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Everything posted by Doodle
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Doodle replied to ethernet's topic in KSP1 Mod Releases
Ok this Mod deffinitly needs a huge tutorial or guide since it seems like a great mod but absolutly not easy to understand i think. And the Missions might need some more explanation in what to do maybe. I got my first Mission from this mod "Perform Experiment: Plant Growth in orbit around Kerbin" Since I didnt had a Space Station up and running I just send a probe up with the Experiment started running and realised nothing happens Eurekas at 0/50. So my next guess after keeping this probe in orbit for a day or two was that I had to have the new Research Lab attached to it aswell. (wich is not explained in the module or the mission text) So now I have my first Station up around Kerbin. The Station has 1 normal Science Lab and 1 the new Science Lab from this mod a couple of batteries Solar Panels etc... On the station are 4 Kerbals (3 Scientists, 1 Engineer) Currently 1 Sci in the normal Lab and the rest in the new Lab. Now I docked a new vessel with the Plant Growth Experiment at the station. I started Research on the Lab, I started Research on the Station Science Lab and now I am generating a few Eurekas in the experiment. (about 0.01 every few minutes). - Is this rate normal? - DO i have to wait until I reached 50 Eurekas in the Experiment before I can send it home to complete the Contract? - Is there a way to see how many Eurekas you generate per minute? When I first have seen this Mod I thought it is really really great. But so far... I am more confused then impressed by it anymore -
[1.0.5] Contract Pack: SCANSat [v0.6.0] [2016-01-19]
Doodle replied to DBT85's topic in KSP1 Mod Releases
Question about this Contract Pack: Does it really have a Contract for every planetary body and every Scansat module with specific Inclinations and Apo/Pe's ? - RADAR Altimetery Sensor // Multispectral Sensor // SAR Altimetry Sensor for Kerbin/Mun/Minmus / Dres / Eve etc etc.? Asking cause so far I only got missions for the RADAR Altimetry Sensor even if I have already researched the Multispectral Sensor aswell. And another question: Is there a way to "change" wich probe the contract picks? So far I had to finish all 3 Altimetry Sensor missions via ALT+F12 since the contract somehow picked everytime one of my Remotetech Satelites and did not finish the Orbital Part of the contract even if my Sensor Probes where in the right orbits -all subgoals checked for Orbit but the Vessel part did not get checked (it said "Vessel: ComSat - xxx" even if my ScanSat was the one i was flying atm and never switched) -
From a quick glance over the wiki for MKS... it has thousands and thousands of new pieces and a couple of hundret new resource types (atleast it feels like that on a first glance ) But hey I am trying now USI-LS Oh and a first feedback to it already... (or maybe a question about the design decision) why are all the resource tanks (mulch/fertilizer/supplies) not split in different tech notes for the different sizes (small/medium/large diameter) feels strange to have only small rocket parts but already a very large diameter supply tank avaible while being Tier 4 in Tech only
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Just out of curiosity... when I start a new playthrough now with USI-LS can I add into it on a later point of time USI-MKS-Lite and upgrade the Lite one to the full one without having to start a complete new playthrough?
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Doodle replied to tomek.piotrowski's topic in KSP1 Mod Releases
If there is a dev build already will there be an upgrade on CKAN soon aswell? And since I only used CKAN sofar for mods... can I just copy/override that dev release into my Game Data folder or should i remove the ckan remote tech first? -
Ok. After stubling over your Wiki Page to this mod (there really should be a link to it in the first post of this thread ) I got a couple more questions - With USI-LS I can not have 100% independent Life Support on Bases/Stations right? - But If I have a Nomomatic (wich is part of USI-LS so no other mod needed) I basicly just have to send in some Fertilizer from time to time to keep the Kerbals fed right? - Habitation? Is that feature part of this mod or not? Here in the into post in this Thread I cant find a thing about Habitation. But on the Wiki page it seems like those Habitation is part of USI-LS? (for reference I am talking about this page https://github.com/BobPalmer/USI-LS/wiki ) Sorry for those questions... I really like the Idea of Life Support (and I like aswell the idea of those habitation values wich would force me to rotate my crew from time to time) but I try to keep my KSP as near as stock as possible (So far only using Remote Tech and Scansat as mods with new parts rest is all UI-Stuff basicly like KER, KAC and some different Contracts Mods etc.) And your MKS mod with his dozens of parts and alot of new kinds of resources is way too scary for me )
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Sorry for the question couldnt find it in the initial post and u have to admit that I didnt tried to read the 109 pages of this topic.... What other Dependencies do I need for the USI Life Support? (there is something about "MKS" but since there isnt a link to that mod i have no idea what it is) What other Dependencies are suggested to add together with USI Life Support? Will USI Life Support be avaible on CKAN? (so far I only used mods via CKAN) Greetings a total Life Support noob.
