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DanHeidel

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Everything posted by DanHeidel

  1. OK, I figured it was something like this. My plan was to use opposed banks of fuel cells and elektrons and some overflow tanks to act as a huge chemical battery system. Too bad, I guess that part of my rack is dead weight now. OH WAIT. I can just pull those modules out and chuck them into the cold of space. This mod is awesome. Guess I'll have to learn some modding to make a stock fuel cell that's US compatible.
  2. Thanks for the heads up! I actually stumbled across Infernal Robotics shortly after posting that and it's a great combo. Now I have a rotisserie of science in my station. I did have one other question. I threw several alkaline fuel cells into the bay to act as backup power when the station is in the dark. However, upon testing the in orbit, they do not seem to generate power. Is there another resource mod that's needed in order for them to operate? I had to remove the Community Resource Pack as a dependency since that mod breaks my game on startup.
  3. Hey, first I wanted to say that this is an awesome mod and I'm eagerly awaiting V2. I've only been playing KSP for a few weeks so I very unfamiliar with the rendering and physics engines. So please forgive if these are naive suggestions. I'm currently designing version 2 of my space station to try and address some of the shortcomings of the first one. One of the shiny new things is a Mk3 CRG-50 bay in the middle of the station. I was scratching my head about how to populate it when I realized that USP was a great fit. I've got a stack of octocores mounted on one end of the bay and it lets me get an incredible density of functionality that I would have previously had to dangle off the outside of the station. Part of my hope is that putting a lot of small parts into the bay, I can reduce the FPS hit of the station a bit. I currently have a few fuel cells and elektrons for power conversion and storage along with all of the reusable science modules. http://imgur.com/a/q2CWz As nice as this setup is, I would love to shrink it down a bit. Right now, most of the octocore space is unfilled as I don't want to put science wedges facing the back side. I also can't face the fuel cells and elektrons facing backwards as that would make switching them on and off problematic. So for one suggestion, is it possible to make a lazy susan module that you can mount the octowebs to? It would be awesome to simply rotate the whole stack to bring different wedges to the front for easy access. I would be able to halve the number of octowebs I'm using with space to spare. Is this possible? I know I've seen rotating structures before but I have noticed a lack of rotating and moving structures with hardpoints on them. Is this a game engine limitation? As for some other suggestions, a hard drive wedge would be great. There's some HD mods that let you bank science data so that it can be fed to an over time or packaged up to Kerbin for more efficient analysis. I believe that it's part of the Tarsier science package.
  4. OK, I just completed my first station. I'll pause a moment to let the thunderous applause die down. OK. So far this little station is pretty sweet. I'm getting ready to fly the sucker to Mun and Minmus but I've run into a problem. When I'm in the orbital display, I cannot place maneuvering nodes on the orbits anymore. I can click but nothing happens. I've got a pilot on board and I can set it to prograde, retrograde, etc and all that works just fine. I assume the game is confused by all the engines and potential command nodes on the station. Is there anything I should be looking at in particular to restore the ability to set maneuver nodes? I mean I *could* just eyeball it to the moons. I did that on my first Munar flight, just manually lined up prograde and fired the engines since I hadn't unlocked patched conics yet. However, when trying to fly a nearly 100 ton station, that seems like it might be a bit of a headache...
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