Jump to content

Pipcard

Members
  • Posts

    1,248
  • Joined

  • Last visited

Posts posted by Pipcard

  1. Y3, D7 to D168 - Huge colony domes on Minmus; landing on an asteroid

    Y3, D7 - Castor Base began constructing the next-generation colony, dubbed Castor City. It would take over 1.8 million Material Kits and 120 thousand Specialized Parts to build the new city.

    GuvrLLQ.jpeg

    Y3, D36 - Microscopium 2 arrived at the asteroid PGB-762, which was larger than expected* for a class A asteroid. The spacecraft used its RCS thrusters and an Advanced Grabbing Unit to attach itself to the asteroid. But since the asteroid had a mass of over 700 tonnes, there was practically no way to change its velocity, let alone insert it into Kerbin orbit. An in-situ propellant converter or more efficient engines would be needed.

    *apparently Galaxies Unbound makes asteroids a lot bigger.

    SDD8VrR.jpeg

    Spoiler

    tBu6azg.jpeg

    aW9Fvl2.jpeg

    810ovUb.jpeg

    hML8xI7.jpeg

    OUuelxl.jpeg

    Y3, D71 - The assembly of the specialized parts for Castor City was completed, but it would take almost 100 more days for the Material Kits to be finished.

    Y3, D168 - Castor City was finally completed after over 160 days of construction. The cluster of 20-meter Atlas domes made the old base look small in comparison. The six crew members (Jebediah, Bill, Bob, Handorf, Gledorf, and Billy-Bobeny) proceeded to move into their new home.

    The city consisted of one habitation dome, one agricultural dome, and four factory domes.

    Vo721VV.jpeg

    Spoiler

    lmOF1Ze.jpeg

    TGTJ1Gs.jpeg

    bJuZodS.jpeg

    The five large radiators folded upwards from the tops of the domes. A container of Enriched Uranium was transferred from the old base to the new one to start fueling the reactors (however, there were some complications - see below). The four inflatable workshops were also transferred, but were later dismantled as they seemed to be using too much power for very little gain (the efficiency boost of the workshops is based on the mass ratio between the workshops and the assembly plants it is affecting, or so I've read).

    The old base began to be dismantled (to save on part count and frame rates), but taking it apart piece by piece would take a long time (and there seemed to be no option to dismantle the 10 m dome). So a container with a demolition charge was assembled by the new factories. It only took less than a minute. The demolition charge was attached to the old base and set to "recycle vessel," meaning that much of the base (but not all of it due to storage limitations) would be recycled into Material Kits.

    Some of the resource containers had a tendency to detach themselves (a "structural failure") from the attachment nodes on the domes. An attempt at fixing this was made by building more struts and attaching them, but ultimately it was decided to reattach the containers radially (without attaching them to the node), and this seemed to be a more stable configuration.

    Spoiler

    2gPty9G.jpeg

    dquWuoz.jpeg

    Starting to dismantle the base

    7eYIyzH.jpeg

    About to use the demolition charge to recycle the rest of the base

    LaykYji.jpeg

    An attempt at using more struts to reinforce the containers on the base

    MHGlOC5.jpeg

    HmCLXiP.jpeg

    Reattached containers (without using attachment nodes, which seemed to be weak points)

    WoC4ZNv.jpeg

    With an initial mass of about 3000 tonnes (and a part count of ~110), Castor City was the largest off-world object built by the Aerospace Research Agency so far.

    The habitation dome (on the farthest end from the original base) technically had enough room for 96 Kerbals, but only had permanent accommodations for 32. With 6 people, the maximum habitation time was already indefinite. 32 Kerbals could have their hab timers extended with Colony Supplies, which needed Organics, Material Kits, and Specialized Parts. However, Organics could not be produced yet by the central agricultural dome. Like Machinery, the process to make Organics requires Organics (which would initially need to be brought from Kerbin).

    The factories of Castor City could produce over 1 Material Kit per second, making it easier to build other huge vessels away from Kerbin's gravity well. The efficiencies were higher than expected, so some of the production plants were disabled to save on power.

