# Blaarkies

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Junior Rocket Scientist

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1. ## Properly working burn time indicator

Better burn time doesn't account for droptanks either, but we are ok with that. Even the landing indicator is not a suicide burn measure, but we KSP players find a way
2. ## Oxidizer/Liquid Fuel Math?

1. To know how much fuel you need to go somewhere, you need to know DV. In cars we measure range in miles/kilometers, in space we measure it in DV(delta-v). a.k.a The amount of extra speed you can add to the spaceship if you were to burn all of your fuel. That dictates if you can go to the Mun, or farther. To find that number, you need to know how much you ship masses when empty, and how much fuel you have onboard. Every 90 LF+110 OX masses at 1ton, but for ballpark numbers i just figure my LF/100 (and always have balanced OX for them) when finding DV for LFO engines. When doing it for Nuke engines (that use no OX), just do LF/200 2. If you filled up some LF into the small ship, find the balanced OX_needed = LF_onboard * 1.22 If you filled up some OX into the small ship, find the balanced LF_needed = OX_onboard * 0.82
3. ## New Planets

Moho, Eve, Jool yes people go there...where is Dres?
4. ## Contract dispute?

When you accept a contract (to put the first one into orbit), the contract is never attached to the probe. You see the probe/satellite as your one vehicle to complete this contract, but the game doesn't know that...it thinks that it is just some random attempt at a better comm network(even if it's on board parts completely satisfy the contract) So the second contract just came about in the same way it usually comes about: there was a craft with some fuel on board in orbit, and this contract wants an adjustment. If you complete the adjustment first, you will get the money for the adjustment contract. The "place satellite" contract will remain, waiting to be finished. You can finish it with the same satellite(if you packed enough fuel), or you could send a new satellite that fulfills the contract. An like @PT said, just ignore it if you don't want to do it, you won't get punished for not Accepting the "adjust orbit" contract
5. ## New Planets

Thats the point, more of the same dull planets won't do anything for the game. Even adding better visuals won't change it(clouds, scatterer, and some hd textures do nothing for the flat landscapes on Duna, the only two different spots are really the pink poles, and the orange dust bowls) That being said, that is really the sad part of real life exploration as well...Mars is barren, and the only interesting things there are really science related. I mean if we could get to stay there for a week, it would be cool feeling the different gravity, the absent atmosphere, the coolness factor of being one of the lucky few...but take a walk somewhere around there, and imagine how by the end of the week you realise everything looks pretty much the same. So in game, we land on Duna, get the science, plant a flag and walk around...for 5 minutes? Then sometime after we may land again, or even build a base, this base refuels a science scout-plane-thing...and then suddenly it gets really boring there, because it is literally just flat textured landscapes. I heard some cool ideas for weather affecting flight, volcanic activity, some cryo geysers and the like, or meteor showers(just asteroids repeatedly respawning on a collision course with the a moon, imagine seeing them near your near base) Anything that give the planets more character, or interactivity would go much further * also keep in mind the analogues of the game. Dres is a Ceres-like body, which will find it hard to hold on to its moon (half the size of Gilly is already too big for Dres). Mars could very well handle a Gilly size moon to simulate Mars' Deimos. It can be argued both ways which way is better for analogues, but that is SQUAD's decision in the end
6. ## New Planets

Are these new planets going to look any different than any of the existing planets? And if so, then why don't they spice up the existing planets with this new technique so that we didn't get bored of them Currently, going to another planet feels like science farming and plant a flag, done, dusted...next! But it shouldn't be like that. I mean we have special goals like bringing back a kerbal from Eve's suface, building a Laythe base, but all those get cut short because there isn't really anything to see on the planets...they need detail
7. ## Ways to make game load faster

SSD does near nothing for KSP, i tested this on my new computer. Started out with everything on SSD because "it would be speedy!" and i had 5minute loading times. Didn't really notice any difference, so i moved the entire KSP folder onto the HDD. Got 5 minute and 20 seconds loading times...SSD's have a very specific use case where they improve everything, KSP loading is not one of them. Think about how long it takes to copy KSP from the HDD back onto itself...50 seconds? Now realize that read speed alone is slightly faster than write, and that is all that RAM wants. All the "data" can be put into RAM by the time the first picture slideshows. The majority of work in KSP does not happen on the HDD (virtual memory is a different matter, that is much better solved by more RAM than an SSD)
8. ## Mining SSTOs

2 small fuel cells easily hold up the 1.25m ISRU, given you have a 3star engineer and a single large drill. Also instead of using a 2.5 service bay, maybe the 2.5m payload fairing could be useful (if OP is ok with clipping). I believe fairings have less drag and also less mass(relative to a similar size cargo-bay)?

Press ALT+F4. Calm down it won't corrupt anything , as long as you are in a pause menu. (that includes being in flight and pressing "Escape", being at space-center and pressing "Escape", unsure about being in the tracking station, R&D, VAB,...) I wish i could find the thread where the squad dev explains this, but it was months ago. So pressing ALT+F4 is not really a force close(kill task) type of command, it is just a call to close the program...with an attached timer basically so that windows will ask the user after some time, "Listen, this green-men application of yours is not responding buddy...". So do it in a pause menu because there is no writing/reading from savegame files during a pause menu, thus no chance of corruption. It could save some time, if there is anything to do on the PC after closing KSP...who am i kidding, we only close KSP for sleep(sometimes)
10. ## Optimal Comm Network

Put a ground relay probe on the mountains west of KSC. The 5km extra altitude seriously help with the occlusion on 100%, and it is very easy to get there. As others have pointed out, just build enough so that you can do Mun missions, after that you will have better relay dishes. With those, put a relay in a polar orbit with an Ap above the north pole at just below 84 000km(tip of Kerbin SOI), and Pe at south pole 70km. This satellite spends 40days above the north pole with connection to KSC, and swings around Kerbin in about 40 minutes. This covers everything except the south pole of every kerbin body(and their dark side), and can be greatly improved by lobbing another ground relay to the mountains north of KSC
11. ## I want to thank Squad for this new feature

So we now have control of whatever happens via context menus for any controllable part in range? Like popping parachutes on the dropped stages(if we opened the parachute menu before hand)?