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Netherman555

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Posts posted by Netherman555

  1. 2 hours ago, tjt said:

    Thanks. I was hoping for a way to do it when I'm actually interacting with the station. For example. I want to move Jeb to a ship that's about to undock, but I can't remember which module Jeb is in. Right now I just have to randomly right click on different modules and select Transfer Crew to pull up a list of who's in that module.

    Sadly, as far as I know there is no way to do that.  I may be wrong though.  I would recommend looking it up on Google (always a good choice :P)

  2. There's two easy things to do here (They were already mentioned but I'm going to say it anyway):

    1 - Get KAS and KIS.  This allows an Engineer to attach and detach objects on a ship from ANYWHERE.  It will help you along the way.

    2 - If you're uncomfortable with modding (which isn't uncommon), you can try to use a claw.  Idk if you can transfer resources (I've never used them, I like docking ports more) but it's the only stock option I can think of.

  3. 2 hours ago, Blaarkies said:

    This need testing with writing down facts...kind of like science, but in real life. What I am wondering, is how does the heat generation occur? I mean, does a drill generate an amount of heat related to how much ore it is drilling through, or is it just a simple on/off state?

    How do we calculate the maximum amount of cooling a base will need? (when drilling, refining and doing all the hot stuff at once...except sundiving of course)

    Well this seems like pretty simple math to me.

    You need to find the optimum and maximum temperatures of every heat-generating object in your base.   You're going to want to subtract the optimum temperature from the maximum, and then you'll add those all together and get the amount required for heat.

    Then you'll divide this number by the radiator heat expelling amount, and then you should get the amount of required radiators.

    In Mathematical Terms:

    (Maximum - Optimum) / Radiator_Amount = Radiator Amount

  4. This all depends on what you're lifting up there.  I'm assuming that since you need 350K dollar units to get up there... sheesh that thing must be heavy, or else you're just being excessive.  I approve of excessive but that takes it to a new level.

    I normally use a small, simple lander with four thud engines and a small rockomax engine, gets 3 people on the mun and can get them back if you do it right.

    second stage is a medium rockomax engine, used to supplement orbit and for munar injection.

    First/Orbital stage is an orange tank with a medium rockomax beneath it, and 3-4 LVT 3-tank rocket boosters.

    This works every time for me.  Good Luck!

  5. Well that craft itself is never going to get off the surface.  And tourists can't EVA I think... so... this is a problem.

    If you have enough resources and time to do this, I would launch a large craft up onto the mun and then try to grab them? It's very difficult but if you can actually grab both of those ships then you'll just need to get back.  If required, get it into a munar orbit and then refuel it for the return journey.

    Probably they're all dead but it's worth a shot.

    EDIT: I feel really stupid, I just realized you can try to use a Klaw to refuel the ship (if that works anyway).  But my way's more fun in my opinion :P

  6. If you're willing to use mods, I would suggest Simple Construction or (if you're really wanting to get complicated) Extra-Planetary Launch Pads.  These allow you to build ships anywhere in the solar system as long as you have the resources to do it.  I think this link says more.

    However, if you want to do this the old fashioned and undoubtedly more fun/challenging way, I have a few suggestions:

    • Keep it simple: there's nothing worse than creating a super-complicated structure just to find out there's a part confliction. 
    • Standardize your height: What I normally do is use a fuel tank (normally an orange rockomax) and put the wheels for all my structures at half the height of an orange tank.  That normally helps pretty good.
    • Excessive Is Always Better: I will probably be yelled at for this, but it's definitely what I do.  If it seems like too much fuel, but it works, keep it! You never know what might happen that requires that fuel

    Hope this helped!

  7. 5 hours ago, parameciumkid said:

    OMG!

    I've seen this bug loads of times before, and even experienced it myself (nota bene: do not attempt to use a Klaw as a landing pad), but only now did I just realize this explains EVERYTHING!
    The seemingly impossible masses of Kerbol and its satellites that is - they're actually all hollow spheres with substellar black holes inside! Sure, these wouldn't be as long-lived as larger black holes, but a few thousand years shouldn't be difficult.
    Perhaps long ago in Kerbal prehistory, an advanced (Kardashev 2+) civilization built a system of miniature black holes with Dyson spheres around them to uh, collect energy or whatever. Obviously they're made of unobtanium, but aside from that everything seems to hold water...

    xD

    THIS MIGHT EXPLAIN WHY EVERYTHING IN THE GAME FLOATS!!!

    :huh:

  8. 2 minutes ago, Majorjim said:

    The thing is that KSP does not handle memory well, or maybe it's Unity either one. Consoles do not have enough RAM to use mods.

    Still, people seem to be inventive.  I'm sure somebody will figure out how to get mods at some point.  Might just take longer.

    Besides, I have 4 GB and I'm running like 10 mods.

  9. On ‎8‎/‎17‎/‎2015 at 11:53 AM, Avera9eJoe said:

    Probably returning from the surface of Jool (When the altimeter hits zero). Yes someone has done that. Oh and with stock parts.

    Sadly they can't do that anymore, if you go below 250m at any speed it blows up.

    Also my hardest part is trying not to oversize rockets.  I try to get into orbit with LVT tanks and then somehow I end up with a kerbodyne super-refueler with extra fries.

  10. I think that Squad's just trying to open it up to a wider audience.  I couldn't even play KSP until I got my computer upgraded, but consoles won't be that way because everybody has a standardized system (most of the time anyway). 

    Plus, how long do you think it's going to be until somebody figures out how to get mods? I mean, Fallout 4 on consoles supports mods and look how long it took them to get it.  It's going to happen at some point, i'm sure.

    Also, @stibbons, I think you're taking this conversation a bit far.  You're kind of jumping at people for a problem that wasn't even there.  Just chill.

  11. I dunno, I've always been partial to the Ion engine because of all the sci-fi behind it, but in terms of an engine that I like the most is probably the shuttle engine.

    (P.S Crashed into Duna using an Ion engine on my way to the Mun, strange experience.)

  12. On ‎6‎/‎30‎/‎2016 at 5:46 PM, RoverDude said:

    The community has not reacted well to modpacks in the past :P

     

    On ‎6‎/‎30‎/‎2016 at 0:08 PM, Gojira1000 said:

    TLDR: Don't do modpacks. Make a nice recommended list with download links to individual mods.

     

    Well that's nice to know.  I think i'll do what Gojira1000 said and make a list, but include like a 'Download All' link or something.

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