    The base also had propellant production capabilities for liquid fuel, oxidizer, monopropellant, and a new, more efficient fuel known as liquid hydrogen (which requires active cooling or insulation to store due to its cold temperature). Three "Hermes" fission reactors powered the entire operation, replenished by a Uraninite drill and a nuclear fuel plant.

    D02sSXv.jpeg

    Spoiler

    JIb10oX.jpeg

    2WfD4sF.jpeg

    2066lkb.jpeg

    jd2uTr5.jpeg

    (There seems to be a bug with the Near Future Electrical reactors and MKS. Whenever I load the scene, one of the reactors starts off full, but the other two reactors start out empty. The Enriched Uranium starts filling so I can turn on the reactors again with an action group, but it's strange that this keeps happening no matter how much EnrU was in the reactors beforehand. In addition, the two reactors are also emptied whenever "Automated Maintenance" is performed, which I guess is supposed to fill up the reactors instead.)

    Pqnx4Ag.jpeg

  2. I recently built a huge base with MKS and Extraplanetary Launchpads, which uses three "Hermes" fission reactors from Near Future Electrical.

    However, I am experiencing an apparent bug in which every time I load a save, two out of the three reactors are emptied of Enriched Uranium (EnrU), while the other reactor is full.

    I am currently drilling Uraninite and converting it into EnrU, so I can restart the reactors. But those two reactors always start out empty no matter how much EnrU was in there when I saved.

    lHkyp84.png

    I also see EnrU periodically disappear from the two reactors whenever "Automated Maintenance" is performed.

    lgD29WL.png

  3. [ARA] Y2, D506 - Microscopium 2, the first spacecraft built and launched from another celestial body. It would leave Minmus to intercept an asteroid that would fly by Kerbin in less than 40 days.

    tqVQV1I.jpeg

    rqWuriq.jpeg

    Gemini 29, built on Minmus to mine water (for permanent habitation)

    kF3x2FT.jpeg

    Y3, D1 - Gemini 30, a larger miner for Specialized Parts resources

    8eqNJpm.jpeg

    Y3, D7 - To support Castor Base's inflatable workshops (which act as productivity multipliers), a second 3.75 m reactor and several more drills are built.

    411LExL.jpeg

  4. Y2, D504 to Y3, D7 - First launches from Minmus; multiplying productivity

    Y2, D504 - A small monopropellant tank was added to Castor Base. (however, the Convert-O-Tron could not convert to liquid fuel/oxidizer and monopropellant at the same time)

    mAv6Fl8.jpeg

    Y2, D506 - Completed at the end of the second year, Microscopium 2 was the first spacecraft built and launched from another celestial body. Since the previous Microscopium spacecraft were not able to rendezvous with the asteroid it was targeting, a new one was made at Castor Base. Its destination was a newly discovered asteroid called PGB-762, which would make a distant approach to Kerbin in less than 40 days. It was fueled using MKS Local Logistics.

    It used a new turquoise color scheme to reflect that it was launched from Minmus.

    tqVQV1I.jpeg

    rqWuriq.jpeg

    Spoiler

    B0bmp8o.jpeg

    TUnxHzM.jpeg

    bJZ21Di.jpeg

    ywXSjyl.jpeg

    zObdEdg.jpeg

    On the same day, Gemini 29 was launched to mine the water needed for Colony Supplies, which would be provided by the larger colony). Enriched Uranium was manually transferred to the spacecraft's reactor by detaching and attaching a container to the newly built vessel.

    yGnzWGm.jpeg

    kF3x2FT.jpeg

    Spoiler

    atSAiOB.jpeg

    B3GMwME.jpeg

    1WHTMwB.jpeg

    ruNOpeX.jpeg

    Y3, D1 - The first launch of the new year was Castor 30, a larger version of the Castor 28 miner. It had larger drills for Silicates, Rare Metals, and Exotic Minerals (for faster Specialized Parts production).

