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ArmchairGravy

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Everything posted by ArmchairGravy

  1. As Eric's map shows, the Lesser Flats are on the opposite side of Minmus from the Greater Flats, with the Great Flats in between. Eric, that map needs posted to the wiki as there isn't a Minmus biome map there. Or at least there wasn't a couple of days ago.
  2. You can't store duplicates, but you can store as many singles as you want. I pulled over 30 results from my lab into a command pod and took them back to Kerbin. Ka-Ching!
  3. If you get close to the goo/material bay you can right click on it and remove the sample. You can then store the sample in the command pod/lab, and then clean the experiment for reuse, or ditch it to save delta v. You can do the same thing with instruments as well.
  4. If you can do that as a beginner, you have a bright future ahead of you in KSP! Very well done and welcome aboard!
  5. I'm on the fence on this. While I was able to unlock everything but ion drives and large rover wheels by farming Mun and Minmus, I needed all that tech for my Duna return, which netted 4k. So I'm with Algiark, another tier or two of high-end tech would be best. The Kethane mod did this with the Kethane electric generator.
  6. I'm on board with this. Although I already use thereaver's way to do it, it would be nice to see it at a glance.
  7. What is the total science pool available in your example, and what is your transmission cap? I would shuffle the order around in your example and add one more phase. Here's how I would like to see it: Say you have goo with an available pool of 50 points, and a transmission cap of 25 points. Transmit only-10 points Process in lab and transmit-20 points Return to Kerbin-30 points Process in lab and return to Kerbin-40 points This way science labs would be incentivized, and if you want all of the science for a pool you have to repeat the experiment like a good scientist.
  8. First off, maccollo, that video was amazing! Definitely video of the year for me. I had no idea that so much could be done with those little engines! Whackjob, that is whack, even for you! Levelord, wonderful job blending aethetics with function. I love the seismic sensor cylinders! Overfloater, great job with that biplane. Looks great! As for me, I did my 2nd ever Duna/Ike return with the SS Stephen Hawking and Penrose I lander. I sent the whole thing at once, and assembly was the hardest part of the mission. As you can see, subtlety is not my specialty: Thanks to everyone who shares in this thread. I've gotten tons of inspiration from seeing your creations, and have gotten more than a little jealous of your creativity and skills. Happy holidays!
  9. My favorite part is the Skipper. Once I get that unlocked I can start doing some heavy lifting. Favorite mod part: The Kerbil Engineer Redux tape drive. Gives me all the info I need without having to flip back and forth from map view or chase markers around with my mouse. Plus it looks good!
  10. I have mixed feelings about the lab after having used it around Mun and Minmus. I created a 1-man craft that had two of all science experiments. This craft was capable of hitting two biomes, and then coming back to Kerbin. I'd store everything in the command pod, and just bring that home. Good for getting a grand of science per launch. After a few trips I had enough parts to put the science labs in orbit, and then removed the parachutes from the lander and added a docking port. Then I'd hit two biomes, store the results in the lab, and reset the experiments. This entailed rendezvous, docking, and EVA work. I then used a 3-man command pod for crew rotation and to bring the results back to Kerbin. Another rendezvous and dock as I also used it to top off the tanks on the station to keep the lander going. Here's the thing: I could have kept using the direct-return craft, and saved myself time and effort by not using the lab at all. It's far easier and quicker to just blast for home and re-launch. Maybe when economy gets implemented using the lab will make sense. Currently there's no reason to use it unless you enjoy those extra challenges. I did! It's been forever since I exercised those hard-won docking skills, and putting about on EVA collecting all of the data from the experiments and instruments made me feel like a real kerbinaut. So, yeah, I can see using them and not using them.
  11. Item 3 I fully agree with. The rest sounds like punishing people for not using labs, which I don't agree with. Instead I suggest that the transmission bonus gets bumped up for labs, and all samples processed in a lab, whether transmitted or returned, get a bonus. This would reward the played for using them. Last night I created a 1-man ship that had 2 of each science experiment and could return from Muna or Minmus. This netted roughly 1000 science per trip. I also put a science lab in orbit around Mun and Minmus, and used these as drop offs and refueling stations for the lander. The thing is, it was easier and faster to NOT use the station. Using the station required rendezvous, docking, and EVA work. It also required an additional craft to act as the sample return vehicle, which is another rendezvous. It was faster and easier to just blast for home and relaunch. All of the extra effort it takes to use a lab should be rewarded.
  12. Lol, do I need to post my rant from the aerodynamics forum here as well? There is a way to have life support in the game already for those who wish to have that level of challenge. Install IonForge. There. Now you have your layer of extra challenge, and the rest of us can continue having fun without it.
  13. Updated already?! You rock! Thanks again for caretaking this wonderful mod.
  14. You must have skipped over this: "Advanced aerodynamics is a perfect example. We all know that the current aerodynamic model will be updated. It's called a placeholder for a reason! This poll is useless because we are going to get better aerodynamics as soon as the devs decide it's time to work on it." For what it's worth, I would love to see nosecones actually do something. I currently use them for aesthetics.
