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M5000

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Everything posted by M5000

  1. In my personal opinion, the best looking space station parts pack ever created will always be Kosmos Space Station Parts Pack, but be wary, the pack doesn't lend itself well to a game with many other mods. The pack is so well-done that it uses pretty high-res textures and is fairly large. (I think the textures are the issue, maybe the models too, but it takes up a bit of space). Obviously, if you have too many mods, it will crash the game, so be careful of that. Here are some packs that are a bit more conservative, though not nearly as complete as the Kosmos SSPP: Udk_Lethal_Dose's Large Structural Components. I really like this pack, as they all fit pretty well in a stock game, style-wise. They're really cool. It doesn't look like it's been updated since .20.2, but not to worry, I'm running them right now and they work just fine! No IVAs, but the windows all light up, and some parts consume electricity, like they should, as it takes electricity for life support. As some other users have mentioned, Fustek Station Parts is a great place to start if you just want to add a bit of functionality to your station. The parts don't look perfectly stock, but they do fit in well with stock parts, and they're very well modeled, with a complete IVA. I personally love these parts. It also comes with a large static solar panel, which I find particularly useful for squeezing power generation out of those big empty walls of modules. There's also the Fustek Parts Expansion which basically proves how good Fustek is. It actually.. Wait whoa, I haven't looked at the dev thread for this mod in a while and it looks like they added quite a bit more to it! I'll have to re-download! As you can see, everything is excellently modeled, however I dislike that the modules, last I checked, tend to use the IVA off of the Karmony (Fustek) 6-man module with the window, as they look different externally. Hrm. That's alright, it's still a great mod. Try it out! Lastly, if you're doing any kind of large construction in space, check out another invention by Fustek, the Common Berthing Mechanism. This mod adds a number of "Berthing Ports" to the game. Don't worry, there's a size that's compatible with the stock docking ports! The mod comes with four sizes, and two styles of berthing mechanisms. You get, a passive and active version of the .625, 1.25, 2.5, and even 3.75m ports! So, they're pretty big if you need 'em big. Passive and active is JUST the style, it doesn't affect how they dock. But here's the best part of these parts: They're VERY rigid in space. They're much stronger than any stock docking ports, so they're ideal for station construction. I find these to be indispensable to any serious station building project. So, with those suggestions in mind, why not try making a station? Also, if you need a bit of help getting your modules into orbit, why not try my lifter, the Betelgeuse-1 Heavy Lifter. It's a monster of a rocket that can reliably loft up to 65 tons to LKO. I've been working on this rocket since before the big April maneuver, so it's been pretty well refined. It should lift just about any station module you can throw at it, with fuel to spare in the orbital insertion stage, that also contains a small supply of RCS fuel, so you can use that stage to rendezvous and dock your modules, and likely it will still have enough fuel to de-orbit after you dock, as the insertion stage also contains a probe core, so you don't even need to add a probe core to your modules! It really should be that easy, unless you're building a much higher orbit station. You will need KW rocketry to use it, but it should work pretty well, as it's the backbone of my space program. Let me know if you decide to try it, I've never heard any stories from anyone who uses it for station building in LKO other than myself. -M5K
  2. This has been brought up countless times, really and I thought the community has generally established that Laythe would not be habitable if we're taking the scale discrepancy out of everything. That said, certainly it's open to debate as Laythe is not an EXACT analog to ANYTHING in our solar system, or really anything else for that matter. Nor is Jool. Let's speculate about stuff. Let's just ignore the fact that none of the planets are actually scaled to their correct gravity or whatever, because all that does is end the creativity behind anything, and ends speculation. Remember, speculation is fun! So, let's look at the environment that Laythe is in. First, it's near a large planet with a thick gaseous atmosphere. Surely there's a thicker core that spins rapidly. I bet that it could generate some sort of a significant magnetic field. Besides, Laythe is very close to Jool, so even if it wasn't a huge field, Laythe would likely still be inside the field. Second, it's got a bunch of other moons that are passing between it and the sun all the time, which, even if there were no magnetic fields, could absorb some radiation at times. I don't speculate that Laythe generates too large of a magnetic field of its own, but the fact that it has an atmosphere of its own, and several other planets to help out, means it may just barely be in the range of safe radiation at some points, possibly less radiation near the equators, since they're most directly covered by other moons at times. So for radiation, I think we would be okay. We know that there is Oxygen on Laythe, because jet engines work as they do on Kerbin. However, this poses another question: Is the Oxygen breathable? I tend to support the hypothesis that Laythe has oceans consisting of water, but with high levels of ammonia and salt mixed in. Both of these substances are ionizing solutions and could keep the water liquid at below its normal freezing point. However, ammonia also likes to evaporate, even when in a solution of water. I imagine that the atmosphere's humidity consists not just of water, like back home, but of a water and ammonia solution, making any areas that are even remotely high in humidity incredibly caustic to life requiring clean air. The salt would stay in the liquid water, but the ammonia pretty much sticks with the water on the surface of the oceans. We can also see that there is no observable plant life on Laythe, and, if we subscribe to the Ammonia Hypothesis, we can speculate with relatively strong certainty that there is no microbial life. Since Laythe is so cold, life is unlikely to start and evolve in its current conditions. If the building blocks of life were to be detected, without heat, the chances of those molecules forming proteins or complex ribonucleic acids would be greatly reduced. Possibly, if we observe volcanic activity, there may be some potential for microbial life, but the chances would still be slim, because of the caustic nature of ammonia. So I've reached the conclusion so far that Laythe would not be hospitable or welcoming to life beginning there. But what if we /put/ life there? No. It would probably be like breathing bleach.