    8eqNJpm.jpeg

    Spoiler

    W5pcHiC.jpeg

    rx4XZ5s.jpeg

    rGn99DI.jpeg

    Y3, D3 to D7 - The inflatable workshop modules were activated for the first time, increasing the productivity of Material Kits, Specialized Parts, and Machinery severalfold. The base was now producing 0.6 Material Kits per second, but this consumed a lot of electricity and used up more Substrate, Metallic Ore, and Minerals. Thus, another 3.75 m reactor (with a large radiator) and several drills were built.

    411LExL.jpeg

    Spoiler

    j8vNVws.jpeg

    udFDPq8.jpeg

    KGgS22k.jpeg

    POWCwvo.jpeg

    3yadons.jpeg

    3Gxph9P.jpeg

     

  5. Y2, D484 to D504 - In-situ fuel production (and bigger colony plans)

    Y2, D484-485 - With the addition of the 10 m Atlas factory dome, several more drills were assembled to extract Substrates and Metallic Ore for Material Kits.

    1V1syy5.jpeg

    Spoiler

    NvtAKik.jpeg

    UORHjbk.jpeg

    (The drill on its side looks like a tank)

    0TZC7EB.jpeg

    lE6SQYZ.jpeg

    Y2, D492 - As Castor Base had just started the on-site production of Specialized Parts, it kept running out when assembling the drills. Castor 21 was subsequently launched with 4000 SPT as an extra reserve (arriving on Day 502).

    Spoiler

    71hMxtm.jpeg

    IBysCN1.jpeg

    Y2, D503 - A nuclear fuel plant was added to Castor Base. A small drill mined Uraninite, which the module converted into Enriched Uranium to power the nuclear reactors. The module also had a breeder to convert Depleted Fuel back into a usable form.

    [Afterwards, a small test of the Extraplanetary Launchpads system was conducted - to see if construction on one project can be temporarily paused for another project, then restarted after the other project was finished. The test was successful.]

    PWaA80U.jpeg

    Spoiler

    Ys4kIMX.jpeg

    unzQaw5.jpeg

    Extraplanetary Launchpads multi-site construction test

    InPb6vK.jpeg

    Y2, D504  - A propellant production plant (Convert-O-Tron) was added to convert ore into liquid fuel and oxidizer, stored in a large tank. Now the base could build, fuel, and launch spacecraft from Minmus.

    W0YCyx4.jpeg

    At the end of the second year, Castor Base had grown over 300 days from a single module into a large off-world factory. But this was not the end.

    blUwlMw.jpeg

    Spoiler

    IVWWhlq.jpeg

    JW29SVb.jpeg

    An even more massive Minmus colony was being planned, which would use several 20 m versions of the Atlas domes. It would eventually replace the original base (currently ~140 parts) with a ~100-part city on another world.

    The central dome would contain a large greenhouse to produce Supplies and Organics (the latter needed for Colony Supplies, used to extend the maximum habitation time of any Kerbals on board). A single habitation dome would have permanent accommodations for up to 32 Kerbals (out of 96), while four factory domes would produce over 1 Material Kit per second, speeding up the production of huge spacecraft (including stations, crewed interplanetary vessels, and other colonies) from Minmus. By comparison, the current base could only make about 0.1 Material Kits per second.

    sH8TR6e.jpeg

  6. Y2, D421 to D482 - Off-world manufacturing supply chain

    Y2, D421 - Using Material Kits made on Minmus combined with Specialized Parts from Kerbin, two 3.75 m Tundra Pioneer modules were built. This increased the total lifting capacity for (stock) EVA construction to about 70 tonnes.

    (again, I pretend that this module contains equipment to manipulate large modules, and doesn't make Kerbals carry huge modules with their own hands)

    lu73vdr.jpeg

    Spoiler

    Initial state (Extraplanetary Launchpads)

    rAvyEl2.jpeg

    The next four launches brought 4k Specialized Parts, 8k Machinery, and an automated mining vehicle known as Gemini 27 meant to mine for Silicates, Rare Metals, and Exotic Minerals (the three raw materials needed to make Specialized Parts) on Minmus's Lesser Flats, which would be transferred to Castor Base in the Midlands using the MKS "Planetary Logistics" system. Castor Base already had several logistics modules that could "pull" resources from planetary storage (if a pilot or quartermaster was present).

