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Tyko

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Everything posted by Tyko

  1. Thanks..is an asteroid sample an EVA thing like a surface sample? So there's no other science to be done around asteroids? The Osiris-Rex people are going to be so liquided
  2. I've noticed my rocket tends to rotate a few degrees too..in 1.1.x builds if the rocket was balanced it would tend to stay on the 90 degree heading. With 1.2 it tends to rotate to 88 degrees or so. Then it's a fun game of trying to get it back on course
  3. There are antenna strength sliders that can be accessed in the in-save Settings menu (not the big settings menu from outside a save game) but they don't seem to do anything. There are two sliders 1) Range Modifier and 2) DSN modifier. Adjusting either of these sliders doesn't change the Antenna strength or range information when I right-click on any antennas. Have others seen this?
  4. I've been playing since April and have never heard a Dev / Squad give an official position on why they won't include those. Has anyone seen an official response?
  5. I managed my first asteroid rendezvous last night, but it didn't work as I expected, so hoping for some advice/clarification. My probe didn't have a Claw on it (I don't have the tech yet), but I was hoping to at least touch down on it and gather some science. Collision: I cruised up to it as something low like 40mm/s and my ship passed right through the asteroid. I reversed course and tried to bump it again. This time my ship hit at 10mm/s but bounced off. At least the second time it actually collided instead of passing through. Science: At no point during the encounter was I able to gather new science. my Biome was always deep space. Do I have to have a Claw on board for all Asteroid encounters or was I just encountering strange behaviors?
  6. I've also learned to not go overboard on self-lighting. I had one of my well-lit motherships trying to dock at my well-lit Kerbin station and lights started winking out or blinking. Turns out, there's a limit of (I think) 8 points of light in the scene. If it goes over that they start flickering. That number can be changed in the Settings menus, but probably impacts performance as you increase it.
  7. for a quick "back of the napkin" calculations you can use 10 for local gravity (because the math gets really easy).
  8. That must be a mod...I also had it with one of my mods, but it's not in stock. Perhaps Contract Configurator did it?
  9. Playing with SRBs attached with a decoupler I've found that autostruts didn't hold the SRBs as rigid as a normal strut will. The setup I used was to attach the SRBs to the core stack with decouplers, then attach your launch towers to the SRBs. This puts the full load of the center core on the decouplers. When loading a sufficiently heavy rocket onto the launch pad I could watch the the core sag and the SRBs angle in at the top. Adding a single strut from the top of the SRB to the center core eliminated the sagging while autostruts wouldn't.
  10. I remapped controls to other parts of the keyboard. I now use the arrow keys and the neighboring Right Shift and Right Control for Translate controls. This allows me to give rotation (WASD) and Translation (Arrows) at the same time. It also assures that I don't accidentally translate when I meant to rotate because each key only serves one purpose and I don't have to track which mode I'm in.
  11. that was my understanding too...Science from ANY Highland Crater gives you credit for all Highland Craters. Visiting a second Highland Crater would yield no additional science. I just wanted to confirm that hadn't changed with @RoverDude's biome changes By the way, the update Biome maps are so much cleaner. Thanks RD!
  12. LOL. You're comparing a dedicated desktop gaming box to Apple's ultraportable laptop...hardly a fair comparison For reference, I'm playing KSP on a 2009 Mac Pro - that's 7 years old - with all graphics settings maxed out and SVE/scatterer/planetshine/distant object enhancement...etc. Silky smooth graphics, great frame rates. Macs can be great for gaming, but you just have to buy the right machine. Just like you can't expect a Toshiba Protege laptop to run KSP well, you can't really expect a macbook Air to run it well.
  13. @mikerl Are you saying that each Highland Crater is a separate farmable biome? Maybe I misunderstood..
  14. thanks! Are you planning on adding Hibernation and basic radio to the two probes? The relevant code is bolded below...the first is just an addition to ModuleCommand. The second is an additional Module. I tried it and it seems to work just fine MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.04 } hasHibernation = True hibernationMultiplier = 0.00125 } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 }
  15. Two fun things this weekend. I had to "get out and push" for the first time ever. Val was returning from Minmus and wasn't able to slow down enough to aerobrake to Kerbin. Her PE was ~1000Km. It took her 6 refuels of her jetpack, but she was able to bring her pod's PE down to 30Km and safely return home. Also been playing with setting up CommSat networks using 3 satellites and "bus" to drop them off. Dropped my first sat in it's final orbit, then the bus raised it's orbit to a 1.33 resonance to the final sat orbits (if the target orbit is 3 hours, the bus would be at 4 hours). Worked great. Also discovered I don't even need a rocket engine on the sats. RCS offered enough thrust and was easier to fine tune.
  16. I added Settings.xml to the same Dropbox: https://www.dropbox.com/sh/xbxulj4epetqusv/AADR3rgrdqJeNJSAQYCUWzGea?dl=0
  17. Thanks, I'm actually looking for rocket parts beyond the 3 sizes that RD offers. Adding Supplies/Mulch as resource options in IFS or Procedural Parts would offer many sizes and shapes to hold the resources.
  18. I'm looking for other parts/mods that will hold Supplies and Mulch. Ideally an Interstellar Fuel Switch config or Procedural Parts config. Can anyone point me in the right direction? Thanks!
  19. (Jeb to Bill) "Val's headed for that small moon"..."that's no moon, that a space station!!!" Joking aside, if you're open to mods Distant Object Enhancement might help. It let's you configure how far away other craft are visible.
  20. I'm interested in adding USI-LS resources (Supplies & Mulch) to the list of options for IFS tanks. Has someone done this already or could you point me to where I can learn to make this change myself? I looked through the .cfg files and it wasn't clear where I'd make such a change. Thanks!
  21. I've tried drop tanks for single-use landers on Mun. I had a central core surrounded by 4 drop tanks to which are attached lander legs and anything else I don't want to bring home. While it works, the empty tanks weren't really that heavy and I'm not sure it was worth the extra complication in design - 5 small tanks instead of one big one, 4 decouplers, etc.
  22. what would be really helpful is a "rule of thumb" that gives a maximum safe weight for each parachute type - i.e. "each Mk16 can safely land up to XXXXkg", "each Mk2-R can safely land up to XXXXkg" I realize that "safe" is negotiable, but I usually shoot for about 6m/s.
  23. Each of the life support mods is attempting to offer a balance of playability with "realism". In the end, it's not necessarily about offering precise realistic values for any one metric. Instead, it's about challenging the player to plan for keeping their kerbals alive. TAC offers a very high level of detail in terms of the number of resources you have to manage while Snacks is on the other end with only one (now 2 with Soil) resources. USI-LS/MKS is somewhere in the middle plus tracks kerbal claustrophobia. Kerbalism is another "in the middle" option that also incorporates radiation exposure and a host of other considerations. For myself I chose the one that offered a nice fun/challenge balance for my play style. With regards to specific numbers you may not agree with, it's very likely that you can go in and edit those.
  24. Can you remove contract types? The Survey and part test contracts are just noise for me and I'd love to shut them off.
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