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Dead Kerbals without a launch
Doodle replied to Doodle's topic in KSP1 Technical Support (PC, modded installs)
Nope from those "game changing" mods i have only Scansat and Remote Tech the rest of my addons is more of "supportive" nature like KER, KAC, Docking Port Allignement, RCS Helper and the like. Dont have any kind of lifesupport.... thats the reason it confuses me so much that this happens (and that I can reproduce it) -
Dead Kerbals without a launch
Doodle replied to Doodle's topic in KSP1 Technical Support (PC, modded installs)
Guess noone else has the problem with Crew "dying" while on the launchpad/runway without any liftoff procedure.... -
I have some troubles with Ore Scanning aswell. I disabled Stock Scanning. I made a full Scan of the Mun with the M700 (atleast the full map if i click on resources has a tint of purple now). I have previously scanned the Mun already with an MULTI and an LOW Scan. Sadly it seems either SCANSAT has no filter settings for the "rough" M700 Ore Scan as the stock version has (0% / 10% / 20% / ... / 90 % / 100% cutoff) to highlight only the "better" quality areas. And since I honestly can not say if some parts or slighly stronger purple then others or if thats only the monochrome backround of the LOW scan showing through on the map I have absolutly no idea where to put my first mining outpost on the mun. Whenever i overlay the mun with the Ore resources and activate the tooltip thingy i only get "Ore: No Scanner" message everywhere. I even used a surface scan module on my science hopper and checked 3-4 biomes where i landed for resources it seems that is only local info not getting connected to SCANSAT.... like the toggled displays of the other science pieces (temperature etc.) Is Mining Ore with SCANSAT really useless compared to stock aslong as you dont have any high res scanners or that narrow band thing? Greetings Doodle
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Hi everyone, not 100% sure if this is the right sub forum (if not would a mod be so kind to push me where i have to go?) I have a strange Problem with my little Kerbonauts. A couple of Days ago Bill, Jeb and Bob all were suddenly K.I.A.(or atleast M.I.A) and I had absolutly no idea what happened. None of my Rockets exploded or anything. To get them back i had to move back to an old save file wich was already a couple of days (day 30 something instead of 40 something) behind. Now it took me a few Real Life days to get my Rocket Programm back to the point before this happened. Then I had suddenly another Kerbal missing... (thanks God it was only a 1 star freshly rescued Engineer) but again it did not happen while he was on a mission. Now today I finally had the problem located when suddenly Valentina Kerbin was Missing aswell. Sadly I didnt had any old enough safe file anymorewhere she wasnt missing already aswell... So i downloaded a mod to revive her (Crew Manifest) cause I can live with a dead Kerbal IF I KILL HIM/HER Personaly in a mistake. not if they become Missing in Action WITHOUT any action. But I located the reason why they go missing i think.... Cause Valentina was in a Test Base a couple of meters next to the runway where i made some tests and forgot to recover the vessel. Then jumping to different ships moving some satelites... doing some quiting the game and restarting later... the Base Test next to the Runway was empty of Kerbals and Valentina was called Missing/Killed in Action. So... Kerbals in a Ship on the Launchpad or Runway suddenly count as dead if you switch the vessel for some amount of time. Is this a bug thats known? Is this somethign that might be caused by some mods? Greetings Doodle
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Need some rough estimates of Delta V
Doodle replied to Doodle's topic in KSP1 Gameplay Questions and Tutorials
Ok i decided to cancel the contract and take the cash/rep penaltys for it. I have never done any gravity Assist transfers or similar stuff and only visited duna once in all my hours of playing. This is deffintily out of my league. But thanks alot for those calculations was quite interesting to see what would have been needed. -
Hi, I found a nice Satelite Contract and I am curious if anyone could give me a rough estimate for the amount of Delta V that I would need to do it. Not sure if you can see it in the Picture clearly... Stats are as followed: AP: 51.421.xxx.xxx meter Pe: 28.326.xxx.xxx meter Inclination: 54 Degree!!!!!!! Since this is a Career Game I would love to know a rough estimate of the Delta V that i need to accomplish this and if it is worth the 400k $ Greetings Doodle
