Das_Sheep
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Das_Sheep replied to JPLRepo's topic in KSP1 Mod Releases
To ask the daft, but easy, question: in setting up the new game did you check the difficulty options? -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Das_Sheep replied to JPLRepo's topic in KSP1 Mod Releases
So I've had a rake about so I'll aoolagise if it turns out this question has been answered (many) times before: How long does the research launched from the observatory take / what does it depend on? Not after anything too specific but can I expect after finding Minmus via orbital telescope the research to take a month/year/years? Will upgrading the facilty or launching a fleet of telescopes make it go faster? -
[1.12.x] State Funding Continued - MM added as dependency
Das_Sheep replied to linuxgurugamer's topic in KSP1 Mod Releases
Apolagies. It just didn't seem to have updated if I went straight to the satellites tab. I flicked through them all from first to last and then back to satellites and it had come up to date. Can easy enough fire a log across if still wanted? -
[1.12.x] State Funding Continued - MM added as dependency
Das_Sheep replied to linuxgurugamer's topic in KSP1 Mod Releases
So I've got a few satellites in orbit, all with Probodyne HECs pods, solar panels and various antenna and relays. As far as the satellites tab is concerned there's nothing there. Is there a way to figure out what's happening here? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Das_Sheep replied to RoverDude's topic in KSP1 Mod Releases
So here's a mad one. Would adding an option to the ranger inflatable hab be as simple as a MM patch so it could be used as either of its habitation options OR have the same stats as a stock lab minus the recycle? I'll be honest the question is purely from an aesthetic point, the round lab looks weird tacked onto my bases -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Das_Sheep replied to RoverDude's topic in KSP1 Mod Releases
So here's a question that I'm fairly sure is just me misunderstanding something: I have a small preliminary base (read, cobbled together pile of bits) now, I've taken into account the cooling required of the various reactors and drills etc and put various versions of radiators (from Heat Control) around the base with what I thought was a generous margin. The problem is that after a while heat keeps building up, especially after time warp. Adding more radiators only slows not eliminates the positive heat. Am I best just sticking on a couple of ranger thermal control systems? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Das_Sheep replied to RoverDude's topic in KSP1 Mod Releases
Happy days, many thanks -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Das_Sheep replied to RoverDude's topic in KSP1 Mod Releases
Sort of, is about as good as I can answer that - I did time warp but what happens to me is: During tImewarp - radiator temperature drifts slowly down Immediately after timewarp: radiator temperature rockets up and then slows to a plateau I haven't had this behaviour blow anything up yet (except for one case where I had a hilariously under-rated radiator for purpose) but if I'm honest I just get sort of nervous when all the radiators are glowing from normal operations. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Das_Sheep replied to RoverDude's topic in KSP1 Mod Releases
More questions on catchup mechanics. Would anyone be able to give me a quick run down on catchup as related to heat removal? I've got a small mining outpost who total cooling required adds up to a little over 300kW with an MKS geothermal pack and a pair of radiators from Heat Control (reactor cooling during travel). When I switch back to the vessel after some time even the geothermal pack is moving up into the low 70% range. So long story short, how do I plan heat removal? -
Would this be the appropriate place to ask/suggest as originally conceptualized by Mandella in the MKS thread - an ageing/ death from old age mechanic (maybe switchable)?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Das_Sheep replied to RoverDude's topic in KSP1 Mod Releases
Now this is an interesting idea. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Das_Sheep replied to RoverDude's topic in KSP1 Mod Releases
Right, got to ask as I've obviously missed something - DOMES? Colour me excited. -
For me it depends on a few things and how active you're meaning - As I've got a pile of USI stuff installed I tend to end up with at least a couple of stations each around Kerbin, Mun and Minmus, plus taxis transferring between them. There's also the surface installations and long duration rover missions - obviously each of these has finite supplies. For that KAC is a blessing - set an alarm tied to the vessel less some wiggle room based on remaining life support, at the very least it gets me to check in every once in a while. On top of that there's usually at least a few interplanetary probes wandering around with a manoeuvre node in their future somewhere -again, alarm set for the node. Currently looking at establishing my first ever base on Duna and however I go about it it's looking like a minimum of 2 launches (more likely 3) to send everything and I'm planning on launching each exactly 1 Kerbin day apart during the next launch window
