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Thrombo

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Everything posted by Thrombo

  1. Hi all, pretty excited about the challenges I've read here. Does anybody have a decent delta-v map for the new bodies, yet?
  2. Is it possible to change the head on a winch? For example, I have an orbital "tug" that I'm trying to rescue an out-of-fuel pod in orbit with. The tug has a container with a grappling hook in it. I can grab the hook during EVA, but I don't seem to be able to 'replace' the winch head. Any ideas? I feel like I must be missing something...
  3. Enjoy! Bear in mind some of these mods may not be "ready" for 0.20 yet, and may require some extra work on your part before they'll function fully. You should be able to post in the respective threads w/any issues you encounter.
  4. I love that Jeb is thrilled you're dry on fuel in the middle pic.
  5. Interesting question. What happens if you thrust the pod down into the sea w/the engine?
  6. I came to this thread expecting to find a challenge for best depiction of the accidental electrocution of Bill Kerman... ...but was not disappointed.
  7. Hi Epicblood, welcome to the community and game. There are a lot of mods that change the game, in many cases significantly. You can check out the mods forum here, which has a lot of healthy discussion, as well as www.kerbalspaceprogram.com, which is where many (most) mods are hosted. There is no mod out there to the best of my knowledge that will allow you to construct something similar to the vehicle assembly building / spaceplane hangar, but there are other "base building" mods. One such popular mod is H.O.M.E. It will give you some basic base-building "things" as well as some 3m (XL) parts: http://kerbalspaceprogram.com/0-18-1-h-o-m-e-start-kit/ You may also want to check out Portable shields, platforms, & runways. One of those can give you a landing target, and launch area. I find that landing on a specific spot is many times harder than merely landing. www.kerbalspaceprogram.com/hl-portable-runways-and-landing-pads/ Of course, since you won't be able to construct (directly) vehicles, you'll likely at least want to refuel them. You can dock two vessels together with docking nodes, and transfer fuel that way, but you can also do that with Kerbal Attachment System. KAS can also be used to drag things around with a winch, build a crane, whatever. Useful base stuff (and I love that my little green men drag fuel hoses around). KAS: http://kerbalspaceprogram.com/0-18-2-kas-kerbal-attachment-system-v0-1/ To actually produce fuel on the planet you might look into a mod called Kethane Pack: http://forum.kerbalspaceprogram.com/showthread.php/23979-Kethane-Pack-0-4-3-Download-link-now-up-to-date-after-forum-catastrophe Kethane can be used to convert into fuel, but has to be found (surveyed) and then drilled from a celestial's surface. So you'd need a mining operation, and to transport the mined substance to converters, and then pump the converted fuel to tanks and then from tanks to your ship, presumably on your constructed launch pad. There are many, many more mods out there (I use somewhere between 10-25 I think at any given time) depending on how you want to customize your experience. There are mods for example that can add a life support system, necessitating management of oxygen/CO2 on your base; there are mods that make a much bigger deal than vanilla about electricity, how it's managed, and what the repercussions are if it runs out; there are remote mission control mods that require setting up a network of relay stations (maybe your base is one?) to communicate with ships that may lie beyond the communication range of Kerbin. The mods I posted above, however, are the ones I think I would start with if I set out to build a remote base for the first time. I'd recommend to start smallish, and then layer things on top. My only other advice would be to not let feature creep from mods ruin your gameplay. Fly safe-ish!
  8. Great idea, though I think the rewards are a bit off, myself. Also I'll pose some food for thought on defining them. * I think you should define EVA as being in orbit, or with some clearer mission, or something. EVA is just defined as being extra-vehicular and technically can happen safely on the ground. If I was a clever student, I'd do that first. * What differentiates a space station from a satellite? Kerbals living in the unit? * I think the Mun is considerably easier to land on properly than Minmus without the assistance of an external tool (MechJeb) due to Minmus' difference in orbital inclination. I would think Minmus is a good launching point to teach how to match orbital inclinations by burning at orbital nodes. * I think it would be cool to have a reward for a geosync orbit. * If you're going to have a reward for Hohmann transfers, why not also include bi-elliptic transfers? * Exploration milestones to land on planets are neat. How about milestones to do manned missions to the planets, since per your requirements, it would necessitate a return voyage to get Kerbals safely home? It's _considerably_ harder to get a Kerbal back from Eve than to Eve, and I think it'd be a nifty instrument to illustrate the difficulties of landing on real planets (getting the fuel there). * It would be cool, I think, if you somehow incorporated a direct competition to see which team could get a Kerbal to XYZ location and back using the lowest quantity of fuel (idea here being to teach gravity assist and possibly aerobraking). Just my 2c. Edit: reading through the rest of the thread, it looks like your project already started! Best of luck!
  9. I managed to do this with a 1.20t craft - trying now with a 1.15 craft to see if I can get it any lighter. Will post pics in a few. Also, hurray first post!
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