  3. My current bit of mods consists of the following: -KW Rocketry -FusTek Parts -RLA Stockalike -KSPX (With redundant parts trimmed out, and the old SAS modules config modified to be reaction wheels) -MechJeb 2.0.9 -Large Structural Components by Udk_Lethal_Dose -Damned Robotics -Kerbal Attachment System -Procedural Dynamics (PWings) -Editor Extensions (Basically what EdTools used to be, but made by another user) -Subassembly save/loader -TT's Upgraded Mk3 Internals I have been using this set since I started playing the game on Steam (I have access to both Steam and Store since I bought it twice.) I have logged, on Steam, 91 hours. There is only one crash folder in the program files. My ideal mod loadout, barring any memory restrictions would append to that list the following mods: -Kosmos SSPP -AIES Parts -ISA MapSat -B9 Aerospace -Nucleonics (Dem engines..) -Firespitter Plane Parts -HOME and all the DEMVs available -Mk2 Upgraded Internals -Crew Manifest -Kethane -RemoteTech -FusTek Munox Some of those, I know could fit in no problem, but I just haven't gotten around to adding them yet.
  4. Ahem.. Fusty's FusTek Common Birthing Mechanism is the way I go. Sized appropriately to the application, of course.
  5. Is that on x1 warp? If not, try putting it up to x4 physwarp. Even so, you said it yourself, that would only work for one craft at a time, there's no way to just jump between physwarp "policies" based on the number of craft you have. They left it the way they did for that reason..
  6. I'm just gonna go ahead and move this over to the suggestions forum, I believe it belongs over there more.. c;
  7. Or, if you're a really cool kid, you can buy it on both platforms, like me! Really, it's not a matter of right/wrong, it's a matter of preference, so buying it on one platform or another doesn't really matter. If SQUAD actually got significantly less money from selling it on Steam, don't you think they would, you know, not sell it on Steam? It's really just up to what you want to run it from, there's no real difference.
  8. Banned for being drunk in public.
  9. I usually use groups 1 and 2 for the launch vehicle's controls, I use 1 to control any core-based engines' gimbal, and 2 to control the gimbal of any radial boosters.. For other groups, I assign them from the highest and work my way back, so there's a clear separation from flight and payload controls.
  10. I can confirm the "violent" part. I recently sent down a small probe and it landed nice and soft at some tiny velocity and it absolutely shattered everywhere.
  11. I may set one of these up for myself, IRC is nice, but it's just not fast enough and I can't express emotion as well as over mic.
  12. Hi there, OP. I've moved your thread to the help section, where it's likely to get more users that can help. But as a general rule, if what you're describing is happening, you probably have way too much lift on the front. Or drag. If it's in the air, it has to be one of those two if your CoM and CoL are in line. I've built many-a-plane with canards, especially on short ones, and they flip over every time.
  13. Don't worry, OP. I've still never built a proper surface base.. I don't have a good way to get my stuff down on the planet I want, first off, it's usually just one module and then I abandon the whole project. However, I have to promote the KAS-and-crane idea. You get a crane that's easily high enough to go over any module you may put on the base, then have a central crane that can raise/lower the part. Then, just drive the rover into place, and lower the module to the right height. Inch forward for the final dock and it should go just fine. Then, deploy the legs on the module you just docked, assuming you're building a base with the horizontal-2.5m-parts-docked-on-end method. (Orange tank is 2.5m, by the way.) To build a rover that will dock with your base (definitely build the rover for the base, not the base for the rover), you can design it with a 2.5m fuselage and put whatever wheels you want on it. Just remember to equip it with landing legs that are the same height as the other 2.5m modules so it can support itself. As long as the landing legs reach past the wheels of the rover, you'll be fine. Use your big crane to dock the smaller one in place, then again deploy the landing legs for support. The biggest problem I have personally is getting the stupid thing to wherever I want to have my base... The stock game is really not very conducive for building anything interesting on the ground..
