2-3-4 small tanks ?
  13. I finally researched Gigantors and will see if 2 or 4 will be enough to radiate the temp. Still, if you think of a mod or something I would like to use it.
  14. Anybody knows if this is possible with the game engine so far ?
  15. Hello. Is there an option (besides debug options) to tell me which part is on what temperature and what is its's max. I can not memorize them all. I had 8 minute burn on nukes so I left it on the background doing something else, but when I got back 6 min later part of my ship was gone. I know it is realistic that way and I am fine with it. I toned down the thrust to 50% and it got me there ... for about 13 minutes. It did not bother me then, but now when I did build inefficient craft to get 6 tourists around + land on Mun and Minmus AND rescue kerbal+craft from around the Mun it bothered me that my nukes and inner fuel tanks are glowing red and I had to babysit the temperatures, because decouplers were getting hot as well. So, Is there an option or a mod that will show me current and max temperatures of parts on right click ? I do not need to know conductivity and other stuff (now on the fly at least).
  16. I had to load a previous save, changing the root part and seems that it worked for now. Thank you for the fast response. I have to update my KSP anyway.
  17. Hello. Today after extensive rescue mission I decided to finally launch a scanner. Here is my satellite : (Craft file : http://s000.tinyupload.com/download.php?file_id=74323748051752969862&t=7432374805175296986234877 ) I went into Polar Orbit, Started scan, energy depleted at 96% scan, but that was not a problem with the solar panels open, so 2 ticks later I had the data being fully transmitted. I got a weird overlay, but it may only be weird to me as new feature. Then I went to space center and was thinking about what next thing to get to. Saw I have "Science from around Kerbin" contract and went to Tracking station, switched to my satellite just to see this : P.S.: The scanner is root part.
  18. Well, lesson learned. Thank you everybody for the answers. I will take a note for my Duna lab design. By that time I may have 300 spare science for communotron 88-88, but first I will set up the ore scanners.
  19. I relaunched, because it bothers me, but now I sent a science vessel to Mun and Minmus, got back to my LKO Lab and filled it to max. I guess once I get 500 science it will randomly select one and kill my symmetry. Maybe I will just close the one across as compromise.
  20. You are right, I did. What happens if I extend them all then transmit ? Will one of them be stuck in retracted position again ?
  21. All the other 3 have exact same distance and orientation with struts as they are put there with symmetry and the 2 sides of the lab are cloned.
  22. Is this a bug or I did something wrong ? No problem with the other 3. No mods installed yet.
  23. Hello First sorry if this is the wrong section. I am trying to work on my first mod and I am just taking baby steps. I am now trying to write a part, where it will have different outputs depending on seats filled. So something like : If [seat n filled] and [kerbal = scientist] then [output = output_S*kerbal level] else output = 0 If [seat n filled] and [kerbal = engineer] then [output = output_E*kerbal level] else output = 0 If [seat n filled] and [kerbal = pilot] then [output = 0] If [seat n filled] and [kerbal = tourist] then [output = 0] So basically if I have part with 4 seats, then to check how many seats are filled (and with what), then produce output based on the number of kerbals inside. So, having the module 1/2 filled with kerbals, then the output is roughly 50% of max. I have no clue how to work out the check if the seat is taken or at least to keep track how full the module is.
  24. I should look into it again, but it was included in one of the fuel tank mods and basically gave the ability of every circular stock tank (no mk2 and mk3) the ability to switch between LF, O and LFO As far as I remember it had a cfg with override and list of every stock module or something like that.
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