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Everything posted by Blaarkies
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The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
I got one! I left this for after i unlocked all 45sci nodes, so that I get a 90sci node for free with this. At first I was going to get the one on Kerbin with the plane parts unlocked, but after a polar flight to Woomerang I just found non-green monoliths. A satellite found an anomaly south of KSC, but when i got there it was just another launch site (these launch sites seem to be available -after discovered- under the launch options in the VAB, even though my difficulty settings has additional launch sites turned off) Finding these between all the other easter-eggs is quite difficult since each probe core has a small probability to actually detect them. -
Trade shipment to the island runway
Blaarkies replied to Pds314's topic in KSP1 Challenges & Mission ideas
Looks like an interesting challenge! With electric propellers from Breaking Ground the fuel cost can easily be zero. Will you make an example run to show what the challenge could look like? -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Did you get the extra "flying low" EVA reports from each biome? It's tricky, but you have to jump the kerbal, and click report right before hitting the ground again. It's not all that much extra science, but it helps. -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
There's a tool for that https://ksp-commnet-planner.blaarkies.com -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
No, the Ap/Pe markers definitely showed up before this update without any building upgrades. Image from here But I'll check if steam messed up the update somehow -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Is it just me, or does the Ap/Pe markers no longer show up in map view? It's not the end of the world, it still shows up in the orbit info window (bottom-left of the screen) This is my NCD run, so no buildings are upgraded, and game version 1.12 -
Is there a way to increase a Kerbals rank?
Blaarkies replied to Crazy Kerbal 's topic in KSP1 Discussion
The best way is to stop making kerbals go *puff*...you monster -
How to fly an airplane
Blaarkies replied to MetricKerbalist's topic in KSP1 Gameplay Questions and Tutorials
If your plane behaves unruly in the sky, I would highly recommend reading this post -
On the todo list and you just described it perfectly! I will need to setup user accounts for that though, so that users can login and select their "savegame" from a list that they would like to look at or modify. It would be a big feature with lots of upfront effort, but after that it opens up to many more features, such as "mods" to be added for users playing with extra planet systems and antennae parts.
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You can also "push" the opposite marker (on the maneuver node) for finer adjustments. - When trying to add prograde to the maneuver node, you usually pull on prograde. Just push on retrograde to add velocity in the prograde direction There is also the maneuver node gizmo in the bottom left of the map screen (i think you have to click on the purple rocket mode or something). There you will find more controls for maneuver nodes, as well as a very powerful sensitivity slider, it allows adjustments of less than 0.1m/s
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I always felt a similar but opposite question is: "Why can't you see stars during the day? (while on the Earth)". The answer is quite obviously because the sky is too bright (since you can see a full moon during daytime, and it feels so weird to use a telescope to look at the moon during daytime). At night, the only difference is that the sky is not "blinding" us with scattered/reflected sunlight. The atmosphere is the same (roughly speaking), nothing else changed much either, but suddenly it is easy to see stars. The truth is that the light from stars are still hitting our eyes even during the day, but compared to bright daylight we don't notice them. Same reason for eyes/cameras in space, everything else in the picture is too bright to make out the stars
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The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
I found it! Well i really hope so. A Green Monolith on Minmus I know Minmus only has 1 normal easteregg monolith, so the other anomaly must be the green monolith (can we call them Greenoliths, please?). Now I just need to finish up the 45science nodes, then I can claim this one to give me a free 90sci upgrade (i hope its not the stupid habitat node) I found these on/after the 3rd probe to visit Minmus. KerbNet on the other probe cores did not pickup any anomalies (because of that 10% detection rate thing), so i hope i get as lucky on Kerbin and Mun. EDIT: as luck would have it, my next 3 landers had the worst of luck, barely brought back any science (but their contracts paid for it which is nice) - Payload too heavy, only had 200m/s dv left on Minmus' surface - Or 900m/s dv left, can do a few hops...ended up hopping into the only 2 biomes i have already explored - Or everything goes perfectly. It turns out that a science container, inside an MK-1 container can still break when dropped at 30m/s -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
