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SkiRich

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Everything posted by SkiRich

  1. Sshhh. Not too loud. In stock all you get is Ore. With ART it seems that the Jaw will extract anything and everything ALL at the same time that a USI drill would have needed to be programmed before for launch to do and be limited to the number of Bays. I did a test and put 5 different storage units on the craft and hyperedited to the asteroid. planted Jaws, started the laser and all of the storages where filing. So WOO-HOO, err, shhh.
  2. @TheBackIsBAck You can save me a step if you can tell me if the MKS drills will also "cavity" an asteroid. I'm assuming the functions of asteroids have changed once I installed ART, and instead of using a JAW to convert the asteroid to rock, which I then need to figure out how to convert it to other things, can I just install a few drills and still get the empty space in the asteroid I can convert to a tank of some sort? Completely un-needed. While I goofed with getting a drill to contact the asteroid due to the jaw being so deeply embedded, it wasnt needed. I found out that the jaw will excavate any and - more importantly - EVERY material a drill can excavate as long as you have the storage on board. No setting anything up, just start the drill and make sure you have that storage capacity. OMG this is my new favorite toy!
  3. Thanks for the video. I didnt realize this was a separate mod for USI for asteroid mining and went through the video and read the forum a bit. In my giddy mod fueled download senssions I must have add this component with the intent of coming back to it, but completely forgot. It all makes sense now, and I didnt know I could cavity the asteroid with it either , so bonus! Does it even make sense to fly in additional drills or just go for a rock to whatever converter? I guess not since a drill wont "cavity" the asteroid like a jaw will.
  4. I did see the Mass Driver. That is definitely on my list to try. Probably gonna use them as massive RCS thrusters for the asteroid. How do you use the Jaw? Its basically just a claw? It doesnt have any other modules in the cfg other than grapple. So then why use this over a claw if I cant harvest anything with it? I must be missing something here.
  5. The KFD-500 Torch Drive is a Karborundum drive that requires Karborundum, Water and Electricity. I've noticed there are no water storage tanks included in the mod. Where can I get water storage from to use this drive? It needs a lot on hand to function. Disregard. All the storage tanks have it as an option for cargo type. Never noticed it.
  6. Reporting a weird effect I am having with Science!. I use the materials bay from Universal Storage. It has 2 experiments built in. If I use xScience! to activate the experiment twice, the experiment can not be reset by a scientist and instead says the experiment is full. It is not, it is empty. If I run the same two experiments manually, I can then reset the experiment with a scientist. I have a feeling its the way the experiment is being activated by xScience!.
  7. Right , I just wanted to confirm asteroids were finite and only had one resource. Its not like I'l find kethane on it. What happens to an asteroid when it runs dry of ore? Does it go poof?
  8. You are probably right, but now I have the rock in orbit and need to do something with it. Maybe instead of attaching it to the station which would be a PITA I build an automated mining operation on it and just harvest the ore until its gone. You only get ore from asteroids right?
  9. @Terwin thats a prety neat setup. How did you move a class E with just 180kn ? I couldnt budge a class C with 2000kn. Flight Engineer said I had just 0.15 TWR and I had to go from 9000 m/s to 550 m/s before the thing left the SOI of kerbin.
  10. I'm wondering if you can give me some pointers on how to add TCA to my twin rotor chinook. It fly's great and I have a ton of control over it, but hooking TCA into it ? I am clueless where to begin since its not a traditional rocket or vtol. The power is all electric, electric two rotors in opposite direction. Axis keys WASD control pitch, yaw, QR for roll. I mapped a few KAL1000's to control the heli blades which produce thrust and can also control pitch and yaw and roll, They map to the translation keys. Power is via throttle but its rather binary since blade angle of attack (deploy angle) controls thrust, so I fly mostly at 2/3rds unless carrying heavy cargo and need more torque. There are two jet engines on it for higher speed horizontal flight but they are controlled via translation as well H/N keys. What I want to get out of TCA is control over stabilization, attitude and horizontal pitch for forward sped, but what ever I do I cant figure out the right combination in the profile. It always complains there are no engines as well. Any tips appreaciated. See pic below.
  11. One stock claw seems a bit small and weak for a monster Class C to attach a Monster Space Station to. I'm wondering if that JAW thingy I posted just above is a monster claw that operates the same. I havent unlocked the node yet, and well, there is not description. I may just exit the game and start a sandbox to tool around with it. Hyperedit an asteroid into orbit and then try and see whats what. I learned the hard way that moving a class C required about 10,000 kN thrust to get a 1:1 TWR. The kicker is going to be to develop some sort of maneuvering apparatus to get the two to dock right. The station doesnt move like a rocket, too big, and the asteroid is too heravy but its going to be the asteroid that is going to dock to the station. This is going to be fun.
  12. Opinion Wanted. Whats the best way to anchor a space station to a captured asteroid in orbit? I was thinking up a contraption with four grabber claws on pistons that would be lowered one at a time so that I could get all of them to anchor. I'm not even sure thats possible, to attach more than one grabber claw. That Alpha station (picture up in the threads above) will have enough DV to return from Eve back to Kerbin so I want to put it to good use by adding some components to it and attaching that asteroid, which is a class C, so plenty of free orbital Ore to build things with. Anyone else have some ideas on the best ways to attach a large station to a large asteroid and keep the two from destroying themselves?
  13. Thanks, but everything is current. My workaround is to not use Science Alert to engage the science, Instead I created an action group to engage all the science and then I just reset the science that is zero.
