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Parokki

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Everything posted by Parokki

  1. Here's my Minmus station Fort Mint, also known as Fort Johnson for some reason. It uses parts from Interstellar, KAS, TAC life support, Umbra, B9 and uhh probably something I missed as well. The blueish module has a regular lab and some purely cosmetic inflatable sections, the purple one has an Interstellar research lab and nuclear reactor, the green one has karbonite mining stuff, and the orange one has every possible scientific experiment for getting all the science on the moon. Here's an image at night with the hopper part replaced with the refuelling ship Candyman after the Hopper explored all the biomes. Here's my orbital station Kerlab I. The inflatable fuel tanks are so incredibly handy that I can't believe I've never used them before. Last, and probably least, my Duna outpost Fort Rust. It was going to have two inflatable habitats and one greenhouse like the one on Minmus, but I kinda sorta botched the landing more than a dozen times and finally decided this was good enough. The point is to let the crew of my exploration mission spend the 600ish days until their return window on the surface and to get rack up some sweet, sweet science.
  2. Whoa, lots of happening since last I checked. First of all, massive props to Fractal and Wavefunction for being so mature about everything! I've seen so many cases of similar situations devolving into childish bickering that it's really another testament to the maturity of KSP's fanbase. Just wondering though, couldn't you just add the collapsible Alcubierre drive to the main game? Alternatively, could someone explain what I exactly need to do with my cfg files to make it work? I'm too stupid to edit the cfg files manually like the wiki suggests. Also, any chance the main mod will go for tweakscale support as well? Going back to having three separate big radiators etc made me realize how bad the part clutter really was. Also, d'uh! Of course the magnetic drive doesn't need to connect to the rest of the ship. It's magnetic!
  3. In practical terms the fission reactors give you a small amount of power, but have enough fuel to run for years. They can't go under 25% and need to be manually shut down and restarted through EVA. I have no idea what the molten salt ones do, but you can manage just fine without using them. Fuel is quite heavy and can by extracted from some planets with some difficulty. Fusion reactors have much higher output, much less fuel, require some power to function (might need another reactor or lots of batteries to start), can go down to 10% of max output, and don't require EVA to operate. Fuel is extremely light and can be obtained from seawater. Antimatter reactors have incredibly high output and no minimum power level, but you need antimatter to use them. This can be obtained by using particle collectors in orbit (you'll need to experiment to find the optimal altitude) or producing it in laboratories.
  4. What face pack are you using in the screenshot titled "VA Capsule IVA"? My space programme absolutely requires this gruffy handsome devil!
  5. The original Interstellar mod (the one in this thread) isn't compatible with 0.24 because FRACTAL_UK, the guy making it, hasn't been seen on the forums for months. It's been adapted by WaveFunctionP as Interstellar Lite, which works in 0.24.2 and adds a bunch of new features. It also makes a number of changes to the original Interstellar mod that depending on your viewpoint are either trivial, a huge improvement, or make the whole thing unplayable. Undercoveryankee has made a mod to this mod of a mod called Classic Pack, which combines some of the new functionality with the way things worked in 0.23.5.
  6. Derp, I messed up one letter so the point turned 360 degrees and walked away.
  7. Hey Porkbro, you still working on this? It would be awesome if there were otherwise identical but wider versions of the Inflato Storage Containers. I like to include these parts on anything that involves the crew spending more than a week in space, but they're really awkward to fit on craft that are otherwise using 2.5m or 3.75m wide hulls, let alone those new B9 monstrosities. Probably wouldn't been too much work compared to making a new part, as you could use the same IVAs and ditch the hatches since crew transfer hatches are now a thing.
  8. Finally a method that looks simple enough for me to understand for allowing my Kerbals to breathe the air and drink the water collected by Interstellar parts! Yay!
  9. Sorry to be that guy, but I've never used GitHub before and am utterly unable to find a download link. Could you point it out to me? Also, preferably one that uses the old "1 unit = 1 day's usage" units scale, since that's what I'm using.
  10. Any word on whether or not 0.24 will work with the current version of this mod or not? I'm not sure if the costs for the parts is properly balanced for a career mode where they actually matter.
  11. Great, thanks! Looks like KAS will be on my mod list for 0.24. By the way, is there any prediction on whether the next patch will break this mod and how complicated the potentially necessary fixes will be?
  12. Suppose I was making a base on another planet/moon and was running KAS along with Interstellar and TAC life support. Would some of the EVA-attached fuel lines or what have you from this mod allow me to link a bunch of separate modules in a manner that allowed both the life support and megajoules to be shared amongst them?