    However, it was not known at the time that Gemini 27 needed a logistics module to "push" resources into the planetary warehouse. Therefore, it could not actually send resources to Castor Base.

    The SPT and MCH from Castor 18 through 20 would be used to make the next major component of the base.

    Castor 18 (Y2, D428)
    Gemini 27 (Y2, D433)
    Castor 19 (Y2, D436)
    Castor 20 (Y2, D437)

    2PIplwC.jpeg

    Spoiler

    Qw1Amfg.jpeg

    v3Tmx8C.jpeg

    Ab6texP.jpeg

    TspX3Hb.jpeg

    2eEIKnx.jpeg

    6xi706A.jpeg

    V9ypX7N.jpeg

    K1LPAqA.jpeg

    Machinery containers after disassembly of skycranes

    XZFww9U.jpeg

    Y2, D457 - After several days of construction, the first 10 m "Atlas" dome was built on Minmus, along with several inflatable storage and workshop modules. Twice the diameter of the largest rocket of the Aerospace Research Agency, it had a dry mass of 50 tonnes (which is why the two extra Pioneer modules were needed for EVA construction), and had the ability to produce Material Kits, Specialized Parts, and Machinery directly from raw materials - skipping the step of refining them. The large mass was the trade-off, but the lower part count also made it worth constructing.

    6TJw7IS.jpeg

    Spoiler

    xwz8U19.jpeg

    MARJFmn.jpeg

    gVftbwh.jpeg

    Y2, D468 - After realizing that Gemini 27 was not able to send resources, Gemini 28 was launched with an uncrewed "Duna" logistics module and inflatable storage (instead of shipping containers). Arriving on Day 478, it began to gather resources for Specialized Parts and after filling up enough, began to put resources into planetary storage so that it could be received by Castor Base.

    QRZCc5z.jpeg

    Spoiler

    LhrDrcy.jpeg

    Jny5CmL.jpeg

    9uCp1NI.jpeg

    Y2, D482 - After receiving the first batch of Silicates, Rare Metals, and Exotic Minerals from the Lesser Flats (and inflating Workshops to increase efficiency), Castor Base was now able to produce Material Kits and Specialized Parts (and combining them into Machinery) without needing to import them from Kerbin. The significance of this was profound.

    Spacecraft and base modules could now be built and maintained entirely using off-world resources.

    However, there was still more work needed to achieve full self-sufficiency.

    sgkHKoS.jpeg

    Spoiler

    Inflatable workshops

    81YEBvB.jpeg

    pIQkzc3.jpeg

    In the upper right corner, Machinery, Material Kits, and Specialized Parts are now shown to be increasing.

    igmNrsr.jpeg

    iEIIYRW.jpeg

    (On Day 479, The Microscopium 1A probe that had been sent to capture an asteroid was unfortunately not able to encounter it, as the asteroid had an encounter with Kerbin that shifted its orbit, and the plotted trajectory did not account for that. Thus, the asteroid was in an entirely different place from where it was expected.)

    Spoiler

    ITarAOv.jpeg

    Loading a previous save (Day 300), showing that the asteroid's encounter with Kerbin

    1HUahRz.jpeg

     

  7. On 10/25/2022 at 8:47 AM, Danilo Coelho said:

    Hi guys, so, I've been away for some time and reinstalled KSP last night. I was trying to place some of the Atlas parts on the ground but I couldn't find a way. Do you guys know a solution?

    aca3ghcbya471.png

     

    On 10/25/2022 at 10:06 AM, Kerbals_of_Steel said:

    RoverDude promised some updated models eventually, for right now the big domes are kinda broken. :(

    The 10m domes sit better.