  14. I have a challenge for you. I have no pictures of exactly what I want. However, I do have some reference images, and a mathematical description/way of how to create exactly the flag I am looking for. Here are some reference images.. What a "Nexus" looks like, kind of: What the finished logo should look /something/ like. It WILL look different, but there should be the same basic components. Also, this image is not mathematically lined up, I just eyeballed it: Create a circle of an arbitrary size, named c1. Create an equilateral triangle about c1. It should share the same center point with c1, and each side should be three times c1's radius at the closest point. The triangle should have the point "up", with a horizontal bottom edge. The thickness of the triangle's visual edges should be 1/2 the radius of c1. It will be named t1. Create three circles with the exact radius as c1. Their midpoints should be the vertex at each angle of the triangle t1. They will be named c2/3/4 respectively. c2 will be the "top", c3 will be the "left" and c4 will be the "right". c3 and c4 should be below c2 if this step is completed correctly. Remove any visual parts of triangle t1 that are contained within any of c2/3/4. The triangular assembly of t1 and c2/3/4 will be referred to as the Nexus, or, n1. Its center point will be the center point of c1. About the center point of c1/n1, create another circle. It should encompass all of n1, and will touch Nexus n1 at its three furthest points from the center, which should occur on c2/3/4 if the steps are being followed correctly. It will be named c5 About c5, create another circle. It will share the same center point as c1/c5/n1. It will have a radius exactly one times the radius of c1 larger than c5. It will be named c6. Create an imaginary guide line straight through the center point of c1/c5/c6/n1. Make it vertical and continue it infinitely. Do not actually draw the line in the end picture. It will be named g1. Create another imaginary guide line straight through the center point of c1/c5/c6/n1. Make it vertical and continue it infinitely. Do not actually draw the line in the end picture. It will be named g2. Draw a line that is two times the radius of c1 in length, from the edge of c6, outward along guide line g2. Do this on both sides of the circle c6. The left will be named p1, the right will be named p2. Draw a line that is twelve times the radius of c1 in length, from the highest point of c6, outward. Do this on either side of the circle c6. The left will be named p3, the right will be named p4. Measure the vertical distance between p1/2 and/or p3/4. Divide this by 5. Call this value height 1, or h1. Create four horizontal guide lines in between p1/2 and p3/4. Space them evenly at height h1 apart each. These will be called g3/4/5/6, where g3 is the lowest, and g6 is the highest. Draw a guide line from the end of p3 to the end of p1. Name it g7. Draw a guide line from the end of p4 to the end of p2. Name it g8. Along each horizontal guide line g3/4/5/6, draw a line outward and straight until it reaches g7 or g8, depending on the side. These will not need names as we are finished with the physical design of the logo. These assemblies of lines will be known as the "wings" and will be named w1 and w2. Color the background a dark grey color, ensuring that all RGB values are equal. This will be color j1. Color the wings a lighter grey color, ensuring that all RGB values are equal. This will be color j2. Color the area between circle c5 and c6 a medium grey color, ensuring that all RGB values are equal. Ensure that it is lighter than j1, but darker than j2. This will be color j3. Color the Nexus n1, and circle c1 color j3. Color the area inside the Nexus n1, but outside of circle c1, as well as the area outside of the Nexus n1, but inside of c5 a blue-grey color. Ensure that both R and G values are the same, and the B value is at maximum. Suggested RG values are the same used for color j3. This is color j4. Color all outlines black. They should be 1/10th the radius of c1 in thickness. Ensure that the outlines are created for circles c2/3/4, and the circles are still complete. Ensure that the triangle t1 appears "behind" circles c2/3/4. Ensure that the center point for c1/5/6 and n1 is in the exact center of the flag. You have now perfectly drawn the Nexus Intelligent Systems, Incorporated logo, sans text. For text, make the text black, with font Century Gothic. Have it run in a circle, about the center point, between c5/6. The text on the bottom should be upside-down, not right-side up. The text should be an appropriate font size to accommodate the lettering, but small enough to still fit in the given area. The text should be in all capitals and should read: "NEXUS INTELLIGENT SYSTEMS, INCORPORATED - ADAPTIVE ENGINEERING - III CERTIFIED 1050 - " Ensure that the "NEXUS INTELLIGENT SYSTEMS, INCORPORATED" is split across the top, and that the whole text piece circles completely around, with a dash separating each section. Please note that if the font Century Gothic is not available for use, attempt to use a straight, clean, sans-serif font that is capable of all capital letters. If Comic Sans is the only font available for use, do not use it. Instead, forego the text. That's the whole logo, just save it and that's it. Don't add any texture to the flag, such as fake wrinkles or otherwise. I can do that later if I need to, and I probably won't. I just want a clean, conservative, nice flag, and it seems like my flag could suit your abilities and style quite nicely. I know that seems like a lot to ask, and if you don't want to, or don't think you can do it, I totally understand. Thanks, -M5K
  15. I have a strange system, but I may change it up to something more standard, as that's something I'd like to strive for, standardized conventions. Currently, it's all over the map, but I usually start with a something I. And then I add numbers as it gets redesigned. I also like to give special acronyms to my stuff, depending on what it is. Other times, it's just an amalgamation of letters. The ONLY thing that's even close to standard is my rocket/lifters. They're all real-life star based. Really, I only use one lifter, though, named the Betelgeuse. It can handle pretty much anything, up to 65 tons, so I don't see a reason to use anything else, since there's no money.
