Jump to content

K.J.P - Kollaboration of Joolian science - station/base/colonization [update re-post]


HafCoJoe

Recommended Posts

Looking good. I was surprised it landed safely being so nose-down.

Still no idea what I'll do. Guess I'll make something up when I get the save. Kethane mine somewhere perhaps.

Link to comment
Share on other sites

Hello, just finished the Satellite network over Vall, contains a total of 6 satellites (equatorial orbit, polar orbit, 45° inclination prograde orbit, 45°inclination retrograde orbit). According to my calculations, it should scan the whole planetary surface for Kethane. The orbits are all 68×68.

Here are some photos of it:

Javascript is disabled. View full album

Available for download HERE

Link to comment
Share on other sites

Sweet! Did you jumpstart the save file? I'm totally fine if you did that although we're trying to put all ships in a 250 LKO orbit and then transferring all of them when a window comes. This is cool though. I take it your taking charge of Vall JebKerboom? Also a note on my video the quality is bad as I'd rather have frames over quality... I'll probably be doing a video of launch unless I make an album.

Edited by Avera9eJoe
Link to comment
Share on other sites

In fact, i was using MechJeb to Jool transfer (sorry, i am poor pilot). It was on a separate module that i just tossed once i was there.

It's not included in the save file, and also tested on pure stock (working like clockwork) :)

Also i didn't notice the save file, so I posted a .craft file from my save.

And, with Vall, I can take it :)

Link to comment
Share on other sites

Ah, we switched to using a parking orbit? I thought we were still hyperediting.

It seemed as though people wanted to put everything in parking orbits and then one person launch them all in staggered orbits. Is this a major problem? :/

Link to comment
Share on other sites

No, now that I know about the change of procedure that's fine. I'll have to work something out with my asteroid plans, since it'd be hassle to park one in LKO only to have to eject it again. Maybe see if I can get one to reach Jool after the main fleet will.

Link to comment
Share on other sites

That's not that bad, although your CPU is weak, and you could use more RAM.

Anyway, you are making me learn to dock and transfer manually. Which is quite a surprise, given the fact I am a lazy and kinda busy doctor...

Link to comment
Share on other sites

That's not that bad, although your CPU is weak, and you could use more RAM.

Anyway, you are making me learn to dock and transfer manually. Which is quite a surprise, given the fact I am a lazy and kinda busy doctor...

I can launch for you if you want :P. I'm doing nothing important in my other saves.

Edited by Avera9eJoe
Link to comment
Share on other sites

I find framerate less instructive than the "physics time ratio" which you can get by opening the debug menu and clicking show flight debug stats. For me only the simplest ships will keep things running around 1x, but anything slower than about half speed starts to get annoying. A couple of hundred parts is generally OK, 900 was painful. I've got a Phenom II X3 710, 4 GB RAM, and a GT 610. I believe a considerably worse video card than yours (I picked mine for silence, not performance), and not sure about the CPU, the Phenom should be faster overall but the Core 2 might have faster single-core performance which tends to be what matters for KSP.

Link to comment
Share on other sites

Baberbot says he cannot continue in the project last I heard and judging from his Google Doc post will be doing his turn rotation (which runs from now until this Saturday the 10th) before pulling out. Sorry for posting almost every other. I have no other projects going and I hope I'm not to overbearing here.

On another note, i'm thinking of posting somewhere if anyone wants to join our project and take Tylo or another unused moon in the collab. Any thoughts?

Link to comment
Share on other sites

Vall orbital station was just finished and parked in a nice 260 km orbit.

Javascript is disabled. View full album

After several building mishaps while trying to make previous (classic) design, i decided to make the station as one rigid unit, with several docking ports, four fission reactors, two main solar arrays and two backup solar arrays. The tug is already attached (was quite a pain docking to 9 ports at once).

For Avera9eJoe: When you will fly it to Vall, four of the engines will eventually run out of fuel before other do. Be ready to discard them.

The tug has about 4,8k delta-v, which should be just enough to get in place.

Surface base + mining depot are still WIP, with date of finish depending on how many patients will i get.

The updated save is at GitHub. Hope the file isn't corrupt.

Edited by InterCity
Link to comment
Share on other sites

Sweet. Cantab its all yours. I may end up adding Mechjeb as I don't think I want to manually fly all rockets. Anyone else agree? Also - Is it ok if I take over Laythe?

Also JebKerboom, whats its part count?

Edited by Avera9eJoe
Link to comment
Share on other sites

Wow, that's a sweet looking station.

Regarding MechJeb, no problems here with it. You'll probably want to use the ModuleManager config that puts the function on all pods, so you don't have to worry about the part being present or not. Alternatively, I don't know how well it works, but http://forum.kerbalspaceprogram.com/threads/75170-WIP-Plugin-%280-23-5%29-Burn-Together!-Alpha-v4-%284-21-14%29 might be fun.

In any case, the required mods are still just Kethane and Near Future Propulsion, right?

And certainly no problems here with someone else taking Laythe, since I can't make planes for poop and hate the SPH anyway.

