Blaarkies

Members
  • Content count

    578
  • Joined

  • Last visited

Everything posted by Blaarkies

  1. Oh yes of course. I just always build mine sideways, keep an eye on the radial/symmetry settings, and when i am done just shift-click the craft, flip it upright and launch(on load the game will figure out how to not put it underground) Prefer it since it is a lot easier to get into tight spaces, like adding payload inside fairings or cargo bays, building a quick rover that will serve a 10 seconds purpose after landing. It is also a lot more spacious(great for planning the majority of a moon base before sending up the pieces), and then building pieces to land on the Mun horizontally is much easier in SPH. I see you make some cool youtube videos, so i have to admit maybe SPH isn't the solution. Your viewers probably want something familiar like the VAB they are used to. I didnt like the SPH at first, only after "finishing" my first career did i start experimenting in the SPH...and after the pay-to-upgrade ksc buildings update, i quickly realized that i could save money by only upgrading the SPH/runway. This way i can launch rockets and planes for the price of one building
  2. Build in the SPH, but use an alternative launch site mod(to override the Runway launch site).
  3. Mining and Overheating

    No, not at all. Only the highest ranking engineer counts. https://wiki.kerbalspaceprogram.com/wiki/Engineer 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
  4. Playing without Ore Refueling

    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 money...at least is a solution well withing their grasp to achieve, and maybe even master.
  5. Playing without Ore Refueling

    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)
  6. How can I see a list of parts on my rocket?

    "What is updog?" Nothing much, and you? ...
  7. How can I see a list of parts on my rocket?

    There you go. Some updogs in return?
  8. SAS: Hold Horizon

    @KerBlitz Kerman Change navball to "Surface mode", set SAS to hold radial-out...it 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
  9. SAS: Hold Horizon

    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
  10. 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 lander...it 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.
  11. SAS: Hold Horizon

    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
  12. Returning to KSP

    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.
  13. Fixing a design mistake

    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 gameplay...you are playing ksp for fun, right?
  14. 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
  15. 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)
  16. 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
  17. 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 !
  18. 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
  19. 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
  20. New Planets

    Moho, Eve, Jool yes people go there...where is Dres?
  21. 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
  22. 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
  23. 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
  24. 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)
  25. 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)?