jduchock
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KSP2 Release Notes
Everything posted by jduchock
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i had to put down the bong when i read this...thought i had slipped back in time for a bit... <<<shudder>>>
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bah...page blocked by work filters... anything you can copy/paste ?
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Possible Planet Additions (Revised)
jduchock replied to Samio's topic in KSP1 Suggestions & Development Discussion
is this available as a mod yet?...i'd love to have this AND the Krag system... ...yes sir, my computer can handle another set of planets !! -
hrm in game time: ...to Joker and back, took just over 13810 days (37 years, 11+ months) that doesn't include the approximately 25 years it took to put kethane stations at Minmus, Tylo and Eeloo Real life time: the kethane stations were done at about a rate of one every three days (station plus tug); the joker tour took a little over 24 hours of playing time (over a week span)
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go to the mods showcase and look for texture reducers and BoulderCo's RAM modifier. using both of those, i was able to get back almost a gig of RAM and therefore add 3 more mods (now running 21 mods)
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had it happen once...thought it was the reinforcements mod, but it wasn't... just krak krak krakin !
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Mission Control database: Share your future planned missions!
jduchock replied to gustomundo's topic in KSP1 Discussion
Operation KRAFTS (Kragian Relay and Fuel Transfer) As soon as .23 comes out, i intend to develop a system of communication satellites (remote tech) and fueling stations (Kethane) as a "highway" system to Sentar and the rest of the Kragian System. This will be done with a new savegame and the following mods: Krag Planet Factory (of course) Kethane Strut Reinforcement Remote Tech Novapunch Mechjeb (blacklisted) Cty Lights and Clouds (of course) BolderCo RAM enhancer Quantum Struts Crew Manifest Docking Cam ...i may toy around with IP launch pads, but may have to update part files to put them in the right places in the tree...not sure if it is .22 career compatible yet... That should keep me busy till .24 (or even .30) -
about 2/3 way down the page on the right is a small voting section...almost looks like an advertisement...
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wholly crap !...my vote counted. moved us up to second !
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Start factoring in the Krag system and you will find you need 30-50k + dV for a round trip. Fortunately, the mod adds two additional levels of time warp which makes it go faster, but the only way i have been able to make it to Krag and back is by Impossible Innovation, Interstellar Warp or Orion... I decided to wait till .23 to set up a kethane planet map for fuel outposts to Krag...which will take weeks
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probably because mods are now using alternate fuels (interstellar, impossible innovations, etc..) I like the idea of alternative (and more efficient) fuels. Without them, reaching the Krag system is incredibly difficult...
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well done...your alpha game beat out finished products !!
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Beyond Kerbin: Convenient Locations for Space Stations
jduchock replied to thiosk's topic in KSP1 Discussion
Ugh...building a station out there would mean either 1. constructing it locally (LKO) and slow-driving it out there (ETA eternity -1) 2. making a lot of trips out there to ship components one at a time (ETA weeks) 3. using interstellar warp or orion pulse engines (too easy) 4. building bases along the way to build / fuel / equip via remote launch pads (nomnomnom) i will be working on #4, but will take quite a bit of time. i plan to use Joolean moons as orbiting fuel stations (via Kethane harvesters) for a way-point out there. I only have one fuel station in orbit so far and expect to move the first kethane tug there this evening I am not sure of the gravity of the Kragean orbital bodies nor do i want to know (wanna find out when i GET there !) but i am sure to pick one as an off-world base. Good luck ! -
something similar happened to me when i was time-warping. My ship actually crashed into a planet but left a "ghost" in the map view. The only way i could fix it was to go to the space station and delete the ship. Fortunately, it was a kethane probe that had finished its job for the most part... ...i never figured out why the orbit changed...<shrug>....
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reaching jool's moons in one go
jduchock replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
I just parked my first fueling station above Tylo last night. i have two more fuelers to position before i send a Kerbaled mission to the surfaces... things are so much easier in sandbox (but hardly a challenge...) -
do a quick orbital fly-over of Duna sending back all your data then a landing on Ike. Once there, keep all data collected there and return home. This can yield 1300-1500 science depending on how you execute it. That should be enough to build a bigger craft to get to other planets... I have noticed (though not confirmed) that planets give more science than mere moons, so Moho should be a target for you as well. The approach i have taken is to explore bodies that have lower gravity at first so that my fuel consumption is minimized. Needless to say, this leaves Eve untouched for the time being...
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Yay ! This mod is once again official ! Going to remove my old version tonight and spin this one up ! Thanks for coming back Krag !
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and rightfully so !
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the never ending desire to start over... really, i find myself starting over trying new trees all the time. And with what seems to be an endless supply of mods, it never really seems to get old. I am eagerly (but patiently) awaiting colonization prospects and with the BioFuels mod ramping up once again, it might become a possibility soon ! The major downfall i have had is my insatiable desire to poke around in stuff...and as a result, learned how to edit part configuration and save game files...which makes it too easy for me to cheat. i am hoping that configuration files become part of .DAT or other file structure thereby making it harder to fudge values
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How do you cheat a craft into orbit?
jduchock replied to Themohawkninja's topic in KSP1 Gameplay Questions and Tutorials
not really sure what the problem is...i have gotten the Orion into orbit many times... Just have to set up the correct kN bombs and not use those HUGE ones that can rip a ship apart on launch... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
jduchock replied to rbray89's topic in KSP1 Mod Releases
DOOD ! You are another modder that seems to improve your stuff faster than i can download it (which is in no way a bad thing). I can't wait to check out the new clouds...will be poking on it all weekend ! Cheers !!! -
Minmus by far: Flat level terrain, low escape velocity requirements, usually Kethane on the plains for refueling.... it's the obvious place for a "hop base" to the outer solar system...
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fixed ! Resolution: remove all files and let Steam reload...easy enough. Thankfully, i have all my mods backed up and sync'd.