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DarknessHasLost

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Posts posted by DarknessHasLost

  1. 4 minutes ago, daniel l. said:

    It certainly would be interesting. I'm specifically designing the mod to make so much as lighting into a luxury that is difficult to afford, in my tests, I've had to land on worlds entirely using instrumentation, I have no idea what the local terrain is like or anything, everything is a total black! :D

    And yes, a few will have atmospheres. But not many, You wouldn't expect many worlds warm enough to have them.

    Also of interest is the blackness which I must note. There is no depth to it, nothing to register distance or indicate size. It would make no difference whether the entire universe was black, or merely your screen.

    Having an Atmosphere is mainly relient on proximity to your big gravity source. The sun Sucked Mercurys right off, but the outermost planets are mostly atmosphere.

  2. On 2/25/2017 at 4:13 AM, Thrawn889 said:

    i dont think ive killed any Kerbals other than in reverts XD 

    Although i have stranded them places. The Mun being my Most common one. Jeb is currently going crazy alone on an orbital station above the Mun with no intentions atm to bring him home...

     

    I always hire new kerbals for missions that i dont intend to recover, i happen to supply half of my own rescue quests.

  3. 8 hours ago, daniel l. said:

    Alright. I'll ship em separately. :) BTW:

     

    Rather awesome actually. It's interesting because it's basically a big black expanse that will swallow anything into its depths.

    I'd like more playability for KSP, my first real campaign playthru i started about a week back. a new system with new science, new worlds, and just the general difficulty of finding my way around would be interesting.

    btw, do any of these planets has atmospheres, its something i have to watch out for when using my Probe Systems.

  4. I will introduce the Black Hole Tanks Mod. (As soon as i have a picture of its modal i will upload it)

    The Black hole tanks mod allows one to use the Two tanks (One LFO and the other Ore) to hold large volumes of material (such as Ore and LFO) in a Smaller package than would normally be required.

    Make by Daquan Kerman the two tanks Dry mass is 20 tons (in order to discourage intrepid SSTO Users from adding 15 Mamoths to it) but holds an amazing 12000 LF and 14666.67 Oxidizer. the Ore tanks wet mass has yet to be determined.  The tanks do retain their full wet mass, as in order to also discourage its use as a main stage fuel tank for it is meant for Satellites and ground stations

    Im trying to build some support and would happily accept anyone willing to help me test the tanks.

    I am also accepting anyones help in modeling, New ideas, or even just Balancing. All suggestions for parts would be happily accepted.

    https://github.com/Darknesshas1/DK-BHTanks

    Benjamin Kermen (My cocreator), Linuxgurugamer (Helping us with the .dll) and I are working together on this mod. It is my first so i have no clue what i'm doing, and am happy for all of the help they're providing

  5. 7 hours ago, DStaal said:

    But it's not accurate enough to get within the meter of the orbit of your other com-net sats, especially if you aren't rendezvousing with them.  It's close, but it's just not precise enough.  I've done it using MechJeb to get close and then using RCS to fine-tune, but even then the limits of the KSP simulation will bite you eventually, unless you never visit those sats again.

    there is an Altitiuted adjustment and circularizing functions with the Manuver planner

  6. I thought of a great concept for a mod, but realized everything i had to do to make it and realized "Damn, this takes too much work", and need a lil' bit of help with making it a reality.

    My Idea is to make a fuel tank that can hold more than its share of fuel.

    "One day, While Daquan Kerman was working on his new Experimental Engine, The Black Hole Drive, accidentally failed miserably, instead making a fuel tank. He soon realized that this fuel tank was holding way more fuel than should be possible. He took this new tank, and hoping that it would return the fuel put into it, Succeeded in creating the BH001 Black Hole Tank.  Unfortunately, Due to its shape, it happens to be an aerodynamic nightmare. The other difficulty's with the tank, it retains all of its mass, and requires power to keep its fuel accessible. he soon realize it would work well for Planetary bases and refueling stations, and began marketing immediately."

    Its About 3.5 meters wide, and in the shape of a D20, and requires 20 EC/s. I think it should, at max hold about 10,000 fuel (LF with the correct proportion of Oxidizer). I want it to retain its mass so people don't launch it as a main engine and give it a base mass of 15-20 Tons. I also want to make one for ore. BTW I really like my stories (the Part Desc.) and would like to keep them if at all possible. The other two stories follow

    "After have made more than a usable amount of money off the BH001 Drive, his assistant questioned why Daquan had put the 001 after  BH. Daquan also wondering this, headed out to the back of his office to the original BH Tank, Decided to throw a rock into it and see what happened. Surprisingly, it went in. Daquan, borrowing a truck from one of his employees, decided to see how much would fit, and again found it held way more than an object its size should. He quickly patented the BH002 Ore Tank, bought that employee 3 brand new trucks, and began selling again."

    I think the LF/O tank should be a 550 science, and the Ore a 1000.

    comment if your either interested in coding, or just want to see this come into existence.

  7. On 11/16/2016 at 7:10 AM, schlosrat said:

    Is there a way to have the recycle bins produce rocket parts instead of metal? Could this be done with a CFG edit / MM patch?

    It drops metal as kind of a logic thing, You ever seen the Shreading machines on youtube that can turn a car into dust. that is what the recycler does. then it gets changed back into rocket parts. its supposed to add a level of difficulty. its not too hard of a fix though. change the Recyclers CFG, under that material, change Metal to rocket parts

  8. On 11/12/2016 at 10:59 AM, beta546 said:

    Hey does anyone know how to make this work with stock `ore` rather than the `metal ore` this mod adds? I tried messing around with the .cfgs, changed all references of metalore to ore, but it does nothing but stop it working with either of them. guess the actual plugin plays a part in it..

