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capi3101

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  1. Do you have Kerbnet access? If so, you should be able to flip through whatever resource it's showing using the little button in the upper left of the window (caveat - that might be if and only if you brought a narrow-band scanner; I don't really know if it'll work otherwise). Defaults to Alumina unless I'm very much mistaken.
  2. Non-functional KAS port, though; the Rangeland model dates back from the era when KAS/KIS and Pathfinder got along with one another. So yes, these days a Rangeland will "float" rather than sit on the surface. Down here, you'll float too... It still works as a launch/landing pad, just looks a little funky is all.
  3. Continued the process of wrapping up the current Duna/Ike expedition yesterday. With all operations secured over Ike, I began my day by shooting up fuel supplies from the Scan Queen outpost on Ike's surface to space station Ikeport in orbit via mass driver. With that done, the next order of business was getting all craft presently in transit to space station Dunaport. Jonas Grumby arrived there first. Ah crap! The Skipper can't be Slender Man too!! Seriously - aside from the anger bit, he doesn't fit the description... Grumby docked at the station safely, and after conducting a transfer burn to get Gilligan over to Duna, it was Strange Cargo's turn to also dock. Gilligan arrived at the station 2.5 hours later and was fortunate enough to get a rendezvous-at-periapsis, attaining orbit and then coming in to dock at the same time. Gilligan arriving at Dunaport, with Strange Cargo, Jonas Grumby, T. Howell III and the Spamcan 7c lander all docked. Once Gilligan had docked, the Enchova Central outpost on the Dunan surface shot up supplies to Dunaport via mass driver, successfully refueling all craft present in the process. I made a final check to see if any of the fourteen tourists present had any other points in their itineraries - all of them were ready to go back to Kerbin. Eight KSC staff still needed to visit the Dunan surface to plant flags - pilots Gwenlock, Edsy and Lerod Kerman, scientists Willin and Rodemone Kerman, and engineers Lucas, Ardon and Gilford Kerman - so I loaded Lerod, Edsy, Lucas and Ardon aboard the Spamcan 7c lander and had them conduct a surface excursion, the lander putting down safely in Duna's Midlands. All four of them got out and each planted their own flag before re-boarding the lander and returning to the station. While the group was on the surface, Val took operational command of Strange Cargo and departed the station with eight tourists aboard; T. Howell III departed shortly thereafter with the remaining tourists aboard. Both ships have maneuvers set to take them to LSV House Atreides currently in a 180-kilometer orbit over Duna; it will still be a short while before those burns take place. After returning to Dunaport, the Spamcan was refueled, Willin, Rodemone, Gilford and Gwenlock boarded and the Spamcan has departed the station once again. The lander departed the station on the night-side of the planet and daylight would see the lander pretty close to Enchova Central, so the four may make an impromptu visit to the outpost before returning. Order of the day is to get the tourists to Atreides and make the final surface excursion. My two scientists have experiments to run at Dunaport, so they'll likely be staying there for the time being. My engineers, however, are desperately needed aboard both Atreides and LSV House Harkonnen also in Duna orbit to help speed up craft under construction. Once the construction aboard Atreides is complete, she'll be allowed to depart, dropping off a Hellhound 7a rover before proceeding back to Kerbin. Edsy, Rodemone and Gilford are scheduled to depart with Harkonnen for the final construction of a base on Eve, which I don't anticipate happening today; Lucas and Ardon will be staying at Duna. Haven't really decided about the other staff yet - there could be certain advantages to leaving at least one scientist in orbit of Duna. Still looking forward to the upcoming Eve mission, which is continuing to inch further and further along at this point...
  4. That well and truly sucks...shipping in the uraninite will probably work though. Long term, you might need to consider a second Mun base where there is uraninite ore, and Pipelines at both ends to shoot resources between the two as needed. I kinda have something like this going on between my Duna and Ike base right now (though since Pipelines are limited to the same SOI, the movement of goods depends on a Mule-based resource craft and automated mass driver-equipped space stations in orbit. Mules don't take any equipment to reconfigure, incidentally (caveat there - not sure if that applies to electrical charge or not; certainly applies to Minerals and Uraninite though).
  5. The Maneuver section data won't show unless you've got a maneuver node for the current craft plotted. Similarly, the Landing data won't show up unless you're on a course to impact whatever body you're orbiting. Not bugs - features. Now, if you've got that behavior and you've either got a maneuver ready or are getting ready to land, that's going to be a different story. Let us know.
