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RocketSquid

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Everything posted by RocketSquid

  1. Impossible!! No ship that small has a cloaking device!! (With that being said, I am impressed by the special effects needed to pull that off. How did you do it?)
  2. Yes. Convicts (and humans in general) have this funny thing where they need food to remain productive. And also pressurized oxygenated air. Also water. And sleep. Need I continue? Robots need none of that, and do away with all of the features humans have which aren't productive. On Earth, where air is free, human labor can be economical. In space, where every resource a human needs means extra cost to launch, extra cost to transport to mars, extra mass you have to land, and more things to break and send your operation grinding to a halt. On earth, where food can be grown outside using sunlight, feeding workers is practical. On mars, you need to carry greenhouses with you whenever you want to grow plants. On earth, freshwater falls from the sky, needing only some cleaning. On mars, getting water entails excavating, melting, and purifying ice. If you're going to argue that robots need power, how do you intend to extract or recycle oxygen without power? If you're going to argue that robots are heavier, you have clearly never lifted a computer. If you're going to argue that the robot is more expensive to create, you do not understand the cost of astronaut training. If you're going to argue that we need to get rid of them, that is a moral argument which I would not like to get into here. But, if you really want to store convicts in space, the moon or a space station is easier. There are only a few reasons to have humans on other planets, and labor is not one of them. If they're there for one of the other reasons, is having them work convenient? Yes. Is it viable to send them for the sole purpose of operating mining equipment? Not at all.
  3. He operates under the assumption that Ore is a fairly low energy substance, more like water than like oil. However, with the WBI mods, ore will itself burn, and thus is more analogous to oil or coal as you have stated.
  4. The problem with making colonies for resources is that generally, robots can do most of the same stuff, without needing food, or air, or water.
  5. Have too much time and not enough to do? Try sleeping.
  6. No chapter, but I do have an update on the Dustbiter: I have replaced the array of ten mini-drills with two of the buffalo inline drills. I have also replaced the previous bipropellant engine with two small monopropellant ones, so I can lighten the fuel load a bit. Once it gets to the surface I'll reconfigure the tanks so it can produce fuel for the Duna Interplanetary.
  7. I certainly enjoyed it. Sadly, it did not achieve it's maximum speed since I forgot to push the jets to the max before firing the boosters.
  8. Presenting... For your enjoyment and awe... The Zapp Mark 2! Fastest airship known to kerb. Contains more boosters than any commercially available airship to date. More pictures: http://imgur.com/a/IIs7B
  9. Has this been forgotten? I hope not, I've been looking forward to this.
  10. Greetings, esteemed readers (if there are any of you left) and people who are wondering where this thread came from! I'm back! After months, I have gotten my game updated to KSP 1.2.2! Since I have a long weekend this week, I will likely post a chapter tomorrow if I can remember what I was doing. Stay tuned!
  11. One of the USI mods, I think FTT but don't quote me on that. On a different note, I decided to take this mod to it's illogical conclusion with the Zapp! model zeppelin. Powered by four WB-1 Fusion reactors (plus one WB-MF) and propelled by six electric plans originally designed for heavy lifting. Sadly, it only managed to reach a speed of 118 m/s, likely because of a lack of aerodynamics and the fact that the fans aren't designed for that kind of speeds. For the next model I shall have to switch to turbojets.
  12. Good news: Yes it does Bad news: Now a bunch of ships don't load. Is the problem from the MM portions of it or from the new parts?
  13. That error is my fault, I edited a MM patch and now the patch throws a harmless error every time.
  14. I'm just going to get right to the point, my game refuses to load past a certain point. I've tried copying over the SQUAD folder from a working install, to no avail. Does anyone have any idea what is causing this? Mod list:
  15. Behold: Terror of the skies and campsites alike, it's the SmoreFighter 6000! Comes with a handy boarding ramp! Ejector seat included!* Several** safety features! *Not tested **Two
  16. When I look at that ship I'm reminded of a certain Winnebago.
  17. Just wondering, how much fuel do the parts store?
  18. I can hardly wait! Now I can travel the system in style!
  19. Okay, I have failed to do more that weekend. However, it has been an eventful month, my computer screen finally broke and I had to get it replace. As I write this I am updating my mods. Now, without further ado, Chapter 17: Part Two: ...Must Come Down: "Bye!! Enjoy Mun!" "Thanks!" "Now its time to go home." "Hmmmm hmmm hmm hmmm... Oh, time to stop falling." "Uh oh!! Too fast too fast too fast!" "Umm... I guess this is alright?" "AAAAAAAUUUUGH!!!!! NOT ALRIGHT! DISTINCTLY NOT ALRIGHT!!" "Owowowowowowow... Oh, helicopters!!"
  20. They have the same impact tolerance as I-beams, girders, and structural panels... Time to make a giant hammer-mobile to smash them. Edit: Hammermobile tests so far have been a resounding success.
  21. I would support it as a way of keeping people from using the "Mk1 pod to everywhere" design. However, it should not be death, maybe more like probe hibernation mode?
  22. That is a sweet looking space station. Nice use of the heat shields.
  23. Quick fix for the lack of antennae: just copy in the antenna code from one of the pre-existing cores (I'd use the small RGU for the drone core and the HECS for the helpers, but that's just me).
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