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Wetapunga

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Posts posted by Wetapunga

  1. Having experienced several weeks with a badly mangled hand in a cast and a broken finger on the other (long story), definitely mechjeb

     

    This game rather needs two hands for manual flight control operations, with Mechjeb autopilot you can build your pretty rocket in the editor and fly it with mouse commands

    If you have any kind of permanent or temporary hand disability being able to play the game with just a mouse is a godsend

  2. On 4/04/2016 at 2:46 AM, BahamutoD said:

    This was kind of an excercise on making a separate mod that is dependent on BDA, and I decided to keep it separate since in the future, it could be considered a cheat tool when we start getting into contracts/careers.

    One thing that I would love to have would be a Vessel Mover option or spinoff that makes Vessel Mover a balanced campaign option.

     

    Far too often you want to build some static structure on Kerbin, like a colony base for mining resources to sell for funds, a communications relay, or a series of little airports to support exploration missions. The big problem is that getting a large structure anywhere on Kerbin is a nightmare that requires vast rockets, negotiating the atmosphere and landing gently. It's just uneconomical. Even moving a ~20 ton KSP Interstellar microwave energy relay out of physics loading range of base requires an immense rover that is a nightmare of structs to keep from exploding.

     

    What I would like is a Vessel Mover option where it is set up as a Company you contract. When you use vessel mover with the contract mode turned on, you move your vessel to the location you want, and the company gives you a quote on how much funds it will cost them to move it to that location. You could also balance it with moving time, with the option of choosing to move faster for more cost or slower for cheaper. You then either reject the company quote, and your vessel returns to where it was, or you accept it and the moving process begins.

     

    Playing KSP Intersteller and the USI mods along with Extraplanetary Launchpads I really love to use Vessel Mover to place my mining stations around kerbin and other planets. However it's a bit cheaty, if vessel mover could come with a cost-to-move option that would be amazing.

     

     

  3. We need better tools for massive-scale mining operations. Given what LH2 is used for, I think its not unreasonable to require an investment of effort to have ISRU refueling with it, but part count and lag should not be part of that. If there were better tools for mining on a huge scale, there wouldnt be as much of a problem.

    Indeed. We need a massive drilling rig system, like an Oil Rig drilling tower that you build out of FTT frame parts and modules. You land the frame on the surface with the heavy modules as just shells and then kit them out with supply runs delivering heavy machinery, drill pipe sections and crew. Make it a real investment too build one of these Drilling rigs but with enormous resource production and refining capability so you can easily top off the largest of ships hydrogen tanks and have them shuttling great quantities of material back too Kerbin or other locations.

    So the liquid mining rig would be something like this:

    oil-rig.jpg

    A modular frame and platform with attached crew, drilling, shipping and refining modules

    And the Ore heavy miner could be something like a big strip mine excavator or a deep shaft mine

    Top%20ten%20deepest%20mines%20South%20Deep.jpg

    A series of connected buildings on the surface for processing large quantities of rock. Shaft elevator buildings that gradually over time open up new 'tunnels' (just a progress statistic really) indicating the amount of ore vein being mined so production increases over time. Balances out that deeper mines need more life shafts and more power too keep the ore being mined at optimal rate.

  4. We really need too look at the efficiency of hydrogen production, it takes ages even with dozens of drills and converters running too fill a single large hydrogen tank. It's easier too ship it up from KSC than too produce it when you are building massive ships

    Perhaps we need a FTT scale Karbonite engine, or allow the FTT nuclear engines too run on a variety of liquid fuels for different performance

  5. What we need is some really enormous tanks. The current biggest hydrogen fuel tank typically ends up used in clusters of a dozen or more. Perhaps a super cluster part made up of these tanks, or a really structural truss with configurable fuel tanks that can be the solid spine of your FTT ships and stations, i'm talking a truss section as thick as the biggest hydrogen tank in diameter and tall as the VAB

  6. Hi, that would be me.

    For anything larger than a 1000 ton starmover I had planned on using modular construction, after all most of the weight is full fuel tanks and Kontainers.

