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Borkless

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Everything posted by Borkless

  1. Two things: 1) this mod is Awesome! Can't wait to get my hands on the full-up S1B. 2) Has anyone else found the Atlas to be reaaaly unstable with FAR?
  2. This looks amazing, and I really want to play it, but the mod's not working for me. I stuck the AlternisKerbal folder inside KSP/Gamedata, but my system's still the same. The debug console sees the new textures, but the're not applying, can anyone help? EDIT: seems the problem wasn't AK related. None of my other plugins work in the cloned directory, but everything (including AK) works in the original directory.
  3. Hey, people are still talking about the Cyclers! I figured it would be something much harder to implement in KSP than in real-life. Anyhow, I've been tinkering around with Ioncross and I need opinions from those more knowledgeable than myself. Bobcat's H.O.M.E. mod includes inflatable habitats and (importantly) greenhouses. Would it be permissible/possible/a good idea to try and hack the greenhouses to act like the algae-recyclers from Ioncross?
  4. Just what it sounds like. If kerbin were to be rendered inhabitable, how would your kerbals survive using just hardware already off-planet? Me? Mine would die. After .21 dropped, I spent all my time prepping for sturmtiger's Duna Permanent Outpost Mission Architecture challange and haven't got a single bird in the air in my main save.
  5. It didn't help that my booster had a very complicated engine cluster, with strutting and fuel lines that needed to be tweaked everytime I reloaded the sub-assembly. That said, it was a really cool engine cluster. I've also been tinkering with a Duna Cycler. (A large station housing all the life-support who's orbit cycles between Duna and Kerbin.) Would cut down the weight limits as all I'd need to accelerate is the crew-transfer vehicle, but that'd require ALREADY having all the duna-side architecture. Thanks for the tip about iconcross by the way!
  6. whelp, my mission is on hold as my booster had an annoying unwillingness to stay functional. Working on a new, less-parts intensive booster and new payloads to fit it. The bulk of my mission should still work. I'm also looking into using ioncross as some others have done. Should work better for a more long-term mission.
  7. Thanks for the welcome, guys! though I'm new to the forums, I'm not a total newb at running my space program. Think I've watched nearly all of Scott Manley's videos, and I had a fairly impressive (in my mind) Kethane mining operation going before .21 wiped it. Though... haven't left the Kerbin system yet, working on plans to check out duna.
  8. Going the other way around, the Saturn Instrument Unit looks exactly like the 2 meter ASAS.
  9. Finally got around to planning out my own mission. It's not going to have the highest early mission score, but it should allow for easy and nearly limitless expansion of the kerbal's extraplanetery presence. My lifter is rated for 23 tonnes to LKO (with a teeny tiny margin for de-orbiting or engine-out issues), and is fully reusable with the exception of the small upper stage. mods:A bunch, really. The Important ones are KAS, Kethane, and Quantum Struts. Yes, I know the latter is frowned apon, but strapping ships together is something that should be doable in real life. To that end, I'm only activating the struts if kerbals are, or could logically be, present to assist. Without further delay, the plan! PHASE I (day 55 Launch Window) (2 launches + crew ferry + 2 “Pogo†launches) -Launch of DKR (Duna Kethane Rig) with Aeroshell -Launch of Trans-Duna transfer stage -Manned launch of Firefly OTV to supervise mating, manually reinforce joint. (i.e. turn on quantum struts) -Launch of Minimus kethane scanner atop “Pogo’ ultralight booster. -Launch of Mun Kethane scanner atop Pogo. Day 45: All launches completed. Day 119, arrival in Duna SOI. Transtage aerocaptures. Stack settles into low-eccentricity orbit. searching for viable kethane deposits near equator. Once found, spent transtage is left in orbit for later use as fuel depot. DKR descends to surface and begins mining operations. PHASE II (Day 283 Launch window) (5 launches + crew ferry) -Dry-Launch of Duna Cycler Serenity to LKO -Launch of fueling ship, tanks Serenity enough for her round-trip. (Serenity has additional tankage for later expansion) -Launch of Duna Ascent Vehicle. (multiple reentry rated) -Launch of Duna Surface Habitat with Protective Aeroshell. -Launch of DSH transtage. (if mission requires. If DSH can be made light enough may be self-powered.) -Manned launches to ferry up Serenity’s 4 man shakedown crew (Commander, Pilot/navigator, Engineer, medic.) -Mating of DSH to Transtage. All ships depart for Duna. Day 270: All launches completed Day 347. All ships arrive in-system. DSH lands unmanned near DKR. Crew transfer from Serenity to DAV, land near DSH. Crew attaches KAS lines to DAV, refuel for later accent. (Will take as much fuel up to transtage-come-fuel-depot as possible) . Day 495: Crew ride DAV to LDO, crew transfer to Serenity. DAV transfers fuel to Transtage, and de-orbits. Serenity burns for home. PHASE III (Day 511 launch window) (5 launches) -Launch of utility Skycrane. (multiple reentry rated) -Launch of Minimus/Mun Kethane refinery. (Target depends on scan analysis) Day 495 All launches completed -Launch of DSH II -Launch of Duna Surface Rover -Launch of DSR transtage Day 495: All launches completed. Day 575: All ships arrive at Duna. Skycrane ferries down DSH II and stands by to refuel on surface. (Incorporating aeroshell and downmass thrusters into Skycrane shaves mass off DSH II). Transtage becomes new part of Duna Orbital Station. END of EARLY MISSION PERIOD Mission Value: 148 days * 4 kerbals = 592 Efficiently Score: 2.14 (2.3 if mular kethane rig is discounted)
  10. I'd say on the whole, the USSR won the space race. While Project Apollo was an amazing project, most of the hardware was very specialized. The Apollo CSM was pretty overbuilt for work in LEO, the LM was only good for landing on the moon, etc. The Saturn V was a hugely powerful booster, but that in itself was sort of a crutch. It let US space designers get away with doing everything in one launch. The Soviets, with their less powerful boosters, were forced to learn how to dock and assemble things in space, a skill absolutely vital for any long-term space program. While the Soviets didn't have great flashy achievements like landing on the moon, their ability to make orbital rendezvous and refueling almost routine was, in my opinion, a much more important and critical skill.
  11. Been lurking around this thread since it started, finally convinced me to make an account just to participate! I'm still working on my mission plan, but I must say, this is the most math I've done to play a video game. (And the most fun I've had doing it!)
  12. Been playing KSP (and lurking on the forums) for a few months now, figured I'd finally join in properly. I kinda suck at planes, but I love rockets, and all the trappings thereof. -Cheers!
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