• Content count

  • Joined

  • Last visited

Community Reputation

2236 Excellent

1 Follower

About Foxster

  • Rank
    Localisation is the new moist

Profile Information

  • Location Somewhere beyond the sea
  1. Depends where you bought KSP from. Steam?
  2. I don't think you are going to find KerbNet in that version of KSP.
  3. Yup, pretty much what I have done before. I wanted to try to figure out something better.
  4. OK, what I'm trying to do is find the 'best' way to detect anomalies (monoliths, Easter eggs etc) on any body. I need someone to check my logic (as I am mathematically challenged). Here's what I have so far... 1. Use a RoveMate probe core. These have a limited Field of View (10°) but the detection rate is 100%, which means you only have to scan an area once to be guaranteed to detect anything there. 2. Calculate how high above the body's centre you need to be so that a 10° FoV exactly fills the KerbNet screen i.e body-radius / tan(5°) (radius of each body is available in the Wiki and 5° is half the 10° FoV) e.g. for Kerbin: 3. Use Alt-F12 cheat menu option 'Set Orbit' to set the Semi Major Axis to this, with an inclination of 90°. 4. Open KerbNet (right click RoveMate) and set FoV to the max of 10°, set KerbNet refresh to 3.5s, set warp to whatever is good. I have tried it for a few bodies and it works so far, with anomalies (?s) popping right up. Here are some bodies and SMA (altitude is SMA minus radius of body): Kerbin - 6858km (altitude above surface=6258km) Eeloo - 2400km (alt=2190km) Duna - 3657km (alt=3337km) (watch out for Ike!) Does this all make sense? (PS - This is actually also not a bad way of mapping and tagging biomes if you use the Cycle Display Mode button and then adjust the FoV to zoom in on KerbNet)
  5. What version of KSP are you running?
  6. I'm not sure that is true anymore. I've just tested it and, as long as the doors were closed, items surface attached were shielded and produced no drag.
  7. I was messing with the same concept a while ago. The difference though was that I used a Mun hopper craft with a scientist to reset the experiments, who got abandoned on the Mun. The science return craft was pretty much like yours. Couple of things to watch for with your craft: Those sticky-out bits are likely to cause a lot of heat during re-entry. The octo probe core sticks out from that size heatshield and, again, you may get over-heating issues. The one chute will do it without a drogue too. Here's the last Ant-powered iteration I was using. It has a PB-NUK clipped inside:
  8. Oh, you've had this happen to you too? My rear is still sore from their (and their probe's) last visit to me.
  9. The stock mk-1 crew cabin can easily be made into a good 2-man capsule with the addition of a probe core of some type...
  10. Good point but it is a fairly sound idea to establish the apparent limits of what is possible first. That way you know when you are tiptoeing past that limit into the impossible.
  11. Using air-brakes for Eve entry is an excellent idea and often used by aficionados of the purple one. They keep your craft into the wind when you use a big draggy heat-shield out front. Otherwise there's a pretty good chance of flippiness and OMG-my-crew-just-melted-ness. The way I use them is to stick quite a few (up to 16 or so sometimes) right at the back of the craft on decouplers so I can dump them before lifting. The sneaky bit is to make sure that when they are deployed they are within the cylinder of occlusion coming up from the circumference of the heat-shield. That way they produce drag but don't burn up. If you think is in some way cheaty then just think of them being in the turbulent air behind the craft but not in the main blast of atmos. You can leave then deployed all the way down to assist your 'chutes. PS - Regarding your thoughts of a multi-crew lander: I really wouldn't. Eve is a big step up from landing&lifting anywhere else. Adding extra crew accommodation (or any extra kg of mass in general) will make your craft size/mass balloon. Do it successfully at least once with one man and go on from there.
  12. I like to set my own science play-through challenges. Like others, I don't use the lab. What's the point? You can just warp through the generation of data and max the tech tree. OK if it's your first play-through or you want to move on quickly for some reason. Otherwise you are just wasting fun-time. One particular science play-through I thoroughly enjoyed was that I ignored every body except Kerbin, the Sun and Eeloo. Making the leap from LKO to sun orbit and back can be fairly challenging but when your next destination is Eeloo then things get interesting.
  13. Ah, very useful, thanks. I strongly suspected I was way over-doing it on the aerial front.
  14. Thanks. I haven't played with KerbNet or CommNet much so really didn't know what I needed to scan for anomalies. The Wiki said I needed a CommNet link direct to Kerbin for anomaly scanning to work. I wasn't sure if that was necessary if CommNet was turned off like I usually play but I turned it on to be safe. Then I didn't know how much aerial I needed for the link from Eeloo to Kerbin, so stuck four of the biggest on and hoped it would do - it gave a 55% signal strength when I got to Eeloo. I'd checked the Wiki for anomaly detection and settled on a RC-L01 probe core as it has up to a 90° FoV and 30% detection rate, which seemed a reasonable compromise. I then tried a 90km polar orbit as that let me see the whole planet at the widest FoV. I set timewarp to 50x and stared at the KerbNet screen while about three KSP days passed and then suddenly the magic "?" appeared! A quick landing (with the help of MJ so that I got close easily) and Robert is your mother's brother. I seem to rarely use landing struts these days. They never seem big enough or they look fugly or they weigh too much. The octos have 7m/s impact resistance and so are OK for other than a rough landing. Even if they do break there is a spare set above them .
  15. It took a few KSP days but I managed to bag my Eeloo monolith...