    Were the 20 m Atlas domes actually updated? I saw a post on Reddit by "loverevolutionary" that looks like they used 20 m domes and miners but they seem to touch the ground (unless the perspective is fooling me).

    ow41ZFH.jpeg

  8. Y2, D398 to D420 - Operational Material Kits factory; first Duna and Ike flyby

    Y2, D398-399 - Castor 14 and 15 lifted off with Machinery that was needed for the refinery modules to function. Castor 15 also carried Enriched Uranium for a nuclear reactor that would be constructed on Minmus and installed on Day 403. On Day 408, Machinery was transferred by an engineer to the refinery modules (using the "Perform maintenance" option). The Uranium containers were also detached and attached to the newly built reactor.

    udzfRVm.jpeg

    Spoiler

    8P1RKPZ.jpeg

    KiloMye.jpeg

    I1jzX2v.jpeg

    0m2PqsU.jpeg

    Myt1zR5.jpeg

    ANCWj8q.jpeg

    Fj7BNKA.jpeg

    Disclaimer: transferring Enriched Uranium is supposed to require a level 3 engineer. To make this playthrough less grindy (and enable more independent colonies), I disabled the need for Kerbals to return to Kerbin to level up after gaining experience. The Strategia mod also has the "Engineer Focus" strategy that gives engineers up to 2 extra levels, so the engineers on Minmus were currently level 4. However, I was having an issue in that when I tried to transfer EnrU from the container to the reactor. An error popped up saying "Selected part can't handle radioactive storage, exiting transfer mode..." even though the reactor literally had storage for Enriched Uranium. But @Aelfhe1m pointed out that I could use the regular stock transfer buttons (Out/In), and speculated that this was because I have MKS, Near Future Electrical, and System Heat installed at the same time.

    On 3/31/2024 at 3:36 PM, Aelfhe1m said:

    MKS on its own requires EVA engineer to perform maintenance on the reactor, NFE on its own requires them on the ship but you can activate the PAW option without them on EVA (fuel transfer button). The combination of MKS+NFE inherits the NFE behaviour and finally MKS+NFE+System heat seems to revert back to stock resource transfer (in my admittedly very brief testing earlier today). I did not test whether the engineer was required on vessel for the triple combination.

    eC4V2BF.jpeg

    Y2, D409-410 - Castor 16 and 17 delivered more Machinery that arrived on the base on Day 420. After deploying radiators and inflatable storage modules, the factory was now operational and able to produce Material Kits out of resources mined from Minmus (Minerals, Substrate, and Metallic Ore - converted to Chemicals, Polymers, and Metals, respectively). The efficiency of the refinery modules was enhanced by Material Processing Units (which the drills were attached to) set to "Smelter" mode. The next step was to build more modules that could produce Specialized Parts and Machinery without having to import them from Kerbin.

    With MKS, Extraplanetary Launchpads uses Material Kits and Specialized Parts in an approximate 15:1 ratio, so being able to produce Material Kits on Minmus is a major leap forward.

    OEYidBx.jpeg

    Spoiler

    SbPDrlk.jpeg

    NGXCi1K.jpeg

    BSmR4nW.jpeg

    7xCUi5K.jpeg

    Y2, D418 - While Castor 16 and 17 were arriving at Minmus, Aries 1 performed the first flyby of the red planet Duna and its moon Ike. After entering Duna's sphere of influence on the previous day,  the spacecraft quickly encountered Ike before meeting Duna and its rusty surface.

    lQPs3l9.jpeg

    Y7Mec92.jpeg

    Spoiler

    dbOPP7H.jpeg

    QkbuDWg.jpeg

    EOyS3MA.jpeg

    UugaRdn.jpeg

    DuYiHl0.jpeg

    RD8aFy5.jpeg

     

     

  9. [ARA] Y2, D362 - Large containers for Material Kits and Specialized Parts (MKS mod) are added to Castor Base on Minmus. For now, MKT and SPT are brought from Kerbin, but the plan is to eventually make them from Minmus resources.

