mavnor
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Everything posted by mavnor
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@eloquentJane I'm glad you asked! There're three reasons explaining cupolas presence: rover 2 was designed after a discussion at https://www.facebook.com/groups/KerbalSpaceProgram/ (to be exact - here: https://www.facebook.com/groups/KerbalSpaceProgram/permalink/1590735104317151/) and it's already equipped with 2 command seats, I like to think of this design as of a product designed to be sold to other spacefarers; secondly the station itself is a fast design for showing rover's bays in somehow more attractive environment than SPH, the basic idea of the craft was inspired by this all-in-one craftfile by Cupcake (https://forum.kerbalspaceprogram.com/index.php?/topic/165535-mini-dropship-collection/), but I couldnt stand the sight of just 3 cargo bays strapped together, hence the idea. : P I'm also being tempted by coming back to USI:MKS, trying to design sth small for that. Also, I've made an attempt at atmospheric probe, I need to check this with Kerbalism and your planet mod instaled, but in stock using an inflatable heat shield and a set of parachutes slowed it enough to send multpile data back to KSC. Sadly, Jool has only one biome regardless of altitude. ; (
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5. MSS' Stock droid station Okay, so I wanted to gather all my latest rovers in one craft file, kinda like Cupcake did with his landers, yet without awesome movies, he delivered along with his designs, this seemed poor so I attached few tanks, some engines, convertotron and so on and sent the station to Duna to get some catchy photos. Along with the craftfile, you're to get 3 rovers - light science rover (with a small rocket engine that gives it ~800d/v), science rover with 2 external seats and mining rover. You can strip it from tanks and refinery to get raw 3 cargo bays with rowers, each one's weight is around 1-2t so they may be easily used as a subassemblies to your lander or get turned into lander themselves (suggestion: small rockomax tank and 2 mk55 thud engines; 4 lander legs attached to the tank; probe core at the top and you'll get over 1k d/v, enough to land on most bodies). Each cargo bay has a docking port at the back designed to let rover transfer data and/or resources. Mass: 33 t d/v: ~2k Craft file: https://kerbalx.com/Mavnor/MSS-Stock-Droid-Station
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4. Stock Interplanetary Cargo SSTO mk.2 After gathering science all over Kerbin SOI and sending some probes to other planets (without staying in orbit, due to communication's problems) I designed this interplanetary capable cargo ssto. It flies really well, also is able to land on Kerbin (though reentry could be somehow messy). Payload capacity: 4,5t and modular cargo bay included. With junior docking port at the top of the hull it's possible to refuel this spaceplane in orbit. Note that it has really poor TWR when using NERVE only, so consider multiple burns at periapsis and think at least twice before landing on different bodies than Kerbin. Ascent at ~5-10 degrees till 450m, then rise prograde marker around 10-15 degrees, activate nerve at 12000 altitude and manage speed at around 1500+ during ascent, till the intakes go off. Switch to closed cycle then, rise apoapsis to 70 km and turn RAPIERS off, use nerve to set apoapsis at 80 km and circularise. \ Mass: 53.29t D/v: over 4k when on LKO Craft file: https://kerbalx.com/Mavnor/MSS-Stock-Interplanetary-Cargo-SSTO-mk2 4.1 Stock first stepper module Cargo module for Stock Interplanetary Cargo SSTO mk.2 with all you need to do some first steps in other planet's SOI. It consists of 3 relay satelites (2 local and 1 that's supposed to communicate KSC) and science experiments, it weights much below cargo capacity, so don't hesitate adding stuff. Mass: 2,8t D/v: satelites got ~600-700 dv for orbital manouvering Craft file: https://kerbalx.com/Mavnor/MSS-Stock-first-stepper-module @eloquentJane: how is your satelite thingy?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
mavnor replied to RoverDude's topic in KSP1 Mod Releases
@tsaven: there you go -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
mavnor replied to RoverDude's topic in KSP1 Mod Releases
Sry to bother you once again (I feel bad I can't contribute to this marvellous work), but I can't get colonisation, konstruction and manufacturing category neither in SPH or VAB after updating MKS to 1.3.1. Rovers and lifesupport are working fine, tho ;( -
@eloquentJane interesting idea, gonna try it as soon as I finish my science rover mark 0,5 (i realised the one posted is too high-tech), after collecting science from Mun and Minmus I should be able to move further. Eve sounds like great place to test it. Did you try science relay mod?