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Hi everyone, I am not sure if this is really the right spot to post it (ok I lied I think i posted it here wrong). But still it is about the Spacecraft Exchange Forum. First of all I really really love all those nice crazy silly and crazy (yes crazy has to be said twice) ideas of Spaceships, Landers, Rovers, Space Stations or Bases. But honestly I would LOVE a little bit more of a structure. Wouldnt it be alot better if we would have 2 subforums? One for STOCK ONLY crafts and one for all those with modded parts (or those that can only work in modded enviroment like FAR stuff)? I play mainly stock and honestly I find it a slightly annoying (nah wrong word... uncomfortable? aeh well hard to describe) to browse only those vehicles that I might actually be able to use. Cause of this I suggest/vote/hope/pray for a split subforum for Stock and Modded Crafts. Greetings Doodle Kerbal. PS: If someone has a link to a small early (aka low tech) plane that works in 1.05 to get those close Survey missions around the KSP done it would be lovely. I cant find anything and dont get one to be working myself
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From Kerbal to Space experiences by a new Kerbal
Doodle replied to Doodle's topic in KSP1 The Spacecraft Exchange
Hi fellow Kerbonauts. After my little space program accomplished a couple of Mun and Minmus Missions all my Kerbals gathered around for a Company BBQ meeting. Jeb suggested we hold the BBQ on the Mun and the Team went for it. Bill build quickly a Mun capable brazer with his Engineer Department while Bob and his Science Team fixed up a way to actually roast some beef and wieners on the Mun. The Pilot crew meanwhile gathered some Ice Boxes and a couple of Beer cans before the whole Team got shipped up to the Mun. As a Lander the guys quickly fused some tanks and 2 LVN Rockets onto a MK3 passenger Module so everyone could have a nice comfy seat during the flight and the party train went off. During Final Approach to the Mun with Jeb at the Helm he suddenly realised something... "Bill? Bill! Where the hell is the button for the landing gear?!?" "aeh Jeb you know aeh we were kind of busy fixing up the brazier for the food so we didnt have the time to fix this lander. We kinda aeh outsorced it to your pilots." "Great... and since they all went into early party mode it seems they did not only forget to attach any kind of landing gear no they even managed that the engines were sticking out at the end so we cant land on the cabin and are forced to use our two LVNs as Landing Legs...." .... Well since Jeb was at the Helm all went fine ofcourse and the Mun party went great. Here is a little picture of the crew gathered around the improvised Landing Shuttle During the BBQ Gene suggested that with Mun and Minmus being explored and reached over a dozen times it would be the time to check out the other Planets in the Kerbol System and he already had a greeeeeat Contract for a Base on Wheels for Eve. He mumbled something like "to infinity and beyond" but since most of the guys where already slightly drunk noone really remembers what Gene said. Everyone just screamed YEAH to EVE! After getting back to Kerbal the Design team started to work on an Eve Base. On this Picture you see Dr. Kerbinson who was choosen to lead the expedition making some check ups on the Base with the Lander/Transfer Stage attached to it. A day later Dr. Kerbinson with his Family and a Pilot started their engines and went up into space. This is one of the last pictures made from it before it started its engines to leave its parking orbit around Kerbin. After starting their Hyperdrive Atomic Engines all Contact to the ship was lost. It seems some sabotage happened and the Base didnt depart from Kerbin with full fuel tanks and their fuel tanker never docked with it on its parking orbit it seems. On the way to Duna all Communications stopped... but we are sure the Base wasnt attacked by Interstellar Space Spiders and all rumours about it are fakes for sure. A couple of Days later Bill and Bob discovered something while checking the blueprints of the Eve Base. Even tanked up it seems the mission would have been a failure cause of something Bill called "Launch Windows" and it would never have enough DeltaV to complete the mission. But well this "Launch Window" thing deserves some further