  15. Just so we're clear before we start: Spud, I'm quoting you, but this is NOT directed at you personally. Your statement is a fair representation of something I am going to rant about now. [rant] If you look at the webpage for KSP, you will see, "KSP is a game where the players create and manage their own space program." It does NOT say it's a spaceship simulator, a flight simulator, or an space-based resourcing simulator. There is an ongoing, maddening clamor on the main forum page for Squad to implement feature x, because without it the game is broken. I am heartily sick and tired of it because for each and every "Gimme NOW" feature, there is a mod available that meets that need to some extent. Advanced aerodynamics is a perfect example. We all know that the current aerodynamic model will be updated. It's called a placeholder for a reason! This poll is useless because we are going to get better aerodynamics as soon as the devs decide it's time to work on it. Ferram's question is far more relevant: "What bits of aerodynamic modeling should be included when the devs replace the placeholder?" This would allow a good discussion, instead of this divisive all-or-none. Furthermore, when someone questions the advisability of implementing feature x for everyone as an in-game mechanic, or points out that feature x is already available as a mod, the response is, "Yeah, but the game is supposed to have it. Look, see how cool it is?" I am sure you think it's cool. That doesn't mean that everyone does. Believe me, if I wanted more accurate modeling of aerodynamics I already would have installed FAR. If I wanted to manage air and food, I would have installed IonForge. If I wanted to design realistic spacecraft and aircraft, I would do so. I do want resourcing, so I have installed Kethane. See? I have the option I want, and don't bother with the ones I don't. Squad has to concentrate their small development team ensuring that their game is fun for everyone, not just the subset of the community who are frothing for feature x. So please, please stop whingeing for these niche features to be implemented in the game on the main forum page. Put them into the Suggestions and Development page where they belong. Better yet, go to Addon Request and Support. [/rant] Whew! I feel sooo much better now that I've gotten that off my chest. I'm heading back to the game and get my science station set up around Minmus. Cheers!
  16. With the passion for them that's on display here I'm sure someone would pick up the torch. Flight engineer is a fine example of this.
  17. Hey, look, you're using mods to turn on advanced aerodynamics. People want a way to have it in the game, and perhaps be able to toggle it? It's called installing and uninstalling a mod. Sheesh.
  18. Show me a fairing that will house these. Why do you want to suck the fun out of my game?
  19. I fully agree. Squad should focus on stuff that is fun for players of all skill levels. There's a thriving modding community that already does a good job of providing those extra layers of challenge. I have no interest in making this game harder than it already is.
  20. In .22 I put together a probe mothership that put 3 landable probes with complete science packages into the Eve, Duna and Jool systems. It worked well. I'll put together another in .23 once I get the pesky gravimetric sensors unlocked. Instead of one per system, it'll be one per body.
  21. Yeah, me to. Then I docked my science lander to it and processed the experiments. The ONLY way to get science out of the material bay and goo container is to transmit. The lab does NOT automatically store processed experiments so you can get full return value.
  22. A further note: I've been using the science lab to transmit, and just got done trying to use it as a collection point. It fails miserably at this. Even though it processed my material lab and goo containers from my docked lander, it did not store the samples. The only way to get science from these items is to either transmit them from the lab and take the hit on science points (which the lab marginally alleviates), or to skip the science lab and just return them. I am going to have to answer the OP's question NO. In its current state, the science lab is not of much use. The science lab would be of use if: -- all processed experiments are automatically stored on the lab, which then resets the experiments --the processed results can be transferred to another vessel and thus returned for full points Until this happens, the science lab fails as a collection point for returns. Ideally, transmitted experiments would get a bump in %, and processed returns garner additional points. As it stands now, especially in Kerbin SOI, you're better off with straight returns. The only time I can see myself using the current science lab is on a Jool expedition, and leaving two Kerbin stranded there. Sure, I could stick some experiments onto the lab and return the whole thing back to Kerbin, but why bother when I already have lighter and less top-heavy ships doing the job? Sorry to go on about this, but Squad missed the mark on something that could have been truly awesome.
  23. Science labs act as a collection and refinery hub for science, making science the equivalent of Kethane (find, extract, refine, and return). The only issue is that it should also add a bonus to processed returned items so there is an incentive to use it. I would recommend doubling the transmission bonus to 30%, and adding 15% to returns. This way players would want to use it, and use it as early in the game as it appears in the tech tree.
  24. What I've realized playing .23 is that science is equivalent to Kethane. You find it, extract it, refine it, and return it. Science is the resource that KSP revolves around. I'm creating the same type of network to recover science that I used to recover Kethane. As to the "all things to all people" problem--I am firmly in the latter camp, and would hate for the fun of the game to be replaced by what I would perceive as tedium and frustration. I think that mods should continue to be the way for people to get their grindy, tedious detail fix.
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