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@eloquentJane : yay, I'm so glad (as a prise junkie) someone has finally taken an effort to comment this thread! It may sound hard to believe, but with USI installed I kinda longed for missions more complex than bringing huge payloads and transferring the crew hence the idea (also, the part count was eventually killing my fps ratio), so after 2nd design I switched to 1.3.1 and started brand new career (awesome opportunity to design low-tech stuff). Playing with limited use of kerbals seemed to be a rather interesting concept and so it turned out. No crew/eva reports and surface samples is quite a handicap, but so far I'm managing without kerbal moving away from KSC more than few kilometres.
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3. Stock Science Plane mk. 2 We’re going bigger in terms of taking measurements and experiments in Kerbin. This one has material’s bay, 3 goo’s containers, thermometer and barometer, you may build it without upgrading research lab. Basic TWR is 1.5 and it goes up to 2.21 with burned fuel. 24k d/v (22 minutes) gives you time to visit multiple biomes. When it comes to piloting, I believe this plane is even easier than mk.1, although being bigger and heavier. Care is advised when landing uphills (who does that, anyways? o_O) or you may lose the middle engine. The side ones are more than enough to fly some more tho, so no big harm would be done. Inspired by Cupcake, Turbo Pumped and Star Wars. Mass: 4.07t D/v: over 24k Craft file: https://kerbalx.com/Mavnor/MSS-Stock-Science-Plane-mk2 Edit: I just took a ride to Kerbin desert and back to KSC, this drone is more than capable. Screenshots below, leaving GUI to show d/v left. Btw. this was my first successful landing at Kerbin’s runway EVER
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(KSP Crafts) post your pictures here!!
mavnor replied to The Moose In Your House's topic in KSP1 The Spacecraft Exchange
Pretty much this. https://kerbalx.com/hangars/25059 -
3. Stock Science Plane mk. 1 This drone is an alternative to collecting Kerbin's science using a rover. In short words: you may rove, you may fly. Collect your basic experiments with this low-tech, pure stock flying drone. This cute, little thingy has over 12k d/v and sets off at around 30 m/s. It carries 2 goo containers, thermometer and barometer. Thanks to relatively big wing area and reaction wheel it could glide even at low speed, making it suitable for landing in the weirdest places. Great plane for beginners. Tested on Kerbin, sadly in this save I don’t have docking ports yet. Mass: 1.34 t D/v: over 12k Craft file: https://kerbalx.com/Mavnor/MSS-Stock-Science-Plane
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@Jammer-TD thanks for replying, I did pretty much that: deleted all my mods after game updated, downloaded fresh and updated mod installs and installed them along with modmakers instructions. I'm familiar with your idea of troubleshooting, did it yesterday and it happened to be Texture replacer replaced, that caused the crash. Yet after installing mods back (without TRR), I got stuck with the same problem. I hoped someone skilled with logfiles could save me from going through mods again.
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2. Stock Science Rover mk1 This is a subassembly that I find the best for first unmanned exploration attempts. It's fairly light and it fits 2,5m cargo bay. Integrated direct and relay antennas provide good contact with vessels in orbit, experiment storage unit ensures you that rover will bring various science data and docking port gives you a chance to move that precious data into any vessel you met during your roving (return stage suggested). Batteries and light provides limited funcionality during night time. Mass: 0.9 t. Part count: 24 d/v: n/a Craft file: https://kerbalx.com/Mavnor/MSS-Stock-Science-Rover-mk1
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"Why bother Matt's Thunderbirds when you may simply leave space exploration to droids?" is our motto! Mavnor Space Solutions aims mostly at small subassemblies that helps all those afraid of losing kerbals in manned missions yet longing to get the raw outcome of their experiments, without transmission penalties. Tired of caring for life support? You don't want any accidents involving killing kerbonauts? It's your lucky day! This thread will be updated with new units as I progress in this career save. Right now I'm working on getting RAPIERS, 1-0 action groups and fancy stuff like that. Taking a stroll to our hangar is encuraged: https://kerbalx.com/hangars/25059 Designs I'm thining of: Relay systems <check> Stock Automatic Science Bringer for Duna&Ike (probably Apollo-style