Crusher48
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Everything posted by Crusher48
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I just completed my first orbit mission in a new 1.0 career mode. After landing, I sent jeb out on EVA for extra science, but the end result was inevitable: he glitched out, phased into the ground, and the game crashed. Luckily, I was smart enough to quicksave before EVA (it happened before), but anyone know how to minimize the kraken threat?
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Balancing Resource Mining
Crusher48 replied to Fel's topic in KSP1 Suggestions & Development Discussion
What if there was several tiers of refinery, and the difference between them would be the efficiency of the resulting fuel? For example, a micro-refinery would still make fuel, but the fuel might only be 50% as efficient, and if you want fully efficient fuel you use the bigger refinery meant for more permanent mining bases. -
Small problem: say I send a mission to minmus and get stranded because that totally happens. I send a rescue mission, but by the time I get there the crew is on strike and refuses to get out of their capsule even though a rescue craft full of snacks is just a short walk away. So I guess that means you dont actually want the snacks? Potential solution: if kerbals are on strike, they can still exit the capsule as long as another capsule with supplies is within physics range. If they exit the capsule in this way, they only have 10 minutes before they quit entirely, so get them to the rescue capsule quick!
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One problem with using lots of mods is that you end up with tons of parts in only 7 categories, which leads to having to dig through a 10 page long utility category just to find the solar panel you want. I saw a mod (namely Kerbal Inventory System) create a new item type, would it be possible for other mods to do this to make finding the part you want easier?
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Can an asteroid be destroyed?
Crusher48 replied to Crusher48's topic in KSP1 Gameplay Questions and Tutorials
Does anyone know the exact impact tolerance of an asteroid? -
Can asteroids be destroyed by really fast impacts, or could I airdrop one into Kerbin without a chute and have the asteroid survive (though I think the space agency would get a lawsuit for such reckless behavior)?
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Depends which save. My first career save: Stuck on the moon. My second career save: Grounded at KSC after completing 90% of the program's missions. My current sandbox save: at the KSS, not wanting to go any further into space after a disastrous early mission.
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You Will Not Go To Space Today - Post your fails here!
Crusher48 replied to Mastodon's topic in KSP1 Discussion
This one was luckily not mission-compromising: I was launching base modules to minmus when one of them lost communication (I was using RT2) just before it was going to land. However, the module started flipping over, and ended up landing on the skycrane, smashing the skycrane to bits but leaving the essential mission payload intact but flipped. Even more impressive, it only took 2 toggles of landing gear to right the downed base module, with no SAS present (all the SAS was in the skycrane). -
Story: the KSC's Kommunist rival in the space race has developed significant operations around Minmus. Our objective is to get a spy satellite around Minmus to see what they are up to and make sure they do not compromise our own space operations. However, they would easily spot the satellite, and it might lead to lots of backlash in the already heated political picture on the ground. The current plan is to claim that the satellite is a piece of space debris that ended up within the Sphere of Influence of Minmus due to being uncontrolled. However, any significant engine thrust (even ion engine thrust, as they are looking for orbit change and not the glowing plasma from the engine) once they spot it would blow its cover and expose the plan, so we need to minimize the amount of thrust we use to stabilize our orbit around Minmus in hopes that the Kommies do not notice the orbit change. Objective: get a satellite in a stable orbit around Minmus while using as little delta V as possible. Rules: 1: the satellite must be unmanned (Kerbals would get bored and eventually do something that blows the mission such as going EVA) 2: no glitches, exploits, cheats, Hyperedit, etc (in this case, this means you must cross the SOI border at 1x warp). 3: once your craft enters the Minmus SOI, you MUST screenshot the maneuver that would be used to create a stable orbit. 4: show plenty of screenshots to prove you are not cheating. 5: almost all mods allowed due to the nature of the challenge, with a few exceptions (parts mods are fine, while mods that change orbital mechanics are not). Scoring: Scoring is based on the Delta V used inside the Minmus SOI. Challengers: none yet.
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In one of my saves, I am starting to build a base on minmus for control of the area. Because I have Extraplanetary Launchpads, I plan to build and launch ships from the base (eventually). My question: How should I manage logistics with how to launch my ships from minmus into interplanetary voyages to other planets (should I move to LKO or just go to an escape trajectory straight from minmus?)
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Re-entry heat damage
Crusher48 replied to Crusher48's topic in KSP1 Suggestions & Development Discussion
And if you do have problems with re-entering, remember squad is going to implement heat shields as well. -
Sometimes when I am doing randomness near the space station, I find it very annoying to shuffle between 20 pieces of useless debris with [ and ] just to get back to the rover I want to pilot. To fix this, debris should be skipped over when using [ and ] unless the shift key is held down.