     

    Edit. Looks like it is possible to change the stock drills and converters to use metal ore, instead of the stock ore lol....I just think it is much easier to only have one resource to deal with to make rocket parts and also fuel, and the stock drills are much nicer...

    you'd have to edit the Smelter, thats the part that handles the Ore to metal conversion.

  9. On 3/27/2017 at 5:07 AM, Abastro said:

    I always forget it and ends up with Jeb sitting in there. This is painful in combination with tourist contracts. I even launched a rocket and found out that Jeb is just sitting in there. Alone.

    Doyou have similar experiences?

    i got a 300 ton craft to Low Eeloo orbit, it had a 3000 Kerbal Cap, It was just my Mechjeb control core, sitting there, alone, it was a 35 year transfer, I just ended up making a Brick of Hitchhikers in LKO with EL, spent an hour with MJ launching 40 Kerbal cap rovers, transfering the crew, then burning up the left over pod with Low atmospheric passes.

    On 3/27/2017 at 10:37 AM, dangerhamster said:

    Done that so often that nowadays I check the crew tab even when building probes. Nowadays I just keep forgetting the screwdrivers....

    Rip EL

  10. 9 hours ago, ondofpond said:

    Done a search, can't get a thread on this specific topic. Been a KSP player for years, like efficiency and since career mode I build for cost, every time, even if I don't need to with excess funds. I'm not bad, but not perhaps the most discerning of method in my builds.

     

    So - using KSP Engineer and looking at how much Delta-V I can get for my buck. On build using a Swivel for a two-stage centre, I put two or four BACC SRBs on, but stage so that I launch off the pad with SRBs only. Obviously ensuring I have enough TWR for it to be viable. If I have four SRBs and enough TWR I might light only two SRBs on the pad, drop and light the next two (performing a struggling gravity turn with risk of impact when dropping) before finally lighting my Swivel.

    Obviously this makes for a slow initial ascent. I understand the thick atmosphere thing at the pad, get going quickly blah blah, but when I compare Delta-V stats with Atmosphere in Engineer, doing what I say above yields more Delta-V than if I light the Swivel on the pad, or light all four SRBs on the pad if using four. Again, TWR is considered and a slower start seems to be better on final Delta-V against cost.

    I'm not arguing the virtues of using SRBs at all vs liquid side-booster stages, to me that's a no-brainer on cost (I can end up with 2.5m Skipper build with no Mainsail side boosters, just six Kickback SRBs using the above method, lighting four on the pad and lighting the other two before finally lighting the Skipper, when payload makes it viable).

    What I'm wondering is, am I wrong to be purely looking at Delta-V values in Engineer in these builds? What might I not be considering that is possibly making the Delta-V figures either erroneous or a bad idea for another reason I'm not considering?

     

    considering DV and TWR isn't bad but you still gotta calculate Burn time, Depending on how long it takes to reach LKO your 12k DV could be reduced to 35 DV if it takes you 40 hours to burn it. Ive made plenty of 3300 DV SSTO's that cant break orbit due to the time it takes.

  11. I think Mechjeb should be in here along with Infernal Robotics.

    MJ allows less experienced players to understand Orbital transfers (How i learned) and More experienced players a to skip all of the node execution hassle.

    Infernal Robotics allows for more complex vehicles like Crane rovers, A lander in a Can (the Engines folded into a protective shell), Rotating Gravity wheels (like 2001: A Space Oddessy), Cooler space stations, and just more interesting crafts in general.

    I'd also try a Simpler Extraplanetary Launchpads. I save so much time just building the craft in Low Eve orbit instead of sending out 40000 crafts to make my base.

  12.  

    On 11/24/2013 at 11:51 PM, 5thHorseman said:

    I got so excited that there was a new update to EL... Oh well! :)

    Congrats on the official change and I'm looking forward to see how things go from here.

    As the old thread has been closed I'd like to continue a conversation we had going on it, here. I'm still having issues with the mod though I think I understand the mechanics now. I successfully - by modding a ton of ore into the hex surrounding KSC in sandbox mode - created a base that will mine ore, smelt metal, and then create rocket parts. I then used those 3 resources to build an assemblage on the smaller, newer launchpad.

    And then everything exploded and I literally cannot access that save game. KSP freezes and I have to kill it with task manager. Luckily it's in my sandbox game but I simply can't use this mod in my career game if that's a possibility.

    Is this common? Was there something I could/should have done to prevent it or at least make it less likely?

    you probably built too much for the physics to handle, or a craft too small. the release fucntion acts like a decoupler, and may had destroyed parts as it was creating

     

  13. On 3/27/2017 at 5:56 AM, Blaarkies said:

    BZ-52 Radial Attachment Point

    Thats what it is for, making non-radial-attachable stuff radially attachable.

    As for inefficient/slow ISRU, why? I would surely just timewarp X amount of time more than I would with the 1.25m ISRU. If life support is used, it runs out faster the more you timewarp(faster than the ISRU can replenish it)...well, seeing how wasteful the 1.25m ISRU is with ore, i doubt it could sustain 1 kerbal anyway(any slower ISRU would be pointless)

    First, my concern for the IRSU is weight, second i dont use LS so that timewarp doesnt matter.

    On 3/27/2017 at 11:22 AM, passinglurker said:

    It would be nice to have a counter balance when using only one drill, or an inline drill/mini ore tank combo part.

    anyway how about instead of massively inefficient why not just make it limited to producing monoprop?

    i need LF/O for my tiny vehicles. i grab asteroids for my larger vehicles and just glide to everywhere.

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