Mekan1k Posted December 14, 2016 Share Posted December 14, 2016 As soon as this is ported for 1.2.2, I am going to download it. AS SOON AS IT IS AVAILABLE, IF NOT SOONER! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 14, 2016 Author Share Posted December 14, 2016 ...it works fine in 1.2.2 Quote Link to comment Share on other sites More sharing options...
Mekan1k Posted December 14, 2016 Share Posted December 14, 2016 2 hours ago, RoverDude said: ...it works fine in 1.2.2 YAY! Downloading NOW. Quote Link to comment Share on other sites More sharing options...
Red30000 Posted December 16, 2016 Share Posted December 16, 2016 Thanks for updating I love this mod. Quote Link to comment Share on other sites More sharing options...
morganmachine91 Posted December 30, 2016 Share Posted December 30, 2016 Hey guys, I'm having the same problem that was mentioned a few posts up. I'm on ksp 1.2.2 using orion 0.3.5, I get sound but no animations and no thrust. Definitely looks like I'm using it correctly, I've tried both engines in various configurations. I'm just using the alt+f12 menu to warp to orbit at this point, but nothing is working. I noticed someone mention that installing a constellations pack seems to fix the issue, but I'm on a somewhat limited machine and I'm not even sure what the constellations pack is. Is this a known issue or is there something I can do to fix it? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 30, 2016 Author Share Posted December 30, 2016 It means it has been installed incorrectly. Show a screenshot of your GameData folder. Quote Link to comment Share on other sites More sharing options...
morganmachine91 Posted December 31, 2016 Share Posted December 31, 2016 17 hours ago, RoverDude said: It means it has been installed incorrectly. Show a screenshot of your GameData folder. That's totally possible, I played KSP stock for a long time and only recently started getting into mods. I do everything through CKAN to hopefully minimize the chance of me messing something up. I'm having a bit of trouble adding images, maybe it's because I'm a new user? I hope an imgur link is okay. When I try to add the imgur link using "Insert other media" it just turns red and won't let me continue.http://imgur.com/43an5XA Thanks a lot for the reply Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 31, 2016 Author Share Posted December 31, 2016 Is that KSP 1.1.2 If so - no dice. As noted in the OP, this is a 1.2.x version only. Quote Link to comment Share on other sites More sharing options...
DancesWithSquirrels Posted January 5, 2017 Share Posted January 5, 2017 (edited) Where are the download links for this? Oops, nevermind. Edited January 5, 2017 by DancesWithSquirrels Quote Link to comment Share on other sites More sharing options...
maranble14 Posted January 5, 2017 Share Posted January 5, 2017 On 9/25/2015 at 7:26 PM, Nothalogh said: Needs to be 10 or 15 meters, Orion is no joking matter. No joking "matter" -- get it, because it's nuclear? xP ... I'll see myself out Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 5, 2017 Author Share Posted January 5, 2017 USAF Orion was 10m. Kerbal scale, 5M is reasonable. Quote Link to comment Share on other sites More sharing options...
War Eagle 1 Posted January 15, 2017 Share Posted January 15, 2017 On 12/14/2016 at 1:49 PM, RoverDude said: ...it works fine in 1.2.2 Ehh I'm having some bugs with the medusa when I turn it on and deploy the shield I get no thurst or partial affect even though it all else is showing green Orion engine works fine but i like the feel of the medusa more would post logs and pics but i have no ability to do that for a few hours Quote Link to comment Share on other sites More sharing options...
Starfire70 Posted January 22, 2017 Share Posted January 22, 2017 (edited) It's crazy and I love it. I had enough spesos to build one Orion and I'm pretty amazed. Wernher: "Jeepers, this thing will suck up every speso in our program." Tourist: "Hey, I'm one of the richest Kerbals around and I wouldn't mind going to Jool for a moon tour. I'm willing to give you 500 billion dollars (Earth equivalent)." Wernher: "Errr...OKAY! Orion is a go! If it can do several of these expensive tourist missions, it can more than pay for itself and maybe become the first of many. I'm thinking Enterprise and Intrepid are good names for the ships to follow." Edited January 23, 2017 by Starfire70 Quote Link to comment Share on other sites More sharing options...
Harindir Elmhigh Posted January 26, 2017 Share Posted January 26, 2017 On 16/01/2017 at 9:26 AM, War Eagle 1 said: Ehh I'm having some bugs with the medusa when I turn it on and deploy the shield I get no thurst or partial affect even though it all else is showing green Orion engine works fine but i like the feel of the medusa more would post logs and pics but i have no ability to do that for a few hours Same, Any fixes for this? Interestingly it used to work for me then it just stopped, and no medusa's have worked since. Quote Link to comment Share on other sites More sharing options...
Temperus Maximus Posted January 26, 2017 Share Posted January 26, 2017 (edited) I built this trying to see how heavy a vessel the orion could put into orbit on it's own, this is the result. takes about a thousand of the biggest nuke pellets to get off the pad and into orbit, barely enough power to get off the pad, not to mention heavy enough to classify as an asteroid, enough reaction wheels to spin a small moon, and can build a base as big as you want wherever you want in the kerbol system, except maybe eve. Thanks for the mod Rover Edited January 26, 2017 by Temperus Maximus grammatical mistake Quote Link to comment Share on other sites More sharing options...
panarchist Posted January 28, 2017 Share Posted January 28, 2017 DSEV-01 Drake Kerman - my new Interstellar ship. Finally assembled it in LKO and now I just need to finish loading supplies. Not as big as @Temperus Maximus awesome ship, but still about 1,000 tons fully loaded. Quote Link to comment Share on other sites More sharing options...
