Markotiks
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SPACE STATIONS! Post your pictures here
Markotiks replied to tsunam1's topic in KSP1 The Spacecraft Exchange
My last Space Station until .21 and new saves hit. KSS Genesis, built with 6 launches. -
Looking forwards to starting fresh. Went a little mod crazy, so I'm looking forward to starting a new stock game to get acclimated with .21 and it's new features. Then going back to slowly adding mods again.
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Dude, simply amazing. What a great way to start off my 4th of July. Thanks!
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That Proton M launch was so Kerbal! Who's imitating who?!?
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What's a satellite or probe for?
Markotiks replied to InF3RNo's topic in KSP1 Gameplay Questions and Tutorials
I agree. I like the challenge of building probes and satellites as small and compact as possible while still maintaining all the functions I want it to. I do use RemoteTech so comm sats are a must. Also, I plan on sending probes to Duna and Eve before I send any manned expeditions there just to check them out first. But as with everything thing else about this wonderful sandbox game, it just brings out my lost inner child where I spent hours upon hours building stuff with Legos, Capsela (dating myself here), and Erector sets. Just for the fun of it, and because I can! -
I haven't even entered the SPH in the couple of months I've owned the game. Too fascinated by building rockets. Though I have to admit I'd like to build a plane to do this.... Has anyone done something like this yet?
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Agree. That's why I took the time to build a one launch craft. Love the mod but hate the time involved in setting up a proper network. Really adds to the realism of having to setup your space program. I have to admit that I got a lot of help from watching various youtube vids. I also remembered reading a thread (sorry tried to find the thread but couldn't find it) where someone said it was easy to do by setting up your launch craft's orbit at 100k. From there, release the first satellite and burn to a 2,868km apoapsis and circularize at that altitude. Switch back to your launch craft and release the next satellite at a point either 90 degrees before or 90 degrees after the point where you launched the first satellite. Burn and circularize. Repeat until all sats launched and you should have a pretty sweet relay system. I hope that helps... I'm a horrible teacher so explaining things is not my forte!
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"You know you messed it up when..." thread
Markotiks replied to Pachi3080's topic in KSP1 Discussion
This happens.... -
I'm not sure if I'm in the minority or majority with this, but I like to use a one launch system for setting up my communication satellite relay system. I use the RemoteTech mod so it's pretty important to set up a proper communications relay around each planetary body I plan to explore. So I created this ship to easily establish my communication relays. These pics are from setting up a geostationary relay over Kerbin. If you use a one launch ship for setting up your communications relay network post your pics here!
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I would never have found this game if it wasn't for Steam. A couple of hours playing the Demo and I was hooked. Bought the game same day.
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Looks like I'm headed do Duna. Still learning a lot about ship construction for longer missions and landings (seems like you never stop learning!), and makes sense to use it as an interplanetary waystation. Also planning on using Kethane for the first time so it seems like a perfect spot to mine, refine, and make a refueling station. Will probably send a small probe to Eve just for shiggles. Don't like the idea of sendings Kerbals there without the possibility of getting them home. I get so attached to them!
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Hi Kerbalnauts! So after exploring Kerbin and it's moons, which direction did you explore next? Did you go inwards towards Eve first, or did you go outwards towards Duna first. Still trying to decide which way to go so I'd like to know which way you all went and what drove your decision to explore in that direction.
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The best way for me to answer this is to revert to my childhood. It's my sandbox and when I'm in my sandbox by myself, there are no rules. I could use whatever tools I want and play whatever I want. Now introduce some other kids into the sandbox and the rules change. Now we all have to play fairly with each other, share our tools, and have some consistency of what we are trying to accomplish together. So as far as I'm concerned, I'm in my sandbox by myself so there is no real or right way for me to play.
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Advantages of geosynchronous orbits?
Markotiks replied to Markotiks's topic in Science & Spaceflight
Thanks for the reply guys. Can't recall where I heard that info on the ISS, but wow was I way off on that and feel pretty stupid about it. Anyway, I could definitely see the advantages for communications in real life and in KSP so I'll set my comm sat relay as such. As far as space stations I think I'll stick with a low Kerbin orbit and save my fuel. -
Hey everyone. Was just wondering if there were any advantages to putting objects (comm sats, space stations, fuel depots, etc.) into geosynchronous orbits. I'm getting ready to start a new save, which means setting up new comm sat relays (I use the RemoteTech mod) and building new space stations around Kerbin and Mun. Is there any reason to put these objects into gso or is it something that's just neat to do. For example, I believe a recalled the real ISS is in a gso around Earth. If it is, why is it so? Thanks.
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I agree with PurpleTarget. Get something small up into a stable orbit first then send something else up to dock with it. Once you get that down you should be able to build your Space Station in sections. Also, watch videos on youtube. This helped me more than anything as far as learning to build my Space Station and just learning to play the game in general. Check out my thread on the creation of my SS here: http://forum.kerbalspaceprogram.com/showthread.php/34711-The-Creation-of-KSS-Phalanx-(Warning-Pic-Heavy!) It's heavily modded but it might give you some ideas.
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Part type filters would be sweet.
