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Everything posted by Kuansenhama
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Uhm? Pic? Magnet doesn't work. My robot is made of recycled Aluminum, it's not magnetic.
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So I got some more play in. Not much, but I've been getting ready for the launch of my two manned missions to Eve and the Duna-Ike System. I might play them later today, if I'm productive and can get through my homework. The Dresden shipped out and has an encounter with dres now. Screenies of launch and correction burns in space. Even though my 'space' burn is in shadow and makes it pretty hard to see the final spacecraft. I had no idea the 'Mighty' atomic rocket motor had this cool purple particle trail. (I unlocked the nuke engines, figured I'd need them for my missions out to Eve and Duna.) I also started a Mun base that ended up costing four times as much as the contract paid me for it. The first attempt did THIS on the launchpad thanks to a staging error. And the second attempt spun out of control and crashed into the Mun at 380m/s. The third attempt was a success, until I realized that I had forgot an antenna, so decided to send up a science rover/module to satisfy that requirement and be able to get tons of science to fill the lab. The base is unmanned at the moment, but I'm planning on sending a crew of scientists to mine science as I did on minimus.
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You Will Not Go To Space Today - Post your fails here!
Kuansenhama replied to Mastodon's topic in KSP1 Discussion
Oh, ground based base modules... -
That's cause I stole it for my secret project.
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Who needs roads anyway?
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I've got a pretty good 1.0.5 mod build going. OPM, SpaceY, Dmagic, RLA, Scansat, Asteroid Day. Most of my memory usage is quality of life stuff like Chatterer, Waypoint Manger, KAC, KER, Stock Bugfix, and various other mods like that. So basically that build with all of these added on. Near Future Packs Station Parts Expansion Planetary Base Systems LET SpaceY Expanded MK4 Spaceplane Lacks Stock Extension Warp Drive Hab Pack USILS Infernal robotics Mining Extension Mechjeb Contract Configurator (And contract packs) KAS/KIS
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Max Science output of a lab?
Kuansenhama replied to Kuansenhama's topic in KSP1 Gameplay Questions and Tutorials
Okay assuming only scientists in the lab count, by my calculation that is 14.175 science in a standard lab and 31.89375 science in the 3.75M lab. Can someone confirm this? -
I hate to butt into what might be an ongoing discussion, but I've been considering buying the parts for and building a computer. So just treat me as a total newbie to this kind of thing that knows absolutely nothing (aside from having watched a couple of youtube vids). I have two main questions: 1. Where is a good place where I can start shopping for and compare computer components? (Cases, Drives, Motherboards, etc). Ideally some place where I can see and compre the performance, compatibility and price of each component. 2. How long does it take to assemble a computer from the components? I've seen videos online and it looks like it can be done in a Saturday if you know what you're doing, but I don't know if it is shorter or longer.
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A lab with about 100 data, and two two-star scientists nets me about 2.2 science per day before it starts to decay. Out of curiosity, does anyone know the math: A lab completely filled, 500 data and two five-star scientists, how much science output will it have per day? I'm extra curious to know what happens with a modded lab that comes with one of my parts packs. (Tarus HCV 3.75M lab) It holds 750 data and 3 scientists but runs on exactly the same code. Max output from that?
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Uuuokozetistan Space Program Part 5: Just some updates I really thought I might be more into keeping a diary of my KSP escapades. Really, this is more a diary so that I can look back upon fondly what I am doing in KSP. Anyways, today I got in a nice long play session and got loads done in my career game. And since I have homework that I really should be doing right now, I'm going to stick to the highlights. Nothing super interesting has happened, but these are some photos. The first thing that I've been doing is rescue lots of Kerbals. The astronaut complex is at double capacity. I'm trying to get scientists so that I can crew labs. I've been thinking of how I want to use the Patent's liscencing+Leadership Initiative in the admin building to rake in funds without having to always resort to contracts. There's also the matter of training them. I plan on taking a large crew out to Duna when the Transfer window rolls around. (And perhaps another crew to Eve.) Crew cabins are pretty light. (Hitchikers or MK1s), and if I can stuff enough Kerbals into my landers when I head out there, I can hold mass landings and bust out the 3, 4 and 5 star Kerbals. The only downside to this is that if something goes wrong in that sort of landing. Eventually, I figured out a way to rescue 12 Kerbals at once. How is this possible, you may ask? Well with this abomination, it (sort of) is. Essentially this is a station with small spacecraft that can decouple, fly unmanned to the kerbal, and take them home. This saves me the trouble of having to launch a new rocket every single time I want to rescue a Kerbal. And for a busy college student like me, time is a valuable asset when playing this sort of game. The second thing I did was arrive at Eve. I'm lacking a lot of screenies from this mission but it was quite a fun one, even if it was unmanned. I didn't meet the same fate when Areobraking here (since I didn't attempt to areobrake to begin with.) This sattelite paid a visit to silly lil Gilly before going into a polar Eve orbit and started scanning it. The science payout from this mission was pretty darn good. The third and final thing that I did was assemble my first base on Minimus. Sure, it's farther than the Mun, but its gravity is more forgiving making it easier to land things like this... I also had a contract for a base there, so I could get paid a little extra. I then got a context contract to expand my outpost from the initial 10 crew capacity to 17. I then got another contract to expand the crew capacity to 25. There are only four kerbals at the base right now, so I can rest assured they have plenty of space to stretch inside that base. The one problem I have is that (thanks to the memory ceiling), I don't have access to mods like USI Kolonization or PBS. So I have to pretty much make do with the cheap junk the stock game gives you. Base building needs more support. That Gigantor is clipping into the base. That bothers me more than it should. I did learn something. I had a strategy for base building that I would send the modules with no crew in them. Then send the crew in a separate lander capable of returning to Kerbin. (You can't see the lander in this pic so just imagine a really cool lander is near the base, OK?) This turned out to be smart as I had quite a few expensive mishaps getting this base launched and assembled. If I remember correctly, at least 3 rockets undergoing rapid unplanned disassembly during launch, so I ended up paying for two bases when I only got one. So I don't think the base was necessarily a profitable venture. But we still have yet to kill a Kerbal. We have 24 crew members (but only five scientists, counting bob, so far.) I've been planning for the future. The next big goal on the agenda is unlocking the refinery, and a Manned Duna mission. Though getting that thing is going to require updating the R&D, that's disgustingly expensive at 3,300,000 funds with my current settings. (I only have about 1.1M funds ATM) Honestly as for what mission I want to use for training a large crew, I'm split. There are advantages and disadvantages to both. A manned Duna mission would be tougher. More Dv to transfer and land on either body in the system, and the window is sooner giving me less time to prepare. But it would offer two bodies that I know I could land on. Eve window is a bit further out, but if I take a crew to Eve, I could for sure take a training mission to Gilly. But that's only one body, since I have neither the funds nor tech for a return from Eve's surface. (Granted, I get experience for both.) What I might end up doing is sending smaller crews to both planets. But I don't think I'll have the refinery in time for that. I don't know, we'll see what happens.
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0/10 didn't edit in the picture later.
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So, how about them rescue contracts in career? I don't get how the Astronaut complex can only hold 12 Kerbs at tier 2. I mean, it's not like each kerbal has his own luxury condo built into the complex. (Or do they?)
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So I recently put together a pretty good modded install and started playing career. Even though I tried to keep it light on parts packs, I'm running a lot of functional mods and was using quite a bit of memory. Not enough to crash on every load, but when I started out, I was crashing every few hours or so. (VAB reload memory leak, anyone?) But I've noticed that I'm crashing more and more, Particularly when I switch vessels or go into the loading range of some station or base. I've got quite a few active probes and and satellites (about 15), one base and one station. And maybe about 50 flags and debris. Now, I seem to out of memory crash every single time I try to reload. Does anyone know if having more vessels active in your save can cause this?
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I guessed it. (Somehow) I guess I just figured the Mun was too obvious and the sun seemed just a little bit smaller than it usually does, and there was no atmosphere so it couldn't be duna. Hint #1: Your solar panels don't work too well on this planet. Hint #2: The number 42 is very important to this planet. Hint #3: This is an exceptionally good place to do mining.
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I'm releasing three new mods: Kerbal Atrophy Program Kerbals now feel the effects of prolonged exposure to 0-G and slowly turn into boneless blobs incapable of moving on high-gravity bodies. Great Expectation Tourists Kerbal Tourists are now upper class snobs and expect a quality vacation. Includes several new modules including suites, bathrooms, five star dining and entertainment. Tourism contracts will pay less if not completed swiftly and in order, and their rich families will sue the pants off your space program if you let your tourists die or don't bring them home in time. G-Force Killer 10g or more is enough to injure a Kerbal. This can make them black out and/or unable to go EVA for a period of time. 15g or more is enough to kill a Kerbal, even if they are inside a pod. Orange suits can take 15g before getting injured and 20g before having a chance to die.
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@Snark Thanks for making me laugh like a seal in the middle of my philosophy class. Great song.
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Where are the other commandments of KSP? I have to see this...
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This is a great thread. I think my favorite feature is adding my own flags to the game, particularly after they started showing up on the side of parts. It's just that little personal touch that lets you really feel like your space program is yours.