  6. Fair enough. Those are the main drawback of SAFERs, though they can tide you over until you can get a NukeWorks and/or SolarFlare going at least. They're better than trying to rely on solar for the job for sure.
  7. I'll advise caution with the KAS hose - those things are Kraken bait. Are you planning on leaving the lander on site? If so, 6-8 SAFERs radially attached should provide your power needs easily. If not, then you'll need to be able to detach them easily; they're heavy enough fully fueled (1.6 tonnes) that it takes two kerbals to move them around. Still probably your best option. As far as rovers are concerned, I was able to land the TBD 7a on Mun with an integrated skycrane design - half-a-dozen Twitch engines slapped onto the sides and a Tundra 400 set for LF/O. Used a Poodle attached to the rear-end for most of the landing but then cut it loose and used the Twitches for the final touchdown (design did include an OKTO2 slapped on top of the control cabin for use as the control point during the landing). It was stupid, but it worked and therefore wasn't stupid...
  8. Had a pretty busy day on Friday, followed by a weekend once again full of doing nothing in-game. The day started with the launch of the Spamcan 7c lander from the surface of Duna; a rendezvous with space station Dunaport was set up and while still waiting for that rendezvous to take place, I went ahead and launched the Spamcan 7a lander from the surface of Ike, setting up a rendezvous between it and space station Ikeport. The Spamcan 7c lander docked safely at Dunaport, at which point I decided to go ahead and implement my plan for the naming of the multiple Minnow 7b touring craft I had available to me in the Duna/Ike SOI. Tourist Lanard Kerman was transferred to a Minnow which will ultimately be named T. Howell III, while tourist Kenrod Kerman transferred over to Gilligan, which then departed Dunaport for Ike with Jeb and Val at the helm. The Spamcan 7a reached Ikeport at that point, docking safely. Pilot Lerod Kerman took operational command of Strange Cargo docked at the station at that point, with previous capsule commander pilot Gwenlock Kerman staying at the station until Gilligan's arrival. Jonas Grumby then left Ikeport at that point for Dunaport, followed shortly thereafter by Strange Cargo's departure from the station. Strange Cargo departing Ikeport, with the Nostromo 7 resource lander visible and docked at the station. The three ships in transit - Strange Cargo, Gilligan and Jonas Grumby - all then made their burns for their respective destinations, some of them coming within seconds of one another; in fact Gilligan's burn occurred a tad later than scheduled. Ike's a pretty easy target to hit from Duna though, so the delay didn't affect things too much. Gilligan reached Ike first. Oh crap, Gilligan is really Slender Man!!!...which is a better name for a spacecraft, methinks... The craft put in a successful docking at Ikeport, at which point Jeb, Val, Gwenlock and tourist Matkin Kerman boarded the Spamcan 7a. Having received fuel supplies from the station's stores, the Spamcan once again departed Ikeport for Ike's surface, delaying long enough to get onto Ike's daylight side. While awaiting this, Jonas Grumby arrived at Duna and burned to set up a rendezvous with Dunaport; that rendezvous is scheduled to take place later this morning. The Spamcan 7a then landed in the Central Mountain Range safely, despite landing on an eighteen-degree grade. Jeb, Val and Gwenlock each got out in turn and planted flags, then began waiting for Ikeport to get into position for a return trip. Strange Cargo then arrived at Duna. To satisfy an atmospheric flight criterion for one of the tourists that I'd previously missed, the ship was put on a trajectory with a 44-kilometer periapsis, providing just enough of a dip into the atmosphere to satisfy the criterion. Afterwards, I set up a rendezvous between Strange Cargo and Dunaport. The Spamcan 7a returned safely to Ikeport just this morning, and after refueling and transferring the passengers back over, Gilligan departed Ikeport, with a transfer burn to Duna set for later this morning. At this point if my notes are correct, all of the tourists I'd sent to Duna and Ike have completed their itineraries and are ready to return home. I'll make a final check once everybody gets back to Dunaport, which I've designated as the rally point for the present expedition. All of the Ike excursions are complete now, so I will be resupplying Ikeport later this morning. I do still have two excursions set to the surface of Duna - these will be flag-planting missions for staff that have yet to do so. The staff will then be heading to both of the warp ships currently in orbit of Duna - LSV House Atreides and LSV House Harkonnen, in that order - to help finish out the current craft under construction aboard each ship. House Atreides is scheduled to take the tourists back to Kerbin, dropping off a Hellhound 7a rover and skycrane at Eve on the way. Harkonnen, meanwhile, is building the base-seeding rover that will be landing on Eve; she'll be heading there as soon as construction is complete and will be supporting landing operations there. I'm actually looking forward to the Eve landing; still don't know if sustained operations are going to be possible there, but I'm really looking forward to finding out.