    XnMpOaW.jpeg

    Y2, D397 - Using Extraplanetary Launchpads, modules for a Material Kits factory are assembled on-site from MKT and SPT. However, more Machinery needs to be imported from Kerbin for the factory to be operational.

    J1fr82W.jpeg

  10. Y2, D351 to D397 - Building a Minmus factory on-site

    Y2, D351 - Two launches, Castor 8 and 9, delivered large, partially-filled storage containers for Material Kits and Specialized Parts to Minmus (Day 362), to be used for on-site construction.

    The second set of containers landed during a Minmusian eclipse (when Kerbin was blocking the Sun/Kerbol on Minmus)

    XnMpOaW.jpeg

    Spoiler

    ycD4LvS.jpg

    jPlMGYM.jpg

    OGkehdW.jpeg

    f7Sqw00.jpeg

    rvp7Dp6.jpeg

    gvErLby.jpeg

    VpVw6s2.jpeg

    A set of four launches delivered 4k Specialized Parts and 48k Material Kits to expand the base. This simplified the process over trying to fit various prefabricated base parts across multiple launch vehicles.

    Castor 10 (Y2, D370)
    Castor 11 (Y2, D371)
    Castor 12 (Y2, D381)
    Castor 13 (Y2, D382)

    Hi2aiWY.jpeg

    Spoiler

    mN3F9Fs.jpeg

    L22y27C.jpeg

    bwEdOBq.jpeg

    3j4L5Ee.jpeg

    hH8Jb3F.jpeg

    gPIs5uL.jpeg

    Y2, D391 - The Extraplanetary Launchpads system was put to the test, as a container for food Supplies was built on-site from Material Kits and Specialized Parts (the first example of off-world manufacturing), then attached to the base to replace the smaller Supply packs. Survey stakes were used to mark where it would be built.

    Disclaimer: I had to edit the config file to enable the Extraplanetary Launchpads Survey Station (stake/pad finding) for the 3.75 m Tundra Pioneer/Logistics module (which does not have the capability in the default install unlike the 2.5 m version).

    KBsUd9g.jpeg

    Spoiler

    WedPTEJ.jpeg

    B2QHq7B.jpeg

    bYDOAMZ.jpeg

    eG1CrVa.jpeg

    3dIWNrB.jpeg

    The next step was to assemble the Material Kits factory, which lasted until Day 396. The expansion was completed (as a separate structure from the base), taken apart, then put together again.

    It had drills and refiners to complete the supply chain to assemble Material Kits. However, it could not be operational yet until more Machinery was brought from Kerbin, and an additional power supply was built.

    J1fr82W.jpeg

    Spoiler

    dIpfGpk.jpeg

    6qn39SQ.jpg

    OxGIblH.jpg

    ABtUM2y.jpg

     

  11. Y2, D300 to D339 - The plan to industrialize Minmus

    Y2, D300 - The Tejat 2 rover was sent on a journey to visit and analyze the resource concentrations of every biome (using the Bon Voyage autopilot).

    MQHqrIx.jpeg

    Spoiler

    OoTNMg1.jpeg

    yAgR7hg.jpeg

    nJCijaX.jpeg

    It found that the Midlands (location of Castor Base) was the best place to mine the resources to make Material Kits (Minerals, Substrate, and Metallic Ore), while the Lesser Flats was ideal for the resources to make Specialized Parts (Silicates, Exotic Minerals, and Rare Metals).

    To reiterate, Material Kits (MKT) and Specialized Parts (SPT) are needed to make Machinery, which is needed for all resource converters to function and the base to sustain itself. With Extraplanetary Launchpads, they can also be used to build spacecraft and other objects using local materials (off-world manufacturing). A fully developed industry on Minmus would mean less of a need to launch large rockets from within Kerbin's deep gravity well.

    The resource supply chain is displayed in the chart below.

    bsApkYM.jpeg

    Y2, D329 - Castor 7, the first component of a Minmus factory, was launched. It used the huge 3.75 m wide "Tundra" modules, including a Pioneer/Logistics module (to enable heavy EVA construction and the ability to grab resources from anywhere on a planet or moon if a pilot is onboard), and an Assembly Plant for Material Kits. The module with propellant had a launch mass of over 60 tonnes, and performed trans-Minmus injection and a horizontal landing using six Terrier engines (a design balanced with the help of RCS Build Aid and TAC Fuel Balancer).

