dommcq
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Everything posted by dommcq
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Here's my Minmus Mining base. It consists of 3 Docked modules. The Habitat Mod in the middle with the Power Tower, A Fuel storage mod and a Mining Mod. Jeb coming down one of the deployable ramps seems pleased:
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What will be the first thing you will do in 0.23?
dommcq replied to astropapi1's topic in KSP1 Discussion
Start again... Try and re-establish a network of station and probes to map the universe, This and see what mods work and wait for updates to the mods. I really don't understand why Squad haven't implemented Kethane, Damned Robotics, and ScanSat as stock already. Without them, the game makes no sense. -
I do the same thing, really; I don't like using any of the big 3 for important missions, it gets a bit boring when Jeb is the first Kerbal on every celestial body in the universe, he's more of a mascot that I just use for goofing around, really. I prefer my solution over the command-pod method though: Hee Hee. That made me chuckle. You actually took the time to make a patio set!
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No. Playing the game is obviously not pointless, otherwise none of us would do it. I get the fun, the role-playing and I certainly am not lacking imagination as has been suggested. I was just asking what practical application over Landers/Re-fuelling Miners could have over bases. Exploration takes time. A lot of time. So my question was to find an answer as to why people invest a whole lot of extra time docking / transferring fuel on a surface base rather than in orbit, when the latter saves so much time. I was not trying to infer that bases were... well whatever people have been taking offense to - which I don't get. Merely that I wanted to understand and see if I could get a good reason to build one. I like drills too... always in symmetry.
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I've been setting up a mining station at Ike to refuel my interplanetary mapping ship. The mapping ship: Ship on approach to Ike Station: Ike Station, Kethane miner and mapping ship all docked with a nice view of Duna: Next stop.... more mapping new worlds.
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Hi. Not being disrespectful or wishing to cause controversy, but.... Why are mining bases for Kethane necessary? I have seen many designs for moons/planets that have cool looking bases but surely they have no function. A simple lander/miner that can mine, convert takeoff and refuel a station is all that is needed without the fuss of a Moon / Planet base that requires docking/building/KAS etc. Am I missing something?
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SPACE STATIONS! Post your pictures here
dommcq replied to tsunam1's topic in KSP1 The Spacecraft Exchange
My attempt... actually 2 stations, 2 transfer vessels and a mining vessel: -
I continued with the space station expansion project: Here's Kethane mining vessel heading for docking at the KSS: It docked, fueled up and headed off for docking at Minmus Mining station. Docked, Kethane Mining Vessel undocked ready to mine and return with more fuel: Returning with fuel: Having docked and transferred, Space Station 2 (yet to properly named depending on where it goes) transfers from Kerbal and docks with the Fuelling station: Where next? .....
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40 years old. Been playing since 0.17. Gave up for a while but since the latest update, I've been hooked again. Career really livened up the game!
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Latest rover to be constructed, currently testing on Minmus: Just Landed: 3 Kerbals seated and ready for an adventure: And we're off: It can climb vertical hills/buildings, can self right after a flip and is super stable at all speeds:
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The following mods were used: Aviation Lights : for the lights Damned Robotics : for the hinges on the cranes and ramp hinges Innsewerants Space Agency : for MapSat (is the Mod Designer a Pratchet Fan?) KAS for crane magnets MMM for Four Way nodes / airlocks and Jumppods & Stairs Magic Smoke Industries for the adjustable rails for rover docking and hinges Mech jeb RollKage 1.1 for rollcages on the rovers. Subassembly loader to get rovers to the lander in VAB
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A Mun Base project... First, a base that houses up to 20 Kerbals, has several viewing galleries, has 4 cranes and 4 adjustable docking ports for rovers. Second, a base that has four rover garages, 4 rovers all with self righting mechanism and 4 mental Kerbals to man the rovers. Imgur : Unfortunately the lag rate was so great it was not much fun to play... Still... it was fun to build and land.
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Lander with 2 rovers landed at Vall to explore. The rovers were very stable with RCS pushing down on acceleration for added stability. Self righting Mechanism just in case.... it wasn't needed. One happy Jeb.
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A new space station with docking bay, cargo bay doors and robot arms to assist docking now in orbit above Kerbin:
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There was an intriguing article in PC Format magazine in the UK by the awesome Luiz Villazon. Got me interested and decided to investigate... It got me hooked immediately.
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A successful Mun landing with the new rover.... the rover and lander: Bill looks delighted with something: At the target destination: (spoiler)
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Also been a lurker for a wee bit. Been playing KSP for a few months now and loving it! Thanks to the developers as it's the best game I have played ever. No more game has gripped me as much. The open universe and sandbox nature of it is what creates the compelling nature of this game... don't ever change this.
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Stable Mun rover at > 10 m/s?
dommcq replied to Jod's topic in KSP1 Gameplay Questions and Tutorials
Hi, I'm no expert at KSP, just started really. I did build a Mun rover that got to a ridiculously high speed. I can't post a pic as it crashed and as part of a failed Mun base I restarted the Base project. It was long, wide and had RCS thrusters that kept it on the ground by thrusting down while driving. It killed Bill. It was sad.