    I'm surprised you have any dV on that behemoth, my far smaller starmover barely managed 2,000 dV with 6 jumbo hydrogen tanks and 3 full Kontainers of metal ore.

    I figured that fusion drives would be needed for anything significantly bigger, as your starclipper shows.

    Just how much DV does starhauler have when full?

    A few thousand when completely full of LH2, depends on how full the cargo is. Star Hauler probably could make a trip out too Duna but my plan for her is just jumping between the orbitals of Mun, Minimus and Kerbin. Might send a planned starhauler-2 too Eve, empty cargo except some rocketparts and get it too set up an industry on Gilly

    Orbital logistics is absolutely essential too FTT ships like this, as docking these is impossible, and they have such huge cargo capacities. It makes more sense from a roleplay perspective as well too have little cargo drones going back and forth using fuel.

    I would love too have a taxi variant of the orbital logistics part so you can send crew between ships easily

  7. @Wetapunga: how did you lift all of these to the orbit?

    The logistics station I built in orbit as about 8 modules lifted up individually

    StarKlipper-1 was built from the KSS Logistics Station using Extraplanetary launchpads and rocket parts shipped from the surface. I then cruised StarKlipper over too the Mun, built some mining platforms and sent them down too the surface too collect resources, make rocket parts, make more bigger mining platforms.... and so on. StarKlipper-1 is a mobile shipyard and refinery, Star Hauler is a much bigger shipyard/refinery with less mobility.

    What madman would try use Freight Transportation Technologies phase II parts without Extraplanetary launchpads??? The whole point is too build huge single piece ships in the VAB and have them constructed in orbit

  8. Just posting too say how much I love this mod and share some of my crazy huge ships

    **cross posted from Spacebattles.com forums**

    Most of my KSP gameplay is building up an orbital industry and self sustaining colonies so i can launch colonizations missions into the deep solar system and interstellar. I use Roverdudes mods and Extraplanetary launchpads a lot

    My mining vessels have become.... ambitious

    My current Kerbin system Flagship, StarKlipper-1

    BDE8933674EBC2CFA883D46C93E5701B1D250B26

    EF527DC6DAB2957963367922A030B3A2A6B0809F

    E6613C5784FD58AA400BC60A393FBC0F53597EF7

    Half a million in storage of each resource, a crew of 12 with full lifesupport and manufacturing capability. Twin giant reaction wheels allow her to spin about nose to tail in a mere ten seconds. Orbital spacedock for manufacturing stations and successor ships. Empty she weighs over 1000 tons, and with all her cargo containers full she weighs a whopping ~20,000 tons. She has an orbital logistics port allowing for easy transfers off resources from low gravity planetoids and too other ships.

    Her main drives are quad torch engines from roverdude's K+ mod. Burning the incredibly rare Karborundum they give this ship a thrust to weight ratio >1 when fully loaded. Although my Karborundum mining industry has yet too take off (building up for a mission too Eeeloo where deposits have been located) our brave scientists were able to synthase 2000 units of Karborundum at great expense (sample tanks are super expensive, cost me like 5 million dollars) With a mere 200 units the StarKlipper-1 had over 20,000 deltaV empty, enough to cruise too the Mun and establish a mining industry.

    Currently awaiting the completion of her successor ship the Star Hauler - 1 that will become the new flagship/station of the Mun industrial complex, when that is complete and the handover made StarKlipper - 1 will receive a fresh shipment of Karborundum and set off too Eeleeo with a full stock of rocket parts too build up the mining industry there. Once we have Karborundum mining in bulk StarKlipper - 1 will have enough Delta V too make direct line intercepts, Hoffman transfers and orbital dynamics will be obsolete!! Straight line too the future!

