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SgìobairOg

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Everything posted by SgìobairOg

  1. Wait... isn't all this stuff stock in the current version? I have the sentinel camera and asteroids. What mod are we talking about?
  2. POD RACING!!! Actually managed to have a respectable relationship between mass and lift on this guy. Mix of stock and mod parts. It even yaws like the real thing! It works great! Sort of... Oh dear.
  3. I'm just curious how I'm supposed to get back from orbit now with the re-entry effects. There's no heat sheilding on the Mk2 cockpits. Radiators?
  4. Built a couple of stable, working aircraft with "bombs" that I'm proud of and spent a lot of time in sandbox trying ot destroy the KSC. F-4U Korsair Heavy Bomber
  5. Awesome, worked like a charm. Now fixed, deployed and non-tracking.
  6. I'm working on a Kerbin orbit station for a contract. I'm going for an ISS look-alike to a large degree. I used the stock large radiator panels on my trusses. Having got about two thirds of the station into orbit I just realised that the panels rotate to catch the sun. Is there a property in the part config or mu file that I could use to kill the rotation?
  7. Really got to wonder how you guys get some of these things into orbit in the first place. Anyway this one always gets me. He's just so dang happy.
  8. I suppose I'm really only contributing the idea, though from what I've seen of modeling, I could probably provide texture graphics. Mainly thought it'd be fun to have a parts "company" and do a little branding. I could learn to do it myself but I'm starting grad school and I already burn enough free time in KSP. Anyway, the idea, just because it'd be neat to have even if I'm not involved: I'd like a part or series of parts consisting of glass tanks of "bacteria" which slowly produce liquid fuel and oxidizer. Not fast enough that you're jetting around on "free gas" but fast enough that a staging station could produce enough over a long mission to fuel a return from orbit or some such. The details need to be hashed out a bit so it doesn't end up just cheating on fuel. I'd expect it'd be up the science tree with Fuel Cells, etc. I'd also expect you'd need a scientist and an engineer for it to work effectively. Not sure if it can be implements but I would expect the further out from the sun a real world system like this would get the slower the organic processes of the bacteria would get so less effective in the outer solar system, or perhaps using more electricity to maintain a temperature.
  9. I've got an idea for a part or series of parts based on some of the real world research into creating fuels from bacteria cultures. I don't really have the modeling chops or understanding of mod programming to execute it. If anyone's interested in starting a new space fuels "company" with me let me know. I'm happy to share more details.
  10. Well, after getting off work I managed to pull 880 science out of one trip to Minmus which put me over the cap to get the 4k batteries and the Fuel Cell Banks. More on that in a minute. The Mun ended up being the site of the base due to a contract to put a base on the Mun. When I first started the contract I didn't have any way of scanning for ore and I didn't plan on needing to. The specs for the base were support 12 Kerbals, generate power, have 4000 units of liquid fuel. I thought for certain I would be able to land that fuel, everything else was cake. After several failed attempts I realised I wasn't going to be able to land that much fuel without a ridiculous amount of missions. That's where I re-focused on opening up the rest of the tech tree and getting to the mining components. This was now a mining mission. Anyway, I was going to go the "do something else route" but realised I had a good bit more science I could pull out of the local area. Once I had the science for the fuel cells I put together a power module and hooked it up. All that was left was the converter module. It all worked perfectly. Not enough power to drill and convert at the same time, but I don't really need to either. The completed base: Hosts 13 Kerbals 18,885 units of electric charge 10,935 units of liquid fuel 1,200 units of ore capacity Next up, I've got a contract to do the same on minmus. Just got to get around on those slippery salt flats.
  11. My grand Mün base, Taigh Luan, is nearly complete. I have everything I need, except for 4000 units of liquid fuel. To remedy that I sent up the first part of the solution, a mining probe module that is attached out by the fuel farm. The converter module was going to be next and then I discovered I had a bit of an issue. My resource recovery rate is really slow. It's not the best ore location on the rock but I didn't originally plan it to be a mining base, I was going to land the fuel... which is a major pain in the . With nothing better to do I just started warping. Then night fell, then my drill stopped. "That's inconvenient," I thought. But I was certain it would come back on in the morning, it didn't. "That's inconvenient," I thought. So the next planned addition to the base was going to be a big battery bank. I put together a new segment for the station with three banks of 8 of my biggest batteries 400 units of charge each for 19200 total. Curious how long that would last I checked the power draw on the drill... 15 units/second. Just over 1200 seconds of life once the sun went down, about 75,000 seconds til it comes back up. So, question is how in the heck do I run a mining operation without having to check in on the mine every morning? - - - Updated - - - Actually just realised the ore converter is going to take twice as much energy. Am I basically just stuck until I can get the 1850 science I need to get the reactor? Or am I missing something?
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