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Everything posted by michaelhester07
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[1.0.x] Civilian Population 1.4
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Releases
They do, counting the space suit as well (all the civies will have one for "emergency", kinda like how there's life preservers in every room on a cruise ship). You can test it too. Make a small ship with the EVA seat and a lander can. Use of Kerbal Engineer is helpful to see the mass of the ship, but you can also check it in the map view. Launch the test ship, record the mass. Have the kerbal get out and get in the seat, record the mass again. The difference is his weight. I saw 180kg difference but I may be off a bit. -
[1.0.x] Civilian Population 1.4
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Releases
I bet it's actually intermediate parts that I used. I had the converters from my stanford torus mod. I'll go back and see what I'm intended to use with MKS and EPL. -
[1.0.x] Civilian Population 1.4
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Releases
I'll get TAC tonight and see where I can go with this. I tried MKS and as fun and deep as it looked there was an aspect that I didn't like: How abysmally slow it was to get ore out of a rock. It wasn't just that it was slow, it was that I couldn't time warp it or the resource management glitched. It's in the way that resource management is handled on a ship. All the modules update sequentially so it is possible for modules later in the pipe to get resource starved even though your ship shows that it has enough resources onboard. I'll try MKS again with TAC tonight now that I'm thinking of it, to add a bigger buffer for electricity, which is the big bottleneck. I feel like I have to have enough power on hand for 1 tick at max warp for each module before gains are added. I've been working on making the generators in my farms timewarp compatible and some of that's already in the mod. My farm module generators will calculate their resource expenses before submitting them with the part.RequestResource function. This pre-calculation I hope prevents jumping resources at high timewarps. It seems to work on my end. As of right now my farms are simple generators. I didn't want to make this too complex. Once I get into TAC and MKS and understand how the resource flow works I can add that to my farms and my civies. -
[1.0.x] Civilian Population 1.4
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Releases
Im sure Squad's implementation will be different. I had thought about the ideas Mind posted. Those may appear in a later update. -
My civie kerbals are abstracted. They count as a resource on your ship and only constitute as an actual kerbal when your recruit them. Funny thing is that the ship in stock actually loses mass when you recruit a kerbal as the crew of the ship has no mass but in EVA they weigh around 180kg. I guess i can make my own closed loop. Right now it's an open loop system with no conservation of mass.
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I used this on my civilian popultation mod for the Food definition. There is a question I have though: What resources are combined to make Food in most mods? I grabbed MKS and it's rather complicated (I'll figure it out eventually) but I want to keep balance with other mods that use that Food definition.
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[1.0.x] Civilian Population 1.4
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Releases
Few questions... all answers: Yes, you can build a legitimate colony on another world and have it grow on its own. Sadly no, the biospheres don't have lights. At least the large one doesn't. The small ones do have em. You can fix that by adding them separately. I had to take the lights out due to rendering performance. -
[1.0.x] Civilian Population 1.4
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Releases
I didnt collaborate with those. I'll check out MKS and how it works with it. Only problem I foresee right now is that the civies will eat food at a different rate from the crew on a MKS base. So long as you use the packed farms that should be fine. -
[1.0.x] Civilian Population 1.4
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Releases
TAC life support is not needed, it uses the Open Resource System food definition. -
Civilian Population Mod on KerbalStuff Licensed under a CC-BY-NC-4.0 Turn your Kerbal society into a Type 1 Civilization (Kardashev_scale Type_I by adding civilian exploration! Your agency as research goes on gains the ability to have civilians take part on your exploration, ultimately letting you recruit new crew members from the population (the motivation for taking civilians with you). Scroll to the bottom of this post for a quick howto! Part List: Civilian quarters (3 sizes) Civilian contractor dock: allows civilian population to grow while in kerbin space Garden modules and farm biodome to feed the civilian population Resource containers Laser drill for in-situ resources Recruitment centers : Movie theater, university, flight school How to manage your civilian population Civilian kerbals are not like your astronaut kerbals. They require food to survive and have not been trained on how to eat a diet of snacks. The management of your civilian population relies on generating enough food for them. If you have enough food they'll live. If you don't they'll die off. It's that simple. Space Tourism Civilians will flock to your space stations and bases which can support them. You can either transport them yourself or you can hire Civilian space agencies to transport them for you. The space agencies gave Netherdyne plans for a universal docking port which their transports will use. Attach the port to your station or base and you civilians will come. Space tourism is limited to the kerbin system (Kerbin, Mun, Minmus). Civilian reproduction