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Bison Steve

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Posts posted by Bison Steve

  1. Hi! We here at Major Tom Aerospace got tired of building little rockets and decided to build something REALLY BIG! What might this be, you ask? A space station of course! One that would give us the freedom to build and fuel even bigger things without the problems of atmosphere and gravity. Thus, the inspiration for the Freedom Space Station was born.

    And best of all: We are documenting it and showing you how to build it too! For FREE!

    First of all, thank you to Auriga for his awesome New Horizons station. It gave me a lot of ideas for building the FSS.

    I do use some mods. Any mod parts in the parts list will be shown in brackets []. This station can be built fully functional without mods, so the ones listed are purely optional, and I will post a stock version of modules without mod parts.

    Also, I will be using some highly technical/made up words. Those will be in parenthesis () and a definition will be provided. For example (Jank): verb, to carefully adjust position/attitude of something to make it fit. I use that term a lot. Most of my stuff is very janky.

    The FSS will be launched in several parts, with a chapter usually devoted to each part. There are a few smaller modules that I will lump together.

    Next chapter: FSS Tug. This will be used to move all the pieces together, as well as help guide bigger ship to dock with the main station. Stay tuned!

    UmVg6sn.png

    Chapter 2: Freedom Space Station Tug

    The FSS Tug will be launched with the FSS Command Module. However, it is important that the tug be built first, as the RCS blocks must be precisely balanced.

    LqOSiIJ.png

    Parts list: (descending order)

    Clamp-O-Tron Docking Port

    RC-001S Remote Guidance Unit

    2x: PB-NUK Generators (janked off the RC-001S)

    Illuminator Mk2

    Mk1 Lander Can

    Mk2 Radial Parachute (janked between the RC-001S and the Mk1)

    [MechJeb 2]

    2x: Stratus-V Cylindrified RCS Tanks

    4x: RV-105 RCS Thruster Blocks

    2-1k Rechargeable Battery Bank

    2x: Illuminator Mk1s (janked off the 2-1k)

    Clamp-O-Tron Docking Port

    To Build: Start with the Mk1 Lander Can. It makes grabbing everything easier, especially later with the Command Module. Then attach the Battery and the Remote Guidance. The RGU is optional, if you want to always have a pilot you can replace this with another 2-1k Battery, but the generators make this redundant. Then add the RCS tanks on the sides without the window/hatch. try to line them up evenly. Then the Clamp-O-Trons. Next: carefully jank the parachute into place at about 45 degrees so it fits flush with the top three parts, as low as possible to avoid collision problems on docking. The PB-NUKs are next, mounted at roughly 90 degrees off the Remote Guidance so that they merge into the RCS Tanks, then do the same on the bottom with the lights. Above the hatch place an Illuminator Mk2. All the lights you want to jank so that they face straight up and down. The generators allow you to run the lights and other systems indefinately. Lastly, place the RCS blocks on the last four open sides using the Center of Mass ball to place them exactly at the middle line. This gives the Tug amazing maneuverability and makes it easier to move other things. Why the parachute you say? The Tug can function as a lifeboat in case of a catastrophic failure. Other lifeboats are the Command Module (2) and the Hab Modules (4-6 each) for a total of 11-15 crew depending on which version ot the FSS-HMs you use.

    Next up: The FSS Command Module! Stay tuned!

  2. I have an idea: post the log! We can't magically figure out what's going on without information.

    It's almost certain not to be MM; all MM will be doing is changing configs, and presumably when you remove MM all your *other* mods get disabled, because they are no longer added to parts, etc.

    Cause the problem. Quit KSP (if it hasn't crashed). Upload your output log (NOT ksp.log) to dropbox or something.

    Windows: KSP_win\KSP_Data\output_log.txt OR KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used)

    Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log

    Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

    As I said, it is doing it when MM is the ONLY mod on as well. It is crashing without leaving a log, or I would have posted that. Can I get a useful idea, or just more sarcasm?

  3. I just would like to say great job! And thank you! I've been attempting to recreate New Horizons station in my own game, just from your pictures. It's been a fun challenge to figure out how you did it originally. I've had to change a number of things, probably due to my lack of experience :rolleyes::cool:. So far I've managed to get the core section and one of the solar arrays up and connected. Tonight I'll be getting the second one up and assembled. I've learned a lot about station design and assembly from this project and it has given me a lot of ideas for my own creations :cool:. Thanks again!

  4. Successfully launched a pristine station core! Finally! Then realized I hadn't fixed the crew hatch blockage XD. Back to the drawing board, after losing another pair of brave Kerbals, and firing the crew of engineers that put that ladder there in the first place!

  5. Launched the main part of my massive space station and blew off one of the panel connector arms on the second stage separation with a booster that wasn't quite empty. As the station has no 'chutes, I sent up my Life Kraft 3 to rescue the crew. Docked successfully only to find out I blocked the crew hatch XD.

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