    Once the module arrived on Day 339, Bill Kerman took it apart and reassembled it into Castor Base. The plant was not yet able to produce from local materials yet (mining drills and refinery modules were still needed), but it could also act as an Extraplanetary Launchpads construction workshop (if provided with finished MKT and SPT shipped from Kerbin).

    GSW3vmb.jpeg

    869rPo7.jpeg

    Spoiler

    j4qEimM.jpeg

    HA0hXlk.jpeg

    UKqYpUC.jpeg

    XPMQT9k.jpeg

    bJsumYk.jpeg

    773NnkT.jpeg

     

  12. 8 hours ago, Aelfhe1m said:

    I just did a test using CKAN to install NFE + MKS + System Heat + System Heat Nuclear Reactor Config into a new test instance of KSP and start a new sandbox save.

    Sure enough the Transfer Fuel button results in the error message as stated.

    BUT, with the PAWs for the reactor and the fuel storage container both active I was able to use the stock transfer buttons to transfer EnU. If this is not working for you then there most likely is another mod interfering somewhere.

      Hide contents

    Shown here mid transfer after clicking "In" on the reactor

    0gpYtMV.png

    This is a sandbox test save on normal difficulty, with multiple 5* Engineers on board.

    The stock transfer buttons do work in my case (MKS + Near Future Electrical + System Heat), thank you.

    cWvuRwT.png

  13. 5 hours ago, Rakete said:

    In order to transfer Uranium you need a well trained engineer on board. I don't know where the limit is exactly but a 5☆ engineer will enable the transfer for sure. 

    I tried it with high level engineers. Even testing in Sandbox (where Kerbals are at the maximum level), it still shows the message "Selected part can't handle radioactive storage, exiting transfer mode."

    If the issue was that the engineer level wasn’t high enough, the notification would be about that, not the “selected part.”

  14. (crossposting from the MKS thread)
    I am currently testing base designs, but I am having issues with the nuclear reactors. The info for the USI/MKS or Near Future Electrical nuclear reactors shows that there is a "Nuclear Fuel Container" that allows for Enriched Uranium transfer, but when I try to transfer fuel from an EnrU container (even with a high level engineer), it says that the "Selected part can't handle radioactive storage, exiting transfer mode." Note that the reactors are patched to work with System Heat, so I am not sure how transferring fuel works.
     
    vSFkFyl.png
     
    LvJOVGk.png
  15. I am currently testing base designs, but I am having issues with the nuclear reactors. The info for the USI/MKS or Near Future Electrical nuclear reactors shows that there is a "Nuclear Fuel Container" that allows for Enriched Uranium transfer, but when I try to transfer fuel from an EnrU container (with a high level engineer), it says that the "Selected part can't handle radioactive storage, exiting transfer mode." Note that the reactors are patched to work with System Heat, so I am not sure how transferring fuel works.
     
    vSFkFyl.png
     
    LvJOVGk.png
     
    Edit: The stock transfer buttons (In/Out) turn out to work just fine (in my case where I have MKS, Near Future Electrical, and System Heat installed), as pointed out by @Aelfhe1m
    On 3/31/2024 at 3:36 PM, Aelfhe1m said:

    MKS on its own requires EVA engineer to perform maintenance on the reactor, NFE on its own requires them on the ship but you can activate the PAW option without them on EVA (fuel transfer button). The combination of MKS+NFE inherits the NFE behaviour and finally MKS+NFE+System heat seems to revert back to stock resource transfer (in my admittedly very brief testing earlier today). I did not test whether the engineer was required on vessel for the triple combination.

    cWvuRwT.png

  16. Y2, D268 to D300 - Super-heavy reusable rocket and Minmus base expansion

    Y2, D268 - The new Super Giant 1 reusable launch vehicle was 5 meters wide, and could lift 68 tonnes into low Kerbin orbit or 30 tonnes to Minmus. It used six "Allosaur" methalox engines on the first stage, and one on the second stage.

