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Everything posted by TDplay
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
OK, so I'm trying to get ExoticMinerals up and running but my Geology Lab is saying the concentration is "unknown" and the Prospector is not filling my ExoticMinerals tanks. Do I need a TERRAIN satellite or do I just need to rig up a Gold Digger? Or will I need a Claim Jumper? Also here's a beauty shot of my base at night. Loving the lights on all the modules!- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Another base update! Bill: "I'm fine carrying this >1t box!" Jeb: "Well, you are a Kerbal. We are strong because we are Kerbals." Bill: "WOAH! Steady on the turns! You know what happened in the simulator with a top-heavy rover! Jeb: "I'm being as steady as I can. Also, I quicksaved before this so it doesn't matter if we crash and die." Now the settlement is nice and cozy. 3D printing tested and working, and the Spyglass has been moved - it was on an impractical curve earlier. Also the new generator has been installed and EC is pretty stable for now. Thank the KerboGods that planets yield infinite ore. So I can confirm 2 Gold Diggers + 1 MC2000 generator is stable at 15% ore and one more digger plus an MC3000 generator is good for dealing with demand spikes (then again an MC1000 battery is also great for demand spikes). Now I just need to use the spare Buckboard to carry Equipment and LFO from my crashed supply ship! And now to get Equipment and RocketParts production up and running!- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Ok, I think I've bugged the game out. I've attatched a Casa and started it as a prospector, now my Ore stocks are dropping fast (and thus my main power source's (Buckboard Gen) fuel stocks) and the Manage Operations button is just causing the context menu to add a "Prospector: zero efficiency" readout and a "Stop Converter" button. I'm using an engineer to reconfigure and a game restart and even computer reboot did not fix the issue. Please help, it would be greatly appreciated. Fixed. In the meantime, I'll go see if WBT can be updated because and the patch notes say that WBIProspector has been fixed not to make NRE (what is that anyway I hope it fixes the issue anyway) Worked. EDIT: WBT update fixed it. My ore (and thus EC) is stable now. Now back to base managing! Expect my next post soon-ish.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Just thought I'd pop by to share more information about my Mun base. It has now grown and is bigger and better. My colony now has a little runabout made of the bits I brought in a rocket (which crashed and is now inoperable but at least the cargo is fine). It has one removeable seat (removed for more cargo space) and a 1u cargo space (can install seat 2 in) and also has the chassis probe core and a trailer hitch so I can link to my base. The small chassis parts are just there for the solars. You can now see extra Buckboards and my rover docked in the right. Attatched to my Hacidenia (left) is a Spyglass for vessel building and my Ponderosa (central) contains plenty of supplies like a Casa for geology and 4 Survey Stakes to mark where to build my craft (e.g. a full buffalo not the little chassis with a seat I have) Also I can easily give this mod my stamp of approval (which I did absolutely not just grab off google, please ignore the stickers on it that say "Found on Google").- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Just thought I'd pop by the forums and share a cool Base In A Box, my colony lander is (almost) intact, I've just scrapped one of the two OX-STAT-XL units because I accidentally broke it while disembarking. The entire base was contained in the 6000L KIS box and assembled with the small Delta tank of Equipment, while landed on the bigger Delta tank of LFO and the Poodle engine, using the landing struts. The 3 connectors were pre-added, one for connecting to the future base and the other 2 for bolting the lander down. I was *barely* able to set it all up on just the one tank and the only issue I'm having is the Buckboard Generator not producing enough. Welp, whatever, time to ship another in! Havin' a whale of a time setting it up! Can't wait to land the next module. Fun fact for ya: 3 Kerbals were (nearly) killed in the making of this base because somebody (aka TDplay) set the orbit too low. Thank god for the "Revert to Launch" and "Quicksave" options.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Hmm, looks like @Angel-125 will have to look into the Gold Strikes. (geology lab can find gold strikes which can be extracted by gold diggers for a limited amount of resources)- 3,523 replies
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@taniwha Thanks, glad to know I helped you develop your excellent mod. I can quite happily wait for 1.4 (and the rest of my mods to update... And I'll need to update my own (unpublished) mod TDPIndustries Permanent Bases for Pathfinder... looking forward to that because i'll probably have to reanalyse pathfinder's code...) for this minor issue to be fixed.
