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michaelhester07

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Everything posted by michaelhester07

  1. Modular would make it easier to make to be honest. I just want to avoid ending up with huge part counts when I go for the full scale torus (or have it be impossible to assemble in the VAB). If it ends up too big i'll give it docking port parts and actually build it in space. Woo that would be awesome actually. I'll redesign this to make it modular. It would help me that way to do the internals for the garden module and crew quarters module.
  2. I'll go: Spacedock (LKO) Alpha Minmus Shipyard (Minmus) Utopia Planitia Shipyard (Ike)
  3. Long time ago I kicked off this project and saw it through .25. Now that .90's come around i've gotten back into it. Since .90 broke the hangar extender I decided to tackle the whole editing process. Normally when you would try to add a torus hull it would look like this in the VAB: But look at that new button "editing mode." That's what I'm wokring on. Click that and everything shrinks by a factor of 50... like so If I can't make the VAB bigger I can shrink the torus. Every part shows as the shrunken version Those little mushrooms inside the ring are my science station which is bigger than most stock parts. There are some thing with this yet to be done Have to disable editing mode by clicking the button again before saving alt-click to duplicate a part doesn't shrink the part 5x editor mode: normal editor goes 1 2 3 4 6 8... no 5 in there I'll polish this a little more before I release it. Original thread: I've been wanting to give my Kerbals something more comfortable to live in than a 2 meter tank. I've begun "construction" on Torus shaped stations. The first 2 screens are below: The station parts above are for a 25 meter radius station (50 meter diameter). This project will culminate in a colossal 1km diameter Stanford Torus that I'll eventually put in orbit of Duna.
  4. Space tugs with the ARM claw are what you need. They can grip onto anything. Put the RCS on those, attach 4 of em to your plane parts and use em to combine everything. Then leave them behind once you go to Duna, or dock em at a space station for future use. Space tug parts: 1x 1.25m battery, 1x ARM claw, 1x probe core of choice, 1x RC-25 RCS tank, 4x RCS 4 way rcs port. build goes top to bottom Claw, battery, core, rcs tank, rcs ports (radial on the tank). You can strut from the RCS tank to the battery if you want some more strength. My spacedocks use those to maneuver heavy machinery around what doesn't have its own RCS ports.
  5. I tried to make a new Ion engine model last night and it's going well so far. The only thing is that I can't get the emission animation to work. The tutorial I found shows steps to do it but the screenshots don't match what's in my unity so I don't know if its working or not. Is there another tutorial out there? What do I need to check for to make sure the animation makes it into my .mu file?
  6. Don't care about Ninjaing when answers need repeating! Let the end points of each lander leg form the points of a polygon. Triangular is best. Your ship's center of mass cannot pass outside this polygon as projected on the ground or it will tip over. Let two vectors: ->A = from the center of one of the edges of the leg polygon to your ship's center of mass ->B = from that same center to the point perpendicular to that edge The 90 degrees - (angle between A and is the maximum slope you can land on. Since you can't get these positions exactly you'll have to eyeball it in the VAB. Make sure you eyeball along the edge of the leg "triangle" and not the points. You can increase the footprint of this polygon (and thus the amount of slope you can land on) by attaching the lander legs to the ends of girders or Ibeams. I should also note that there will be a maximum slope that you can land on regardless of leg footprint due to the friction between your lander's legs and the ground. This slope is shallower for the more gravity the thing you're landing on has. If your lander slides down the slope you land on you'll reenact a proper Kerbal landing (where everything blows up).
  7. OK I'll try that when I get home. I may do the 4 separate part version anyway for flexibility.
  8. I'm thinking splitting it up would produce the best results, especially for the larger versions of these. If I split it up do I have to do anything in Unity to make sure it doesn't fall apart? Or will it stay together.
  9. This is one I have so far. I want to know how to setup the collision mesh for this properly. The one thing I noticed is that I'll have to keep the triangle count under 255 for unity to make the collision mesh. How do you guys handle large polygon models collision meshes? That centrifuge is a 25 meter diameter so far. I plan to make one with the dimensions from the wikipedia article about it.
  10. You can try using the Rocomax Poodle. Those don't spend too much fuel. The reality is that you'll spend kethane to refuel your tanks to get back to orbit. If you get 2k deltaV off the KR-2Ls to get to orbit you'll end up using kethane to refuel it after the next landing. Kethane within Kerbin's SOI is useful if you're doing Extraplanetary Launchpads. It's the best way to fuel the ships you build in orbit.