In my Diamond run, i had bob/bill? (the scientist one) on a ladder to do Minmus samples on a 4 hop lander. By placing the ladder just above a "floor", i had no problems with him sliding off. To me, this kerbal-ladder setting addresses a problem i never encountered. The hardest part was staying close to the craft while timewarping during the trans-minmus trajectory: I wanted him close for when I need to do correction burns, but it would have probably been fine to drift off much further than i let him. I just checked my settings screenshot from the NCD i started in early March, and they match up perfectly (i'm glad, else i screwed up something ) -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Its a little late to mention this now (seeing as you finished your run, and congrats on the badge ), but you can use google-drive-direct-link-generator to make images display here in the thread (it also has a chrome extension) Remember to set share to public (so that any user here can see the image), and i just wrapped mine in spoiler-tag to condense them for easy reading -
Version 1.0.3 SOIs to planets and moons for craft to stick onto; dragging Kerbin around will keep nearby craft moving with Kerbin, dragging the craft will show SOI bubbles as it gets dragged by planets Focus the camera onto different planets by pressing 'Tab' (or 'Shift'+'Tab') as you would in-game; there is also a simple list to click the planet you want to focus More test cases to confirm the accuracy of multi-antenna craft Statistics panel when selecting antennae on craft; it displays the total mass, cost, power, etc. of the antennae selected Dashed lines between craft indicate that they support a relay signal; you can tell which craft won't have a valid connection in-game, even though there are solid green lines on the tool The dashed lines that matter for relays Measurements on the craft altitude, signal length, and signal strength are displayed next to the craft Advanced placement of craft; select the planetoid to orbit, at a specific altitude, and a specific angle to put the craft exactly where you want it Icons in dropdown menus; in the list of antennae it is now easy to differentiate relay from direct types or tracking station types Tooltips to help explain some of the less obvious inputs A quick-help FAQ page to explain details; it is a helpful mini-wiki with search functionality Thanks to everyone who helped by providing valuable feedback
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A youtube comment like this title ("KSP in a nutshell") is actually what made me search/find out about KSP. It was some video about the early USA rocket tests leading up to their first manned rocket into space...lots and lots of test (unmanned)rockets exploded, it really did look a lot like KSP.
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totm june 2021 Threads of the month: June 2021
Blaarkies replied to adsii1970's topic in Threads of the Month
Woo hoo! Didn't even think it would get nominated, thanks! ...just wait until I roll out the dv-planner update -
I agree, the CommNet number under each antenna's description in the VAB is hard to visualize and actually use without trial and error. I got this idea while doing the Caveman Challenge (it is career mode, but you win by unlocking everything and without upgrading any buildings). I was sending shoestring budget craft to Minmus, and needed a better idea of the antenna range that far out. That menu links to pages. The 'Signal Check' page is also the default page in the app (the CommNet Planner page), so click it on the same page has no effect. I might add the "DV planner" in that list, which will take you to the dv planner page
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Silly question: Does this mean an engineer in a command pod on the same craft? Does a Kerbal inside the following (as part of the ship) count as being on board: External command seat (aka lawn chair) Non-commanding cabins, like the Mk1 Crew Cabin, or PPD-10 Hitchhiker Storage Container Lab, inflatable docking airlock, etc. Just asking because i have wondered about these and never really tested them for this
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Just getting a feel for what KSP players would find useful, I'm thinking about adding this to the tool: DV Planner A 2nd page on the same website It displays the Kerbol system The user clicks on planets in a sequence to setup a mission "path" This populates mission nodes (it looks a bit like the KSP rocket staging icons) The user can edit these nodes to set them as surface landing, or low orbit, or elliptical orbit, etc. It displays stats about the mission profile How much dv is required? The minimum recommended TWR? Departing from a Kerbin elliptical orbit towards an Eeloo intercept requires 1140m/s dv But a low 0.1 TWR Ion engine craft won't be able to accelerate enough during the final periapsis kick around Kerbin What do you think, what are your thoughts on using this?
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You can still easily refuel the craft before leaving Kerbin. Get a fuel tanker large enough so that after expending about 900m/s dv, it still has enough to refuel your mothership. Get both of these in an elliptical orbit (almost ready to leave Kerbin's SOI), then rendezvous, refuel, and continue with only the full mothership. * The tanker can be re-usable, just aerocapture it in Kerbin's atmosphere later * If the whole docked craft is stable enough, you can dock while in low orbit and just burn off fuel from the fuel tanker first * If you have enough open docking ports, you can add a bunch of drop tanks for the same effect (good luck cleaning that up)
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Wow thanks for the mention! This tool started out to help in the Caveman Challenge, where you play with only level 1 buildings (thus, no powerful antennae and comm dishes). So it only handles the stock game currently, but there are plans to allow users to pick/add their mod's configurations in the future.
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Thanks! I wanted to drag craft around in the Tracking Station screen to see what the connection range limits were.
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