with suitable relay/return stage staying in orbit) <check, in testing> Stock Automatic Science Bringer for Laythe (definitely Apollo-style with suitable relay/return stage staying in orbit and flying drone penetrating Laythe's biomes) Science rover mk2 (with material's bay) SSTO Spaceplane designed around mk3 cargo Stock Surface Refillment Unit <check, in testing and optimalisation> Although I'll try to keep it stock, it works really well with following mods: Bon Voyage, USI, Scansat, x-science. I also play with USI MKS. 1. Stock Automatic Science Bringer for Kerbin SOI This subassembly is designed to collect basic experiments from 6 biomes (a number of goo units attached to the rover) on Mun/Minmus and return experimental storage unit full of science to Kerbin. The lander has a lot d/v (in terms of Mun/Minmus landing) so feel free to make mistakes, note that some fuel is going to be pumped to the return stage. Using this rover with science relay mod (https://mods.curse.com/ksp-mods/kerbal/252171-science-relay) generates so much science points that I'd almost count that cheating. Centre of thrust is a lil bit offset centre of mass, be careful. Mass: 9.22t Part count: 56 d/v: ~1,5k Craft file: https://kerbalx.com/Mavnor/MSS-Stock-Automatic-Science-Bringer Feel free to download and comment ;x
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Hey, I'm a lil bit interested in this challenge since I already own a full-scale Dress operation, the main part of which was created at my orbital spaceport, thanks to Extraplanetary Launchpads. Yet I'm kinda willing to recreate the mission, making my colonies double. Shall I document setting my spaceport at orbit and bringing supplies, or constructing the Dress-stuff will be enough? Using USI mods with lifesupport on.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
mavnor replied to RoverDude's topic in KSP1 Mod Releases
Is it okay that Tundra Agriculture Support Module lacks few nodes? -
The Modded Craft Repository [v0.23]
mavnor replied to stupid_chris's topic in KSP1 The Spacecraft Exchange
Planetary Local Relay System Mods needed - KER, MechJeb, Scansat, USI Karbonite+, USI Core http://imgur.com/gallery/Ap3SA2E Version on the screen was updated, I took the solar panels off the USI tank, also added orbital resources scaner. The mothership is able to get to Dres and after circulasing usually has over 1,2k d/v, each probe has 2,3k d/v itself. Mothership, if left on the orbit after deployment of satelites could work as long-distance comm relay. https://drive.google.com/open?id=0B5uKIFcjSrcmQk5aM1ZuSHExb2s -
Search for megaship engineers.
mavnor replied to ArmchairPhysicist's topic in KSP1 The Spacecraft Exchange
I do! You did a great job, kind sir, yet I wonder if this isn't a lil bit too op when it comes to supplies/habitation vs part's space. About USI parts, there are also fertilizer containers (1,25m) just before greenhouses and the secondary cargo (just before wings) holds 2,5m containers full of ore and karburundum. No other USI parts were needed //edit @JadeOfMaar , actually I lied, there were also a pair of reactors stuffed into secondary cargo bays. I updated the album. -
Search for megaship engineers.
mavnor replied to ArmchairPhysicist's topic in KSP1 The Spacecraft Exchange
So, basically I'm playing MKS oriented gameplay and at the moment my space program is aiming at kolonizing Eve. The idea of mega/mothership is quite close to me, yet everyone I've built so far had over 300 parts and brought my game into kingdom of 1-4 fps. With a helping hand from OPT Space Plane I've build Karborundum Powered Space Plane Beniowski. The vehicle itself costs lil bit over 30 000 000 (due to high value of Karborundum), yet has over 30k d/v and TWR betwen 4-7 at Kerbin atmosphere, equipped with 3 scanning-relay satelites and a non-atmospheric lander (over 1,6k d/v, I believe it could be switched with a small automatic rover). Apart from that, KPSP Beniowski provides supplies and habitat for more than a 3 years for a bunch of crew (sth like 3-4 Kerbals). Behold! Right now I'm working on even bigger karborundum powered ssto with payload big enough to work with Duna class kolonization stuff. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
mavnor replied to RoverDude's topic in KSP1 Mod Releases
Kind Roverdude and other fellow kerbonauts, I'm having an issue with KSP 1.3 and sadly - this mod. Game crashes during loading screen, sending output_log here: https://www.dropbox.com/s/f7u6xsqxdhjy28s/output_log.txt?dl=0 Reinstalation of KSP didn't help, the game works perfectly fine without mods. Anyways, keep on doing mods like that, actually 'roverdude' is my first sentence, when it comes to looking for new mods, awesome work. Best Regards, Simon