  11. So I'm trying to make a new model. The workflow I used so far: Model in blender, use blender's bake to produce a texture and save it as png. Following one of the unity tutorials here I imported the model directly from the .blend into unity with parttools .18. I reapplied the baked texture inside unity with the KSP/diffuse shader The album below shows what it's supposed to look like and what it actually looks like Is there anything I'm missing? edit: this apparently... http://forum.kerbalspaceprogram.com/threads/69847-SOLVED-Texture-show-in-Unity-but-invisible-in-KSP 1 material only /Sean Connery
  12. The best orbit is one that Jeb didn't plan (you know the ones that end in a really large expensive fireball crashing into the mountains ). For me the best orbit is wherever the ship ends up after I burn out the launch stage... unless there's 1300 dv left and my periapsis is 100km or more, then I cut the engines and save the orbit insertion stage for something else.
  13. I've done it your way... pick a spot and pray it's flat. If it isn't, and even if it is, try to keep your landing speed below 3 m/s when you're just about to land. Your lander's RCS should be able to stabilize it on the slope. Mining Kethane on Gilly this is all you can really hope for.
  14. Either that or you load up with enough RCS thrusters that the TWR off the RCS is greater than your main engines (i have a few ships like this). Some tips I'll cover that may have been missed: 1. Practice the "advanced" way of nudging your retrograde to the other side of the target's retrograde drift. This saves gas and you'll wonder why you ever did it the "easy" way. 2. If your target has a high part count that slows your computer down... drop your target speed to below 50m/s before you get closer than 2.3km. You may otherwise miss your target while trying to decelerate on a low framerate. 3. Did you ever plan a maneuver to go to Mun? Minmus? Duna? While doing so did you notice the little white notches on the orbit path of your target? The one on top is where you'll be when you cross the target's orbit path. The one on the bottom is where the target will be. When these line up you'll get an intercept. 4. Did you notice the little green notches labled "AN" and "DN"? These are where your orbit's plane intersects with the target's plane. If you thrust "south" at AN and "north" at DN you can match your orbit plane to your target's plane. This makes it a LOT easier to intercept the target. Plan burns accordingly. The quotes are there because the direction for "north" and "south" may vary. Plan the maneuver with the purple nodes. 5. The smaller the object you're orbiting the easier it is to rendezvous with something else orbiting it. If you can't get a rendezvous in low kerbin orbit try it over the Mun instead. Or over Minmus. The low orbit speeds make it super easy to Rendezvous with something there. 6. When docking two ships with a single docking point control each ship from the docking point and turn them to point at each other's prograde target (purple) vector. This makes docking the ships much easier.
  15. It's about the exploration, not just of space but of the near future of spacetravel. I'll be exploring my Kerbals expansion of technology from the early flights into a truly space-faring race. I'm planning to make my first mod be this: http://en.wikipedia.org/wiki/Stanford_torus: A space station that can house countless kerbals in comfort for permanent orbital presence. (of course it will be multiple parts 8) If I were to place the year my current save is in it would be somewhere around 2080-2100. Kerbals regularly launch. My space program has a limitless budget thanks to saving the world from a mile wide asteroid. Minmus has a bustling shipyard in orbit of it. The Mun will start to get work as Minmus' resources dry up. They're building space cruisers that otherwise would be impossible to build to explore Eve and Gilly (which BTW if Squad or any modder knows how to change the warp altitude for I would be REALLLY HAPPY). Maybe Eve is a prediction of what will happen to Kerbin soon! Duna now has a huge construction facility in orbit of it's massive moon Ike. From there I'll be building Duna One: the first Stanford Torus station I'll make. My scientists will eventually make a breakthrough on FTL travel (I'll try to reinstall KSP interstellar) and we'll "discover" new star systems to visit (thanks to that new planet mod that I found). The next exploration of tech will be 2100 to 2200 with the introduction of: - Efficient Ion engines to replace nuclear engines (you saw my Titanic transfer cruiser already) - Sealed hull cruisers with better hangars and crew capacity. - Permanent space station cities with orbital construction facilities - Orbital particle accelerators for mass Anti-matter generation. Why would you make this stuff on a planet you care about? Could you imagine the Large Hadron Collider in orbit instead of in Switzerland?
