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NeoAcario

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Everything posted by NeoAcario

  1. Wrong thread, I know... BUT! So what's the deal with tracking asteroid removal? I just starting tracking and not paying attention.. and it doesn't look like you can get rid of them. Before I knew it I was tracking 30 of the damn things. They just keep creating more unknowns as you identify them. If I stop tracking them will they just go away? It doesn't look like it.... Please don't tell me I have to go edit my save to remove these damn things. ~Steve
  2. So what's the deal, WFP... are you officially working with Fractal or what? I never did quite catch that detail. ~Steve PS I'm also excited that, since KSP now has more rigid joints, stronger struts (I think?), and proper 3.75m parts... I can finally remove KW Rocketry from my Mod list! EDIT: And which tool/where do you even harvest Lithium on Kerbin? Also, I don't see the easy fix that Fractal did to make the Direct Conversion Gens work properly... or was in that in a previous temp thing you did?
  3. Yeah, I just downloaded the KAS update now, about to apply. I was just testing the new rigidity adjustments that Squad made and HOLY ****! 3.75m AM reactor + thermal.. doing 40+ G turns in low atmo and there wasn't a single shake! I think squad really fixed the stack nodes! HURRAY!!!!!!!!!1111oneone Now I can stop using struts from thrusters to fuel tanks! ~Steve EDIT: Darnit.. just realized I now need to re-add MJ and Chatterer to all the command modules.
  4. Well crap... looks like I jynxed myself and Steam decided to update my KSP. HURRAY! Thankfully it looks like only KAS was broken. But it looks like I'm going to be stuck with just playing in the sandbox and designing craft while I wait for mods to get updated. BOOO! ~Steve
  5. Now that's much better. See... I'm spoiled on power. I'm trying to find out the viability of around 35-50 GW from Solar. Basically enough to run all of my current/planned lesser Rovers/bases. I don't really ever plan to use transmitted power for propulsion. I have basically limitless Antimatter thanks to my Jool station (I pick up 1mil every 2months from it). I'm basically just trying to find out all of the specifics with regards to battery required per W transmitted. How much radiator you'd need at as low an orbit as you'd like to go. Since I've got unlimited AM, hell, I still have over 100k left over in my first AM pick up... I plan to just toss on a 1.25m AM reactor+thermal and as much dV as I need. I'm really interested in... say... perhaps 6 or 12 in with 2 transceivers... one set to transmit and one to relay. That way you could get full power from any direaction around Kerbol. Is that 74k batteries or 7.4k? You've got a space in there. Or you mean SEVEN of the 4k battiers? So 28k total? That amount of batteries sustains 100% transmission of 1.6 GW perfectly? how much batter left over when transmitting and not time warping? Basically I'm looking for every detail you can think of. Sorry for being such a pain ~Steve EDIT: Shame on you! How dare you knock my Anitmatter! Pffftttt. Play with my warp tug and tell me it isn't fun! And it's only 1.25m ! But wait... if you don't use AM... does that mean you don't use Warp either? As for my preferred current power station, I just roll a power station into the water 3km from the launchpad. 1x sci lab, 1x direct gen, 1x thermal gen, 1x 3.75m fusion reactor... combine a few of these stacks together as desired. Toss on a bunch of spare lithium containers... and you're good to go. the 3.75m reactor BARELY breeds more tritium than it uses. And since it's right off the cost, you can deliver more Lithium by truck with KAS.
  6. I asked a couple pages back for people's favorite KSPI ships... only WaveFunctionP has shared so far! Show us your favorite ships or the backbones of your fleets! Here's another of mine. My standard fuel station that I have in orbit around a number of bodies. Fill the cryostat with Tritium on the launchpad and it can run for ~200 years with it's .625m Fusion reactor. Even has a plasma thrust on there for station keeping. Naturally I have to use my warp tug to take the orange tanks down to miners on the surface to refill them. ~Steve
  7. That's it? 470mw for a 560 part solar station? Screw that. I'll just stick with my 100 something part fusion station barely in the water off 3km SE of the launchpad that makes about 450GW. All I have to do for that thing is deliver Lithium every year. ~Steve
  8. So.. I have a question... does anyone have the 'perfect' solar farm? ie.. a station/probe in Low Kerbol Orbit used to gather light and turn it into transmitted power? Specifically I'm looking for exactly how much battery I'm going to need with respect to what orbit altitude and how much power I'm collecting... to yield how many watts of transmitted power, and finally of course how much in the way of radiators that requires. Anyone have this all worked out yet? And if so... why have you not put it on the wiki? ~Steve
  9. Haven't had a problem for the last few updates... but that's just me. Although now that I see it in my library listing as 'Update Required' you all have my nervous. ~Steve EDIT: I think I have a problem... it shows over 1,000 hours played. And that's AFTER they started giving out steam codes. Is there such a thing as playing too much KSP?
  10. If you're on steam... you can easily set it to not auto update. This is highly recommended. Wait until your favorite mods get updated before you update your game. Just what I do ~Steve
  11. You know you can make and edit your own MechJeb windows... right? All of my windows are custom... there's very specific data values that I want during certain aspects of flight. ~Steve
  12. You must have a fuel tank stack mounted to one of the two stack nodes off the ISRU. I hide the tiniest of fuel tanks in the framework that I use to radially mount the ISRU. ~Steve EDIT: Then I just use Fuel Balancer while time warp to get the fuel into the landed/docked refueling vehicle.