  9. Well, see I did this very thing...three times with the same base. Roved a couple hundred kilometers on Mun, hit four different biomes, and all four proved unsuitable...which is when I discovered the phenomenal cosmic power of Kerbal Markup Language, held aloft my magic sword and said "By the Power of Grayskull!!!! I HAAAAVE DA EXOOOTICCC MINERAAAAAAAAALS!!!!!!" What does your landing craft look like? Are you doing a rover or a lander? If you're doing a rover, I'll point out the Buffalo Wagon - in Storage configuration, it can hold quite a lot of stuff. SAFERs will fit in there easily. Pretty sure they won't fit in a standard 100 Buckboard - a 200, maybe. They do attach radially to craft, I'll mention that; I've got four of them slapped onto the sides of my space stations these days and that provides enough power to operate the orbital mass drivers continuously. Wagon also holds 12,000 units in Equipment configuration. Just saying. Really the best bang for your buck there. As for your engineers having no experience, that's no problem. Configure a Casa as a Habitat. Inflate, mash "Level up Crew". Instant 1-star experience. Every little bit helps. I don't play with life-support mods my own self; would love to hear about your experiences there. Which one are you using?
  10. Hmm...I was going to say that you could always go with the SolarFlare for fusion power, but then I re-read your post. You might consider installing SAFER reactors if they're available to you. They would have to be brought in from Kerbin if you wanted them fueled ahead of installation (the fuel does not increase their weight significantly - 1.6 tonnes a pop) but they do provide steady power for a very long time and don't require an engineer's presence. The installation and delivery might be a chore. Of course, if you're not actually on site yet, you can just haul the things with you. Quick word of advice - get a probe over the planned site with an M4435 Narrow-Band Scanner, or get something on the ground there with a Surface Scanning Module and do a thorough check-through of all resources (if you go with the narrow-band scanner, go to KerbNet access and cycle through the resources that way). Anything that says "unknown" means "it ain't here." I've gotten nailed a couple of times on landing at a site that looked like it'd be okay from the data from an M700 orbital pass only to find something crucial missing when my kerbals were already there with no way of getting back home...I'll fully admit that Piper Alpha on Mun's surface in my current career save exists in its present state due to frequent Exotic Mineral fill-ups via KML... Scanning results for a narrow-band or surface pass, incidentally, are going to be universal to the entire biome. So if you're scanning Mun's Midlands and you get "unknown" for uraninite, what that means is you won't find it anywhere in Mun's midlands whatsoever. You wind up getting much the same data out of the scanners as with a Pondarosa/Casa Geology Lab - I think the only thing they won't tell you is GeoEnergy - with the benefit of not having to spend Equipment inflating them. Just a thought. If you do send up an engineer, double-check their stupidity stat; you want that pretty low if you can help it.
  11. Are you playing with BARIS? If so, I'm not going to be of much help. Best way I've found to make use of Hot Springs is to not time warp too fast when you're relying on them for a significant chunk of your power. Having more than one helps too. And then having a high-experience/low-stupidity Engineer in each one helps even more.
