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About Blaarkies

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    Junior Rocket Scientist

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  1. No, not at all. Only the highest ranking engineer counts. Level Effects provided Harvesting/Conversion Multiplier G Tolerance ☆☆☆☆☆ None 25% 1x ★☆☆☆☆ Repack parachutes 45% 1.1x ★★☆☆☆ Repair lander legs 65% 1.2x ★★★☆☆ Repair wheels 85% 1.3x ★★★★☆ None 105% 1.4x ★★★★★ None 125% 1.5x
  2. OP was not sure if a one-launch design to the farthest planets were possible. I suspect they are not comfortable with massive many stage ships, and that is fine. But the cost due to using a refuel ship method will definitely cost more fuel, time, and least is a solution well withing their grasp to achieve, and maybe even master.
  3. Start by sending fuel tankers to all the major destination(major, as in the vicinity of where your biggest burns will happen). Going to Moho, leave a tanker in low kerbin orbit and one at Moho(for fuel to get back to kerbin). If you use Eve as a stepping stone, then don't stop(into orbit) around Eve...that defeats the Oberth effects. For simplicity, go straight to Moho. Make the fuel tankers have lots of fuel(biggest fuels drum that is reasonable), and the smallest amount of batteries and dry mass parts For Eeloo, same thing. You could use Jool as a stepping stone, but don't stop/capture into a circular orbit at jool(that makes the planning more complex)
  4. "What is updog?" Nothing much, and you? ...
  5. There you go. Some updogs in return?
  6. @KerBlitz Kerman Change navball to "Surface mode", set SAS to hold wont actually aim at radial, but will aim at "Up"/"vertical". This is really useful for powered landing as well: -Having almost zero vertical speed, makes the retrograde marker jump around the horizon, and a ship following that marker becomes a disaster. -Switching to surface mode, and to hold radial-out will keep the ship upright. You can then just slightly tilt away from the direction of your horizontal speed
  7. Maybe you are on to something...what if it locks to the navball, but does not get affected by the yaw action as you pass over the poles? As in, it actually locks to a vector relative to the stars, but this vector gets continually updated by the "pitch curve" of the planet(so that airplanes do not end up pointing upwards) The navball heading will definitely rotate as you change latitude, but we aren't concerned with that. Come to think about it, it sounds like using the surface velocity vector, rotating the vector reference to the "up" vector(away from gravity), and then replacing the pitch scalar with the locked value
  8. 1ton of Ore becomes 1ton of fuel(with the big ISRU). So if you know which type of fuel you want while still on the surface, fuel tanks are the way to go. A lander with a built-in ISRU(drill and all mining stuff), tiny Ore tank and oversized fuel tanks. The bigger this lander is, the less appreciable it's mass becomes. A fueled 50ton lander is very useful, since the small ISRU doesn't decrease it's dv anymore. If you go big enough, you can make the orbital fuel depot be the would occasionally go down to mine,refuel and back to orbit. Mun has some gravity, meaning you get less fuel to orbit. Minmus is much easier in this regard.
  9. Current angle relative to the stars? -Then a plane will start pitching up towards space after it has traveled a quarter way around the planet Current angle relative to the horizon/marking on navball? -Then a plan flying over the poles will pull into a death spiral
  10. Remember the tips from the tutorial: -Increase Pe height by burning towards pro-grade exactly at the Ap marker -Decrease Pe height by burning towards retro-grade exactly at the Ap marker -Increase Ap height by burning towards pro-grade exactly at the Pe marker -Decrease Ap height by burning towards retro-grade exactly at the Pe marker -Change inclination by burning towards normal/anti-normal exactly at the An/Dn marker(you have to click on the Mun, then "set as target" to see these) These 5 are all the tricks you need to fix your orbits. Each one of them will only change a single variable at a time, meaning you will easily match the trick to the result. Once you master these, you will get a better feel about what happens when you burn far away from any markers, and how mixing these directions into a single burn will affect your orbit. P.S. I did not say anything about radial-in/radial-out ? Because you don't need them...i am serious, ignore them until you are comfortable with these 5 above.
  11. If it is just an honest mistake, just edit the KIS config file for the time being. You can make a single kerbal carry 100's of tons, be able to re-attach it. then just reset the config files. Trying to fix this legitimately is just going to be bad are playing ksp for fun, right?
  12. That would be your savegame file. It is a text file, containing probably all the information to put KSP in the same state as your career save, like: -Every part of every ship(including debris) -Orbital parameters(velocity, position) of each of these -Tech upgrades, contract selection weights -Every completed, taken and available contract -Every notification message You want to check the last one of that list. It is a big file, so first i would suggest trying out the old hazard-ish menu by pressing alt+F12, going to the tab containing contract settings. From there you should have some control to complete/cancel/remove contracts and maybe find some of these notifications
  13. Maybe the notification got deleted accidentally? They do however give money/rep/sci like all the other anomalies. Ground station comm dishes and green tinted Monoliths do not count, they do show up as anomalies on the KerbNet. The green tinted Monoliths however do grant a random tech tree upgrade(it will pick a node at random). So, early in the tech tree you might get a free 45science upgrade, whoop-di-doo!. But if you can keep out until only your last nodes are open, you will get 1000sci upgrades...maybe more with tech tree mods, it seems to pick anything. Also be aware, there are 1(or 2 ?) unassigned nodes in the stock tree, which can still be chosen by the green monoliths, but these nodes have no parts attached to them("experimental motors" is one of them)
  14. The game works, the mods do not. If the game does not work, the out-dated mods are breaking it. It is nothing special, same thing happened with Skyrim while it got some patches and updates, same thing keeps happening to World of Tanks, and Minecraft, Medieval Engineers, and i am guessing any game that can use mods suffers from this. Installing mods has always been an at-own-risk thing. Although i do not agree with how Steam installs these updates (single-player games should be playable even without doing the latest update), there should be a confirmation setting for this type of event
  15. Map mode, double click the sun, press TAB four(4) times... Ok you might also know about pressing Shift+TAB. It switches focus backwards(from kerbin, to gilly, to eve, to moho, etc.) Caution! : Shift is also the default "throttle up" key !