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Thanks! Definitely a utility I was looking for. Works pretty well. One addition I would like to see is a filter option reversed to how the current filter works. It would be cool if I was just looking for Kethane parts to just click on the Kethane button rather than having to click every other mod I want filtered out. Don't know if that's possible but I think it would be a cool option. Great job though I will definitely get good use out of this mod.
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The Creation of KSS Phalanx (Warning Pic Heavy!)
Markotiks replied to Markotiks's topic in KSP1 Mission Reports
Thanks for the positive comments! Here's a few more pics. They were just some pretty shots so I thought I would include them. Refueling the completed KSS The next couple of pics are of a shuttle craft which I'll use to transfer Kerbalnauts from The KSS Phalanx to my future Mun SS. Bob Kerman's cockpit view approaching the KSS Docking the Kerbin-Mun Shuttle -
Yea, I'm with you guys. Love the rescue donut!
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"You know you messed it up when..." thread
Markotiks replied to Pachi3080's topic in KSP1 Discussion
When you just finished docking and forget that unlike the VAB, you do not need to use the shift button to zoom out. Sent my Space Station cartwheeling. (Palm to forehead) -
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Hello fellow Kerbalnauts! Just wanted to share with you the evolution and creation of my first Kerbal Space Station, the Phalanx. It was built using a host of mods including FusTek parts, KW Rocketry, KAS, KSPX, RemoteTech, Robodyne Space Junk Cargo Bays, Quantum Struts, Ion Hybrid Engine Pack, JARFR Truss System, Aviation Lights amongst others. It took 5 launch missions to put together and was a blast to do so. The creating, failing, re-creating, then finally achieving success aspect of this game is one of the most appealing factors of it. I also didn't realize until later into the project that you can turn off the HUD for better pictures, so the first few pics have the HUD clutter. Sorry about that! So without further ado, I present to you the creation of the KSS Phalanx. Comments, thoughts, criticism, and praise are all welcome! The purpose of this station is to provide an orbital Mission Control and as a Mission Hub or Midway for future missions to further reaches of the system. It should be capable of maintaining a sizable crew comfortably, service interplanetary ships, and it should be a secondary communications center. The first and most crucial part for me was the creation of the SS Core. I wanted to make sure I can build off it easily and that it would provide all the necessary power needed for the rest of the station. It has 4 Gigantor XXL solar panels and 12 1000 Electric Charge MMI External batteries. I also gave it 2 Atomic Bell engines to place it into its final orbit and in case of any future course corrections. Launching and placing the core into orbit. Powered up and ready to go! The next step I took was to create and launch a Tug which would be used to dock all future sections of the KSS much easier. Thanks to Scott Manley for that idea (from his re-usable space program videos on youtube). Deploying Space Tug to KSS Phalanx The first module I added was the fuel cell. The JARFR Truss system gave me wonderful options for this. This unit holds: 7,920 Units - Liquid Fuel 9,680 Units - Oxidizer 3000 Units- Monopropellant 66,000 units - Xenon Gas With this section on, the KSS can now act as a refueling station for my future Mun Base project. It has already been used more than once as an emergency refueler for ships returning to Kerbin from Minmus. Launch. This sucker was heavy. Using the Space Tug to dock the Refueling Module Docked! Refueling tanker replenishing the KSS The next module was a quirky late night idea. I just started fiddling with KAS so I thought it would be fun to make a Utility hub module utilizing the KAS winch system. The module has everything a Kerbal needs for his Emrgency EVA missions: a Vertical Stack Winch, a Grappling Hook, an Electro-Magnet, and 2 Dismountable Radial Connector ports. It also has 2 additional 300 unit Monopropellant tanks as this module will also serve as a new docking "Garage" for the Space Tug. Creating the KAS Utility Hub Docked Utility Hub and Space Tug in its new home. 2 more sections to go! The Communication Array Tower was a fun build. This is when I first started messing around with the Aviation lighting mod. The tower has 4 RemoteTech MacroDish Sr.'s pointed at Mission Control, Mun, and Minmus, the fourth one free for now. It also has 2 RemoteTech Sat Dish 9000's pointed at Eve and Duna for future missions. Once again using the Space Tug for docking. The final section needed to complete the KSS Phalanx is the Habitation module. I wanted this module to provide plenty of room for our happy little Kerbals to enjoy Space and do their little Kerbal experiments and stuff. 2 Hitchhiker pods, 2 FusTek Kamony Nodes, and 2 Cupola Modules definitely provides that. Also it needed to provide a dock for new Kerbals to arrive and homesick Kerbals to go home. I differentiated the regular and small docking ports with green and blue lights from the Aviation Lighting pack. This unit had a very sketchy launch. Wobble, wobble, wobble! I didn't think I would get this far with the amount of wobble I encountered on launch. This section was on top of a larger lifter and I thought at one point the 2 sections were just going to snap apart. Retrieving and docking the Habitation Module Mission Complete! THE KSS PHALANX Happy little Kerbals in their new space station. If you made it this far, thank you! If you all enjoyed this then I'll do more Mission Reports in the future for my Mun Base (I think I'll use the HOME mod for this) as well as trips to Eve and Duna, though the last two are still a way off. Thanks again for viewing, and THANK YOU SQUAD!!!