Jump to content

mellojoe

Members
  • Posts

    624
  • Joined

  • Last visited

Everything posted by mellojoe

  1. I agree with this. Gravity and suspension can play weird tricks on the height of docking ports. While things on Kerbin might be lined up, once you expend a bunch of fuel and park this thing on different celestial bodies, things shift and move. It can be frustrating to get the whole thing lined up, only to find out that one end is dipping slightly lower than the other and now they can't dock. A Minmus base will be fun. The really low gravity there does mean you will have to be careful not to bump into anything, otherwise you could send it spinning out of control. We've all been there before.
  2. This "this". RemoteTech has antennae that unfurl? I did not know that. I've been looking for such a thing. Interesting.
  3. *applaud* BRILLIANT! Now, tell me, my good man, what in Hades is this: and where, oh where, in all of Kerbin, did you find such a thing?
  4. Here she is! Finally finished. Several launches, several re-done to fix some aesthetic issues. Also, I changed the design as I saw it coming together, so I relauched several parts then, too. The whole thing is accessible internally by the Kerbalnauts stationed aboard. Using Crew Manifest and the enclosed structural fuesealages, the crew can maneuver throughout the station without ever having to EVA. The fuel depot is the exception: it is attached structurally only so that it can be disconnected and jettisoned in case of a catastrophic emergency. There are multiple docking ports of both SR and Regular sizes. Other than Crew Manifest, she is completely stock. No MechJeb on any flight, either. This was all done manually. Here is a link to my Dropbox account showing pictures from the first launch of the main core through today's completion. https://www.dropbox.com/sh/zfpdw3x42ik5wo3/DwgWlXncH9 STATS Crew currently aboard: 16, including team leaders Bill and Bob. Maximum theoretical capacity: 38, but the extra space is used for SCIENCE and snacks. Size: 430 parts Tonnage: 250t and copious amounts of fuel, oxidizer, electric charge, and monopropellent. The Kerbal scientists have a fancy name for it, but everyone has been affectionately calling it Trident. Most everyone now simply calls it Trident and couldn't tell you the science name for it anyway.
  5. I have not used this plugin, but I did use your tutorial walkthrough. I can now dock. So much so that I have been teaching my mates how to do so. Manually, no mechjeb. The new SAS does a good job of helping to balance RCS on self-made crafts. It isn't perfect, but it is so much better than before. You still want to attempt to get the RCS thrusters lined up across center of mass, but the SAS helps to compensate for unwanted roll/yaw during translation maneuvers. Great job. I really need to install this plugin and give it a once-over. Your write-up, though, was brilliant and spot-on.
  6. Doesn't the BadS trait also give them orange jumpsuits?
  7. How is this? I tried to do it without using engines on the Orange Tank, but it kept flipping uncontrollably. Is FAR that much of a difference that it keeps it stable? Is this possible without FAR?
  8. Yes. the fairings are from a mod called Procedural Fairings. I only have 2 mods installed at the moment. Procedural Fairings and Crew Manifest. Both are simple, yet brilliantly done.
  9. My Tribute, stock parts, no mechjeb I'll leave you one teaser image:
  10. CURIOSITY TRIBUTE All stock except for Procedural Fairings. A lovely little asthetic mod. *Disclaimer: At this point, the savvy of you might realize that my launcher stage does NOT have enough delta-V to get me into orbit. This is correct. I've done dozens of asparagus style launchers and lifters, and this time I wanted something a little more asthetic. When the launcher ran out of fuel, I used the "infinite fuel" from the debug menu to push it up higher. Once I hit an apoapsis of 100km, I turned OFF the "infinite fuel" hack and went back to the rest of my rocket in stock configuration. My circularization burn was still necessary using regular fuel loads. I could have added a couple of asparagus stalks to make this work legit, but I was just tired of seeing them. This is more asthetically pleasing in this particular configuration. Again, to repeat, only the base launcher stage was hacked to get a high enough apoapsis. The rest of the stages are working as intended. *Editor's Note: I wish I had changed the design of my heat shield a bit. After dropping the bottom of the heat shield, I wish the rover was a bit more exposed and visible. It is still hidden, and it isn't quite as pretty that was as I was originally hoping. *Final Note: The keen eyed of you might notice that I'm missing a wheel. Hovering is tough! I had more lateral velocity than I anticipated. When dropped the rover the last couple of feet it landed and bounced once. That knocked off the middle wheel on the right side. The rover is still operational and sturdy without it, but I might consider a 2nd mission in the near future.
