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Everything posted by jfull
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I don't mean scientifically profitable, I mean bringing back enough valuable materials to offset the cost of the mission. I recall someone saying in some science program I watched a while ago saying, essentially "The Moon has rich deposits of Titanium, concentrated enough that, if it were in your back yard, you'd be a very wealthy person". I'm assuming it is in the form of Titanium Oxide. I guess what I'm asking is, would it be feasible for, say, a Mission to the Moon (with current or near future technology) to bring back enough Titanium to turn a profit? Also, which would be more efficient, hauling back the full weight and bulk of Titanium Oxide rocks and dust, or launching some kind of refinery to convert it to metal on the Moon, then return it?
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If you don't feel like going interplanetary yet, I'd say do some repeat Mun landings, each in a different "biome". There are lots, and each of the very large craters counts as one. Also, Duna isn't all that hard, and the interplanetary craft can be relatively small
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
jfull replied to Porkjet's topic in KSP1 Mod Development
The Minmus base is ahead of schedule. Crew arrives tomorrow -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
jfull replied to Porkjet's topic in KSP1 Mod Development
Just got around to installing this. Even the unfinished IVA is fantastic. Its a wonderful home away from home for Kerbals. Just a hab I made with it: I should be putting it on Minmus in a few days -
This isn't just good for shuttles. Those 3.25m tanks are useful for general heavy rocketry
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This mod needs more attention, wow
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Probably the just the satisfaction of doing every step of a mission, from pre-planning to building to testing to flying. Knowing that everything works (or doesn't) because of design choices you made. Also, the contrast of the goofy Kerbals with realistic tech and physics.
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A Career mode mission to Moho (just barely made it back)
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This is the only one I know of, the mod creator got hired, and some (but not all) of her parts have been made stock, like the Mk1 Lander Can and the Skipper engine
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I thought this would be enough to reach Moho (update)
jfull replied to jfull's topic in KSP1 Mission Reports
Thanks for the help everyone! Updated with the completed mission. -
I thought this would be enough to reach Moho (update)
jfull replied to jfull's topic in KSP1 Mission Reports
Oh don't worry, I always use an interplanetary calcuator... though this one might be better than the one I've been using So, what I'm getting from this is that I should try to reach Moho when its orbit brings it closer to Kerbol, that way there'll be less of a difference in relative velocity? Is that correct? no matter what, I'll be packing a bit more fuel when I try again -
I was wrong. I got it to Moho's SOI, but it would have taken an 18 Minute burn to brake and circularize. I probably could have done it, but it would have meant stranding the Kerbals there. Luckily I could go back to a quick save before I left Kerbin. Anyone have any tips for Moho? Update: actually made it there and back!
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
jfull replied to Porkjet's topic in KSP1 Mod Development
Oh, the Orbital Orb might make a neat Escape Pod -
Oh wow, with all the features going into this mod, I think I'm going to have to find other reasons to use it other than as a lander pod. It might make a great control module for a space station
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
jfull replied to Porkjet's topic in KSP1 Mod Development
Well, maybe not just him Its definitely funny, but I think there should be 2 versions of the IVA, one with, and one without. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
jfull replied to Porkjet's topic in KSP1 Mod Development
Awesome work, the stockalike hatch and windows are nice. I'm sure there's someone on the forums who can help you with the animation. I do think I should mention one thing though. There are already some popular mods that include these, namely Sumghai's Orion-like service module system and the Near Future Propulsion pack, which adds some pretty nice VASIMR engines, among other things. If you want to stand out, you might want to focus on habitat modules and base parts. We could definitely use a new centrifuge habitat (the one from Bobcat is very much out of date) -
I used probes to Duna, Ike, and Eve as early science grabs in my Campaign (and it paid off pretty well). I only used some of the experiment parts on those, so there's plenty of reason for me to go back with Kerbals eventually (Or, in Eve's case, send a bigger probe)
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I once stranded Bob alone on Gilly once... long story there I eventually got him home
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
jfull replied to Majiir's topic in KSP1 Mod Releases
Is this/will this be integrated with the tech tree? if not, does anyone have .cfg edits that add the parts to the tree? -
Oh here's another one of mine Many parts in KSP have text in English on them, and yet it seems that Kerbals speak in their own gibberish language. Maybe they're really speaking English, but they just have heavy, heavy accents and use odd pronunciation rules.
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This is reminding me of Warhammer 40k Orks
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Thats actually a pretty neat idea. I kinda just figured that one day they realized that space was a thing and their whole culture got a little too fascinated with it.
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Do you have any theories or ideas about the Kerbal universe that haven't been confirmed, but you hold to be true? I think that Kerbals have a natural ability to hibernate for extended periods, not full suspended animation, but enough that they don't mind multi-month trips where they don't even have enough room to get out of their seats. Also, I think Bob is actually a rather good scientist who genuinely wants to explore, but he's just terrified of flying. (lowest stupidity of the starting 3, always seems happy once landed somewhere)
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would be interesting if it generated science based off how complete the map is