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Cyrious

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Everything posted by Cyrious

  1. Ground testing trying that only gives "Repair Reactor" for either NFT or USI reactors, and any clicking on a container while on EVA with an engineer does not give a context menu or a prompt at all. Edit: and trying to extract fuel from the whirlijigs on the fuel station via EVA had no effect either, as I got no menu or prompt as well.
  2. Re-read my post. There is an engineer on board, both for the station and for the ground-testing. And like i said, I can transfer between containers freely, but active components will not release any enriched uranium they have or get, only take it. If it was just reactors not releasing their Enriched Uranium I would understand, but the Whirlijig not doing it is an issue I need rectified
  3. Are there any particular requirements to transferring nuclear fuel from one container/part to another (Ex Whirlijig to 2.5M fuel drum on another section of the station) other than the heat requirement? I'm trying to pull a small bit of nuclear fuel out of some Whirlijigs attached to my station to put them into the storage drums, but doing the right-click on the reprocessor then left-click on the target part is not working (not even going from one reprocessor to another). I click on the MF-2 nuclear fuel drum I want the fuel to go to, but it wont do anything. If i click on any of the other parts or into empty space, it will give the "no valid target selected, exiting mode" excuse. Yes, there is an engineer onboard, he's lv2. I'm hoping its not a mod interaction preventing it from happening (I have USI's reactor pack and Kontainers also installed), as I have a couple of smaller craft running about with USI reactors instead of NFT Reactors onboard. Edit: did a little bit of pad experimenting, I can transfer nuclear fuel freely between containers, both USI and NFT containers, but not more active parts (Reactors and the reprocessor). Anything transferred to the reactors or reprocessor then refuses to leave/go to the container it just got pulled from, even if they're stone cold.
  4. Ladies and gents! Welcome to Duna. Now to figure out how I'm getting back home. Edit: to expand on that last bit: I only have 780m/s dV in fuel to make the return trip at the moment. I expect though that once I release my satellites piggybacking onboard and transfer the bipropellant to the Station once it shows up, I'll have enough to make the return trip. Maybe. Edit2: Ok, starting to look like I might have to dump the docking module I used to attach 4 of the probes for the return dV. Edit3: Yeah this is going to get dicey fast. 600m/s dV after making the capture & apoapsis circularization burns is not exactly a decent amount to make the return flight with.
  5. Oh hai there Duna! Getting closer! Time to capture!
  6. They're all one part, a combination drill and 1000 unit ore tank wrapped around it. Interestingly enough it also comes with a warning not to use as the Root Part else the game will flip out and delete the craft.
  7. Honestly don't remember. Might be part of a USI mod I have. Hell I thought they were stock. And in other news, SOON.jpg: If you look carefully you can see a rust colored dot with a gray dot next to it. This shot was taken while I was slowly turning the beast around for the capture burn. I'd try aerocapturing but I have no heatshields for protection.
  8. V2 is on-station and happily digging away. V1 I need to refuel then send out to Minmus... if the transfer window is even open at the moment. Set the reactors on v1 to their lowest power state, then let it float out around Minmus while I get around to shoehorning up another 3 mil in hardware.
  9. Yah, my LV-N miner is probably going to end up on Minmus once the newer miner is up. Speaking of which: I figure a 400m/s dV loss over the LV-N design is a suitable tradeoff for 250% more munar TWR and ~20% more cargo (assuming I did my percentages correctly). Its only about 600 to the initial low parking orbit, and about 70 more to the station, so I figure 835 for fully loaded lifts from the surface is viable. Base design is roughly the same, but the execution of the design is different. The core girder is now the main fuel tank, the main engines are swapped for Cheetahs with 4 Terriers hidden under the combi-drills for extra thrust; Was going to use Spark engines, but I checked the Terriers and the ISP and thrust advantage they had offset the weight penalty almost perfectly (only cost about 2m/s dV). The white tanks add more ore capacity, and I swapped the 8 radiators for 2 bigger ones. Same core-heat capacity, and 40kg less weight. Hey, every little bit helps. Had to swap the legs as the previous legs werent long enough.
  10. Yah, was wondering why my miner was shaking wildly. It was only AFTER i made it all the way to orbit and tried to switch to another craft that I realized "Oh, it thinks im still on the ground. Well, back to main menu then back in." Fixed it, and now I'm launching *for real* this time. Hmmm, other things the V2 miner is going to need... Moar Boosters are an option but I dont want to spend extra mass on Karbonite drills. Edit: well, i have successfully delivered my first cargo of ore to the station. Need to go harvest more and look into making a much bigger ore miner/hauler. I'd like to have the onboard ore reserves full in less than 13-15 flights and over a year in-game.
  11. Well that was an odd bug. Launched the fully loaded ore miner from the mun's surface (srsly 2.08m/s^2 acceleration is horrific), but for some reason it failed to transition from the landed state to the In-Space Low state.
