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Dewar

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Everything posted by Dewar

  1. Exactly, this "grind" that everyone is struggling with is what makes me love the game. It is rocket science after all! I would recommend saving as much money as you can for a low munar orbit shot. You can obtain it by burning prograde at mun rise in orbit from kerbin until your apoiapsis reaches the munar orbit. Kan be done within the first few tiers quite easy. Once hug over mun put yourself in a low polar orbit and get all the wonderful science by evaing over all the different biomes. This alone can mass you a good chunk of starting science. Enough science for a minmus landing and do those tourist contracts. They blow up quick to a point that makes them very profitable. My first minmus mun tourist contract got me 400k
  2. I was wondering. What are the mining yields for each size of asteroid? Would it even be worth it to haul a class E down to LKO? By the way, I am in love with squad over 1.0. This game is nearing perfection with each addition and has caused me to lose interest in every other game on the market. There is simply no game that rivals this one.
  3. So I may have stumbled onto a bug!? In all honesty that kind of makes me feel better, I was smashing my head against this problem for a couple hours. Coding is fun! Let me know if you find a work around, and thanks yet again for the help. I'm going to go burn stuff into the atmosphere to get the configs for deadly reentry just right. Here is my current config. REALSOLARSYSTEM { Mun { Orbit { semiMajorAxis = 9377200 eccentricity = 0.0151 inclination = 26.04 period = 14713.29 LAN = 0 referenceBody = Eve } CelestialBodyScienceParams { LandedDataValue = 3 InSpaceHighDataValue = 2 InSpaceLowDataValue = 2 } } Kerbin { Radius = 1940000 atmosphereScaleHeight = 6.6 maxAtmosphereAltitude = 91182.37 atmosphereMultiplier = 1.013 AtmosphereFromGround { //apply your settings here, like waveLength = 0.85, 0.72, 0.55, 0.5 } PQS { Kerbin { PQSCity { KEYname = KSC latitude = -0.1109 longitude = -74.5400 repositionRadiusOffset = 53 //42.7000007629395 lodvisibleRangeMult = 6 } PQSMod_MapDecalTangent { radius = 8500 // KSP: 7500 heightMapDeformity = 75 // was 75 absoluteOffset = 0 absolute = true latitude = -0.0969 longitude = -74.6004 } PQSMod_VertexHeightMap { heightMapDeformity = 10800 //7500 } PQSLandControl { vHeightMax = 10800 // 3500 altitudeBlend = 0.03 // 0.01 altitudeFrequency = 36 // 12 latitudeFrequency = 12 // 4 longitudeFrequency = 12 // 4 LandClass { landClassName = BaseSnow altitudeRange { startStart = 0.9 //0.60000002384185791 startEnd = 0.98 //0.800000011920929 } } LandClass { landClassName = BaseBeach altitudeRange { endStart = 0.001 //0.004999999888241291 endEnd = 0.004 //0.019999999552965164 } } LandClass { landClassName = RockyGround color = 0.758, 0.628, 0.464, 1 //0.2835821, 0.241034418, 0.169554323, 1 noiseColor = 0.808, 0.678, 0.514, 1 //0.321568638, 0.3019608, 0.274509817, 1 } } } } } Minmus { Orbit { semiMajorAxis = 4977200 eccentricity = 0.0041 inclination = 2.21 period = 48336.52 LAN = 0 referenceBody = Duna } CelestialBodyScienceParams { LandedDataValue = 3 InSpaceHighDataValue = 2 InSpaceLowDataValue = 2 } } Moho { Mass = 4.8676E+21 Orbit { semiMajorAxis = 62977200 eccentricity = 0.03 inclination = 10.21 period = 58336.52 LAN = 0 referenceBody = Kerbin } CelestialBodyScienceParams { LandedDataValue = 0.0001 InSpaceHighDataValue = 0.0001 InSpaceLowDataValue = 0.0001 RecoveryValue = 0.0001 FlyingHighDataValue = 0.0001 FlyingLowDataValue = 0.0001 SplashedDataValue = 0.0001 } } }
  4. I tried as you said, still no dice. Any ideas?
  5. I'll try that today! Edit: I did this and no effect. I also tried changing all multipliers to 50, so I'm sure they are not being applied. Yeah, I also made it .56 of Kerbin's gravity, for a total escape DV of 1600 or so. I never really visit Moho and I wanted a challenging new moon that I couldn't max out all science for in one trip. I have also adjusted Kerbin's radius (KSC's positioning to match, god that was a headache) to take about 60 percent more DV to get into orbit. All said, a mission to the new moon with realism mods installed is, if a little too rewarding, at least difficult. Thanks again for the help, I'll keep updating as I go.
  6. Hey Nathan, I ran into an issue. I'm trying to drop the amount of science Moho gives me, but I can't reduce the amount of science I get through experiments (such as the materials bay). Here's my current take on the config: Moho { Mass = 3.1676E+21 Orbit { semiMajorAxis = 62977200 eccentricity = 0.03 inclination = 10.21 period = 58336.52 LAN = 0 referenceBody = Kerbin } CelestialBodyScienceParams { LandedDataValue = .5 InSpaceHighDataValue = .5 InSpaceLowDataValue = .5 RecoveryValue = .5 } } Any thoughts?