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hi i have an issue to report sorry =c I've just noticed that renaming a Launchpad in the SPH (and probably VAB too but not verified) causes the area where the rename thing is to be unusable for the rest of the session in KSP whenever you're in the SPH (probably VAB too again but not verified). I'm running 5.9.0 (latest as of now) so not an old version issue.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Wow! Great mod. Loving it. I do have one small problem, though. It's not game-breaking, just very inconvenient. If I take an LDEF experiment module and place it on the craft, then leave and reenter the VAB or SPH, then click a component then delete the component, it causes the experiment description window to appear. This effect does stack, e.g. placing an experiment on one craft and one on another craft causes the experiment description to appear twice, and every time you enter the VAB or SPH it will show up again on the next thing you delete. My mod list (KSP-AVC made this list, sorry if it missed any mods ) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Woah, really? I never knew that! EDIT: But the hab equipment to get 50 years hab time isn't really suitable for surface bases, the colonysupplies will probably be more space-efficient. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Oh, thanks. Ingredient to craft Colony Supplies. I need that info as I use USI-LS. Don't want the base going on strike because I forgot ^never knew how to make Colony Supplies! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Also, what do 'Organics' do (they're made in most agriculture modules, ranger not included, and seem to do nothing) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Maybe the uranium that was added was used up -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Well, time for either an experiment or someone else's input. Does anybody know for sure? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Oh I forgot about the TCS. Thanks, I think you saved me 20K Duna PDUs there. On the 'perform maintenence' on the reactor to add uranium, will a factory module that does automated maintenence fill reactors, or does it have to be done on EVA? Just for when my base gets its PDU. I'm trying to get one there ASAP so I can get more advanced things up and running. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Thanks. Those times are big - do you think I could add enough uranium to circumnavigate without making a rover so long it incurs the wrath of the Kraken? Or would it be just a couple radial uranium tanks? Also, can I send Depleted Uranium through planetary logistics? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Yes... That might stop us. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
On MPUs, do they only push or can they pull with a pilot? So, if I want a Karibou that can support itself long-term by pulling in planetary warehouse resources, I guess it'll have to assemble those on the rover by shipping in the raw materials. Looks like it's time for that surface base adapter between ranger, duna and tundra! I think it'll do the job of fitting on a big tundra uranium refinery. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
I'm quite unclear on how planetary logistics work. I've read the ingame docs, and as far as I can tell, this is how it works: How close was I? If I got any wrong, what did I get wrong and what are the actual facts? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
k thanks -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Are the auto-shipments getting to a point at which you can give us a guess or estimate release time? (soon? still a while? way off?) I'm really anticipating when KSP-AVC says "MKS update!". No pressure. -
Plotting routes to the outer planets....
TDplay replied to babaton's topic in KSP1 Gameplay Questions and Tutorials
I personally first get into circular LKO and then go on KAC and set a timer for the next transfer, usually with a margin of just over half my orbital period. Then I go to the tracking station and set maximum time warp. KAC stops the time warp at the transfer time. Then I go on the interplanetary transfer calculator by Olex and find the "Ejection angle" and then I look to see if it's to prograde or retrograde. Now, I look at the "Orbit" tab of KER. If Olex's calculator said to prograde, I wait until "Angle to Prograde" = "Ejection Angle" and if it said to retrograde (I think you can infer this) I wait until "Angle to Retrograde" = "Ejection Angle" Then I just turn prograde and set the engines to max throttle and burn away, and, of course, shut off the engines when I get an encounter or the closest approach I can get. At the AN to the other planet, I set up a node to fine-tune my inclination. Then, just after that, I setup another node to get my encounter exactly as I want it, e.g. to get an aerobrake (I use Trajectories to help setting up aerobrakes), a gravity assist or just a really low periapsis to help me pull into an orbit with minimal Dv expendature. -
(Artwork) My first Sub-Orbital Craft redrawn on photoshop
TDplay replied to Duck Kerbal's topic in KSP Fan Works
That looks pretty good! How did you remember where the little seams on the winglets are? Excellent detail and quite a cute rocket BTW. Points for improvement: some lighting from above and maybe some planetshine from below. Turns a dull craft into something a bit like this. -
Can you go too big? Well, only until nothing fits in the VAB and you have to get Hangar Extender.