  11. Added a 3rd orange tank (full) to my space station. 2 more launches until it is complete. One more fuel tank and one more habitat arm. SO CLOSE!
  12. Awesome! I love everything about it. The name, first off, sheer genius. Absolutely brilliant, mate. The write up is well done. And the icing on the cake is the "useable" drill. Very nicely done. 10/10 would bang
  13. Started making my refueling arm. Going to try some things differently with attachment points. We'll see if it works or if I end up scrapping this arm and starting over.
  14. Sadly, I lost my One Way Trip Eve Prison. I did a clean wipe when moving to version 0.21, and I thought I saved all my ship designs that I really wanted to keep. I did not keep the Eve prison challenge ships. So, mine will remain unfinished for a while. Eventually, I'll get back to it. I've got too many other things to rebuild currently, and I have not yet left the Kerbin sphere of influence in v21. I'm almost done with my new space station. And then it will be time for the Curiosity 1-year event, which means Duna will come before Eve. But after that, I'll probably get back to Eve and rebuilding this station.
  15. I fixed this today. Two launches, minor tweaks to the design. I like it better this way, and it fixes the problem of the habitat cans not being lined up with each other. Eventually a 3rd will go up, but I want to do my fuel arm next. Trying to keep the part count down so that it remains useable, always. Currently, room for 26. Staffed by only 12 to keep it comfortable. Plans to expand to 38 capacity. Probably will keep concurrent Kerbals onboard to a max of 20. Probably 18.
  16. I modded a stock part to be 4x normal size in order to create huge satellite dishes that weren't a million parts. Reduced the overall part count of a project I'm working on by 146 parts. Saved myself from the FPS KILLER that it was becoming. It was: It is: Thats the rockomax plate adapter A02 scaled up 4x its regular size. My first "mod" I've ever actually created, and it was simply learning to edit the .cfg properly.
  17. Procedural Fairings is also neat. For smaller payloads that are hugely un-aerodynamic, you can put a fairing around the whole thing with one simple part. Its very nice, and has some neat customization build it to help adjust the shape. Everything from egg-shaped, to cone shaped. Very slick, and very easy to use.
  18. Here's the Rockomax A02 adapter scaled up 4x its size. It makes for a good-enough satellite dish.
  19. Updated my radio dish array. Now uses over 140 fewer parts, making the FPS manageable again. YAY! This is what it was: And now here is what it is: The empty arm will be my fuel resupply arm. I have not yet begun to design that stage, but it will come eventually. I have to re-design, and re-do the habitat modules. My OCD will not leave them backwards from each other. And, I've got a few different ideas I want to try anyway.
  20. WORKED! Thanks. I was able to scale it up perfectly. I think changing the name in 2 places was the trick. Thank you so much. And yes, then it was as simple as changing the "rescale=" to a bigger number like 4.0 from the stock value of 1.0.
  21. SHHHHHHH! *AHEM* No such thing exists. We, Kerbals, are a simple people. We don't have this moonshine.
  22. My rule of thumb is half capacity. On long missions, like my space station, I try to keep one open seat for every occupied seat. So, my max crew is always half of the theoretical max space. Currently, I have room for 26 Kerbals on my station. I have 12 living there. Added to tunnel ways and other non-seat areas, I feel like it gives a nice balance of useable space per Kerbal. My long-term station on Eve was the same. Each habitat pod was two hitchiker cans (8 seats) and I kept it to 4 max Kerbals per pod. Some of them held fewer. This gave them plenty of living space.
  23. I don't know if I changed both titles. That could be the problem. Basically, I'm trying to make huge satellite dishes. I've done this manually using the square 1x1 and 2x2 metal sheets. However, the part count comes to about 100 per dish. And when you are trying to attach an array of them to a space station ... FPS LAG MONSTER. So, my thought process was to take that flat, circular adapter plate and make it huge. Thus becomming the base of a sat dish. I took the larger of the two adapters, and set it to rescale=4.0. But, like I said, it never showed up. I played around with a few other settings, but didn't get it to work. I'll check the naming convention and make sure I didn't forget it. PS: Here's a pic of what I'm trying to re-create using less parts. The single arm that contains the 3 dishes is just shy of 400 parts. I've had to de-orbit it since then in order to try to get more things operational on and around the station. ((edit)) And here's the part. The Rockomax Adapter A-02
×
×
  • Create New...