I haven't played Juno very much; I'm a little slow on the uptake and I get very tired, but there's a feature which fascinates me. It's the Save Location button which appears in the flight menu whenever you're landed, allowing you to create launchsites anywhere. I've just thought of a way to use it to simulate ISRU fuel production.

I could create a factory ship with models of ISRU equipment, send it to a good source site such as the oceans of Nebra for hydrolox or Taurus for methane, Save Location where it lands, and recover it. When needed, I can launch it at that site full of fuel, and have it deliver to an orbiting craft or whatever.

For improved efficiency, I could land factory and tanker ships near to each other, Save Location at the tanker's location, recover the tanker, leave the factory ship, and when needed, launch the tanker full of fuel at that site. (It might be best to first check if launching has a minimum distance to other vessels.)

This should all be much more game-like than the headache of keeping my tankers organized, worrying about whether they'd be filled in time as I have to do in a certain other game. It saves lag as some or all of your refueling ships aren't loaded most of the time. (I don't even know if this is an issue in Juno.) And, because the most bug-free code is no code at all, I won't have to remember to toggle the drills every time I look to see if a mining ship is full yet. (Thanks, little green K'people!)

Speaking of headaches, I just found my records of Kerbin system tankers seem to be months out of date. I deorbited a space station and forgot to record it. It's also taking me an extremely long time to get to grips with practical usage of KSP1's drills and refineries. I just get very confused when I try to balance the factors. It doesn't help that I have no way of knowing when production will stop due to lack of electricity, and when it will merely reduce to suit the electricity supply. So confuse! Much ow-my-head. :( Again, the most bug-free code is no code at all. :)

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    2 eekee

    @deepfriedfrenchtoast interesting! thanks

    it really is hidden! tinker panel -> hidden properties -> click <.

    5 months ago
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    26.8k Zenithspeed

    @deepfriedfrenchtoast yeah ig

    7 months ago
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    @Zenithspeed probably if you mess with the settings

    7 months ago
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    26.8k Zenithspeed

    @deepfriedfrenchtoast would it be possible to make a "super-scifi" infinite fuel generator that doesn't consume power?

    7 months ago
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    you can also create fuel by changing a fuel cell in the hidden properties tab to make it consume power and make fuel.

    7 months ago

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