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Top8
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Everything posted by Top8
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Show off your Kethane Mining Designs!!
Top8 replied to Amphiprion's topic in KSP1 The Spacecraft Exchange
What a really nice industrial scene. I can almost imagine it in action on a work day - it really evokes a mining camp feel. -
SPACE STATIONS! Post your pictures here
Top8 replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Hawking Class Disc Stations - Now a standard type of disc station built by the Lunar Economic Authority under contract to the AOAN fleet command in the early 2060s. These durable and versatile habitats use two sets of counter-rotating trains in tube-ways running inside the structure to provide between .6 and .9 simulated gravity depending on needs. Lunar and Terran citizens are at home in these surroundings, originally intended as research stations but heavily modified. With almost a decade in space this class of station is starting to see civillian use as the LEA has largely met demand for the military but keeps production going. Service lifespan is intended to be one century and there is every indication Hawking stations will be around even longer since "a spacer does not waste". Thi station is representative of a culture that actually manufactures things in microgravity so isn't designed to be launched. Hyperedit away! Craft file: https://drive.google.com/file/d/0B9qbgEKOAvlpazBrbFpqbV9HYXM/edit?usp=sharing Parts: 161 (very little lag) Mods - See mods list in the Fanworks->Visions of 2070 thread, I may not have used Interstelar parts on this. Also there is a custom part, the station body: https://drive.google.com/file/d/0B9qbgEKOAvlpRzQ3NmwxVG1nT1U/edit?usp=sharing Additional images here: -
Super - I am learning about so many cool mods - that might be great for my projects mod list: http://forum.kerbalspaceprogram.com/threads/67002-Visions-of-2070/page5
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These are looking great!
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It is indeed! I have one last bit of fiddling to do and I will put up the modified part file. I changed one of the parts from the Deep Space Mission Pack. Edit - all the files are up: http://forum.kerbalspaceprogram.com/threads/67002-Visions-of-2070/page5
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In theory, I could just go and get that single part and load just it? Would that actually work?
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That is very cool. Which one of the mods has the boxy hull with the windscreen? Very good look. Feel free to come and build in the year 2070 - at Visions of 2070 in this very fanworks.
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The year 2070 is starting to look good!
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Hawking Class Disc Stations - Now a standard type of disc station built by the Lunar Economic Authority under contract to the AOAN fleet command in the early 2060s. These durable and versatile habitats use two sets of counter-rotating trains in tube-ways running inside the structure to provide between .6 and .9 simulated gravity depending on needs. Lunar and Terran citizens are at home in these surroundings, originally intended as research stations but heavily modified. With almost a decade in space this class of station is starting to see civillian use as the LEA has largely met demand for the military but keeps production going. Service lifespan is intended to be one century and there is every indication Hawking stations will be around even longer since "a spacer does not waste". Additional images in the album posted above. Craft file: https://drive.google.com/file/d/0B9qbgEKOAvlpazBrbFpqbV9HYXM/edit?usp=sharing Parts: 161 (very little lag) Mods - See mods list earlier in the thread, I may not have used Interstelar parts on this. Also there is a custom part, the station body: https://drive.google.com/file/d/0B9qbgEKOAvlpRzQ3NmwxVG1nT1U/edit?usp=sharing
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My first foray into part modding. I rescaled a part from another pack to see if I could make a proper Discus Station. Pic is also added to album above.
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Once I get a bit better I will be building something like this: EDIT: As a one off I may use the Orion mod, if it works with the others. I have also cut the Hollow Structures mod from the list as it is super buggy and not optimized.
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Now that I finally have a stable install with mods working here is my first attmept at an ice hauler: Edit - Will upload the craft file and mod details after I add a few more finishing touches to her.
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GSFA[Geotech Space Flight Agency] KSO missions
Top8 replied to OrianCEV's topic in KSP1 The Spacecraft Exchange
What mod are those panels form? Also - very nice shuttle. -
It would be nice to see this start up again.