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I'm really bad for starting new games, for some reason I have to start new games instead of just abandoning colonies, bases, outposts and stations that end up littering, at the very least, the Kerbin/Mun/Minmus system.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Das_Sheep replied to RoverDude's topic in KSP1 Mod Releases
Good to know, many thanks. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Das_Sheep replied to RoverDude's topic in KSP1 Mod Releases
So here's a quick question - regarding hiring of kerbals, how/ can you increase the experience level they can be hired at? Currently mine can only go as high as 2. -
Duna Mission Timings
Das_Sheep replied to Das_Sheep's topic in KSP1 Gameplay Questions and Tutorials
That can be done, 30 days was just a number pulled out of thin air anyways -although I suspect the habitat sent down will end up being over-specced. But that can just be the start of a longer term base- 12 replies
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Duna Mission Timings
Das_Sheep replied to Das_Sheep's topic in KSP1 Gameplay Questions and Tutorials
I used to use that myself, but since I got comfortable with the how/why and started using Mechjeb to remove the fiddling with manoeuvre nodes malarkey I seem to have fallen away.- 12 replies
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Duna Mission Timings
Das_Sheep replied to Das_Sheep's topic in KSP1 Gameplay Questions and Tutorials
Ooooh, somehow I was unaware of this rather awesome tool- 12 replies
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Duna Mission Timings
Das_Sheep replied to Das_Sheep's topic in KSP1 Gameplay Questions and Tutorials
Welp, looks like more than one presupply mission then. If their going to be on the surface that long might do rover mission(s) to other biomes. Think I shall run a practice on the Mun first.- 12 replies
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Duna Mission Timings
Das_Sheep replied to Das_Sheep's topic in KSP1 Gameplay Questions and Tutorials
Conveniently I already have this installed for a "planned" Jool mission. To be honest I'm hoping to keep them awake for the whole trip and possibly researching as CTT needs some serious science points for the last few.- 12 replies
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So since I've started playing I've somehow never launched a proper mission to other planets (other than the odd probe). I got back into KSP a while ago thanks to adding a pile of mods that add the depth I was after (mainly everything and anything USI and Near Future) and I've now decided that a massive mission to Duna sounds like a plan to step up from my multiple 20 kerbal colonies on the Mun and Minmus. Currently I'm figuring something along the idea of a Martian style mission - probe dropped supplies ahead of the mission with a minimum duration on the surface of 30 days (just cause). Basically this all boils to a rather simple question - assuming the stock solar system - roughly how long sounds like a good budget for life support supplies / habitation? I reckon I need to allow at least 300 days for the transfer there plus surface mission time (30 days) but when is the best launch window for return? Is this going to be the expeditionary mission I'm planning on or should Jeb and co be planning for a year or more sat there?
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Right, last one for today, I promise. "With name: Resource converter" what do I actually need to send? As it's asking for like support but doesn't seem to like the USI stuff
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Right oh, cheers. If I do end up with that happening it'll just start offering me new survery/rover/base missions wont it? He says in no way using that as an excuse to bin this base and start again with the Ranger modules from MKS rather than something that would make even a Belter a bit queasy.
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Back with another question: Say I've got a base "Munar Expeditionary Base", which is named in contracts, and I plan on swapping out the original base section (a hodgepodge of MKS bits and basic lander). Will the remaining base still be recognised as the same name? Basically it's because I hate the main section, it's ugly as sin, horribly inefficient and severely lacking in a number of aspects and I've now opened up enough of the tech tree and made enough cash to combine two of the "expand the base" contracts into a rather nice replacement/upgrade lab & habitation unit. Oh, I should probably add - the ugly hodgepodge bit is the bit that was used to create the initial base and fulfil the create Mun base contract.
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