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sardia

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Everything posted by sardia

  1. Usi workshops and extra planetary launchpads needs a literal boat load of engineers who have to be committed to their projects if I want construction to finish in a timely manner. And they just can't be any old engineers, they have to be smart ones... The dumb ones get assigned to mining duty or KAS KIS retrofitting. I do have field experience installed so my colony should be self sustaining. Not that I expect to get there before 1.1 but the goal is nice to have. KIS and KAS require engineers unless you edit the config files. For example, I sent a mk3 crew cabin full of kerbals, and I ended up rationing engineers and shuttling them around on Duna during field test. That's not gonna fly on jool. I may edit the mods so that not everything requires engineers.
  2. I'm using the mk1 inline pod for airplanes because the connecting nodes are even and sized correctly. It's connected to the mk1-2 crew capsule. The jool mission needs roughly 30 engineers, so it'll take 90 rescue missions to complete. I'll post a picture of each craft later.
  3. I've decided to try a dedicated system of independent landers, tug, and reentry capsule to see if it's more efficient than sending up the same rocket with a lander that flies back to kerbin. It consists of: A 3 seat nerv lander that lands and flies back to low munar orbit. Plus another that orbits minmus. a nerv tug that seats 3. a cheap $20k rocket that brings a 3 man reentry pod back to kerbin. A fuel hub that docks the return capsule and tug together. A resupply ship for fuel hub. Is this more efficient than my $70k 3 man moon rocket? It's a bit of a project and investment. I'm not sure when or if it will pay off. Have I become more efficient or did I just trade my time savings for more docking time? The design goal is to vacuum up kerbal rescue contracts for a future jool mission. I use routine mission manager, usi and KAS/KIS to maintain things. RMM mod allows me to automatically order return capsules, and refueling trips so I can get more rescue contracts completed.
  4. I have high hopes for this mod. I used it to automatically bring up escape pods that can return to Kerbin. This lets me focus on landers and spaceships instead of landing pods.
  5. Thanks for the consideration. Even 1% damage is mission ending outside the mun. Ideally I'd want a cutoff so that damage doesn't happen until it accumulates to 20%, or not count minor dings as automatically dumping all your fuel.
  6. My nuclear engine was hit by it's own shroud, so it lost all it's fuel. =( Had to send a kerbal out there to get it fixed. Is there a way to reduce the sensitivity of KKS? Like a minimum force cutoff or something? A shroud shouldn't damage a fueltank like that, even if it's 4% damage.
  7. I wouldn't mind some challenge missions that let you leapfrog ahead of the early tech tree. Like get to Moho with minimal upgrades or something hard.
  8. Yes, check the settings button in the tool bar. You don't like realism? =P
  9. Are you sure you don't want the 8x mod that makes kerbin 8 times bigger?
  10. And here I thought you guys had pulled all the references of pipes and scrap laying by the side of the road that is in the flavor text. I am disappointed.
  11. Kos can't activate mechjeb functions or fill in fields?
  12. I highly suggest your public affairs officer be able to mock up some interesting YouTube videos. The last launch I saw might as well have been a podcast.
  13. Note, for stable and strong connections, don't use the pipes. Pipes are for transfering resources and easy docking. To secure the connection use the KAS/KIS version of struts. It's a strut that works outside of VAB.
  14. Nope, I had to move on and complete the contract by flying around. Sorry. Is there a debug menu to generate the contract again?
  15. FYI, I have never installed Kopernicus. Have you considered increasing the size of the area so you just have to get close and be there for say...20 seconds? It'll reduce the incidence of this issue.
  16. http://s000.tinyupload.com/index.php?file_id=06827738017621765197 KSP Log. Not sure how it works, but I shut down KSP shortly after completing the contract. Hope it helps.
  17. Me floating (due to hacked gravity) and the contract thinks I'm on top of the control tower.
  18. I don't have kopernicus mod and I also have this problem. Do you want some screen shots of the contract being fulfilled at the wrong location?
  19. Did KIS ever have issues picking up root parts? It gave me the same error that vab gives when I touch a root part but without the option to change the root part.
  20. Has there been any progress on Rescue EVA kerbals? It sucks that if I land next to the kerbal, I can't switch back and forth, or else they become tourists. Not impossible right now, just more annoying. The reason is the EVA surface rescue contract kerbals are counting down their life support timer, something that doesn't happen to kerbals waiting for rescue inside pods.
  21. FYI, your curse upload has an (probably) unneeded nested zip folder in it.
  22. Can someone provide the version history? It shows it going from .25 to .10 on Curse, so I'm confused.
  23. How does this compare with how mechjeb calculates landing using it's autopilot? Since it can land, then it must have coded how long it takes to achieve the best landing.
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