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Small victories, I now have a stable list of mods that loads on our machines and allows for a very good range of design flexibility and the parts set looks like 2070 might. Sadly B9 is not on this list as it was not cooperating.  Near Future Propulsion (http://forum.kerbalspaceprogram.com/threads/52042-0-23-Near-Future-Propulsion-Pack-0-33-1-(updated-24-01-14-balance-changes))  KSP Interstellar (http://forum.kerbalspaceprogram.com/threads/43839-0-23-KSP-Interstellar-(Tweakables-New-ISRU-Preecoolers)-Version-0-9-2-(Beta))  Deep Space Mission Pack (http://kerbalspaceprogram.com/deep-space-mission-pack/)  Habitat Pack (http://forum.kerbalspaceprogram.com/threads/64442-0-23-Habitat-Pack-v0-2-new-hab%21)  Large Scale Structural Parts (http://forum.kerbalspaceprogram.com/threads/34664-Large-Structural-Station-Components-20-Compatible-Release-Thread)  Hyperedit (http://www.KerbaltekAerospace.com)  Kerbpaint (http://forum.kerbalspaceprogram.com/threads/50008-0-23-KerbPaint-Paint-layering-for-parts-%28September-23rd%29-%28Same-Old-Still-Works%21%29) note: delete old module manager Designs do not have to use all of these mods, but certainly can. I can also try out a welded part here or there. EDIT: Disclosure - Still getting some sort of exception going on from one mod or another but it doesn't seem to be affecting the game MissingMethodException: Method not found: 'EditorLogic.Lock'.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Top8 replied to Fractal_UK's topic in KSP1 Mod Releases
I loaded according to the installation doc, on a fresh install - but I am not getting the message to swtich trees. The game loads just fine, but I don't have any new parts - nothing. Help would be greatly appreciated. -
Ahh, yes. It is a placeholder from an old design of mine. The unit in question is actually a number of ships and some of the rounds are for rearming those that actually go into combat. This was from my naval academy stint. EDIT - actually this was for the Macey Dean thing that unfortunately did not go forward.
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Hello Richard, Welcome to the forums! General Update: Our new project site http://top8media.com is up and running. There is still plenty of work going on to make the back end work but it is looking good.
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Our latest development session resulted in adding some of our organizational resources to the VDP as appendicies (V1.02). This gives interested readers a bit of insight into the how and why Top8media operates (see Appendix G - core concepts).
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As requested by several people here is the submission format for Concept Art (taken directly from V0.99 of the VDP Reference Document): 2.4 Art Submission Formats - Concept art must follow these submission rules: • 2.4.1 General Form - Each submission should be a spacecraft design plausible in 2070 with liberal allowances for technological progress but no significant new discoveries in physics. The purpose of these spacecraft models is to be interesting and realistic in design. • 2.4.2 KSP Submissions - If your spacecraft model is done in Kerbal Space Program it must be compatible with a clean stock install with only B9 Aerospace and hyper edit as mods. It is not always required that a craft be able to launch from Kerbin. If the craft is only intended to operate in space it need only be placed in launch clamps that allow for easy hyper edit of the craft to orbit. The developer debug console is also useful for non-launch designs. KSP ships have two critical game (software) functions: propulsion and lighting. Given that the purpose of the model is to showcase design it must appear to move well for purposes of videos and must be elegantly lit. If the craft is intended to aero-brake or operate in an atmosphere (i.e. a shuttle) it should be functional enough to do so (i.e. Duna Shuttles need to fly and land on Duna, Mun taxis need to be able to take off from and land on the Mun). Use of the developer debug options is encouraged since it makes design easier. o KSP Ships should be limited to 300 parts though using fewer parts on small craft is encouraged. o KSP plugins (mods) are limited to the most recent versions of:  B9 Aerospace (http://kerbalspaceprogram.com/0-20-2-b9-aerospace-pack-r3-1/)  Near Future Propulsion (http://forum.kerbalspaceprogram.com/threads/52042-0-23-Near-Future-Propulsion-Pack-0-33-1-(updated-24-01-14-balance-changes))  KSP Interstellar (http://forum.kerbalspaceprogram.com/threads/43839-0-23-KSP-Interstellar-(Tweakables-New-ISRU-Preecoolers)-Version-0-9-2-(Beta))  Hyperedit (http://www.KerbaltekAerospace.com)  Kerbpaint (http://forum.kerbalspaceprogram.com/threads/50008-0-23-KerbPaint-Paint-layering-for-parts-%28September-23rd%29-%28Same-Old-Still-Works%21%29) o It is also possible to use the KSP Demo (https://kerbalspaceprogram.com/demo.php) despite