  12. Fair amount accomplished yesterday, with the exception of taking screenies - I've only got one for y'all today, and it's a crappy one. But y'all can have it anyway. Ahem: Behold Luke Skywalker's lightsaber!! (Severed hand not included) Day began with the completion of the print of the ever-so-creatively-named Plane Pylon 7 at the Non Mentha Yards over Minmus. The 2.5 tonne probe departed the drydock and made its way to space station Minmusport, rendezvousing and docking successfully in the spot previously held by the also-creatively-named Minnow Docking Adapter 7. For its part, the Docking Adapter was deorbited after detaching from the station; the Plane Pylon has four ports for visiting Minnow-series touring ships as opposed to the Adapter's one, so no real loss there other than the tank of monoprop it was carrying. The Pylon's very small transfer stage was also jettisoned and deorbited at arrival at Minmusport. The first anticipated use of the Pylon will be in a matter of days when an incoming Auk XVI 12-passenger spaceplane arrives at the station. I've had issues docking planes to my remote bases before; the Pylon's presence should alleviate any issues that may arise here. The rest of day was spent (finally) with surface excursions to Duna and Ike. Starting at space station Ikeport, fuel was transferred to the recently-arrived Spamcan 7a 4-passenger lander and then pilot Edsy Kerman, scientist Rodemone Kerman and engineer Gilford Kerman boarded the lander. The lander then departed for a landing in the Western Mountain Range, touching down successfully. The three kerbals each planted a flag, then awaited the launch window for return to the station. Strange Cargo arrived in Ike's SOI before the lander took off again carrying a boatful of tourists, and she was fortunate enough to be able to pull off an orbital insertion at rendezvous, docking well ahead of the lander's own rendezvous. This actually turned out to be fortuitous - only two of the tourists aboard Strange Cargo - Geofsted and Hudory Kerman - wanted to visit Ike's surface and I only had two more KSC staff - engineers Lucas and Ardon Kerman - that needed to go down for flag-planting training. Upon the lander's docking, Edsy, Rodemone and Gilford piled out while Geofsted, Hudory, Lucas and Ardon piled in. After refueling, the lander made a second successful landing in the Western Mountain Range, with Lucas and Ardon planting their flags just a short time ago. The lander will return to the station later this morning, at which point the KSC staff will be heading out for Duna, while the tourists are all ready to head for home at this point; Strange Cargo will be making its way to rendezvous with LSV House Atreides currently in high Duna orbit for that journey. Additional tourists currently at Duna and a few more KSC staff - notably Jeb and Val - will be making their way to the surface of Ike for flag-planting in a few days, and I plan to send up fuel supplies to the station after the current batch of kerbals leaves. My notes for Duna aren't as complete; after visiting the Enchova Central outpost with a group of tourists yesterday, the Spamcan 7c lander returned to space station Dunaport, where she was refueled. Tourists Eligan and Henfal Kerman boarded a waiting Minnow 7b touring craft docked at the station, while tourists Lanwell and Matkin Kerman joined Jeb and Val in a second Minnow also docked at the station. The lander itself was refueled, at which point tourists Lanard and Kenrod Kerman boarded and made their way down to the surface, landing safely in the Midlands. As of this post, they are still waiting for Dunaport to come back into position for a return to the station. Kenrod's itinerary also takes him to Ike, so when he gets back he'll be joining Jeb and Val and their Minnow will be heading to Ike at that point. Lanard's itinerary is complete, so he'll be joining the others for the return trip to Kerbin. If I've done the numbers right, I still have two more excursions for Duna and two more for Ike to accomplish; I'll have to shuffle some folks around before those can take place, so I don't know if they'll happen today or not. Definitely soon. I'm also going to have to do some fair amount of shuffling with Edsy, Rodemone, Gilford, Lucas and Ardon. Lucas and Ardon will be manning the Bi-La Kaifa Yards over Duna and the Infans Calcitrant Yards over Ike respectively, so I'll need to get them to their posts once they're done; they have work to do aboard LSV House Harkonnen in orbit over Duna and House Atreides as well first, though. Edsy, Rodemone and Gilford - the Eve outpost crew - will ultimately be shipping out with Harkonnen when she leaves, which will happen when she finishes building their base-seeding craft. Programming note - I've decided that, given how often I've been using them, I should go ahead and give names to my Minnow-series craft. Haven't settled on what just yet. Early leaning is to the characters of Gilligan's Island (since that's where the name "Minnow" originated in the first place), but that would limit me to just seven names overall, so I might have to think of something else...