and long voyages If your civilian population is big enough (more than 50) they'll start reproducing. This will produce a new recruitment able Kerbal every 3 kerbin months. Understanding the stats on the Civilian Quarters parts Every civilian quarters part will show you the statistics for your population's voyage Food per pop: This is the minimum amount of food your ship's stores must have on hand to support the population. To get the required amount multiply this by the size of your civilian population. It's easy: 1:1. So 50 population requires a minimum of 50 food to support. Each farm module is scaled to support a 1:1 quarters to farm size. The large biospheres support the largest of population capacities. Each farm tells you how much population it can support. Population Growth Rate: this is the time in seconds it takes for your population to grow through reproduction. Population Decay Rate: this is the time in seconds it takes for your population to decay. Growth and Decay timers: these show the current state of growth or decay. When these pass their respective rate the population will change by 1. Reproduction rate: this is the minimum population your ship needs to start reproduction. The speed your population grows at scales based on how big it is beyond this. A population of 150 will reproduce 3 times faster than a population of 50. Total consumption rate: this is how fast your population is consuming food civilianDock: If you have a civilian contractor dock attached to your ship this indicates it. civilianDockGrowthRate: this scales your ship's growth rate by the number indicated. Scale is 1000 for kerbin and kerbin orbit, 100 for Mun, 10 for Minmus. GrowthRate: This is how fast your population is growing. Recruit Kerbal: You can recruit a new crew member from the population onboard the module. Each Civilian module except the dock supports a number of Crew slots. Population changes over time, even when you're not watching! The civilian population on your ship or base will change over time even when you're doing something else (flying another mission perhaps). How the population fares depends on how well you managed the food on your ship. Make sure your ship, station, or base has food and all the farms are operational before you leave it! Individual Parts Civilian Contractor Dock The Civilian Contractor dock allows civilian space agencies to deliver passengers to your station or base. You must have enough food to receive the passengers before they arrive. Small Civilian Apartment This gives a small but adequate place to stay for 8 civilians. Has 3 slots for crew. This fits a 2.5 meter diameter ship. Large Civilian Quarters Has enough room for 25 civilians and 4 crew. The core is 3 meters wide. Civilian Apartment Complex Has enough room for 60 civilians and 8 crew. The core is 3 meters wide. Farm Biodome Intended for use on a surface the farm biodome supports up to 60 civilians. Garden Biosphere The garden biosphere supports 50 civilians and is better suited for orbit and flight than the ground. The white core is 3 meters diameter. Small Garden Biosphere The small garden biosphere supports 25 civilians. The white core is 3 meters diameter. Small Hydroponic Garden The small Hydroponic garden supports up to 8 civilians. This module fits a 2.5 meter diameter ship Netherdyne Construction Drone The netherdyne construction drone allows users of Extraplanetary Launchpads to build bases and stations with "robots" before sending a crew up. This would make sense in a way: in real life we would probably build a moon base with robots before the first crew arrive. This part does nothing if you don't have Extraplanetary Launchpads University The orbital university has a science lab built in for processing research experiments. Can recruit Level 3 engineers and scientists Flight school The flight school has attach points on the landing pads (though one of them has the door for the crew). Can recruit Level 3 pilots. Movie Theater Kerbals must be inspired to work on a specific job. Select a type of movie to play to gain a discount on recruiting that type of crew member. Resource pods Left to right: Fertilizer container (biomass, water) Gas container(oxygen, carbon dioxide) Sustenance container (food, water) Waste container (waste, wastewater) These pods will store various resources your ship or base needs. All of them are surface attach. Most are less than 1 ton weight. The fertilizer one can get up to 7 tons though (that provides a lot of food). inline substrate/water pod This pod carries 1000 units of water and substrate mined from a surface. Laser Drill (the green lasers on the right) The laser drill allows you to extract the substrate and water from a planetary surface for your colony. It contains the converter to change the materials into biomass. This converter uses water to convert the substrate to biomass. Turns out bacteria like that material. Managing your Civilian Population Basics Civilian Population requires food, water, and oxygen to survive. They will produce Carbon Dioxide, Waste Water, and Waste. Each civilian module (except the contractor dock) has space for 1 kerbin-day's worth of waste and 1 kerbin day-s worth of needs for the population that it supports. Production of food requires biomass and water. Food is produced at a garden module or at the farm biodome. Garden modules and the farm biodome are equipped with recyclers which can convert the waste water and waste back into water and biomass. The plants inside also act as natural scrubbers, clearing out the CO2 and producing Oxygen. The farms do not come with biomass storage. These must be attached through way of the fertilizer pod. Use of the other resource pods is recommended for an extra buffer of resources. If a waste resource builds up to the cap the excess will be dumped out into space. It is thus imperative that you keep the recycler running. The recyclers will outpace the waste production for their