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sardia

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Everything posted by sardia

  1. Have you tried using the radial winch? Or just the pair of pipes?
  2. People have done it where they used two ports as an infinite engine to push a ship one way.
  3. Don't forget to use a custom Eva suit pack so that it shows specialization in their suits. Requires retexture mod with Ceteras Eva pack.
  4. The only bandaid I found so far is to add more ladders so the kerbals always have something to hold onto. Maybe we should add ladders in a circle so they are corralled?
  5. Wait, that's an option? I may be blind. Well check shortly.
  6. Try editing the settings file, increase the range in meters. It will do exactly what you want.
  7. That's only a partial solution. It remembers the kerbals that I have now, but then I have to fix it every time I recruit/ rescue one.
  8. To add to all this, Use EVA to push your ship, once to fix your orbit around minmus, and the next to fix your AP around Kerbin.
  9. Is there a way to level up Kerbals as a stand alone mod? Field Experience doesn't work or else it would be perfect, and Kolonists mod appears outdated. I may have to suck it up, and get the Umbra Space Industries mod in order to get the Kolonists mod working, but then I'd have to deal with lifesupport, a commitment I'm not willing to make easily.
  10. You're Texture replacement plugin is giving the engineer eva suit to the scientist. yEQ4AHz.jpg

  11. You're suit pack is giving the engineer eva suit to the scientist. Example of the Big 3 kerbals. - - - Updated - - - I'll try to fix it on my end, but just FYI. Shaw, How do I set the defaults "correctly" so it matches Cetera's professions? I see config files, but look like they control what suits go where.
  12. Oops, I'm referring to the field experience mod. It updates the level of the kerbals upon a scene change so there either a bug or user error.
  13. This mod is crashing my game, it stops crashing when I remove the mod. Crash occurs when returning to KSC command center. I was testing it to see if it would level up to 3. Is anyone else having problems?
  14. My level 2 engineer is wearing a scientist suit. =( Any idea what is causing this?
  15. Follow up question, how can I adjust the design so the rover can lift off and land with stability? Or should I send another ship to come pick up the fuel?
  16. I think he's referring to the ISRU, the drills work at the same rate, but the mini drills require less electricty and weigh less. The only reason not to use them is if you only have ore at less than 2.5%. And if I can get 4 jr drills in, you rather have 1 drill instead? I think you're abusing timewarp a bit too much. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Success. The mk3.2 works with a level 2 engineer and 6 drills. This fills up the tank in less than 15 hours at 9%. Now I just need to get the Kerbal remote xp gain mod working, and my planetary grand tour will be all set to go.
  17. The Mk3. I cut it down to 4 jr Drills and 1 fuel array. It's probably not realistic since the it's on Minmus and they don't lose solar power there. Still, it takes a ridiculously long time, 10 days just to fill up. Edit: Will up to 6 drills, and hope the engineer + timewarp takes care of the rest. Now I just need to figure out how to launch it or 7000 rocket parts...twice. (For the metal ore rover)[IMG]http://i.imgur.com/BJiUVWZ.jpg[/IMG]
  18. 3% is what's on the runway. 6% is just outside KSC but I'm just testing it for now. All rover versions have radiators and gigantic solar panels, they still barely make any fuel without time warp. I have a basic engineer that I hired. All my actual kerbals are on a mother ship headed to Mars. They're going to assemble the rover there with kis and extras planetary launchpads. Heat management is great with the large radiator, and OK with the mid sized one. 95-90% efficiency. The isru always ramps up to 100% despite requiring twice the heat of the drills. On a phone. Will post the mk 3 rover when I get home.
  19. What does the below do? I know the other two lines governs surface attaching and node stacking with wrenches and screwdrivers. toolStaticAttach = false
  20. Are you assuming a level 3 engineer because the 4 drills certainly isn't enough to keep up with a ISRU.
  21. This is the Mk2 version, with Junior drills. [url]http://i.imgur.com/ZWHuINm.jpg[/url][IMG]http://i.imgur.com/ZWHuINm.jpg[/IMG] Somehow, this one is half as efficient despite having almost twice the drills. Is the wiki wrong about the ore/second rate? It takes 5 days vs 2 days going 2 marks from max time warp to fill up my tanks. On the plus side, it uses 7k less rocket parts. Any idea why?
  22. [quote name='taniwha'][B]sardia[/B]: When the MSV series was added, I went through and calculated their masses carefully (by calculating volumes and using 7.8t/m[SUP]3[/SUP] (iron)), though I may have made the gray bits solid instead of hollow. Also, I do not remember how thick I made the skin of the tank. The hexcans were "balanced" by Greys for her own stuff, then imported (by Skykooler, I believe). Balancing them properly would mess them up in relation to other hexcans, so... BTW, I have fixed the recyclers. I'm just waiting on auger tests and I'll be able to do a release.[/QUOTE] I guess right then, it's ok. I just recycled all the MSV containers and turned them into Hex cans. You're maintaining two mods? That's impressive. Rep for you.
  23. The standard option is to raise your AP so it's really high, then fix your inclination once you're high up/and super slow.
  24. [quote name='Arugela']You won't need alot of radiators or any at all... You need more electricity. and if you run the converter and Drills with a small amount of ore you can run it in fast forward pretty easily. It takes more than 8 drllls to get enough per second to feed one converter correctly. So you may have a lot of wiggle room. Just use a single 75 ore container and see if it's enough. And you won't use full electricity if you can't convert the full amount. It will scale with the available ore from my experience. I just stack a bunch of generatros somewhere in groups of 8. You's be surprised how little it uses in practice. you may not even use up stored electricity at all.[/QUOTE] There's 8 fuel cell arrays lining the bottom of the rover. There's a docking port spot open behind the refinery. I also have KIS/KAS if needed. Edit: Wait, it's 8 to 1? I have 14 drills here, why does my ore level not increase? Are you assuming an ore percentage or a high level engineer?
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