Jump to content

hiram13pm

Members
  • Posts

    6
  • Joined

  • Last visited

Everything posted by hiram13pm

  1. Yeah, it's not perfect. I had to monkey with the files a bit... changed the fuels and did a few other things, nothing too major. Well worth the effort. Hey, MajorTom... here's some recent shots! Sent a trio of ships to Duna; here's Eagle O-002 [ore mining ship] docked with the KSCS [Kerbal Space Commission Ship] "LaBelle" in orbit of Ike. "LaBelle" is a science & refining vessel for support of inner system exploration. On return, I sent up a transport Eagle to retrieve the crew. Here it is coming in to dock with LaBelle: Hope you like Requests: Maybe some some Moonbase-Alpha-esque structural parts? like simple frames, in the style of the Eagle's main support frame? I'd love to be able to build other ships in the Alpha style. Oh, and more attachment points inside the Rescue module (like on the inner walls)... or maybe a 'generic' module for carrying payloads, like the freighter/winch version from the series. This mod is definitely a permanent addition to my game. But then I was born in '66, so Space:1999 was one of those shows that made my eyes bug out during the "formative years", lol. Loving the mod! Keep it alive, don't let this die again
  2. MajorTom69, here's a peek at a couple of my "grunts"... Eagle-"O" model ore miner at work.... ...and landing right in front of the VAB, minus the mining package.... Eagle Model "LS", for long-range exploration... Inside the pod are five of the 2x mounts from Kerbal Planetary Base Systems, all with TAC life support components. It can sustain 3 Kerbals for 6+ years in a pinch. Hope you like 'em. After a few more contract bucks, I'm going to tackle the ISV Santorini. Maybe I'm being too ambitious here Oh, and if anyone likes editing their soundtrack files, I found the motherlode: http://moonbase99.space1999.net/mp3.htm
  3. Sweet! I've been playing with this a lot the last week... the Transporter has really become a workhorse for my entire program I did do a few tweaks, ala genericeventhandler in an earlier comment, though not quite as extensive. I suck at MM scripts, so I just edited the parts directly. Bumped up the main engines, changed to Liquidfuel and Monoprop (so I can refuel), added a 1.5 degree gimbal to the mains. Added some TAC life support supplies to the engineering section, equivalent to one of the 1.5m in-line containers... otherwise the crews asphyxiate before they can make it to Minmus, lol. The gimbal on the main engine is more for the custom payloads I've been hooking up... bundles of KIS/KAS containers, a mining rig with an ore tank, big ol' batteries, drills, etc... She's just *slightly* off balance stock, but some packages can be REALLY off balance. Like it's impossible to stay on your node vector for more than a couple of seconds, so the gimbal helps a lot. Still uses those RCS thrusters like mad, though... which I kinda like. Some additional attachment points inside the rescue pod would be cool... I've got one in my subassemblies list that has a package with a ton of extra life support, recyclers, etc., for long duration missions. Took it on a fly-by of Duna & got home with no problems (haven't landed yet, I need to get a science lab in orbit first ). All in all, an awesome mod. I used to watch this show as a kid... I was lucky enough to live in one of the few TV markets where an independent station aired it on weekends & after school when it was syndicated in the US in the late '70s. Hats off, man. I love this thing. Edit: Oh yeah, PS... a hatch on the Command Module would also be nice because one of the packages I put together fits pretty tight in there... so close, in fact, that it blocks the Fore & Aft hatches. I had a communications satellite I took up, and nobody could go EVA until I detached it, since both hatches were obstructed.
  4. No, he's not actually in the Eagle. He's the object of a rescue mission (maybe those contracts are tied to TAC LS?). He's in an Eagle Command Module/Pod. By itself. Not attached to anything at all. The mission is to go up and rescue him. These missions put a kerbal in a random part that has crew capacity, usually with a long deadline, but as soon as you fly a ship within range, the part loads and becomes "active", with no electricity, food, water, or O2; essentially, the rescuee has what's in his suit and that's it. Limited time to get him to life support. If he can't get out of the part, and the rescuers can't dock with or grab the part, he's kinda screwed. No, not kinda... he's just screwed.
  5. No... see, he's the one being rescued. He has to get OUT of the Eagle Command Pod (with no life support, floating dead in space), then EVA over to the Eagle I sent up to get him. No hatch, no exit. No exit, no rescue. If I had the grabber arm on the Eagle, I could possibly bring the whole pod back to the surface before his suit LS runs out... but I don't. Plus, as soon as you get within range of the target on a rescue mission, the life support clock starts ticking, and I think you've only got 30 minutes. Even if I had the node unlocked for the grabber, not enough time to build, launch, retrieve, and land. All the guys in the rescue Eagle can do is smile and wave through the porthole as Whatsisname Kerman asphyxiates
  6. Um... yeah, so hit a small snag... Rescue missions don't work so well when the guy you're rescuing can't get out of the Eagle Command Module since it doesn't have a hatch on it's own. I suppose I could leave him up there til I unlock the grabber arm and then try to bring the entire module back down to Kerbin. Oh, wait, I'm also running TAC life support, so he's only got a few minutes. Derp.
×
×
  • Create New...