intended population size. The biodomes and civilian modules are paired together to make managing this simple. The civilian population will grow once it is larger than 50 members. This growth requires a kerbal's mass in food (about 380 food). They may also come to your base or station through way of the civilian contractor dock. When they immigrate to your station, ship, or base this way they don't consume 380 food per growth. Farm food stores can be quite massive, equating to roughly 120 days worth of food for one kerbal on the small garden. That is because the colony's population growth will need the food. The pictured land crawler shows everything you need to maintain your civilian population and to grow it. Left to right: mining container, garden, fertilizer for garden, Civilian pod, laser drill. In-situ resource utilization Water and substrate must be present in some amount at the landing site for your colony (much like MKS) for you to get the resources to grow the civilian population. The laser drill can be used to grab these resources. If you have MKS then you can use those parts to get the resources as well. The laser drill has the same efficiency as those parts. Recruiting specific job kerbals If you wish to recruit kerbals with specific jobs (pilot, engineer, scientist) you can use the movie theater, university, and flight school. The movie theater is the basic part required for this. Your kerbals need inspiration for them to decide that they want to do a specific job. To get that inspiration you play movies for them in the theater. Select a type of movie to get a bonus to recruitment for the job it matches: - Racing movies: Engineer kerbals are inspired by the act of tuning up a vehicle to win races. Playing these movies makes engineer recruitment 10% cheaper. - Scifi movies: Pilot kerbals are inspired by dogfights, things blowing up, basically what Jeb grew up on. Play these movies to get a 10% cost reduction on pilots. - Documentaries: Scientist kerbals love documentaries about the solar system, plants, animals, and space exploration. They especially love the ones they wrote Play documentaries to get a 10% cost reduction on scientist recruitment. ** All recruitment costs 50 inspiration, unless you're playing a matching movie type. The University comes in when you want an educated kerbal Scientist or Engineer. See the movie theater makes a kerbal think he knows what he's doing. A university makes sure he knows. The university has a science lab for the scientists to process research experiments. To recruit a level 3 Scientist or Engineer requires 5000 education and 50 inspiration. Open Classes to start the education. Educating a new kerbal will take roughly 10 kerbin days. The Flight school comes in when you want a pilot who crashes less than Jeb. To recruit a level 3 Pilot requires 5000 flight experience and 50 inspiration. Open classes to start the training. Training a new pilot takes roughly 10 kerbin days. Rent Civilians generate Rent now! Earn 100 funds per civilian per day as they live in your apartments on your station, ship or base. Robotic construction facilities The laser drill now has an ore drill on it. The netherdyne smelters return as well. Combine the Cnc Mill, smelter, Construction drone, and laser drill to enable construction of bases or stations in situ without the need for a kerbal present (though you may want one or two to place survey stakes). You still need to find suitable ore deposits. In situ construction requires Extraplanetary Launchpads. 1.4 released! 1.4 updates Civilian Population for 1.0.x KSP (tested with 1.0: 1.0.x currently does not have significant changes that impact my testing) I've allowed the use of Ore in the converters to serve as a commonly dug up resource which you can then extract other resources from with the Civilian Population Converters. Note that the Karbonite smelter is obsolete with stock fuel system. Other than that... * The laser drill's converter will extract Water, Biomass, and Carbon Dioxide from ore. Stock Ore can be converted into rocket fuel so this assumes that the stock ore contains hydrocarbons which would convert into biomass and water. * Civilian Population also assumes the stock ore contains metals which allows the original Ore-Metal-RocketParts resource path for Extraplanetary Launchpads. This should make locating your industrialized base simpler than before. I'm taking a break from Kerbal Space program after this update, gettin into other games. I'll be watching to keep Civ Pop current with the KSP releases. Godspeed! New in 1.3 New textures on pretty much everything Some parts were sufficiently detailed to not receive new textures. Others got brand new texture work. Biosphere domes, civlian pods, farms all got reworked. New IVAs for most of the parts All of the pods got new IVAs except the movie theater and the airlock. The movie theater is because I don't have the plugin made for it. The airlock is because it operates with 2 doors so you can get in and out of a biosphere or biodome. New part: MK2 Cruiser Landing Gear Balance updates Rent generated from a single city now meets diminishing returns. Up to 50 civilians will get the full 100 rent per civilian. After that it drops off by 1 per extra civilian. By 150 civilians you will only receive 10 funds per civilian with each rent cycle. Farms are re-balanced to have the correct energy consumption. The large biosphere farm will require about 12 Gigantor XL solar panels to keep powered up. The large Biosphere farm now supports 70 kerbals (roughly) The Biodome Farm Mark 2 now supports 70 Kerbals (roughly) The substrate converter on the Laser Drill no longer creates extra water (previously it would produce 5x the water that was input into it) The construction drone now produces 30 productivity at the cost of 5kw electricity per second The biosphere airlock can now store science experiments. Go do that EVA you wanted to! Bug fixes The Construction