Link to comment
Share on other sites

the ModuleManager config that puts the function on all pods, so you don't have to worry about the part being present or not. Alternatively, I don't know how well it works, but http://forum.kerbalspaceprogram.com/threads/75170-WIP-Plugin-%280-23-5%29-Burn-Together!-Alpha-v4-%284-21-14%29 might be fun.

In any case, the required mods are still just Kethane and Near Future Propulsion, right?

And certainly no problems here with someone else taking Laythe, since I can't make planes for poop and hate the SPH anyway.

I'm just going to include the whole quote :P

ModuleManager - Sweet yes I was looking for a way of adding it without an actual part. Please post a link and I will put it in.

ANYONE CAN USE ANY MOD AS LONG AS ITS ONLY RELATED TO YOUR GAME AND NOT THE SAVE SPECIFICALLY.

Yeah. That's pretty obvious already but I'm just going to put it in your faces so you can be sure.

The link - THAT'S AWESOME. That would make everything much easier to launch if I had a computer that could handle 1000+ parts :P. If any of you have a computer that could handle 8 ships with about 200 ish parts in each, feel free to launch although not all the ships have equal speed (my station has 3 nukes) so idk how they'd travel together.

Mods - Yes only Kethane and NFP are currently used.

Laythe - I'll take it than :).

- Everyone who has done their first turn I'm moving the the back so everyone moves along evenly

- Also sorry about my every other post. I'm just relaying information and I don't want to spam the Google doc as much. Think of this as the back end work in relation to my posts and your information. The consolidated work is on the wiki. Also, how many launches is everyone anticipating doing? one, two, however many it takes to unlock all science? - I have no opinion on length of stay. Just wondering.

That's all the information I have for now. If anyone has questions, write them under your name in the Google doc so its neater k?

Later.

Edited by Avera9eJoe
Link to comment
Share on other sites

So I've found a problem with NFP in .23.5, which is causing all the xenon tanks and thrusters, barring the octo-girder xenon tank, the mod provides to be unavailable in career mode. A bummer, considering xenon - unlike argon and hydrogen - can be produced from Kethane. I reported the issue in the mod's thread, http://forum.kerbalspaceprogram.com/threads/52042-0-23-Near-Future-Propulsion-0-42-%28updated-08-03-14-fixes-new-reactor%29?p=1144004&viewfull=1#post1144004

I'm hoping Nertea (NFP's dev) is about and can put out an update in the next couple of days. Failing that I'll have to look for a workaround.

Link to comment
Share on other sites

So I've found a problem with NFP in .23.5, which is causing all the xenon tanks and thrusters, barring the octo-girder xenon tank, the mod provides to be unavailable in career mode. A bummer, considering xenon - unlike argon and hydrogen - can be produced from Kethane. I reported the issue in the mod's thread, http://forum.kerbalspaceprogram.com/threads/52042-0-23-Near-Future-Propulsion-0-42-%28updated-08-03-14-fixes-new-reactor%29?p=1144004&viewfull=1#post1144004

I'm hoping Nertea (NFP's dev) is about and can put out an update in the next couple of days. Failing that I'll have to look for a workaround.

No need to wait! - Yes I found this problem and fixed it. Download this version. I had to edit the part files to show them as it was a problem with which tech node they showed on. This is why a new download is needed. I posted that in the Google doc above the download, but here's the plain file. I thought I made that clear enough. Guess not :P

He knows about this problem too - I messaged him when I found they didn't show in creating KJP/KJS or whatever you'd call it xD

Link to comment
Share on other sites

I don't know what exactly is the part count, but excluding struts it's about 100-110. The station is made mostly of big parts, there are just some batteries, goo canisters, antennae and materials bays.

About the MechJeb, I think it's a good feature. Manual launching and transfer gets boring after some time, and it also haves delta-v, TWR, part count and mass readout, so it does help building. There are only two parts of MechJeb, so it's also pretty lightweight.

Watch out for the transfers, because three nukes may not be enough to push your station around, Avera9eJoe. Mine is powered by eight skippers and I consider its propulsion to be under demands. Burn Together might solve the issue of boredom, but it will limit the acceleration of all vehicles to so low level that we could miss the entire launch window (I am not kidding, if you get several cm/s acceleration, you will burn for several kerbal days, since you need to speed up by roughly 900 m/s).

Edited by InterCity
Link to comment
Share on other sites

I'm off to school again. 3 nukes is actually more than I usually use for interplanetary transfers xD burns uaually take about 15 minutes. This one will take about 20 if I'm correct. but with warp 4 only 5 minutes ish real time. My real concern is its fuel demand - I added an extra tank to be sure. The download didn't actually take that long to correct as soon as I found the problem - but that's always half the battle. Good luck all.

Link to comment
Share on other sites

How do you guys feel about part clipping? Specifically I'm thinking of hiding some xenon tanks to make my ship look sleeker, but of course it makes it that bit harder to see how the craft's built and to get to the tanks to disable flow or transfer fuel. (And a few other minor clips to make the ship look good, but that's the only thing that'll completely hide parts). Thoughts?

Edited by cantab
Link to comment
Share on other sites

No problem here, cantab.

I am going to make another version of my Vall station, the one I launched has some serious flaws in fuel flow and lacks kethane processing. MK2 version will also have better design :cool:

WIP.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...