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Okay, I've been playing a lot, and gotten a lot done. but haven't taken many screenies and don't actually have a lot of time to update this. I have class early tomorrow. First of all, Pathfinders 3 and 4 have both flown successfully out to minimus. Both managed to rescue kerbals, complete contracts and clean out the lower level science experiments on every biome on Minimus. Pathfinder 3 used monoprop engines that turned out to be sluggish and not really fit for landers, but nobody died... This is one of the few screenies I did take of Pathfinder 4 heading home. But it's a good one. Quality over Quantity, I suppose. I also deployed a new generation of scanning satellites in the kerbin system making use of the biome mapping and resource scanning. I got contracts for orbital surveys of Eve and Dres. The Eve window came and went, and I sent a probe called EVEN out to Eve. I'll show what this probe looks like before it arrives, but if I know one thing for sure, it's that I'm not gonna try and areobrake this time... When the Dres window rolls around (and it is coming up) I plan on sending a duplicate of EVEN with a few more solar panels called DRESDEN. We will also be heading back to Duna when that window rolls around. We got a space station contract for kerbin that I took. I don't have a screenshot of the station hub either, but it's pretty rudimentary and nothing special at the moment. This also ended quite disastrously. The rocket fliped a few kilomters up and lost control completely. The Kerbal was able to jump and by some miracle, survived. Still have yet to have a death in this save. We've had a lot of close calls. The second launch of the space station was done by our friend Jeb. I figured if anyone could get that wildly unstable rocket into orbit it was him. And he did. Go jeb. But most importantly, we finally landed on the Mun. Oversight 1 and now Oversight 2. I flew one landing and am in progress of a second. I was biome hopping today. I made the stupid mistake of trying to push for four biomes. Failed. And only had enough fuel to recover into Low Munar Orbit. I guess I should just be happy that I've done so many rescue contracts at this point that rescue missions are like second nature. I also know that I've started to use the administration building. I took up patents licensing since Dmagic overloads the amount of science you get and the leadership initiative so that I could bring in even more science from field work. I like the idea of becoming more independent of contracts and having our cash flow come from our science intake. This means that I'm planning on building stations and bases that can farm science points and convert them to cold hard funds. So next time: -Munar Orbit Rescue. -I'll show you the EVEN probe. -Get some labs up and running. I should show you the LKO station thats going up. Thanks. I'm open to fan imput. If there is something you want me to consider doing, let me know. (A mod you want me to incorporate, A specific place you want to see me visit in the future. I have OPM.) For now, my only real goal is to have flags and footprints on every planet including all the OPM worlds.
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I was just saying that in reference to my recent career save. (Uuuokozetistan space program). Okay let me try agian. Before that was a long chunk of time that I wasn't playing KSP. So now I have to go back in my memory and think of what I did to him. Let me try again. Dear Jeb, I'm sorry I made you ride on an RT-10 in an external command seat with no parachute. I'm sorry I made you go EVA while we were areobraking at Eve. I wanted the EVA report from Eve's upper atmosphere. I'm sorry I put you and 10 other kerbals into a size-1 service bay and launched it. I was trying to replicate one of Danny2462's stunts. I'm sorry I tried to put you into orbit with the exaust from a Rhino. I'm sorry I crashed you into the Mun at 6KM/sec before I understood how the game worked. I'm sorry you had to test my first attempts at an SSTO plane. I'm sorry I also used you to test out the SpaceY expanded parts. I'm sorry I left you in the orbit of Ike for 15 years with nothing but a spacesuit. That one didn't kill you, and you were still (alive) and smiling when I came to rescue you...
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I'm bending the rules since I haven't killed jeb, but I think this idea is funny. Dear Haigela K. I'm sorry I stranded you in orbit around the Mun. I just thought we could visit ONE more biome before going home so that we could have enough science to unlock that sweet nuclear engine, but apparently your lander didn't have enough dV. I promise I will send a rescue mission just as soon as I have some more time to play.
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I think it's the lower ISP that scares most people off. It all depends upon your playstyle and how you build rockets. A part that might seem useless to one person might be essential to someone else's play. I know that I like everything I build to be in neat, tidy 2.5M stacks whenever possible. I almost always use Clamp-O-Tron sr.s as soon as I have them unlocked, and the engines that I'm always using are the skipper and poodle. Admittedly I don't use the Thud outside of launcher stages. High gimballing and thrust, and they're pretty cheap, but their ISP is low, and their thrust is higher than what I need for orbital/landing operations, so I don't see a reason to have them on anywhere but launch.
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I know Kerbal Crash System adds this sort of thing for rockets where they take damage and become crumpled. I don't know about having stages of damage for buildings. It's not really a super important feature, since (at least as long as i've been playing) I have never destroyed a KSC building when I wasn't trying to. It would be cool to have a feature like this, but this is Kerbal Space Program, and not Kerbal Demolition Program, and it would just take memory and time away from the devs who want to work on more important things. (Like maybe stock waypoint manager)...