Drone now properly works with 5.1.2 Extraplanetary Launchpads The duplicated Regolith.dll is no longer needed. I added the KSPDependency information. Extraplanetary Launchpads is added in the KSPDependency information. It is required to use the construction drone. About the Movie Theater and why it does not have an IVA yet This is because I do not have the necessary plugin created to play movies inside of it! This will come probably in 1.4 with the cruiser parts expansion. New in 1.2 New civilian house and landing pads Jumbo Truss system Facilitate the construction of huge generation ships with the jumbo truss system. Biodome and Biosphere system Build your Type 1 civilization base with biodomes, and the generation ships with biospheres. The construction of a permanent city on a body without any atmosphere would require the use of biodomes to contain atmosphere. Cruiser landing gear The cruiser landing gear was born out of necessity. When operating a base where the weight can change the base can shift angle slightly by several degrees, causing some parts to clip into the ground when they really shouldn't have. Landing gear is proven the only thing that prevents this kind of shifting. To make very well sure that this glitch never kills a base again I created the cruiser landing gear. With 3 meters of play and up to 6 meters off the ground your base will never clip into the ground ever again, at least unless you made it 1km wide, then I can't save you. City and ship album Some FAQS Is TAC Life support needed No. If you have it this mod may make it easier to manage though. I balanced the civies to consume 1kg of food/water per day and .1kg of oxygen per day. These are in kerbin days (6 hours). Depending on how you've configured TAC life support your crew may use more or less resources. They are the same resources. Unfocused ship simulation should be compatible as I use Regolith and MKS uses it and MKS is compatible with TAC. Do I need MKS? No. It enhances the experience though, providing parts to expand your base or station with. MKS unfocused simulation is now compatible. Other mods which may help the experience Scansat (for resources) Extraplanetary launchpads (for building huge cities on a planet) Hangar Extender: For building Generation ships with the new parts in 1.2 Change list: 1.2: new biodome/biosphere framework, large truss parts. Fixed issue where civilians stop using resources when undocking from a station or base, and where docking may have caused double the resource consumption. 1.1: moved everything to regolith. Civilian population regulation extends regolith. This should make my mod MKS and TAC LS compatible (I didn't test TAC tho). 1.0: initial release of the completed system. Uses food from other life support mods 0.1.2 Changed the Food definition to a new Civilian_food, which encompasses all of their current life support needs. Fixed the door on the civilian quarters 0.1.1 Fixes a bug in all of the modules added so that they start properly.
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[1.2] WIP: Civilian population development thread
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Development
Worked on the part models today. The Small civilian pod (you can see into it) and Medium civilian quarters The large civilian quarters You saw the large farm biosphere. The parts below it are the small biosphere and the inline garden -
In the Vab seems you can't zoom out farther than the original extents. Would be useful to be able to.
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[1.2] WIP: Civilian population development thread
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Development
Lol a plausible scenario Making progress on this tonight: The coding is mostly there. The models are in the works. This is an initial test with the finished Farm biosphere. It has a sphere collider on it which works surprisingly well. The biospheres come with 3 meter attach points on the ends so they can become part of your ship. The farm lights up inside to indicate it is active. It will eventually use the water resource onboard as well, producing waste water which must be recycled. Here are a few test shots of a generation ship. Depending on how big your ship gets you may need the hangar extender mod. Heres a break down on the stats that you see here Food per pop: This is how much food each civilian consumes population decay rate: if you don't have enough food the decay timer runs. When that timer goes longer than the decay rate the population decays by 1. The number is in seconds. Timewarping speeds this up. Reproduction rate: You need more than this many civilians for them to start reproducing. The larger your colony gets the faster they reproduce. Growth Rate: this is the rate at which your kerbal civilian propulation grows. It is a multipler added to the growth timer. Population growth timer: This timer goes with the Population Growth rate, when it gets higher than the number the population grows by 1. The other Growth Rate accelerates this timer. Consumption rate: the total speed that your civilians are consuming food on your colony. Your farms need to produce more food than this for your civilian population to survive. Still to come: making the growth rates process even when the ship is not focused, models for the rest of the parts planned. -
[1.2] WIP: Civilian population development thread
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Development
A slow day at work leads me to making some concept models for the generation ship biosphere and the small garden The end caps on the biosphere are sized for 3 meters. Final texture details are yet to come. The garden module is 2.5 meter diameter New balance brainstorm: The biospheres will have greater efficiency in space than on the ground while the biodomes will have greater efficiency on ground than in space. -
I've been letting unity calculate the normal angles for me when I import the model.
