Jump to content

ksp_colin

Members
  • Posts

    30
  • Joined

  • Last visited

Everything posted by ksp_colin

  1. Has anyone else had their 1.3.0 ksp version removed by steam? I logged in after a few days away and Steam auto updated my version from the 1.3.0 Beta. When I try to revert, it is no longer listed in the available Beta to revert to. My USI/MKS/Near Future campaign is currently shot and wont load with the 1.2.2 and 1.3.1 versions.
  2. Many thanks for the detailed response @NermNermNerm. Your understanding is mostly correct and your feedback is definitely something for me to consider. As of now I only have a single Mun colony/base so the logistics sharing has not yet been something I have considered. Regardless your cautions and 'gotcha's are already useful. It sounds like the frustrating detail I am observing is by design. Unfortunately I still have not fully grasped why this is or what I am doing wrong. My modest beginner base has room for a crew of at least ten, a science lab, refueling drills + ISRU, a ranger agricultural module (RAM), all the inputs and fertilizer needed for the farm to produce Supplies, and a crew of three including one botanist in the RAM. When I load the base and am controlling the base directly, the base gains Supplies as expected. The gain is very slow and is only noticable with a time warp to see the Supply value increasing. Likewise when I load to another vessel (over 2.2km away, i.e my orbiting Mun SS) and time warp as another loaded vessel (or from the tracking station) then that same Mun base with the RAM begins to lose Supplies. Is this a rounding issue? Do I need a better type of farm or less crew? My concern is I am in the middle of my first Duna flyby on this MKS campaign and am trying to learn how to build a self sufficient farm on or around Duna. The first Duna flyby is wrapping up and I am preparing for my next transfer window to send a few vessels, but I dont understand the appeal of the RAM yet if it loses Supplies while time warping, and only gains Supplies while I am loaded with that particular RAM.
  3. I noticed when I am using a vessel in orbit or on the ground, the EC constantly depletes while time warping and not being present in the instance of a particular vessel. However when I load to a particular instance of an orbiting vessel or base, and time warp again the EC of that particular vehicle will charge as expected. This was not a big concern to me until I started making farming bases with mks. I noticed that when my ranger agricultural module was crewed with a botanist, had the needed resources to convert inputs into Supplies, that the base would only accumulate Supplies when I was loaded with that particular vehicle. Otherwise all of my other vessels with farms would deplete EC/Supplies while time warping. For example, simming or warping from the tracking station and all of my vessels and bases deplete EC and Supplies! I am just starting with a Mun base and am just learning. But this issues makes interplanetary bases with Agricultural modules seem very useless if they all deplete Supplies unless you are using one particular vessel that can accumulate resources (correctly). Is this a known issue? Am I doing something obviously wrong? Thanks for reading and any replies in advance.
  4. @KerikBalm You are awesome! I know this post is a year stale, but after about an hour of searching google, the forums, reddit, this post answers my questions the best. I am finishing up my first "convoy" to Jool. The end goal is to get a space station in Laythe Low Orbit (the cool views, duh!), while establishing a Drill/Fuel Station setup on a moon. I want to link the two with an Ore-Hauler between the Base station on a moon, and the refinery at the SS orbiting Laythe. The First of Five vessels is a ship that will deploy into 10x relays, two of which are RA 100s, going around Pol and Laythe. It has already been fitted with a major booster and been refueled to the brim. It is good to go and ready in LKO. The Second vessel of Five is the Laythe Space Station, a boring Science lab + plenty of solar panels, batteries + and the big refinery. It has already been fitted with a major booster and has been refueled to the brim. It is good to go and ready in LKO (after the booster gets it to Jool, it has over 4k dV). The Third of Five vessels is the Base Station + Drills + 'scout' scanner, that is going to Pol. It has already been fitted with a major booster and has been refueled to the brim. It is good to go and ready in LKO. This has taken me over three weeks in real life of designing and launching the major vessels, then the respective major boosters, and refueling each with my Minimis to K-SS refinery. Next up is for me to design the Ore Hauler tanker (Vessel Four) and the Laythe Re-Entry Vehicle((s), vessel Five). The Re-Entry vehicles are kind of the cherry on top and am not too worried about them. I already wasted a week of my life learning SSTO planes for Kerbin, and I understand that if it works on Kerbin, it should work in Laythe. I have more to figure out there but I can handle that one. The Ore Hauler, Vessel Four, has been daunting for me and I think your breakdown above helps me out. Ultimately, I want to pinch as many pennies as possible and get as much ore from Pol (or any moon) to Laythe orbit. Your tabular breakdown of the dV costs answer my questions! It looks like I need to design a Hauler that, at full Ore capacity/mass, can handle at least 2900 dV. For a little safe measures, I will call it 3k. To make the ore profitable, this seems extremely difficult. The setup I have in Kerbin between Minimus and my K-SS delivers 12k ore to LKO with about 1700dV. I need to play with the numbers when I get more time to look at this, but I think running 9K ore might do it in Jool. I will keep you posted. I just wanted to send you this novel to thank you for your tabular data. I checked your profile and can see that you are still very active in the community here. I literally made this account just now to rant and thank you. So, Thanks!!! -Colin
×
×
  • Create New...