    Before you cry about how good of a computer I have... don't, Star Klipper 1 has only 101 parts

    Star Klipper - 1 was assembled at the first orbital manufactory established by SpaceWeta Industries. A kludged together series of modules in mid-kerbin orbit it was sufficient too kick off an industrial revolution in space. Known by the rather dull name of KSS-Station Logistics Hub (I forgot to give it a good name) it has now become obsolete replaced by the purpose built and mobile ship-factories like StarKlipper and Star Hauler; still it is a valuable low orbit research center capable of building satellites for contracts and being a training center for new Kerbalnauts.

    6A6922B534866631B5F342E0502B4B94BD288D10

    57A8B065129744EC1B8A5C0E57E8EA4FEC23A5D8

    Mining operations on the Mun are done using automated mining and storage platforms that link too orbiting stations with logistics drones.

    The superheavy miner MK-1 weighs near 1000 tons empty and has 4 heavy duty Karbonite engines allowing it too deorbit and land safely on a deposit. Once landed it fires up an array of Karbonite generators and deploys over 40 high power drilling units too mine ore, minerals, substrate, water and Karbonite at a fantastic rate. Karbonite is used too fuel the logistics drones that ship large bulk quantities of raw material too refineries awaiting in orbit

    7FF95CE3ABA56CE487FEDD91D64196495BC6DC44

    C4FC2678716F8E14063F0C2ACD6DCBA5BDDE11F5

    Here we see StarKlipper - 1 with a recently completed Super Heavy Miner, this new miner will be sent too a high density deposit of substrate and water. The substrate will help fuel food and chemical production in orbit and the water will power a new generation of hydrogen fueled ships. From this view you can see the heavy landing legs and drilling array

    And all at a mere 200 parts

    [​img]http://images.akamai.steamusercontent.com/ugc/716415927267192321/C4FC2678716F8E14063F0C2ACD6DCBA5BDDE11F5/

    From a Kerbals perspective you can see how large these monsters of industry are, each of those containers is 4 meters in diameter

    2A0BD5D668048E11A03CD6708C58A1FEA68CD6A7

    Managed to build up all this in a hardcore career campaign :)

    I have a second generation flagship that is going too take over from Star Klipper-1 when SK-1 heads out too eeloo

    3065BC8D178DEEA36EE70CB3B3AFAD35928A9BCF

    StarHauler - 1 is fundamentally an evolution of the StarKlipper, significantly expanding the cargo section to accommodate ever increasing shipments from Mun surface mines and an advanced refining suite too recover valuable rare minerals, metals and enrich Uranite too fuel reactors.

    It was decided that due too the unavailability of reliable Karborundum supply, and the abundant water being mined from the Mun, that StarHauler should have a more primitive less efficient liquid hydrogen fueled nuclear engine array. This limits her range significantly compared too StarKlipper, however this is not a concern as StarHauler's duties will be acting as Kerbin system flagship, being an orbital manufacturing hub and shuttling large quantities of resources between the Mun, Minimus and Kerbin spheres of influence where logistics drones can transfer them too customers.

    She has 350 parts, weighs 14,000 tons unloaded and around a quarter million tons fully loaded. Has the same crew facilities and manufacturing systems as StarKlipper

    FB4DDE0EEB3A93C9C813A79CEF4DBBDFE15D1EFD

    Nice shot of the ships bridge, shipyard spar, and the forward reaction wheel array with rare material tanks

    1ECD0D853333EFE058D1F55BC178F77BDC94F1C1

    Quad fission engine array and the enormous tank assembly

    27814CE25F67C8ECD39FAEE47A8A89C6C0B1291F

    Engine array testing for Star Hauler - 1

    4DFDC773768394E8C772FB67B24ED31BE8734C5B

    Quite encouragingly she didn't explode.

    DD631DD386CED8221235713716BF01039119FF74

    SH-1 has received her crew and is now processing raw material deliveries. Raised her orbit from 1000km too 2000km too separate her from Star Klipper - 1 as SK-1 has insufficient fuel too maneuver at her current loading. Transfer of cargo from SK-1 to SH-1 is in progress, once light enough SK-1 will be moved too Kerbin orbit in preparation for long distance trip too Eeloo.