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How do you handle radial decoupling?
michaelhester07 replied to Duckytrask's topic in KSP1 Discussion
I build custom radial decouplers out of surface mount plate and a stack decoupler. This has a benefit of being able to surface attach multiple boosters to the same decoupler and no strong ejection force so it just falls away. I use the girder in early careers to supply this benefit. have to make sure the decoupler is attached correctly or it doesn't decouple. -
[1.2] WIP: Civilian population development thread
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Development
The last part about how big the population is: This is where you can start to get kerbals reproducing. That said I don't know what the gestation period and lifespan of a kerbal is supposed to be or how horny they are. I would guess you can hire children right out of the box. Plan for reproduction balance: Minimum Civie pop for reproduction: around 50 or so Civie birth rate: once every 3 months per 50 population (it grows faster with a bigger population) Open resource system has a food definition that I'll use. Kerbal Resource Department: Yes your crew are technically your employees so in order to "hire" them you need an office for them to fill out paperwork in. At the moment I have no plans to make civilian population visible on your ship/base. The civie living space will have some space for crew as well. A brainstorm of modules I'll do Small mobile KR office: Basic recruitment capability (seen in the picture... i'll probably just recycle the science lab model for it) Small civilian transport pod: Holds a small civilian population (up to 8). (2.5 meter part) Small garden module: Spherical center module with two 2.5 meter end caps contains floating hydroponic garden. Provides enough food for one small transport pod. Garden pod will probably only consume electricity Larger version of those 3 parts for 25 civilians. Large KR office contains training facility so you can produce experienced kerbals. Farm biodome: provides 50 food Apartment biodome: Civilian population of 50, 8 crew capacity Generation ship quarters: Colossal space biosphere (15 meter radius), 100 civie, 20 crew capacity. Generation ship Farm sphere: Basically the farm biodome but space based. Government center: Reduces the cost of recruiting a kerbal at the base/station it's attached to and will increase the civilian growth rate. Civilian space dock: Allows growth of population from kerbin (rate will depend on how far from kerbin you are) I expect to finish the coding tonight and start modelling. -
I've begun working on the idea I had for in situ kerbal recruitment. The first step is done: confirm that it is actually possible to generate a new kerbal on board a ship. I'm working this as it's actually possible. The pipeline idea I had before (where you build pipes on a planet) is scrapped as it seems i can't get resources off a ship unless its loaded. The answer is that it's possible. Here I'm testing the recruitment module using the science lab as a basis. I'll do a new model for this (maybe). The kerbal in the module on the second screenshot was added straight to it from the roster. Apparently that's the only way to do it without breaking game saves. Trying to interact directly with the CrewGenerator will result in being unable to save and go back to the space center (wow). Now that i confirmed it's possible to recruit a kerbal directly to a ship it's time to build the Civilian population mod. Heres how ISKR (in situ kerbal recruitment) will work: Civilian population will be a new resource (like the green resources). In order to build a population on your base or station there will be 3 types of parts you need. 1. Civilian spacecraft dock: This dock will be how civilians actually get to your station. This is a commercial subcontractor dock which will receive new civilians at a rate depending on where the base is. You don't need this if you plan to launch them yourself. 2. Food: There will be new garden modules and biodomes (like my farm biodome) which will add a "food" capacity to your ship. Food will be required to support a civilian population 3. Housing: A house module will be available (that actually stores the civilian resource) in different sizes. 4. Kerbal Resource department (pictured above): Finally once you build up enough civilian population you can recruit from it. This spawns crew in-situ. If your station or base has enough food and housing and a civilian dock you'll start to receive civilians. The rate you receive depends on where your base is and how big the current population on it is. Within kerbin system would be the order of a few hours at a time. Out by Eeloo would take years to get them there. You can of course launch a ship with civilians on it to seed your base. That ship will need the necessary parts to sustain the population.