  13. Well, my intention yesterday was to do several surface excursions at Duna and Ike; thanks to an untimely Windows update and the slowdown it caused on my laptop, I only managed to get one done. No screenies today y'all; sorry. My day kicked off in the SPH with the design of the Auk XIII single-passenger spaceplane; I took the craft, moved it over to the VAB and then saved it over there after tilting the plane to a vertical launch position and retracting the landing gear. Once that was done, I ordered one up for construction at the Dystopia Planitia orbital shipyard over Kerbin; construction will take two days. The plane will be used for an LKO rescue mission. Considering how long it will take to construct the plane, this is probably a method for getting the craft into space that I won't be using in the future. Still, I can now say that's something I've attempted. The Enchova Central outpost on Duna shot up fuel supplies via mass driver to space station Dunaport in orbit, and then shot up supplies to LSV House Atreides, newly arrived in a 170-kilometer equatorial orbit. Supplies to Atreides included fuel, Rocket Parts and Research Kits; not sure the Kits will be necessary but at least now she has them. At Dunaport, the freshly-arrived tourists were sorted into a group heading down to the surface of Duna and another group headed out for Ike; the Ikebound group was loaded aboard Strange Cargo docked at the station, which then departed the station and burned for Ike; she is still en route as of this morning. Four of the surface-bound tourists were loaded into the station's Spamcan 7c lander, which then departed to head down to the surface at Enchova Central. While waiting for the 7c to come into position, I went over to space station Ikeport with the intention of sending down a group of KSC staff members newly arrived at the station to the surface. To my dismay, I discovered that there was no lander at Ikeport; I had moved its Spamcan 7a lander some time ago to the Infans Calcitrant Yards over Ike, and so it was necessary to move it back over to Ikeport. Shortly after the 7a docked at Ikeport, the 7c came into position to land at Enchova Central; the lander burned, descended and landed about fifty meters off the target landing zone. The lander was still close enough to Enchova Central to be hooked up via KAS winch cable, and a refueling operation was successful. The 7c lander is still on the surface of Duna as of this morning waiting for Dunaport to come back around into position of a return launch to the station. I'm planning on sending down my staff to the surface of Ike before the tourists go back up. I also designed a docking pylon module for installation at space station Minmusport; it proved to be a pretty quick print job when I ordered it up at the Non Mentha Yards over Minmus. I'll probably try to get it installed at Minmusport later today. In case y'all missed it, Squad has said that 1.7 will drop some time next week. Been anticipating this, and to be honest I'm kinda bummed about it. I was hoping to get past Eve exploration before that happened; it's looking like that's not going to happen at this point, not unless I step up the amount of time I spend playing the game on a daily basis. RL's kicking my butt there.
  14. My activities yesterday began with alterations to the basic Venkmann 7 science probe-lander to conduct a MOLE temperature study; with the changes to the design complete, I ordered construction of said probe to commence at the Piper Alpha outpost on Mun, a job that took the staff there 3.5 hours to complete. The probe is conducting the experiment as of this morning and I anticipate it will be several days before it finishes up. Once done, the Venkmann will launch and deliver the results of the survey to Kerbin. While I was at Piper Alpha I was able to inflate a Castillo Factory that I'd installed some time ago, the last Castillo structure i intend to install at PA. It's a good thing too - the base has ran out of Slag and at this point I'm not sure if I'm capable of producing more there should the need for additional Konkrete arise in the future. I was also able to start cracking Xenon gas while maintaining a surplus in ore production. Since my warp ships require Xenon in order to function, I'm very happy about this state of affairs. Meanwhile, I was still shuffling around ships around Duna and Ike. A Minnow 7b touring craft that departed from LSV House Harkonnen in high equatorial Duna orbit yesterday arrived at space station Dunaport, with Strange Cargo arriving at Dunaport shortly thereafter; the ferry had also hitched a ride to Duna with Harkonnen. I did take a screenie of Strange Cargo's arrival at the space station but it was too badly backlit to post for y'all - really need one of you to get a move on that key-and-fill-lighting mod someday. A second Minnow that had come along with Harkonnen arrived in Ike's SOI and burned to set up a rendezvous with space station Ikeport, successfully docking before the day was out. With a third Minnow craft carrying three straggling tourists headed to Duna and Ike securely docked, LSV House Atreides warped to break orbit from Kerbin and headed directly to Duna, conducting warp-back maneuvers upon her arrival to enter a 170 kilometer, 0.3 degree inclined orbit. Once she'd entered orbit, the Minnow departed Atreides. It's not exactly clear from this screenshot, but I swear that I about scraped some paint off the Minnow during its departure burn... The third Minnow did ultimately rendezvous and dock with Dunaport before the end of the day. The order of business for today is surface excursions. While I've got a sufficient number of tourists itching to go down to the surface of Duna, my main priority is getting the five KSC staff I took over to Ike down to the surface for flag-planting training. This group will also be heading to Duna for surface excursions/flag-planting duties; when finished they should each be eligible to level up to 4-star status. This is my Eve-bound crew and the two engineers I intend to man the shipyards orbiting Duna and Ike; three 4-star engineers would also go a long way towards speeding up the Hellhound 7a rover currently under construction aboard Atreides and the TBD 7d base-seeding rover currently under construction aboard Harkonnen, both of which will ultimately be heading to the surface of Eve. The group's scientist also has a job to do for me at Dunaport after they've visited the surface. I'll get to the tourists when I can. Many of them are headed specifically to Ike, so I'll also likely be sending Strange Cargo over there with that group sooner rather than later. All in all, it's looking like I'm getting into a busy time for my space program; hopefully I'll have a lot to talk about with y'all over the coming days.