  12. Do it with boosters and please our lord and savior Jeb. (I assume 0 responsibility for crashes etc from this lol). Edit: On topic, completed a station science mission, got a chunky 3.7 mil out of it I really need to get my mobile Station Science mothership built and flying about, but at the same time I've already shelled out something like 15 million to get my existing science stations up so its kinda worthless. Crazy idea I just had though: since upper atmospheres count as their own biome/science region, it would be possible, albeit suicidal to build a Station Science ship, load it up with as many scientists as possible, throw on a ton of ion engines and reactors and a ton of fuel, then drop it into the upper reaches of the atmosphere and actively "fly" it while the kerbals onboard frantically get the work done before it runs out of fuel and burns up. Go too high, I leave the "flying high" region and the science pods reset. Go too low, engines cant keep up with the drag, and I re-enter and burn up. If i had enough scientist kerbals around I'd do it. Edit2: Ok, definitely need to experiment with those Karbonite boosters, cause 1.3 TWR on the Mun is just horrid.
  13. Never enough solar panels. Its why all of my stations have more solar power than what they'll ever need. Batteries are the same: can never have enough.
  14. Needs more solar panels. Speaking of which, I kinda want to figure out a configuration that would allow for the use of that monstrously huge 500EC/s blanket array.
  15. Spent a little bit getting my Moho multi-purpose craft into orbit around Moho. Forgot to account for my craft's less than stellar acceleration and ended up burning more propellant than intended. Not enough to risk compromising the mission, but definitely makes margins alot tighter than expected. Fortunately, I didn't have to tap into the science return craft's fuel reserve to complete the capture. Also while I was out, the space center got flooded again.
  16. It is complete! Half a million kilos of metal and propellant now reside in a 77x74km Munar orbit as Fuel Station Luna. Now then, to look into building a base. Fortunately I have the mod that has those really nifty auto-leveling legs for bases, so I can be far less picky about how far off perfectly flat the ground i set down on can be (I keep it under 4 degrees).
  17. Apparently I misjudged the size of the fuel module, and I bumped the solar arrays, causing the station to spin and making docking impossible. Couldn't retract them because lol nonretractable... Except for the power of CFG editing! Edit, if I cant get it to dock with retracted panels, I'm chucking the solar arrays and getting a reactor installed. How I'm going to get 10+ Megawatts of Core Heat control on the reactor unit will be a question for the ages though.
  18. Huh, close, but it doesn't seem to allow for setting other sunlight triggered command group activations as well. I do know being able to toggle power sources according to solar exposure would be useful.
  19. I was thinking maybe simply use the same trigger solar panels use when moving in and out of LoS with Kerbol. It'd prevent the local shadow triggering issue.
  20. Time to launch the last module for the fuel station (my god this thing is going to lag so bad. Any suggestions for lag mitigations?), and apparently the superheavy lift rocket I developed for getting the converter modules out is actually rather well suited to hauling these things up and out into space. Speaking of the lifter, I think I've fixed the staging issue taking out engines. Edit 2: Positive uncontrolled feedback loops between SAS and the rocket payload are not fun. If I cant get a feedback loop between SAS input and payload movement that results in changes being nulled out (aka the rocket isnt trying to wobble itself to death) then its back to the VAB to more intelligently place my struts. Edit 3: Wheee! Out of memory crashes are so fun! One would figure 12GB of system ram would be enough to play KSP but nope, has to be a memory hog.
  21. Is what it says on the tin: either a simple part or a command part (probes, capsules, anything that can hold a crew and command a craft) modification that when the craft no longer has direct LoS to the sun (gone behind a body, or are on the night side of a body), the light sensor triggers an action group or groups. A simple example would be to use it to trigger floodlighting for stations/bases. Is the station behind the host body/is the base on the night side of the terminator? Hit the "Lights" action group. Is the sun visible again? Turn them off. A more complex example would be to switch power sources (say, from solar to fuel cells/nuclear reactors) depending on the availability of the sun, or turn off high power draw equipment during the dark periods.
  22. Raw Materials module installed, the lag is real. A Xeon X5650 @ 4ghz isnt exactly the fastest CPU around.
  23. Miner and converters are doing their job, and apparently I wont be needing to worry about refueling the reactors anytime soon. Taking out transit time to and from the surface, I can make a little over 1500 trips before the reactors require refueling (23 days on the surface to refuel and fully fill the 6000 unit ore tank). So! While that's harvesting the first ore load and refueling, I'm going to install the remaining hardware to the space station.
  24. Yeah I know about the light slider, but even so having lots of lighting helps me to judge where the ground actually is so I don't plow into the surface at 90 meters a second. There's also the option of waiting half a munar orbit before actually descending so the landing site is in the sunlight, but, eh, I have the skill to land in the dark. Least I didn't land on a 70 degree slope like someone a couple pages ago did
  25. Ok, definitely should have used the higher TWR engines and just sprung for more fuel and/or ascent refueling. A descent TWR of 3.5 at the Mun (about 5.42m/s^2) is crap and it resulted in me overshooting my initial landing site. EDIT: On the plus side, having these engines allowed me to stop and backtrack in my flightpath to head back to the intended landing site. Sorry about the blinding brightness, needed the lights at full power for landing. But now that I'm down, its time to mine (and refuel).
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