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Re-entry damage seems like a significant change in the game that might ruin it for some players. After all, many rockets may be relying on the fact that they would not be blown up when re-entering an atmosphere despite the fact that that would totally happen in real life. However, a common counter-argument is that many people are expecting re-entry damage and are confused when it does not happen. There are 3 approaches to go about with re-entry heat: No damage: current method. allows crazy kerbal contraptions for landing, but is very unrealistic. Big damage: the most realistic method. Anything not behind a heatshield would get destroyed on re-entry fairly easily. However, this would cause a significant difficulty spike. Some damage: in my opinion, the best method. landing/aerobraking with a heat shield is recommended, but not required: a lander on a shallow trajectory without a heatshield will suffer quite high amounts of heat for a few tense minutes, but in the end has a good chance to escape with most of the important parts intact. Also what I seem to experience using standard settings in DRE.
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Tweakable rover wheels
Crusher48 replied to Crusher48's topic in KSP1 Suggestions & Development Discussion
Or, have your thrust level apply to rover wheels (so at 0 thrust you dont go anywhere, and at half thrust rover wheels dont spin as fast) -
I have had several cases where my rover wheels were too powerful for the job and I asked the question "shouldnt we be able to change gears or something to make the wheels spin slower?". Thus, rover wheels should have a tweakable similar to a thrust limiter that can be edited in-flight and limits how fast the rover wheels will go so that your rover/mobile base will not flip itself over when you try to drive it.
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Maybe I was switching vessels while docking stuff, or its a bug.
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My KSS keeps changing names when stuff docks with it. Is there any way to make sure the KSS keeps its name as the KSS?
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I launched a relay sat (I use remotetech), then launched a combined mission to minmus. I encountered a "minor" issue (I forgot to activate solar panels on one of the sats being deployed), so I sent a kerbal out on a long-range space-walk to repair it. Mission was a success, now if only kerbals in rescue missions would know how to do this too.
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One thing that bugs me is how you have to send EVERY kerbal you want to train out into space, when real space center does not work that way. In the real space program, astronauts are trained by simulator before even touching a rocket. To simulate (pun not intended) this in Kerbal Space Program, it should be possible to use a simulator to train kerbals up to a level 1 lower than the level of your best-trained kerbal (level 5 kerbals will still require lots of interplanetary voyages). This will obviously cost funds, but less than what a training program involving chucking the kerbals into space and landing them all over the place would cost.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Crusher48 replied to KospY's topic in KSP1 Mod Releases
Idea: because weight is lower on planets with lower gravity, let kerbals on those planets move bigger parts around into position. In addition, maybe using a KAS winch on a part makes it easier to move because the kerbals only have to do the attaching and not the moving of the part? -
Finished the tech tree and have excessive amounts of SCIENCE! lying around? Need every ounce of possible thrust for the next mission? If so, upgraded parts could be just what you need. The idea: after a tech node is unlocked, parts in that node fall into individual tiers of upgrades: Prototype: If a part is unlocked but the funds fee is not paid for (said fee representing testing fees and such), or if the node is not unlocked (aka its an experimental part from a parts test contract), the part is weaker than it would be because not all the bugs are worked out. Some key value of the part is reduced by 10-25%. Standard: Once you unlock the node and pay the funds fee to develop the part, you get the standard out-of-the-box part with no bonuses. Tier 1: Boosts a key value of the part by 5%, costs science equal to the node cost for that part's node. Tier 2: Boosts a key value of the part by 10%, costs science equal to double the node cost for that part's node. Tier 3: Boosts a key value of the part by 15%, costs science equal to quadruple the node cost for that part's node. Key Values: The key values involved in upgrades depend on what the part is: fuel efficiency or thrust for an engine, fuel capacity or mass for a fuel tank or battery, efficiency for solar panels, or impact tolerance on structural parts. Obviously, some parts would have no key value to upgrade and thus would not be upgradeable.
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You Will Not Go To Space Today - Post your fails here!
Crusher48 replied to Mastodon's topic in KSP1 Discussion
My recent failure: I had launched an Apollo-style moon mission in my new modded game (lots of mods, including TAC LS and DRE). Launch went fine (ignoring my usual strategy of "revert until it gets into orbit"), transfer burn, landing, ascent, and rondevzous all went fine as well. However, I decided to go for an aerobraking trajectory instead of a direct landing on the command stage. Problem was, the resulting trajectory was a long 5 hour orbit back for a landing, and I left the electricity behind in the now-detached service module! Took a bit of jetpack pushing to get an orbit the crew would be able to live to the end of. -
I recently stuck blue colored lights on a tug to make it look cool, and that got me wondering: could colored lights have a practical benefit over simple white lights?
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About Outpost Contracts
Crusher48 replied to Dire_Squid's topic in KSP1 Gameplay Questions and Tutorials
As long as you use the docking ports on the individual ships to dock with each other, you should be able to get the bonus once enough vehicles are combined to meet the requirements. -
Need help capturing Class-E asteroids.
Crusher48 replied to TaintedLion's topic in KSP1 Gameplay Questions and Tutorials
I think your best bet would be to assemble a massive tug in orbit, attach it to the asteroid, and hope you can put enough delta v on the asteroid to stabilize its orbit.