  15. Been a while since my last report to y'all; entries in my log are dated 3/28, so it's been six days. Finally got enough meat to tell y'all some things... So, last Thursday I had a grand total of thirty minutes' worth of playing time, which was just enough to set up a rendezvous between an Auk XVI 12-passenger spaceplane I'd launched from KSC the day before and space station Kerbinport. The Auk was hauling nine colonists heading for Minmus along with three tourists whose contract I'd arrived too late to send to Duna/Ike with LSV House Harkonnen, which had warped out several days earlier and had spent some time over Eve setting up communications and surface scanning infrastructure. Harkonnen herself had had to warp to a reverse free-fall trajectory over Kerbol to try and bleed off some speed, and when she had bled off as much as she could, she warped over to Duna to begin warp-back maneuvers to enter orbit. The maneuver over Kerbol bled off 4 kps of excess speed, bringing her to Duna at 8 kps...still far above the 0.7 kps needed to attain an orbit at a reasonable altitude... And that was all that happened until yesterday, when I finally had sufficient time to sit down and play the game for a while. Yesterday, began with the arrival of the Auk at Kerbinport. Plane could've stood to have a few more RCS thrusters on its dorsal, but aside from that I really can't complain too much about the docking, especially for a plane of this size. Once docked, the three tourists she'd hauled up boarded a waiting Minnow 7b touring craft sent over from LSV House Atreides early last week, while two tourists already at the station took their seats aboard the Auk. The South Base outpost near KSC shot up fuel supplies to the station via mass driver, completely fueling up all craft docked there, at which point the Auk departed and set course for Minmus. Wings are dead weight in space, except when you're using Procedural Wings and have them working as fully-fueled tanks. Then they just kinda look silly... The Auk is scheduled to arrive at Minmus in 4.5 days, which should be enough time for me to print up and deploy a dedicated docking pylon for space station Minmusport. The Minnow docked at Kerbinport departed to rendezvous with House Atreides; the craft affected a successful rendezvous and docking. Meanwhile, House Harkonnen continued its warp-back maneuvers over Duna, finally slowing down sufficiently to attain orbit over Duna; after maneuvering into a roughly 160 kilometer equatorial orbit, she went ahead and finished entering a 160x65, 4-degree inclined resupply orbit over the red planet on conventional drive. Her remaining fuel stores were pumped into two Minnow 7b craft piggybacked to the ship as well as Strange Cargo, which had also gone along for the ride. In turn, these three craft undocked from Harkonnen. Strange Cargo burned to rendezvous with space station Dunaport as well as one of the Minnows; the second Minnow conducted a burn to take it to Ike with a group of KSC staff aboard for flag-planting training. Minnow 7b over Ike, with a second Minnow (the little blip to the right) and LSV House Harkonnen in the background. The rendezvous burns with Dunaport were scheduled such that the Minnow should arrive about five minutes ahead of Strange Cargo, affording the smaller craft adequate time to dock before the larger ship arrives. Several tourists are scheduled to go down to the surface at that point using the station's lander; I'd have to look to get an exact count, which I just don't feel like doing right this second... After the departure of the three docked craft, the Enchova Central outpost on Duna shot up nearly ninety tonnes of fuel supplies, Rocket Parts and Xenon gas to House Harkonnen, which then began construction of a TBD 7d base-seeding rover destined for the surface of Eve. At the present rate of construction, the rover should take thirteen days to finish building. The rover's crew is currently at Duna undergoing last minute training, and it occurs to me that I should probably take some time to verify that the craft can actually survive entry and landing on the purple world before I make the attempt - it'd suck to find out that I don't have enough working chutes. Been a while since the last time I tried to land anything on Eve; I recall the 10m heat shield actually getting quite the workout...