a smaller range of parts. o Please provide all craft in a stable loading form so that launch clamps or landing gear will support the craft without breakage. o Launches may require using developer tools via the debug console and this is acceptable. Press CTRL+ALT+SHIFT+D to access the console and enjoy unlimited fuel, unbreakable joints, and other helpful perks. Turning off gravity is very useful for building ships and stations that would be built in orbit by 2070 and not be designed for planet-side launch. • 2.4.3 Blender Mod Submissions - If you use blender then your model must be submitted both as a blender file and as a mod file that loads into KSP as a (single object) part. Like a normal .craft file submission it must have propulsion and functionality just like a normal KSP submission. There are tutorials like this http://www.alternatewars.com/Games/KSP/Tut1/KSP_Tutorial_1-1.htm with help available from the Blender and KSP community forums. • 2.4.4 Space Engineers Submissions - Space Engineers game files will be accepted (ASAP). • 2.4.5 Transformed Art Option - Submissions can include optional images based on the 3D models from files above. Any images included should have high resolutions, be original work, be in the.png format and not exceed 5,000 Kb in file size per image. • 2.4.6 Design Notes - The brief design notes required to go along with a ship design are: o Design History - Write 450 to 750 characters on the origins of the design o Notable Features - Write 450 to 750 characters on any features the design is either liked or disliked for o Optional Short Story - Write a short story about the first ship of this design in active use or service. o Spelling and Grammar - Please use the Microsoft standard spell checker and highlight words that the checker does not understand so we know you have checked. We will not be very strict with grammar because we would rather have a reasonably clear entry with creativity than one with perfect grammar. International students and those with English as a second language should also feel free to write given grammar is not a focus. o Text File Type - Please put all text in an MS Word 2007 .docx file type. • 2.4.7 Horizontal or Vertical Design Integration (Portfolio Only) - This expanded submission format (currently optional) requires 3 to 5 ship designs be produced and a presentation based on the cumulative design notes (section 2.4.6) be produced. This presentation must show how the ships are manufactured by a single corporation attempting to achieve one or more of the following for themselves and / or their customers: o Horizontal Integration (http://www.strategicmanagementinsight.com/topics/horizontal-integration.html) o Vertical integration (http://www.strategicmanagementinsight.com/topics/vertical-integration.html) o Economies of Scope (http://www.investopedia.com/terms/e/economiesofscope.asp) • 2.4.8 Send in submissions - Please place your finished KSP, Word (and possibly Blender) files on Google drive or Drop Box and send a link with full sharing access to top8media@gmail.com.
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Practical propulsion methods for manned interplanetary travel
Top8 replied to mdatspace's topic in Science & Spaceflight
Good point - though I have not heard much at all about polywell lately. It would be great but it seems like something advertised as so striaght forward should already be out there and running -
Practical propulsion methods for manned interplanetary travel
Top8 replied to mdatspace's topic in Science & Spaceflight
Totally agreed on the Lunar infrastructure origin. Thinking beyond just doing a "mission" the only things we should be launching from Earth are people and small payloads of sophiticated hardware that can't be manufactured with the Lunar infrastructure. Though given the difficulties of getting on and off the moon automated assembly stations in lunar orbit - even a small human presence to allow for highly technical work being done efficiently - is the way. If it helped the assemly could even be done in earth orbit. With automation keeping the other costs down then a focus on using a system like http://www.stratolaunch.com/ could provide economies of scale. The idea is to stimulate an effective eonomy in space. You can have technology far better than is required and without an economy the "mission" approach will result in no long term presence. EDIT: That all said, NTR or LFTR + Emag will be the rocket propulsion of choice in space. -
Though everyone is still working on early stages of their designs I am working on a desgin index. For now it will live on the first page of this thread - keep an eye on my second post for these secondary but still important bits of project data.
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Wow - amazing! This is going to be great. So all those panels can be welded successfully? I have had a hard time with welder. Large wleded parts crashing the game.