  16. Find all the Biomes on Minmus and Mun. Minmus has about 7 that I've seen and Mun has 12-14, some I haven't seen yet either. Here are things you can do to farm science at home (without leaving kerbin's Sphere of influence) 1. Low polar orbit around Mun: Establish a low orbit (50km or less) and as you fly over something that seems like a biome have Jeb EVA and do an EVA report. You'll get something like "Eva report while flying over Biome". Do this for each Biome on the Mun to net about 150 science and Minmus for another 60. 2. Landing time! Land on Minmus's flats. From a low equatorial orbit land on Minmus's flats. 150 science just from the Sample, EVA, and Crew Reports. If you land near the edge of the flats you can use the EVA thrusters (press R to activate when you're in EVA) to explore the "Minmus slopes" biome. 3. Landing time: Mun! Land on the Mun! For a hint: use the Lv909 and the FL400 tank on your lander, use the FL 800 tank and a LV-t30 for the "transfer stage". I'll leave it up to you to get that to orbit. 4. Science work time! Unlock the basic probe core and build lander probes that carry the Science kit JR and 2 goo pods (for balance). Fly these to the Mun and Minmus and try to land one in each biome. You'll learn how to do a precision landing if you placed a flag back in mission 2 (and you should have): land on the flag you placed. After landing each science probe send your lander back from step 2 and collect the data from the probe. You can return this data to get full points for the experiment in lieu of returning the actual experiment. 5. Build a probe mothership: You'll quickly realize how tedious it is to launch one probe for each biome so why not launch 5 probes at once and land everything on minmus in one fell swoop! The tiers you have unlocked already can accommodate this.
  17. I finally got Utopia Planitia built! With the wonders of recycling I had extra startup resources. I recycled the station builder and all of the freighters that built it. Now I just need to build something in it worthy of such a station. In other news I also tried a stock Eve land and return mission. Looks like I'll need at least 8000 dV to get off Eve successfully. Heres a few shots of the launches for the ships involved (which could probably go to Jool's moons more easily). Landing was the easy part. It was taking off that was the hard part.
  18. Won't know till you try it but there are somethings: * KSP's physics processing is on a single thread. AMD tends to do poorly with single threads. I've switched to intel after seeing a 150% performance boost between two processors of the same clock speed, one AMD, the other Intel, with another game and in KSP. * Video card will let your run the graphics at max settings. KSP's graphics are actually not that intensive even maxed out. * memory: While KSP is 32 bit having the 8gb means less paging when KSP uses maximum memory footprint (and it usually does).
  19. 1. Engineers love triangles. Triangular shaped strut patterns are far more stable than square shaped ones. 2. Don't forget to extend the solar panels upon reaching orbit. 3. Don't forget to start up the nuclear reactor upon reaching orbit. 4. If you think you'll forget 2 and 3... put some of those small single-panel solar panels on. If your ship is going out to Eeloo use the RTGs instead. 5. When adding launch clamps make sure they're in the same stage as your primary lift thrusters. All of them. I've fired 6 kerbal engineers already because they put them in the wrong stage and the whole ship crashed onto the launchpad. 6. Know what deltaV is and get a mod that shows you it (kerbal engineer, Mechjeb, etc), even if you get no other mod or hate mods. 7. DeltaV is DeltaV, doesn't matter how heavy your ship is. Your maneuvers will always cost the same amount of DeltaV. This is why interplanetary stages use the Atomic motors. If your ship is light enough you can get away without Atomic motors. 8. Add more boosters, but only to your initial lift stage. 9. Strut from lift motor to payload when possible, and never from payload to lift motor. This saves you part count when you cut loose the lift motor. 10. Throttle to full before liftoff.
  20. Not much happened that I screenshotted today. Prepwork is in progress for the next Duna window to construct the Utopia Planitia Shipyard in orbit of Ike. It will be the single largest station I ever made so far and is styled to look like the spacedock the Enterprise was docked at in Star Trek 1. I'll even make that iconic light panel. To build it I'm launching 5 of my Saggitarius Freighters. Combined with the station deployer module these have enough supplies to build the station. Testing was finished on the Rigel 2 miner (showing below) The Rigel 2 is a smaller version of the Rigel Ore miner and has capacity for only 70 tons as opposed to the original 400 ton capacity. This is so that the ship can take off from a Mun sized celestial body and be able to achieve an orbit with deltaV to spare for maneuvers. This also allows it to be transferred to Duna with its own transfer stage. Some kethane refueling will be necessary on arrival before mining can begin.
  21. I'm gonna miss it... mostly because some projects won't get moved to Curse. above: "Never would you find a more wretched hive of scum and villainy" is the quote you were looking for.
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