    Funding for production of more synthetic Karborundum has been approved and it's expected too cost 10 million dollars to fuel a trip of StarKlipper-1 loaded with rocketparts too Eeloo, this large cost is being paid for by selling rocket parts and rare resources mined from the Mun back on Kerbin.

    So anyone else built something to rival Star Klipper and big sister Star Hauler in size :P

  9. Different moon, same principle, Roverdude Mods for added fun and challenge, mostly Freight Transportation Technologies and MKS/OKS

    Most of my KSP gameplay is building up an orbital industry and self sustaining colonies so i can launch colonizations missions into the deep solar system and interstellar. I use Roverdudes mods and Extraplanetary launchpads a lot

    My mining vessels have become.... ambitious

    My current Kerbin system Flagship, StarKlipper-1

    BDE8933674EBC2CFA883D46C93E5701B1D250B26

    EF527DC6DAB2957963367922A030B3A2A6B0809F

    E6613C5784FD58AA400BC60A393FBC0F53597EF7

    Half a million in storage of each resource, a crew of 12 with full lifesupport and manufacturing capability. Twin giant reaction wheels allow her to spin about nose to tail in a mere ten seconds. Orbital spacedock for manufacturing stations and successor ships. Empty she weighs over 1000 tons, and with all her cargo containers full she weighs a whopping ~20,000 tons. She has an orbital logistics port allowing for easy transfers off resources from low gravity planetoids and too other ships.

    Her main drives are quad torch engines from roverdude's K+ mod. Burning the incredibly rare Karborundum they give this ship a thrust to weight ratio >1 when fully loaded. Although my Karborundum mining industry has yet too take off (building up for a mission too Eeeloo where deposits have been located) our brave scientists were able to synthase 2000 units of Karborundum at great expense (sample tanks are super expensive, cost me like 5 million dollars) With a mere 200 units the StarKlipper-1 had over 20,000 deltaV empty, enough to cruise too the Mun and establish a mining industry.

    Currently awaiting the completion of her successor ship the Star Hauler - 1 that will become the new flagship/station of the Mun industrial complex, when that is complete and the handover made StarKlipper - 1 will receive a fresh shipment of Karborundum and set off too Eeleeo with a full stock of rocket parts too build up the mining industry there. Once we have Karborundum mining in bulk StarKlipper - 1 will have enough Delta V too make direct line intercepts, Hoffman transfers and orbital dynamics will be obsolete!! Straight line too the future!

    Before you cry about how good of a computer I have... don't, Star Klipper 1 has only 101 parts

    Star Klipper - 1 was assembled at the first orbital manufactory established by SpaceWeta Industries. A kludged together series of modules in mid-kerbin orbit it was sufficient too kick off an industrial revolution in space. Known by the rather dull name of KSS-Station Logistics Hub (I forgot to give it a good name) it has now become obsolete replaced by the purpose built and mobile ship-factories like StarKlipper and Star Hauler; still it is a valuable low orbit research center capable of building satellites for contracts and being a training center for new Kerbalnauts.

    6A6922B534866631B5F342E0502B4B94BD288D10

    57A8B065129744EC1B8A5C0E57E8EA4FEC23A5D8

    Mining operations on the Mun are done using automated mining and storage platforms that link too orbiting stations with logistics drones.

    The superheavy miner MK-1 weighs near 1000 tons empty and has 4 heavy duty Karbonite engines allowing it too deorbit and land safely on a deposit. Once landed it fires up an array of Karbonite generators and deploys over 40 high power drilling units too mine ore, minerals, substrate, water and Karbonite at a fantastic rate. Karbonite is used too fuel the logistics drones that ship large bulk quantities of raw material too refineries awaiting in orbit

    7FF95CE3ABA56CE487FEDD91D64196495BC6DC44

    E8453BF91ABC62B79931D756A64DD78027F13588

    Here we see StarKlipper - 1 with a recently completed Super Heavy Miner, this new miner will be sent too a high density deposit of substrate and water. The substrate will help fuel food and chemical production in orbit and the water will power a new generation of hydrogen fueled ships. From this view you can see the heavy landing legs and drilling array