  13. Is this mod compatible with Interstellar? For example if I have a station running TAC Life Support in orbit of Laythe, can I restock its water supplies by bringing a bunch up from the surface in storage tanks? Even recyclable waste water? What about turning oxidiser into breathable oxygen?
  14. Never used Module Manager, so I guess that's why there was a problem. Oh and umm I seem to have trouble with my mk2 planes veering off the runway. This happens no matter how evenly I balance the weight, so it must be because the landing gear isn't going on straight enough. I've tried both three and four wheels with different angles, but the result is always the same. Anyone smarter than me figure a solution?
  15. Works perfectly now, thanks! If it's a common problem, then maybe include something about it in the readme? I'm not exactly super smart, but I've played this game a lot and removing .cfg files manually never even occured to me when trying to find a solution by myself.
  16. I also had the issue with the fancier wings and cargo bays etc being missing. This was because I put the "SpaceplanePlus v1.2" folder from the .zip straight into GameData, when the folder actually contained a couple of folders that should go into different places. Somehow the game was still able to find a bunch of the parts even when installed wrong, which only made me more confused. It might be better to get rid of the first folder inside the .zip-file, since it serves no real purpose and will just confuse people. I'm really loving this mod myself, but have an odd problem. All the other parts work like a charm, but none of the wing parts seem to be generating any lift. They fit together perfectly and look pretty, but the stats in the spaceplane hangar are completely missing the drag/lift section and they don't work in flight either. Is this a well know issue caused by something, or did I manage to screw up in an entirely new way?
  17. I got Ship Manifest and as nice as it is (I can finally move guys out of the science lab that I blocked with radiators...), I can't find a function for jettisoning stuff. Am I missing something here?
  18. I've been playing around with the ISRU functions and the bit about water electrolysis creating more oxygen then hydrogen is turning into a real problem for me. My refinery lander has a bit of a design flaw in how it can't get back into orbit with full tanks, and when turning water into fuel the oxidiser fills up almost immediately and there's room for very little liquid fuel. Is there some way to tell the refinery to dump O2 produced in excess of H2, or maybe to manually dump a portion of my oxidiser similarly to transfering betweeen tanks? I know there's supposed to be a drawback to all this, but this really seems like a function a super advanced interplanetary fuel refinery would have. Kinda weird that oxygen is an annoying over-abundant material in a game about space travel, huh?
  19. Are the stock NERVAs basically 1.25 thermal rockets with 1.25 fission reactors attached, and therefore kinda superfluous with Interstellar installed? I'm trying to figure out what existing or proposed real life technology all the new stuff in this mod represent and most of the stuff I've found on thermal rockets mentions the NERVA as an example. Also, can anyone link me to an article or something about what the inertial fusion engine is supposed to represent? The closest I've come to understanding that one is that it's basically the impulse drive from Star Trek.
  20. Hey guys, could someone explain antimatter initiated reactors to me? I've got a pretty decent grasp of all the new tech so far and have constructed both a fission-powered beamed power relay network and fusion-powred space station for producing antimatter. I figured this new type was basically a lighter fusion reactor that requires some antimatter to function, but the craft that I built (http://i.imgur.com/28Ut0Bc.jpgcraft) to test them out isn't working. The bit just above the engine is a 1.25m antimatter storage unit with 13 units in it. It keeps complaining about not having enough power to continue the reaction, but shouldn't it produce way more than enough power to keep itself going after it's been started up once like other fusion reactors? Here I had just undocked from the antimatter station, but even while docked it refused to go above a couple of kilowatts. Is there something big that I'm missing here? Should I have a small fission plant aboard even though they're not really required with other fusion plants? Does the antimatter need to be directly next to the reactor or something? Am I reading things correctly that they produce way more charged particles than thermal power? Finally a use for direct conversion generators?
  21. Here's Ctesiphon I, my first attempt at building a space station. It's mostly used for refuelling, since that's all you really can do with station at this point, but I like to imagine the Kerbins are doing some kind of science in the habitation module. At first I thought the huge orange cross design was silly, but it's really grown on me since. The escape pod is waaay bigger than necessary. Due to my inexperience I failed to realize that a couple of RCS thrusters with a single small stock tank is enough to deorbit a three-person pod. Here's my ginormous interplanetary vessel Magellan I refuelling before departing for Jool. It managed to leave four probes on the moons of Jool and strand its crew of ten on the surface of Laythe. The next one will hopefully do much better... The first thing I plan to do with 0.20 is to build Ctesiphon II in orbit of the Mun with mostly the same design, but utilizing some tricks I've learned and a couple of new mods I've found like since building the original like quantum struts. The escape pod will be replaced with two Munar landers capable of holding 3 Kerbins, which should be able to return the entire crew to Kerbin on their own if there's any trouble.
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