  14. @RoverDude Just an FYI. The stuff from Umbra in this Tech Node all has no description or manufacturer. Confirmed by looking at the CFG's.
  15. MKS Includes the Ground Construction Core, but that is just a small subset of things that GC provides. Watching some videos about GC (there is is no MKS wiki on GC-Its empty) the mod shows two modules, the assembler and constructor. Which parts do these functions map to in MKS?
  16. Opinion wanted. If you wanted to create a self sustaining planet base on minmus or mun, which would you choose? Minmus has plenty of minerals everywhere and has a low gravity so great as a take off place for extraplanetary expeditions. But that gravity is also a pain in the butt since it doesnt hold stuff down well like rovers. Landscape is a bit boring. Mun has minerals but they are more scattered and has more gravity so it take more of an effort to land and launch, but its closer, the gravity makes roving around easier, and the landscape is nicer to explore. My goal is to make a monster space station in orbit as the takeoff point/refuel point for all extra planetary exploration and have a planet base sustain the orbital base.
  17. @RoverDude What is the update period for the Life Support window to update the stats for home, hab, and supplies? I noticed when I docked a resupply ship my hab went down on the space station, but when I was done and undocked it didnt go back up. After I landed the resupply ship and went back to the station to check it out, it was back to where it was before which is what I expected when undocking.
  18. This is new. I didnt see this in the wiki. I just unlocked that tech node.
  19. @TheBackIsBAck Its the part that looks like a big X with an attachment node on it. It may be a KIS part. KIS/KAS, those two go together. You take a KIS Square container and the Kerbal can drop it on the pallet and pick it up, no tools. MKS Containers work on it, so do Wild Blue Containers, which can be reconfigured into tanks in situ. I like @DStaal recommendation to use NFC's girder dock. That fits perfectly on it and does indeed look cool. Uses a lot of room though, so in tight places the KIS Pallet is better. @Terwin Thanks for the clarification. I'll definitely be doing some testing. The Agroponics module from StationPartExpansion is basically a Nom-O-Matic 25000 in a different dress. Its a bit larger and from the cfg produces a bit more then a NOM25k I'm going to do a bit of testing to make sure that unit wasnt the hyper consumer of the fertilizer.
  20. I'm trying to wrap my head around fertilizer. -Insert Joke Here - I have my science space station in orbit and before I move it to Eve I have to wait a year for the transfer window. So as a test run I put up a crew of 18 Kerbals and all the necessary supplied I thought would be needed for the 3 year round trip journey. Well, I discovered that activating all the hydroponics at once sure did dampen the supplies usage, as it was always topped off, but ... I noticed that the draw for fertilizer was significantly out stripping the usage of mulch. I thought, based on the wiki, only a little bit was needed per mulch used. I have the Nom O Matic 25000 running along with smaller ones and an agripinics inline from SpaceStationExpansion. In less then 30 days I went through >4500 fertilizer and the mulch never moved up or down, obviously the supplies never moved either. The VAB editor for LSI said I should have about 3 years based on the fertilizer stored, when I finished building the craft, but now not so sure. In flight it says 291 days, but I dont think it considers growing hydro for that calc. So, how can I calculate the amount for fertilizer needed if the VAB got it wrong. Also don the Agroponics just stop when no more storage is available for supplies?
  21. In case anyone is like me and loves watching the docking process up close and personal. Plus when you have that angle snap turned on, having a forward view from the point of the port with crosshairs and angle displayed is priceless for that zero angle snap. Requires HullCamVDS Continued mod. // Module Manager patch for HullCamVDS to add in the camera view to ports that dont have one. // Created by SkiRich 07-18-2020 // Modified // Docking Port Jr version of MKS Konstruction Port @PART[ConstructionPort0]:NEEDS[HullCameraVDS]:HAS[!MODULE[MuMechModuleHullCameraZoom]]:AFTER[Konstruction] { MODULE { name = MuMechModuleHullCameraZoom cameraName = #autoLOC_HULL_PM_007 //NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.0, 0 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 } } // Docking Port Regular version of MKS Konstruction Port @PART[ConstructionPort1]:NEEDS[HullCameraVDS]:HAS[!MODULE[MuMechModuleHullCameraZoom]]:AFTER[Konstruction] { MODULE { name = MuMechModuleHullCameraZoom cameraName = #autoLOC_HULL_PM_007 //NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.07, 0 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 } } // Docking Port Sr version of MKS Konstruction Port @PART[ConstructionPort2]:NEEDS[HullCameraVDS]:HAS[!MODULE[MuMechModuleHullCameraZoom]]:AFTER[Konstruction] { MODULE { name = MuMechModuleHullCameraZoom cameraName = #autoLOC_HULL_PM_007 //NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0, 0 cameraFoVMax = 80 cameraFoVMin = 80 cameraMode = 1 } }
  22. I've been docking a lot of parts lately and I noticed the konstruction ports do not have a camera view. I cant tell if the standard ports have them built in or its a mod like docking port alignment indicator. Anyone know how to add a camera view to the ports? Found it. Its HullCamVDS mod. I'm adding in a MM patch to add the camera view to the konstruction docking ports.
  23. They happen to fit really nice on a KAS docking pallet. Problem is getting it off. With enough kerbals and an empty Kontainer its doable but forget when its loaded. The kerbal wont grab it to undock it. I wish there was a rt click menu for that on the pallet. Oh well, konstruction docking ports it is.
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