    And all at a mere 200 parts

    [​img]http://images.akamai.steamusercontent.com/ugc/716415927267192321/C4FC2678716F8E14063F0C2ACD6DCBA5BDDE11F5/

    From a Kerbals perspective you can see how large these monsters of industry are, each of those containers is 4 meters in diameter

    2A0BD5D668048E11A03CD6708C58A1FEA68CD6A7

    Managed to build up all this in a hardcore career campaign :)

  10. Holy crap, how do you automate all of that? Please send me a PM so as to not derail the rest of this thread.

    It used to be as simple as having MechJeb do the ascent for me and designing my rocket stages too have extra fuel for the stage recovery plugin too play with.... alas now stage recovery is broken and doesn't play nice, powered recovery is weird now.

    I had a fully automated Falcon Heavy using the 3 meter parts as my standard lifter, saved me a LOT of money being able to recover all the main stages automatically, with a lighter cargo the core 1st stage often ended up in stable orbit so I would kick it back down to let it recover, heavy cargos the second stage ended up in orbit

  11. Having a major issue with the powered recovery in this mod

    In the 0.90 version it was possible too have a tank on the top of your rocket stage where you disabled the fuel flow leaving it reserved, so when using MechJeb launch control it would automatically stage and there would be enough fuel left in the tank for a safe powered recovery. I didn't have too switch too the discarded stage and unblock the fuel flow, the mod just saw there was fuel in it and activated engines and successfully recovered.

    Now in the 1.0 version the blocked fuel in the stage isn't counted for recovery, it always results in failure. Also when you go too switch too the stage it bugs out when you unblock the fuel, automatically throws throttle to maximum burning away the fuel.

    Could you please restore it too the 0.90 functionality where the powered recovery will use fuel in blocked tanks, this would make the mod far more useable for Mechjeb players who would like the mod too work in the background of their automatic launches; the way the mod works currently you need too manually stage when you guess there is enough fuel left for a powered recovery.

    I like too go to the bathroom and make a cup of tea when I hit launch, come back too find my payload in orbit and all stages recovered safely.... unfortunately in the current state of the mod this is not possible :(

  12. Showing off my OKS station.

    In my current project my little self sufficient OKS station had the infrastructure to run an orbital dock, but not enough raw material or rocket part storage so I kept having to run several supply missions too complete a build. I decided it was time for an expansion

    Whare o te marama Station in its early days

    6A7B007CC9F6D643C6EFEAD210A292BA0C769B26

    D8A66D581235A2677E3478B5C9424D483AF67AB1

    With only enough storage for 20000ish rocket parts and ore it couldn't build things bigger than itself

    So a large expansion was built over many months or shuttle transfers sending resources gradually to the station to build the new project, the expansion took nearly 200,000 rocket parts.

    140600F357BB995306A10AB055F2CB410D4DE635

    The new expansion was so massive that docking it would be impossible. Instead I backed off the little station which weighs only 300 tons and carefully docked it to its new giant section.

    Almost finished now, Henkel the spider kerbal got bored of spinning his web (KAS can be rather tedious) so a few arms remain unstrung

    910323E2FEFE856EBD6A6A66322F481394CFB35A

    C5E93A78371E6D7BBB6644AE309D5F9B2A5F2584

    And its only 400 parts, 100 of those are the little connector tubes im building a spider web from

    And here is my orbital fuel depot

    538285678AD69025B30811621B8577309C05C443

  13. So, a little off topic, but....how much parts does your station have, and how exactly do you even run something that huge without crashing? O_o

    It's only 396 parts, most of the lag comes from the background processing of the OKS modules and 40 crew lifesupport. Still gets a reasonable FPS

    Roverdude makes huge parts, the expansion section has less parts than the habitat section, about 100 of the parts are the decorative MKS tubes making my spiderweb

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