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Everything posted by sardia
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Station Contract Not Completing
sardia replied to Eugene Moreau's topic in KSP1 Gameplay Questions and Tutorials
If you can still revert, check if the"new" station checkmark is still activated upon launch, and before docking and after docking. That's probably your problem. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
sardia replied to IgorZ's topic in KSP1 Mod Releases
Check the config file and edit it there. Adjust the grab distance and the grab strength. -
Wait, how does this affect space planes? I thought the shock cones were the best for getting high speed at high altitudes. Low intake speed means they work better at higher speeds then say, an engine precooler at high altitude high speed. Is that right?
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Plan B. Get out and push. Jeb has an Eva suit that can fly around. Point your rocket as if you're trying to circularize down to 75km orbit. If you run low on Eva fuel, reenter your craft, and it will refill. Fly to the engine and for into it, hold down the EVA jets. You'll notice the orbit will shift as if you fired your engines. Then point retrograde to reenter. Whenever you get too hot, fire your engines. You should be able to slow down to the magic number, 250 m/s, which lets you deploy parachutes safely. Don't forget to change your parachute so that it deploys at 5000 meters instead of 1000 metres. Pro tip: quick save if your friend.
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You can mine metal ore out of an asteroid. I posted a picture last week asking if that was intentional. It even uses stock drills.
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Theoretically, could you make more fuel and rocket parts than you spent to chase it down, and rendezvous it with your station? Kerbin gets a decent amount of asteroid encounters, and I just chased down a moderate C class asteroid for fun, and I wasn't sure if it was worth it. Also, can you recycle asteroids after you deplete them?
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Your orbit shows you at 500,000 meters. You're overheating because you are coming in too fast. Reduce your orbit first to 70,000 and circularize it. Then gently reduce your orbit to 60,000 meters. That will reduce your speed, thus reducing overheating. If you have spare fuel, fire your engine when you're about to over heat. That should slow you down and solve it.
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I use Stage recovery mod because it really stretches your funds in the early stages of the game and let's you spend more time with the non monetary parts of the game. Though I do feel SR mod encourages bad flight profiles. The added costs and weight mean the recovery percentage is important. That encourages you to fly mostly straight up and delay your gravity turn. My launcher that can do perfect gravity turns ends up on the other side of the planet (25%)while my crap launcher returns almost 90% because it mostly launched straight up. Maybe I should redesign my launchers so the second stage cuts off while I'm still close to KSC. Or I could ignore stage recovery now most of my big expenses are taken care of. But that mission to jool looks so pricy. Shrugs
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Hunting for ideas: KIS-assembled space station, Conquest of Eve
sardia replied to Sharpy's topic in KSP1 Discussion
Mechjeb. Though the current dev version is bugged, so it won't show outside the parts. You need to zoom in to see it inside the part. I think it's under the window "attitude adjustment" or something. -
Hunting for ideas: KIS-assembled space station, Conquest of Eve
sardia replied to Sharpy's topic in KSP1 Discussion
KIS yourself a space plane. It looks pimping, even though it's fairly useless. -
So the drills weren't changed, and I still need to bring the modded drills in addition to the regular ones. At least for planets. Thanks for the information.
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The stock drills seem to be able to mine metal ore out of asteroids. Is that intended? If so, why do we still have the old drills? Note the drills and the metal ore is going up.
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Is there any special reason that the mod doesn't support 2 motorized wheels + landing gear that steer?
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Thanks for all the hard work taniwha.
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Have scientists improve productivity a mechanic where you bring them with you?
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Just to make sure, but you can't satisfy contracts that call for putting bases by building them with EL, correct? IIRC there each part has a tag or id that stamps when it was created? Or can I happily finish contracts by constructing them in space or sending up a probe, to dock it with the requested parts constructed by EL?
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Is anyone having the issue where the kerbal EVAs, and then immediately becomes disabled on your ladder due to lack of snacks? Maybe make it so that kerbals can go a few hours before fainting from lack of snacks?
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
sardia replied to IgorZ's topic in KSP1 Mod Releases
I'm having issues adding a screwdriver to every slot in my ship. addToAllSeats = KIS.electricScrewdriver addToAllSeats = KIS.electricScrewdriver I added this line to the KIS settings file, but it doesn't appear to work. There's no screwdriver in the inventory slots or while hes on eva. Any thoughts? Nevermind, I fixed it. Just had to remove the linebreak between the two lines. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
sardia replied to IgorZ's topic in KSP1 Mod Releases
Put it in a one of the KIS storage containers, either the inline ILC-18k or the radially attached box. Then have the engineer attach it. In essence, the ship serves as the backpack, and you'll have to move the ship closer to the satellite. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
sardia replied to IgorZ's topic in KSP1 Mod Releases
I would like to add say, the screwdriver to every pod. How does that work? Do I just uncomment that section and replace with the screwdriver item? If so, I may experiment a bit. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
sardia replied to IgorZ's topic in KSP1 Mod Releases
I see in the KIS settings.cfg that you can add an item into every pod. Do I need to add this to each pod? // Specifies items to add to every pod's seat. To add // more items add more lines. //addToAllSeats = KIS.evapropellant -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
sardia replied to IgorZ's topic in KSP1 Mod Releases
Try going into KIS config file, and increase the kerbals grab limit and distance limit. You can also increase the kerbals volume limit as well. -
How do you guys manage to recover the first stage? Kickbacks aren't so cheap that it's not worth slapping on 2 parachutes each. But the game deletes them before stage recovery can mark them as salvaged. It recovers the second stage just fine, and marks the first stage as destroyed if I don't put chutes on it.