    Its payload was Castor 5 (arriving on day 277), another batch of base parts including a second Pioneer module, science lab, and inflatable habitats and greenhouses. But it could not be assembled yet until more crew arrived.

    CIWArqa.jpeg

    BCjT44u.jpeg

    Spoiler

    Second stage separation

    T9KSlsB.jpeg

    Boost-back

    QY5u8s2.jpeg

    Landing

    AduWOwY.jpeg

    XpZmrVq.jpeg

    Trans-Minmus injection

    0WOoG5F.jpeg

    Minmus insertion

    O4k9l2R.jpeg

    Descent

    1MXCZ4J.jpeg

    Y2, D279 - A slight redesign to the Super Giant 1 replaced the LT-37 landing legs with the "Falcon" legs to provide more stability even though they were more fragile (as @RedDwarfIV pointed out), but if two legs contact the  ground at the same time instead of one, they are less likely to break. The grid fins were also found to be less effective at slowing down the first stage, and were replaced with the original "A.I.R.B.R.A.K.E.S."

    Castor 6 (arriving on day 288) had a Duna-class Power Distribution Unit, which was a larger nuclear reactor, along with battery storage and four large radiators to release the reactor's heat. Two more Crush-O-Matics were included to convert Minerals into Fertilizer.

    pnPVo3k.jpeg

    Am1RqOY.jpeg

    IMLZftz.jpeg

    Spoiler

    IKmb0br.jpeg

    2JLebIV.jpeg

    Y2, D289 - Algieba 8 (Bill, Billy-Bobeny, and Gledorf) launched to dock with the Gemini 26 depot around Minmus while the Tejat 3 lander did the same. The lander took the crew down to Castor Base, where they attached the new modules [using both the stock and KIS EVA construction systems].

    The Pioneer modules contained equipment to assist with [stock] EVA construction. With low gravity (helped further by having an engineer in a module), this meant that parts massing multiple tonnes could be carried and put together.

    Once finished (on day 300), Castor Base now had a mass of about 44 tonnes, accommodations for 6 Kerbals for 5 years, a scientific research module, and enough power for additional base expansions.

    jJD16Db.jpeg

    8bjgd0n.jpeg

    Spoiler

    FA1MbtG.jpeg

    Tejat 3 lifting off to dock with the depot

    H51Iw5g.jpeg

    z4ghYOP.jpeg

    Arrival of Algieba 8

    PDQbEvx.jpeg

    i0IlRlJ.jpeg

    Tejat 3 returns to the base with the new crew

    CpMXail.jpeg

    zJufs75.jpeg

    Base assembly in progress

    St7hH1u.jpeg

    yTyWwsN.jpeg

     

  17. 16 hours ago, Dragonking said:

    Thank you! Sorry for the late response, heres the answers:
    -PC Specs:
      Processor: AMD Ryzen 7 5800X
      Graphics Card: GTX 1660
      RAM: 64GB
      From what I know RAM is really important for KSP you should really have something comparable. And the lag is pretty horrible for most of my stuff anyways. Laythe City is the
      worst in lag, it gets nearly unplayable at times. Generally stuff in orbit is fine, but large bases on the ground really start to have problems.
    -Miners:
      For figuring out how good the miners are the only thing that actually works is testing them, just go into a sandbox save, cheat them over and check how much they produce, 
      there is no other way. I also dont really calculate the miner output, I just build a big miner with lots of output and hope its enough to meet the resource demand of the
      production. I only really needed the ore distribution info to know  which biomes have the highest concentration of each resource. With that I can make a miner for each biome
      that then mines all the resources that are most abundant there.

    Thanks, I currently have 32 GB of RAM, I might upgrade when it is necessary.

    I also use KRASH to simulate my miners from the VAB (with all simulation costs turned off)

×
×
  • Create New...