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Everything posted by Friznit
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The satellite bus used for Galaxy 1 and TacSat in those kitbashes is parts from BDB Pioneer 6 smooshed together. General kitbashing woes I discovered on the way: we have lots of round satellite busses / control modules in various mods and yet many real life satellites are blocky. there aren't so many square-ish ones and those that exist have some lovely textures and greebling, which unfortunately gets in the way. You have to get creative! Ref. KH-11. Remember birds aren't real, folks.
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It can calculate multiple trajectories, so you can figure out the optimum earth departure date for a Venus flyby and return. Porkchop plots are one way, so you'd need to do a lot of trial and error to get to the same result. But I find KSPTOT impenetrable and I've never worked out how to use it properly, so I resort to winging it, usually with spectacularly awful failures and a lot of Kerbals ...uuuh, "enjoying life long orbital observation of Venus"
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[x]Science has a feature to 'show experiments available on this vessel'. It's very useful for figuring out which parts do what experiment (and finding out that you have 15 redundant magnetometers).
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Science progression is notoriously hard to balance given the way the tech tree game mechanic is built. You zoom through the early nodes in a few launches then it slows to a long grind for the late game stuff. I typically play with 50% science returns then ramp it up to 80% for the later game (basically once you get beyond your first Jool flyby). Bureaucracy basically adds a funding cap, which in the early game does encourage lots of cheaper launches (Thors and whatnot) to maximise your returns within available time & budget. KCT on the other hand essentially adds a time restriction, so you can't simply launch multiple cheap rockets in one day. Combine the two and the game can get quite challenging, at least until you reach a certain threshold. I recommend playing with the History of Spaceflight contract pack (pocket edition is sufficient), as it chimes well with SSS & BDB.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Friznit replied to tony48's topic in KSP1 Mod Releases
I guess!- 1,881 replies
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Squeeeeee
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Friznit replied to tony48's topic in KSP1 Mod Releases
Prime suspect is Outer Wilds Program, given it's another planet pack running alongside KSRSS I'd imagine that might cause a conflict.- 1,881 replies
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@Zarbon44too busy making Star Trek ships to send me a craft file. I'm pretty clueless so without his help I can't write it up on the wiki. (Same detail on the ISS Nauka module, though that looks a bit more straight forward. To be fair I'm well overdue another Tantares career playthrough ).
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Skyhawk Kerbalism - v0.1 (ALPHA RELEASE)
Friznit replied to CessnaSkyhawk's topic in KSP1 Mod Development
I like the concept. Science labs tend to be a bit of a catch all currently whereas I agree they would benefit from more niche roles. The Projects lab could have limited slots but support many different experiments that could perhaps only be switched by delivering "new science kit" to the lab. The kits could be a single part (e.g. science storage capsule with "stuff" in it) or require specific parts attached to the station/base before they become available (e.g. "black hole observatory" experiment needs a telescope fitted) - allthough that might create a painful network of interdependencies to maintain. It would be nice to have more progression in the various labs available in BDB (and stock). For example, early Mercury lab can only do a couple of projects, but not General Studies whilst GMSS labs are more versatile but commensurately more expensive.