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Sgt. Cookie

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Everything posted by Sgt. Cookie

  1. Infernal Robotics? It gives you all sorts of mechanical hinges and turn tables and things that actually turn. With a little bit of work you could probably design something that can pack up small, but expand out to something much larger.
  2. The current version works fine with .23. I'm using it right now and it works just fine.
  3. Retyping out in the correct grammar "This is be typing thing what I did" with my eyes closed. "This is a typing thing, that I have done" Typing "I love KSP" with my nose i love bkisp
  4. That's not a functional example, it's just meant to showcase the connections, like I said. I could have been using Ant engines and it wouldn't have really mattered. After all, it's not the probe I was posting, it was the Meganode. But anyway, I hope you enjoy connecting stupidly large numbers of things together. And as promised, the probe pic: It has two lots of the small science, enough battery power to last you about 3 minutes without sunlight and enough fuel to take you to the edge of reality and back. The solar panels provide all the power you're going to need. Hope I've been of some help.
  5. Heh, thanks. I found that it's best used as an Ion probe. Not like the first picture, that's just emphasising the number of connections, 14 in total. I'll post a picture when I get home, but here's the general idea: Like in my initial picture, you want three xenon tanks attached to the underside of the meganode. This is more than enough xenon to get you to the next galaxy, so you needn't worry about fuel. On the top, you want a probe core of your choice and the bottom the ion thruster itself. On the left (or right) side stick on a solar array, unlike the other parts, this are attached right onto the I beam, rather than clipped through onto a connection. On the other side, you want to attach some batteries, try to get two or three of the 1k batteries mounted onto the connections, then mount one of the smaller fold-able solar arrays onto the batteries. Now, if done correctly, you should have a side that's completely clear. Attach whatever modules you want there be they science or whatever else you want on the back of it. Science, Kethane detector, landing site probe, hell, you could even use them as a comms network. The possibilities are endless. Like I said, I'll get a picture up later, as I'm at uni right now.
  6. The problem is that when you break, the front of the vehicle tips forward beyond the COM, causing it to overbalance. What you need is something heavy in the back, like one of the smaller Rockomax tanks, to act as a ballast.
  7. Finally got enough infrastructure on the Mun to start producing rocket parts there. Sadly, they're not doing much yet. *Sigh*, gotta launch another orbital dock into Munar orbit and figure out a good shipping method.
  8. Solar Station Byzantium. A massive station that is in solar orbit. I've got Kethane/Extraplanetary Launchpads installed, so right now I'm just building the infrastructure to build it on the Mun. Possibly Minmus, but that would depend on whether or not there's a Goldilocks zone (ore and Kethane in the same place) there.
  9. After an age I finally got my Kethane/Ore drills onto the perfect Goldilocks's zone of both Kethane and Ore on the Mun. Thus the first part of my Byzantium Solar Station project is complete. And then the next part can begin. Getting the infrastructure to manufacture rocket parts right there on the Mun.
  10. In simple terms? It's the most efficient Liquid Fuel/Oxidizer engine. The thrust is low, yes, but you're going to be burning for a hell of a lot longer than other engines. Here's a simple experiment you can do: Grab the Kerbal X stock craft (Don't change anything, yet) and attempt to fly it to the Mun, difficult but doable. Success is not necessary here. Whether you've succeeded or failed, replace the final engine for the LV-N and then fly to the Mun. Unless you're seriously inept, you'll get to the Mun with over half your tank still left.
  11. RemoteTech automatically connects any in-range and correctly oriented craft to the KCS. It's a pretty difficult mod to use, so be wary.
  12. Kognitif - Rocket Trip. It was used before in the Constellation Mission vid.
  13. That depends. Often I just give them simple names, like Mun Rover 1 or Comm Station 1-3. But sometimes, a more opulent name is required, such as my current station project that I've named Byzantium.
  14. Looks good. I may want to download that. Eyeballing it, I'd put the plane around 75-85 parts. That about right?
  15. Is it, login and logout?
  16. I would suggest Fusebox mod. What it does is give you a small window that tells you your Electrical situation, your battery life, drain, gain, etc. It is insanely useful. Check it out, no parts attached.
  17. Started the Apocalypse challenge today. Put up a Keostationary hub (RT2), an orbital launch pad (Extra planetary Launchpad) and a dual purpose Kethane/Ore detector in Munar orbit. All unmanned, BTW, now I need to start prepping for manned interplanatary travel. Which is going to be "fun", especially since TAC Life Support is installed. Although, I can spend the time putting together the beginnings of my starship. Whelp, off to go test a few things on a different save...
  18. You two did read the first post right? The OP stated he's not doing text.
  19. What? Someone had to do it. It's also sadly appropriate, as most of my stuff ends up broken and destroyed. But, I carry on.
  20. Here's a little thing I made: This is something that I like to call the Easy-make Meganode. As you could probably have guessed. But how'd I make it? Well, let me guide you through it. Right, well, the first thing we need to make this Easy-make Meganode is a Modular Girder Segment, like so: After that, we need four Not-Rockomax Micronodes: And we arrange them like so, sticking the first Micronode at the bottom and stacking the other Micronodes on top of it. DO NOT have a Micronode attached to both the top and bottom connections of the Girder: Now, you will notice that three Micronodes are more than enough to fill the Girder and you'd be right to wonder what that last one is for. Well, with the current set up, we've lost our very bottom connection. And that's what the fourth Micronode is for. What you want to do with this it to clip it (Not via the debug menu, BTW, it will clip naturally) through the bottom Micronode and orient it about until it stays. Sometimes, the fourth Micronode will simply shift the lost connection to one of the sides. If that happens, get rid of the Micronodes and keep on trying until you get a connection for all the visible sides. [No pic for this, but it'll be fairly self evident when you've got it right] This works perfectly fine, you can clip stuff through the Girder onto the Micronodes: But, it just looks kinda awful. So, we need to cover them. But with what? Why with this: The wide I-Beam, of course. Which fits over them quite snugly: The best bit? Stuff can still clip through them, right onto your Micronodes: So, that's the Easy-make Meganode. Capable of multiple attachments and can withstand speeds of upto 80 m/s. I hope that I've been of some help.
  21. For small rovers and craft that don't need a tonne of power, use the Thermoelectric generator. Seriously. That ^ rover has way more power than it needs. The mass-to-power ratio isn't nearly as good as the solar panels, but using the Thermoelectric drops the part count significantly. My advice would be to always have an SST(Munar)O on hand, should you need it. I would also highly suggest that you have a ship with more than enough Delta-V to get you back to Kerbin.
  22. Built a Kethane rover. It can scan, it can drill and it can convert! It can't store it though, so it can't be fully automated. Sadly. But, thanks to KAS and an Oscar-B fuel tank, it can transfer it to a manned ship.
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