  16. My question for this one is as follows: I see you made the main fuselage, where the cargo bay would be, out of the Mark 3 fuel tanks. Do these tanks actually supply LiquidFuel to any engine? If not, would it be better for the launch system to simply attach a small engine and drain off the fuel by itself prior to launch. In another light, would it be possible to replace the tanks with a cargo bay designed for the Mark 3 form factor, such as those made by TouhouTorpedo?
  17. My personal favorite type of comm towers are the old microwave relay radomes in towers such as these: My favorite thing is when I'm out somewhere (usually out in the country) and see one of these massive arrays. They're so ominous yet powerful looking, though I know they're out-of-date and probably obselete/inactive. Also, I think they're also line-of-sight only, meaning that if you were to stand in front of one of the radomes, you would be able to see (if you had good eyes, or a telescope) the radome on the other end. Every time I see one, I get these weird chills running down my spine. Like it's an old piece of history, still standing.. It's eerie, yet beautiful, since these are pretty rare to see as opposed to your standard circular radome towers and cell towers... So, if you're going for looks, personally, those are my favorites, even if they're not exactly realistic for space use. They'd probably be great for surface, though... Still, there's some pictures.
  18. I /think/ 8800 DV should be enough to get you to LEO from pretty much any point on Eve.. I think the actual DV from sea level is like 7800 or 8000 or something.. Hang on, let me check the Wiki.. Oh.. The Wiki says it takes about 11,500 DV to get into orbit..Jeez.. Well, here's this, though: "The land masses look like purple sand dunes. Its tallest point is 6450 m above sea level and is just south of the equator, at 1.90° W, 11.86° S."
  19. All I have to do is stick a few parachutes on my current lifter, knock a ton or two off of the suggested payload capacity (or test for higher) and call it reusable and it's fine. That's assuming things don't get deleted in the air when you get out of 2.5Km range.. D:
  20. It will only become a rant or bad thread if that's all you talk about. Your post DOES matter! Remember, the only thing worse than a MechJeb debate thread, is a MechJeb debate thread devoid of content and filled with users complaining about how it's another one of "those threads." -If you just condemn the OP for making another MechJeb discussion thread and how it's going to turn into something bad, you're not helping anything. -Other people will see your post, yes, your post, and will get the idea that the thread is going in a general downward direction, thus making more people post negatively, and perpetuating the cycle. -If you congratulate the OP about graduating away from the mod, and/or share stories about the mod itself, you're positively contributing to the thread. -Other people will see your post, yes, your post, and will get the idea that this is a more positive thread, thus posting, in a general manner, as such, perpetuating the cycle. Forum dynamics, super simple stuff! Even so, goings-on in this thread are pretty status-quo, so no need to get your panties in a bunch. c: That said, I'm going to do my part and congratulate the OP on weaning him/herself off of total reliance on the mod. Personally, I still use it for a lot of things. Smart A.S.S. is just too useful, especially for those long, Ion-fueled burns at 1/4 throttle because I forgot to add enough solar panels.. Carry on!
  21. It is possible to build a rover with only one wheel... Or, it used to be.. I'm not sure if it still is, as it was built with the small probe core and used the probe's torque to keep it upright, though I suppose you could always drag the body of the rover, it doesn't HAVE to be upright..
  22. Okay, so I'm not the only one having this issue. It's slower than it's ever been going between buildings/scenes, and I've been playing since .18.. Dunno what happened there. :c
  23. I honestly don't understand the issues people are having with ASAS.. I went to Duna yesterday in an afternoon with no pre-planning, and the launcher was quite heavy... Went to space just fine..
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