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Need help texturing
michaelhester07 replied to Tristonwilson12's topic in KSP1 Modelling and Texturing Discussion
I'm just gonna add some things: You may wish to make the UV polys for the hatch bigger so you get more texture pixels to play with on those. Particularly the large flat part of the door should have seams on it so you can do the door texture right. The edge can be smaller if you want a matte color on it. Once you're done with the UV's duplicate the door polygons: Select the door polygons. Press Shift+ D. Right click so you don't move it Next Split the duplicated door out: while it's still selected press P and click "Selection" Tab out of edit mode, then select the new door polygons. Rename them "Hatch". This will give you some hatch polygons to use in unity. If you make this part through unity you'll have the Hatch object which can serve as both the hatch and the ladder on your capsule. You can follow that huge sticky thread for what to do with the hatch. -
Disable physics on "background scenery" ships
michaelhester07 replied to Wanderfound's topic in KSP1 Mods Discussions
I had to look into this on my stanford torus mod but to enable physics instead of disable them. From above the parameters you need were listed: float distancePackThreshold = 5000 float distanceLandedPackThreshold = 350 float distanceUnpackThreshold = 200 float distanceLandedUnpackThreshold = 200 These are present on every ship and are in meters. It should be noted that the game world coordinates literally revolve around your current ship: Your ship's position is the origin so you can calculate ship distances directly through the Vector3 distance function. You won't need that for this though. Those variables go like this: Pack Thresholds are when the ship goes from off-rails to on-rails. This is in meters distance from your current ship. A ship being on rails will still render up to 2.3 km away. That's a different parameter (I don't recall it off the top of my head). Unpack thresholds are when the ship goes from on rails to off rails. You'll need to put a module on your vessel that when it does its Update() routine checks every vessel and updates these values to the ones you want. You can filter it to vessels in the general vicinity through that vector 3 thing I mentioned or just check all of them. The landed ones are new to me but I suspect they're not much different. In the source for my stanford torus mod is a module called "structuralIntegrityField" which will show you what to do. -
Hmm... wish I had waited for a bit before updating the stanford torus mod. Maybe the best of both worlds... shrink the torus for large objects, use hangar extender for small details. I'll grab this when I get home today.
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I can see you using the science lab part on a base. Like i had said I moved the door so that it doesn't clip into a torus hull when you place it. Bad things can happen when a kerbal steps out into a clipped hull (like a whole station blowing up). I moved the other module (the habitat module)'s door for the same reason. The downside is that this will require you to engineer a ladder on the side of it for your future bases if you use it on a world with a lot of gravity (eve, duna). The 25m ring launch... Just strap 5 kerbodyne tanks with KR-2Ls together to handle the weight. Remember: anything can fly if you put enough thrust under it.
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I started making a base on the mun in my current career. I'll get more screenshots tonight. After finding that Extraplanetary Launchpads supports the use of launch clamps I set about building base parts out of them. Build goes deployment ship-> initial base platform ->small construction truck-> large construction truck (what you see in the foreground) -> modules. All linked with KAS. The launch clamps get around pretty much all of the old problems with building bases. Also .90 seems to be more stable. Modules on my base: Habitat module (seen center) Refinery module to collect karbonite and ore for processing Launchpad module Power module (one of my ultra huge solar panels) There's also a storage module but I haven't tested that one yet. Have to watch out for the launch clamps clipping into the builder. The arms on the builder are to stabilize the new module deployment when its finished. A kerbal gets out and hooks up a pipeline to the construction truck.
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When do you begin your gravity turn?
michaelhester07 replied to Brainlord Mesomorph's topic in KSP1 Discussion
My last career i've been building rockets with TWR as close to 1 as possible. This is to get as much work out of an engine as i can. My gravity turn ends up being based on the current apoapsis rather than my current altitude. Kerbal Engineer reads this out to me in realtime though I could use the map just as easily. 0-40km: fly generally straight up. Bias the gravity turn around 10km (80 degrees bubble) 40-60 km: angled toward 45 degrees east. 60-75km: Angled near the horizon until I get the desired orbit altitude reading. The lower I angle the slower my apo climbs. My ship is usually around 40 km altitude when I get there. 75-80km: Cut the engines and coast to apo, then do orbit insertion burn It might not be fast but it's amazing how much you can lift with one LV-T30 when you build near a 1.1TWR and use boosters to clear the thickest part of the atmosphere.