Starfire70 Posted January 28, 2017 Share Posted January 28, 2017 (edited) 4 minutes ago, panarchist said: DSEV-01 Drake Kerman - my new Interstellar ship. Finally assembled it in LKO and now I just need to finish loading supplies. Not as big as @Temperus Maximus awesome ship, but still about 1,000 tons fully loaded. Beautiful. Clearly I need to spend more time beefing up my Orion design in the VAB. Reminds me a bit of the Venture Star in Avatar, probably more so when the Medusa is engaged. Edited January 28, 2017 by Starfire70 Quote Link to comment Share on other sites More sharing options...
Starfire70 Posted January 28, 2017 Share Posted January 28, 2017 Second Orion in my career game, UKV Atlas. Medusa variant as a multi-vehicle transport, in this case transporting hab, mining, and refinery vehicles to Ike. When done at Ike, it will return to Kerbin to pick up the next outpost's worth of ships for Vall. Sure beats trying to coordinate three separate launches, transfers, etc. Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 28, 2017 Share Posted January 28, 2017 Any of you have any tips on how to work out how much dv is available for a particular design with these engines? I know it's 'lots', I'm in the middle of deigning what will be a huge mission, and I don't know where to start calculating the amount of (or which) fuel I would need if I were to use these engines - which are likely ideal engines for this. Quote Link to comment Share on other sites More sharing options...
Temperus Maximus Posted January 29, 2017 Share Posted January 29, 2017 @DStaal the one I showed above made it to eeloo without any problems, but I added four more orions onto it, but unless your mission is going to be greater than 7.5k tons, 3 racks of 2500 nukes, 2 1000 nukes, and 1 500 rack should be plenty, though if your going for eve I would throw six orions on to be safe. Quote Link to comment Share on other sites More sharing options...
Starfire70 Posted January 29, 2017 Share Posted January 29, 2017 7 hours ago, DStaal said: Any of you have any tips on how to work out how much dv is available for a particular design with these engines? I know it's 'lots', I'm in the middle of deigning what will be a huge mission, and I don't know where to start calculating the amount of (or which) fuel I would need if I were to use these engines - which are likely ideal engines for this. I found that a 'light' payload (~75t) will get about 30m/s for every detonation of the NPU-250s (the smallest warhead type) and the magazine can hold 20 thousand of them. So total delta-V is insane, about 600 thousand. This is a propulsion system meant for multiple voyages but also NOT meant for fine orbital maneuvering. Getting a close-in orbit around Pol and Bop was a bit of a challenge but with proper attitude to offset some of the acceleration from prograde/retrograde I was able to do it. For heavier payloads (200t) the acceleration drops. My loaded Medusa was about 10m/s for every detonation, so 200 thousand delta-V. Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 29, 2017 Share Posted January 29, 2017 Thanks. I'll admit what I'm aiming for is probably closer to Panachrist's ship: The plan is a full OPM tour, in one shot. I'll probably have some other engines for fine orbital maneuvering, but with calculating in habitation and supplies, I suspect a couple of my lander designs are pushing 200t, or close. (Though I'm only planning on carrying a couple of landers, and reusing them.) So the mothership that's going to be hauling them around is going to be huge. Still, 100,000 m/s should be enough. Quote Link to comment Share on other sites More sharing options...
Merkov Posted January 29, 2017 Share Posted January 29, 2017 19 minutes ago, DStaal said: Thanks. I'll admit what I'm aiming for is probably closer to Panachrist's ship: The plan is a full OPM tour, in one shot. I'll probably have some other engines for fine orbital maneuvering, but with calculating in habitation and supplies, I suspect a couple of my lander designs are pushing 200t, or close. (Though I'm only planning on carrying a couple of landers, and reusing them.) So the mothership that's going to be hauling them around is going to be huge. Still, 100,000 m/s should be enough. This sounds amazing. Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 29, 2017 Share Posted January 29, 2017 3 minutes ago, Merkov said: This sounds amazing. I'm documenting: Still in the 'designing everything' stages at this point. Suggestions/comments are appreciated. Quote Link to comment Share on other sites More sharing options...
panarchist Posted January 29, 2017 Share Posted January 29, 2017 (edited) 22 hours ago, DStaal said: Any of you have any tips on how to work out how much dv is available for a particular design with these engines? I know it's 'lots', I'm in the middle of deigning what will be a huge mission, and I don't know where to start calculating the amount of (or which) fuel I would need if I were to use these engines - which are likely ideal engines for this. Generally, you're going to have delta-V in the neighborhood of 60k-100k per fuel pellet module (based on my last design which I actually did fly to Cercani - Other Worlds mod), depending on how much mass you're pairing it with. Maybe double that if you're staying lightweight. I'm hoping to have a better guesstimate once I get my ship moving towards Cercani - it's roughly 1,000 tons and loaded with -250s and 500s, so I'll likely record my orbital velocity before the burn and about 100 pellets in, to get a rough guess. Unless @RoverDude has determined it at some point during the design process? Edited January 29, 2017 by panarchist corrected math Quote Link to comment Share on other sites More sharing options...
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