  16. It does change up the conversion recipes, yes; it lets you play with the same set of resources that CRP utilizes. The Castillo modules are still capable of running the Omni-whatever in CRP mode, so you'll either need to pack enough Konkrete and Equipment to deploy them when you arrive at your final base sites, or be prepared to use the inflatable modules and manufacture those resources after you arrive; you'll have to stick with the inflatables until you can get the Castillos up and running. Myself, I use OSE Workbench with Pathfinder (if you choose to do this, roll back KIS to v.1.16 or it's not going to work), which lets me build new modules on site. I use narrow-band scanners and Kerbnet Access to determine what resources are present in particular biomes on the target body - since I use CRP mode myself, the ones I look for are ExoticMinerals, RareMetals, Minerals, Uraninite and (of course) Ore. Ideally I find a spot along the body's equator with all five, though I'll skip Uraninite if everything else looks good. I'll then send a base-seeding craft there with a Pondarosa set up as a Blacksmith, a Hacienda set up as a Claim Jumper and then a second Hacienda set up as an Iron Works. A KIS winch and connector port also come along for the ride as well as some Sombreros (6, usually) and/or a SAFER reactor (SAFER provides steadier power but takes two kerbals to move/install). The two aforementioned structures take just under 8000 units of Equipment to inflate, so that comes along too. I will sometimes also pack a Chuckwagon or two since those cost no Equipment to inflate (with the exception of using one as a Battery; that costs 250). When I get to the site, I'll use the winch/port just long enough to get the main structures inflated and then put them away; leaving them out invites the Kraken. First priority after that is to start MaterialsKits manufacturing for additional structures, and then my priority is to get the base off of solar power dependency if that's all I've got installed (the idea of bringing along a SAFER is actually a fairly recent one for me). From there you can go wherever you want to. In your case, you'd probably want a BrewWorks for Konkrete manufacturing next, while simultaneously using the Blacksmith to begin printing the Castillo structures; OmniStorage is available at the Depot. It does take a lot of Konkrete (about 15,000) to put one up and some Equipment (2000, which your IronWorks can handle on its own) as well; you'll want to prep with 3-4 dedicated Konkrete Chuckwagons ahead of time in order to be able to cover the cost. I should also mention Slag - right now it takes a scientist at a Geology Lab Pondarosa to make it, and it requires your base to have a positive productivity level (which you can get by having smart and/or experienced kerbals present at the base). You'll also need a dedicated Chuckwagon for Slag storage; you won't be able to manufacture any Slag without that Chuckwagon. Water is the last ingredient you'd need for Konkrete manufacturing; you can get that straight from mining if water is present at your site (again, you need a Chuckwagon or a module like the OPAL to start collecting it) or you can manufacture it from monopropellant at a Watney-configured lab.
  17. Nope. CRP is pretty much legacy at this point. IIRC, changes to the Community Resource Pack were happening frequently enough that Angel wasn't able to keep up, and so the decision was made to stop supporting the development of CRP mode. Don't recall if that was 'for the time being' or 'indefinitely'; leaning towards the latter. You can use Community Resource Pack with Pathfinder in Classic Stock mode; they won't get in each other's way. There just will be a bunch of extra resources in-game.
  18. Latest version of Pathfinder is 1.32.4; latest of WildBlueTools is 1.72.1. Both of those are packaged together and available at the link in the original post. You'll get the latest Buffalo to boot.
  19. Pathfinder should default to Classic Stock on install. Which versions of KSP and Pathfinder are you using, out of curiosity?
  20. First, if you want to use CRP mode with Pathfinder, make sure you follow the procedure in the original post of this thread to set it up properly. Namely: It's crucial that this procedure is followed exactly, otherwise weird things occur. If you did happen to follow this procedure, you might want to try a completely fresh install of the mod. If you do, delete the old files completely - don't just overwrite them (all modmakers tell you to do this but it is particularly important with all WBI mods, given how the configuration files change with different play modes). I've seen the same sort of thing that you're showing in your SPH screenie above, and when I traced the issue back to its roots, it was happening because I'd just overwritten the directory. The other thing is that Omni-anything is not supported in CRP or Prisitine mode, with the exception of the Omni-templates available in the Castillo parts. @123nick, this post may apply to the issues you're seeing as well.
