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Coyote_ar

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Everything posted by Coyote_ar

  1. When assembled, the total part count is 606. Command = 278 Passenger = 136 Engineering = 192 there is a subtle slowdown, but it still moves quite nicely. i wouldnt try docking this ship on a big station though ...
  2. Hey guys, so i wanted to share my latest creation. The ship is basically a huge interplanetary craft, meant to transport both kerbals and equipment to populate other planets. It uses mostly stock parts, except for Mechjeb (required to assemble the ship in orbit, really good pilots may be able to do it without it, i cant) and Infernal Robotics (for hangar bay doors). Aside from those 2 mods, its all stock parts. TAC fuel balancer is not required, but highly recommended since fuel distribution is not ideal. The ship is meant to be launched from Kerbin, and assemble the 3 stages in orbit. The command module is the worst module to control, so ideally it would be the first to launch and dock the remaining modules to it. Its able to carry 260 kerbals, and the hangar is able to fit 12 Mk3 long fuselage, so you can haul a considerable payload. It has several docking ports, both 2.5m and 1.25m, both inside the hangar and on the outside. The ones on the outside can be used for refuelling missions and to upgrade the ship if required. Finally, the ship has 2 ore reprocessing units, to be used for emergency refuelling operations. Logistics are a bit painfull due to the dimensions of everything. From getting the 260 kerbals onboard, to refuelling its 250000L tanks (its HIGHLY recommended you set up a nice refuelling operation in minmus or any other low gravity moon, otherwise it will take ages to refill). Each ship save file, includes the module and its corresponding launching stages. The recommended assembly orbit is ~100km. It may be possible to go over 120km for easier time warp, but havent tried it. I hope you enjoy it. Downloads http://www./download/j6ys7fya97e14uy/Colony_Ship_Mk1_-_Hangar_Command.craft http://www./download/9xede8uog8z7l9y/Colony_Ship_Mk1_-_Passengers_Module.craft http://www./download/pkgub7ty0gmbnul/Colony_Ship_Mk1_-_Engineering.craft
  3. Im not having that problem for the moment, i have 12 mods installed, running full graphics @ 1080p. And while flying a spaceplane it starts ~2.7gb and when getting hot showing up the gauges it just spikes to ~2.85gb and stays there.
  4. with 25m radius and 5rpm you could have 0.7g, i think thats enough to avoid health issues related to long zero-g. even 4rpm with 0.44g might do the trick ... anyway this kind of artificial gravity is largely related to long range missions. moon colonization and using it as a base to harvest materials used to build bigger stuff without having to haul it from earth gravity, would be the real challenge. too bad we dont have any empirical knowledge of what would happen if astronauts were to stay in for long periods of time in the moon with 0.17g. its a shame really
  5. Hey guys, so i just installed mechjeb on a fresh install ... its the only mod i got right now. and basically the plane is all over the place when smart a.s.s. is on ... its like its over correcting, and well ... you can imagine it ends up badly with the new physics. any idea how to correct it?
  6. Gravity in space is not really a problem if you have a ship big enough ... Remember the astronauts in the skylab were able to run around in artificial gravity ... and that was in the 70s. If you have a big ship, you can have the crew compartments, or at least a gym, with artificial gravity. You just need to spin it fast enough. I agree with you that a Lunar Base is a must, even before trying to go to Mars. Its quite retarded that we keep on burning tons of fuel to get stuff into LEO, when the moon is full of minerals and oxygen we can use. Most of the minerals on the moon, are binded to oxygen ... so basically the moon is FULL of oxygen. Yet we consider it barren and of no use ... Aluminium, Titanium, Silicon ... full of that stuff up there ... oh, and all of them binded to oxygen ... BTW, yeah EPLP is one of those mods thats a game changer. Everytime there's a new update, i wait till EPLP is updated to get on the campaign mode. There's no point on playing it otherwise. The whole colonization/industrial missions is what really makes me want to play. I really thank to all the people involved in the development of this awesome mod.
  7. After several attempts ... and failures to launch a rocket i built, im having a hard time finding the deffect on my design. Some part in the lower end just blows up every time, and i cant actually see which one is the first to go. The rest of the big launcher blows up extremely fast part fails. which is really a paint to be able to see whats the initial cause. So, during this painful process i thought, maybe someone already worked on some mod for exactly this kind of situation. Is there any mod out there to review your failed launchs? say some kind of replay recorder with some slow speed replay of any sorts? If there isnt, i hope someone with the proper skills likes the idea and make it a reality
  8. 1st of all, thanks for your work, your mod makes life a lot easier 2nd in case you are taking suggestions. would it be possible for your fuel balancer to try to distribute the fuel load so that it tries to balance the center of mass with the thrust vector? im having a hard time with my VTOL ships that rotate the engines, to keep em balanced on both modes. most mods out there that balance to compensate, do it by reducing thrust on some of the engines. this balances the ship, but at the expense of reduced thrust which hampers the TWR. if you could use the fuel as ballast, then 100% output would be possible in order to have the best TWR possible with those engines. i appologize if what im asking here is extremely complicated to implement, im 200% ignorant on all that programming magic you guys do. anyhow, thanks for your work.
  9. I really love this parts, thanks for the work of all the people involved. keep it coming
  10. Thanks for picking up this project, that track demo looks extremely promising. Cheers.
  11. FYI, i just tried TacFuelBalancer_2.3.0.2 on 0.24 x64, and its working fine.
  12. Just tried the TTModularWheels-v0.6.2.3 in 0.24 x64, and its still working. Those who love this mod (and are lucky enough to keep a copy of it), can still use it.
  13. this may be a silly question/idea, but is it possible to mine asteroids?
  14. I mostly avoid rovers, at least in the moons and dune, since low gravity makes it a pain to drive anywhere. Flying is usually easier ... except for mining kethane. My Munar base is near the equator, for ease of access. So i have to drive some distance to the nearest kethane deposit. And since i prefer not to do this drive too many times, bigger is better. There is a single "tweak" of one of the parts. I increased the output of the electrical engine (and the energy consumption to keep it fair). I guess you could still build this, by the book without changing that, but the part count would skyrocket since you would need tons of those small electric engines. It uses the TT modular wheels, and the rest is mostly stock + kethane (except the command module that is B9, but its just because i think it looks cool ) Its slow, but its extremely reliable, it can go over really steep hills and craters. and it wont flip over no matter what you try. when fully loaded its extremely heavy (~510.000t), but somehow it still moves. I built it on site with the extraplanetary mod, but i guess you could launch it into orbit and drop it in the moon with some effort.
  15. Great mod pack, thanks to everyone involved in developing this. Any chance you can add wheels that attach vertically? its good for heavy rovers to get better ground clearance.
  16. 1st of all, great mod, love the KAS. now the question, i want to modify the strength of the link between 2 strut end points. Im using the strut to secure medium sized ships in the hangar of my cruiser, but even after using 9 struts, as soon as i accelerate the ships starts bounsing everywhere. so which parameter determines the strut strenght on the .cfg file?
  17. Thanks for 0.23, performance for high part count increased A LOT, it works great now. Keep it coming
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