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Posts posted by DunaManiac

  1. On 2/4/2022 at 5:49 PM, Newgame space program said:

    1. Distance: For early colony deployment you want to go to an easy to get to destination in the early game, while Minmus is quite easy to get to the delta V margins are higher then getting to the Mun (and I suspect you will have to unlock a node on the tech tree to get in situ resource utilization to keep your colonies alive which will make keeping them alive pretty hard if your base is on Minmus due to you needing to ship food to them.)

    The travel time at most to reach minmus is 2 weeks. It's a lot longer compared to the Mun (which has a travel time of 1 day) but it's still insignificant compared to interplanetary travel. The only time when this becomes a problem is when you have Kerbal Construction Time installed but I doubt that KCT will be stock in KSP2. Also, supply runs have been confirmed to be automated, solving the issue of supplying them. Secondly, the terrain and gravity of Minmus is primed for base building. It has low gravity meaning that you can launch a much larger payload to orbit than you can on the Mun without using a much larger lander. Health may be an issue but that's solved with a small centrifuge. Minmus also has these large now-glassy flats which can conviently be used as runways for a visiting SSTO and as a perfectly level surface for base building. As an added bonus these areas often overlap with the best ore deposits.

    On 2/4/2022 at 5:49 PM, Newgame space program said:

    2. Rovers: If you have ever tried driving a rover on Minmus you know how this is.

    Minmus is pretty small, driving rovers is an issue but it also means that a  biomehopping lander is actually better, you can putt around minmus fairly cheaply.

    The Mun's only advantage over minmus is just that it's nearer and doesn't require a plane change. Sure there are flat spots but they're relatively rare. And I personally find Minmus (at least with visual mods) a little more visually appealing than the Mun.

  2. Floor 2962: It seems as a simply empty room. However, as soon as you do so the floor tilts up, sending you falling down the stairs. Determined to continue your climb, you climb back up. However, a hole opens up in the floor where your standing, causing you to fall down onto the next floor, where another hole appears sending you down to the next floor, etc. After falling for thirty minutes and several thousand floors, you finally reach the very bottom. Undaunted, you start climbing up the stairs to get to the first floor and continue your climb again, but you see an elevator that you somehow never saw before. Filled with triumph, you climb into the elevator, but to your dismay all the buttons above floor 2963 are broken, so the elevator is useless. Resigned to your fate, you press the button and reach floor 2963.

  3. 2 hours ago, BlackMesaSurvivor said:

    Banned for being from the Next Generation. Or something, idk.

    Banned for not understanding that reference

    1 hour ago, Kerbal Productions said:

    Banned for being confidential

      Reveal hidden contents

    Referenced on about me

     

    Banned for being vague

     

  4. There are various methods, the one with the highest success rate being to get a large object and smash the display. That way you don't have to destroy the computer itself, but most people prefer to destroy their computer so there's no chance of being readddicted by replacing the monitor.

  5. Floor 2492: A large platform juts out with a trampoline labeled "JUMP TO THE TOP!" You jump, but unfortunately you barely miss the top, causing you to crash back down onto the bare steel floor instead of the trampoline, which has inconveniently has been retracted and moved underneath the platform.

  6. I've been thinking of launching a series of missions with the aim of building an outpost in the Duna/Ike system. It's not going to be a simple "drop jeb and a hitchhiker and forget" kind of mission. The idea is to send groups of missions at a time, although launching them at the same time will be a challenge because of rollout times from KCT. The first group will just be probes, unmanned landers, and a comnet network. The second will be a rudimentary base, a pressurized rover and a crew to inhabit it, and the basis of a station. I'm planning on the station being built on a class E asteroid so I don't have to shuttle in fuel from the surface, and being a Duna/Ike cycler (or not really a true cycler, just a station in an elliptical orbit just touching Ike's SOI).

    So far I've made a couple of things for it,like the initial crew mothership, the unmanned landers, the manned lander, and an actual ion-powered glider (the glider I'm not sure where it fits in the timeline).

  7. Today I launched a simple mission to launch a module carrying VENTURE's provisions. While nowhere near completion, VENTURE is close to being suitable for crew. All I have to do is wait until Minbus 14 is completed to bring crew over. I decided to use the opportunity to take my underused Fortitude-class SSTO.

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    I took a couple of nice screenshots along the way, but eventually I reached the Station. Now, actually moving the module into docking position is a tricky business. I don't have a robotic arm handy, unlike the real space shuttle, (the closest analog). Instead, I decoupled the module and allowed it to drift upwards, clearing the cargo bay. After that I rotated the SSTO upwards in such a way that the vessel did a 90 degree turn to line up with the module.

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    Eventually, as I approached the station I realised that clearance was going to be a problem. With large spaceplanes like these clearance is always a problem, but I found that from that particular docking port there was no way I could dock the spaceplane without either the cockpit hitting the truss or the wings smacking the solar panels. Instead of giving up and going home, I parked the spaceplane in front of the station.  I detached the module and thrusted it towards the station completely unguided.

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    Thankfully, the scheme worked. The unguided module actually managed to reach it's target.

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    Redocking the spaceplane at an appropriate angle, the crew relaxed for a while, taking the time for some R&R and station maintenance.

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    Eventually they left back to Kerbin. I took a couple of nice screenshots on the way back.

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    I've found that with this spaceplane 4 or 5 aerobraking maneuvers are needed to completely circularize the orbit, but today I decided to just burn off the remaining fuel to circularize after 1 or 2.

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  8. Mainly did some testing lately, I hyperedited rehearsed the deployment of a small base on Minmus using a spaceplane, (with the entire fuselage hollowed out)

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    Also, I did a shakedown cruise of the spaceplane above, taking it on a simple mission to VENTURE station around Minmus and back. It's naturally stable, so I didn't have to touch the controls once it took off.

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    Came home right in the golden hours of dawn. Overall the mission went surprisingly smoothly.

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