  21. What part are you using for your drilling? If you've got an Engineer inside a Claim Jumper, what's their stupidity rating? What is the overall productivity level of the base, and what is the productivity level of the part? (Look for productivity on the Part Action Window). Productivity is what you're probably experiencing at this point. It's affected by what kerbals you've got job-wise versus what part they're located in, their experience rating, and their Stupidity attribute. More highly experienced kerbals with lower stupidity attributes lend themselves to higher productivity levels. Engineers you want to keep in Haciendas, Scientists in Docs, Pilots I haven't figured out yet. Not sure what's causing that bug you're seeing though.
  22. They work beautifully together - my Auk line of spaceplanes (now up to sixteen models) would probably not have been possible had the combination of those two mods been nonviable. Accomplished precious little yesterday and nothing at all today thanks to events in RL, so I'll probably wait to post a composite report for y'all on Monday.
  23. Another pretty slow day to report to y'all today. On the plus side, I'm starting to see the light at the end of the tunnel as far as the other "goings on" that have been eating into my playing time is concerned, so I'm hoping things will pick up soon. My day began with a quick re-design of the Hellhound 7a rover from 1.4.x; changes included the removal of the booster for orbital production and a narrowing of the skycrane so the craft would fit inside the smaller drydock of one of my warp ships. I also went forward with the design of the TBD 7d base-seeding rover, a design intended to survive entry at Eve. Changes from the 7c and 7d included the addition of a ten meter heat shield, some chutes up near the front, a trio of radial tanks with Vector engines attached, and the movement of all of the usual base structure equipment from an open pallet on the craft's exterior to an internally stored module. The rover itself is not as long as previous TBD models. I won't know if the craft will be capable of making a survivable entry until the time comes, of course. I'm considering sending it down unmanned and have the crew go down later in case everything goes south, but haven't made a final decision there just yet. LSV House Atreides was given the order to begin production of the revised Hellhound 7a; Ceri Kerman is the only engineer aboard (indeed, the only kerbal aboard) right now, so production is going to be slow-going; the rover should be ready in seven days. Meanwhile, to support the rover's production, Atreides was moved into a 305x100 kilometer, 0.5 degree inclined resupply orbit over Kerbin via conventional drive. The South Base outpost near KSC resupplied Atreides with a fresh load of Rocket Parts, as well as some standard fuel stores and Xenon gas for her warp drive. The decision to send Atreides out again opened up an opportunity for me, as it turned out - I had three tourist stragglers whose contract I picked up right after LSV House Harkonnen departed, and Atreides just happened to have a Minnow 7b touring craft docked. In an effort to speed up that print job, my intent is now to send Atreides over to Duna first and send some engineers over from Harkonnen; Atreides will deliver the stragglers, and when the rover is finished, will go deliver it to the target area on Eve. To support this plan, the Minnow departed Atreides and affected a successful rendezvous and docking with space station Kerbinport. A short while ago, the stragglers were loaded aboard an Auk XVI 12-passenger spaceplane along with nine colonists headed to the Deepwater Horizon outpost on Minmus. The Auk took off and at the present time has reached space; it's still on a sub-orbital trajectory as of this post, with plans to get it to Kerbinport later this morning. House Harkonnen, meanwhile, had finished up all the tasks necessary to set up communications infrastructure in the Eve/Gilly SOI and was low on extra parts, so I went ahead and activated her warp drive to send her and her boatful of tourists on to Duna. Harkonnen departing Eve. No doubt she'll be back sooner rather than later. Harkonnen originally attempted a straight warp to Duna but arrived going far too fast for effective use of the warp-back technique to enter a stable orbit, so she departed and warped to a position 1.06 Gm over Kerbol on a heading directly away from the star, using the pull of its gravity to slow down. While there, she went ahead and took the opportunity to recharge her Exotic Matter stores using the ship's solar panels and on-board generator. Harkonnen is still conducting the slowdown maneuver as of this post; it should take a few more hours to complete, at which point the ship will head back to Duna. Plans for the day are to get the Auk to Kerbinport, shuffle around the tourists, refuel the plane at Kerbinport and get it on its way towards Minmus. The Minnow will deliver the stragglers to Atreides, which should then be ready to depart for Duna. And then Harkonnen will also be heading that way - I've never attempted two warps at the same time, and I can see the prospect getting pretty tricky. I may go ahead and finish Harkonnen's maneuver before Atreides departs Kerbin just to avoid that headache. And of course, there's no guarantee that I'll get that far with the game today anyway...really need some things in RL to finish up so I can get back to serious business......
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