  7. Awesome, thanks a lot Nathan. I'm tinkering with the settings now to create a reasonably difficult alternative to RSS. I never really understood the need to create an overly large solar system that would require tweaking every part to match. Instead, I'm hoping to create my own flavor that will incorporate a slightly larger kerbin with only one satellite if any (perhaps Moho). I've made the Science changes but it needs more work.. will update my progress after watching game of thrones tonight. Thanks again for the help!!!
  8. My guess would be if you do as Nathankell mentioned above, and enter the reference body as the sun, you probably would have that effect. As all the planets are on rails, I couldn't imagine you messing up the soi of the sun by doing this.
  9. Hmmm, Is there a link or Readme somewhere that would explain how to add in the different mulitpliers? I love your mods by the way.
  10. *Updated main post with my findings. Thanks for the help guys!! One question, how do I change the amount of science I would receive for landing on the moved moons? Now that they are farther away I feel like they should offer a slight boost to science.
  11. Is there a way utilizing either one to simply delete the moons outright? Edit: What would I need to do to leave the game completely stock yet move them somewhere else? I have looked through the configs for rss and have some understanding of them.
  12. [Original Post] Hey guys! I've been playing KSP for a while now, and although I love the game to death, I want more of a challenge in Career mode. I was wondering if there was a mod or a setting somewhere that would delete all Kerbin Satellites (Minmus and the Mun). I am aware of the planet factory mods, as well as RSS, I don't want to get into a discussion about either one. Anything like this? Edit: Yeah the answer was.... RSS... Kick me. For anyone wanting to do this simply download RSS then go to the Config file and delete everything. Paste this in to transfer Minmus around Duna and Mun around Eve. REALSOLARSYSTEM { Mun { SSTScale = 0.9832 Radius = 113710 rotationPeriod = 546482.42 tidallyLocked = true axialTilt = 1.5424 GeeASL = 0.1654 Orbit { semiMajorAxis = 9377200 eccentricity = 0.0151 inclination = 26.04 period = 14713.29 LAN = 0 referenceBody = Eve } CelestialBodyScienceParams { FlyingHighDataValue = 2 FlyingLowDataValue = 2 } } Minmus { SSTScale = 1 Radius = 48730 rotationPeriod = 10331 tidallyLocked = false axialTilt = 3 Mass = 9.43E+18 Orbit { semiMajorAxis = 1877200 eccentricity = 0.0041 inclination = 2.21 period = 48336.52 LAN = 0 referenceBody = Duna } CelestialBodyScienceParams { FlyingHighDataValue = 2 FlyingLowDataValue = 2 } } }
  13. Just saw the challenges on the forum for the first time, thought I'd give this one a go. On the way to the drop off point with the vehicles. Dropping off the Boat with Jeep attached. Flew Drop-ship home afterwards. Verifying that I am 5km away from island. Dropping off Bill and Jeb (wasn't sure if everything would work the first time, didn't want to risk them). Landed Safely (really lucky shot) Landing on the Island. Parked at the tower Deploying an invisible Flag (appeared on top of the tower) On the way back, decided to use the boat to attempt a land-speed record (got to 180ms). Drone in the back, boat on the right, rover on the left. I accomplished the entire challenge with only one Kraken attack while reloading the amphibious transport craft. (It spawned everything on the bottom of the ocean) Hilarity and eternally bouncing parts followed. Edit: This was stock. May redo with mods.
  14. Quick question. Is there going to be a rerelease of the stock size RSS? I really never understood the point of making the planet bigger and then resizing parts to suit. But I would love those Earth and moon textures in my game.
  15. I started playing the game in .23 and have almost never used RCS. I only used it when I played around with some probes. On that note, increasing the ISP of RCS is a bad idea, I would end up abusing it if it was on par with regular fuel. As for balancing reaction wheels, I think if amazing Chris (love your mods can't say it) were to release a tweaked set, it should be included in an"optional" folder as seen with other mod releases. As most players have gotten used to using only reaction wheels to control their crafts, I think changing there values is probably a little too controversial to be included in the main mod. Having said that, I am a proponent for a balanced set and would probably use them. Btw, I live abroad and have stopped paying attention to the calendar as a result; you got me so bad with your real chutes prank, I ended up sending a rescue mission with stock parachutes because I was completely oblivious of the date. Good fun. touché
  16. Shuttle orbiter has a pretty decent set, but not sure on how big is BIG to you so-to-speak.
  17. Hey guys,love Squad and Ferram (first post!) I like the idea of creating a tutorial series for this mod, Manley's videos were a great help for some of the basics and he does breeze over some of the main features of the VAB Utilities, but it's not very expansive. I'm happy to help out if I needed. I do a lot of voice recording but I have "the great firewall of China" to deal with so uploading to YouTube is a a no-go for me. I could send the audio files if someone were to create the script for use in a series though. Or someone could just tell Manley to make one, he is Scottish after all.
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