  13. Yes, this is something we've been demanding... and is said is in the next patch. I'm confused about the 'Boo ya!' you spit out. ~Steve
  14. First off, low rez pics don't help. Second, I can see that you have a transmitter... there's a critical bug with direct conversion gens and transmitters. Third, it could be that you aren't using the proper gen at all with those fuels that produce mostly charged particles and not thermal power. ~Steve
  15. Ok, that thing's a beast. I actually plan to build my own AM version... as small and compact (and aesthetically pleasing) as possible once I finally feel satisfied with my infrastructure. Personally, I always but a premium on miniaturization, but that thing... SHEESH... quite a big ship. My question would be: How long did you have to stay on each planet for refueling? As a follow-up: what was the ACTUAL max dV of the thing? MechJeb almost never gets it right in the hangar. ~Steve
  16. I actually maxed out my tech tree with 100% Kerbin, Mun, Minmus, Kerbol, Jool science... and another 2-3 thousand from a science lab base on Moho. I'm actually holding off doing science on any of the other solid planets for when they add Biomes. ~Steve EDIT: http://wiki.kerbalspaceprogram.com/wiki/Science Consult these charts for all available locations for all experiments. Check the individual pages for Kerbin, Mun, and Minmus for biomes list. EDIT2: I actually ran 4 of each experiment per instance.. and returned them all. I didn't bother with transmitting. I did a LOT of missions to get every science report to 99.99%. Unfortunately it looks like true 100% completion of each experiment is impossible.
  17. It's been a few months so I think I'll ask again: What constructions do you guys have that you are most proud of? Perhaps something that is the backbone of your space program or that you consider a masterpiece for what you needed? I personally have two submissions. 1, My Warp Tug - I build one of these every time I start a new space program. I use these to shuttle around basically everything. I use it for everything from refueling missions to putting stations into place anywhere in the system. 50 parts, under 10 dry tons, over 10 T:W... holds 9k dV before a drag tank... can basically go and do anything! For those of you wondering.. those red lines are actually quantum struts. 2, My Jool AMF (Antimatter Farm). No idea why it took me so long to think of this. An AMF fueld by antimatter. Sure, it cuts down on production, but with (I think) 44 collectors It still collets 3million AM every <6 months. Every two months (or as needed) I can swing by and pick up a million AM in a can that I can use to refuel my LKO station and then land it by KSC to fuel fresh ships. I just love the fact that it NEVER needs maintenance! I even placed a transmitter on it so that, if there's ever a need, I can transmit something like 280 GW of power. More than enough to max out a 2.5m plasma or anything else that might need it. So share with us your favorite ship(s)!! ~Steve
  18. Please don't take any of that seriously... I'm just busting your balls. You're freely giving us something we're all deeply enjoying, and we thank you for that. ~Steve
  19. Yeah... I pointed that out to Fractal right after the last patch. It's a pretty critical bug... I was hoping for a hotfix. I'm still waiting for these faster and smaller patches he said he was going to start doing. This is another reminder that you asked for, Fractal! RAWR! Seriously tho... keep up the good work. ~Steve
  20. I think Fractal is trying to make me cry with all of his work and not updating a mod that he does for a hobby for the benefit of us all. That b@stard. Still love ya, Fractal.
  21. Hey Fractal! Here's a reminder you asked for: Release smaller and more frequent updates! ~Steve
  22. I'm glad they work for you... but they don't for me.I'm not sure if it's the attachment or the linking... but they don't hold as well as nothing when pushing with my tug. I'm going to have to change back to the quantum struts. You can see the 12t tug on the right... you can also see the 4 struts coming out of the fuel tank at about a 35 degree angle. When I push with about 1/2-2/3 of a G of acceleration it just pushes straight through the docking port and explodes. It's as if the struts aren't even there. Side to side the struts do offer some resistance, but it's very minor. I'm not sure if it's the attachment nodes or the strut itself... but they're almost worthless for any real force (compared to actual struts). I'll keep some on me to use for stabilization in certain situations... perhaps for permanent docking on stations also... but it looks like I'm going to have to change my linkage for my tug back to the quantum struts. Or does anyone have an easy .cfg change to make them as strong as standard struts? ~Steve
  23. The oddly angled tanks at the end of the propulsion tab. One is water and one is Ammonia. Ammonia converts 3:1 to Hydrazine (monoprop), if you're curious. You can also harvest Ammonia on Laythe... although I'm not positive if it's in atmo or the oceans. I think it's in the water. ~Steve
  24. So the KAS struts aren't even 1/10th as effective as standard struts... is there an easy way to fix this via config? I was trying to replace quantum struts with manually (Kerbally?) placed/attached struts... but these things, in their present state, simply aren't effective at all. ~Steve
  25. Kinda sucks... I don't mind a little maintenance... but kinda silly if it doesn't do the basic mining in the backround. Well, for small amounts of backround power. 5 GW is plenty. I do still have my 3.75m AM farm/power station around Jool for short burst power. At least this one seems to work perfectly. I think I may just redesign a long term, low-power / fuel base to set up on Minmus. ~Steve EDIT: upon further consideration... I think I may actually stick with my current design. Don't have to turn it off to refuel it. Plenty of UF4 and Ammonia storage.. Etc etc etc... Worst case, I'll need to drop off UF4 as often as I drop off Ammonia (~1 1/2 - 3 years, depending on output). Best case, the ISRU gets 'fixed' to also work in the backround.
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