research While Bill and his team started to work this out Gene came up with another "great" Contract. A Base on Ike! So Bob and his guys patched up some designs but after the tragic "accident" with Dr. Kerbinson noone of Jebs boys was willing to fly blindly to a different planet anymore. So the Ike Base was rebuild into an autopiloted version: Well and since the pilots were on a Strike Bob designed a couple of Probes to send out first to the different Planets: A Picture of one of the three Moho/Eeloo/Dres Probes on its parking orbit waiting for its Launch Window A Picture of one of the two Probes for Duna and Eve its parking orbit waiting for its Launch Window (notice the double Probe design with only the top probe having Parachutes) And the Jool Probe with 5 Satelites on top (2x Interplanetary Lander Xenon Edition, 2x Interplanetary Lander XL and 1 Interplanetary Lander Parachute Edition in the middle) and 2 Backup Probes on the sides. Well it is now Day 68 of the 1st Year of the Space Programm and we are awaiting our first Launch Windows hopefully soon. -
From Kerbal to Space experiences by a new Kerbal
Doodle replied to Doodle's topic in KSP1 The Spacecraft Exchange
Isnt that kind of cheesy since the jet engines feel like abusing abug. They use up way to less fuel and their TWR for vertical liftoff compared to rockrets feels plain broken Atleast thasts what it feels like -
From Kerbal to Space experiences by a new Kerbal
Doodle replied to Doodle's topic in KSP1 The Spacecraft Exchange
Well the first Munlander try was a pod, a small tank a 909 Engine and 3 Landing Struts... but that one never tried to land cause of some aeh... fuel issues. The one landed there was my very first one that landed. it hat 2 Science Juniors and 2 Gootanks with it. some fuel with a 909 a decoupler to sent of a small fuel tank with another 909 and the capsule back home to kerbal. I try to build small and compact somehow always if possible. I used an upgraded Version of that lander to do some biome hopping with some small refueling in orbit. completet around 10 different biomes that way later on the mun. -
Hi fellow Kerbals. I found this wonderfull game nearly 3 weeks ago and I have to say I really really like it. Even if I still havent seen most of the game yet. I played this game only in Career Mode cause I generally like the feeling that I have to be fund efficient and cant just make huge Insane rockets that cost hundret thousands of credits to send a single satelite into a Kerbin Orbit. So far I havent managed to visit any other planet and have only been to the Mun and Minmus but the next step is close. For Mods I only use 2 Mods. Kerbal Engineer to see my Delta V after I failed way too much in the beginning without it and Kerbal Alarm Clock to be able to launch multiple Satelite Missions and Visits to Mun/Minmus at once without only concentrating on a single mission and wasting days. Currently my Space Programm is still in Year 1 Day 48. With this post I just wanted to share my success so far in this game. The very first Satelite my Space Programm brought into Orbit (at this point we dont mention that it never fullfilled the contract cause the lack of SAS made me waste all his fuel without managing the correct orbit. My very first Mun fly-by. Even if the ship was designed to land on the Mun with his Landing Gear the mission got early aborted due to some fuel shortage and Jeb had to travel home without seting his foot on it. Finaly Jeb made it to the Mun sadly he did miss his designated landingpoint in the sun by quite abit and used up all the fuel of the bottom stage. But we learned from earlier mistakes about fuel calculations and the lander had a 2nd stage with a small tank and engine that just brought the capsule with Jeb and all those sweet Science Data back home to Kerbal. This was the start of a succesfull Space Programm with many more Missions to follow. The first 5Kerbal Mun Base the docking port on top was used for a Landercapsule wich Jeb used to get home. Since this early start in Baselanding our designed improved: This is the new 5 Kerbal Base. To reach Mun/Minmus a set of 3 Siderockets with a Probecore each were used that make the transfer and land it safely before decoupling and suicide crashing somewhere away for beauty reasons. Sadly the contracts for Bases needed bigger and bigger bases so I had to switch to some modular design. Here is an early test at the KSC where you can see the Core 17Kerbal Unit, a Lab Unit, a 4 Kerbal Communication Unit, a 5 Kerbal Upgrade attachement (underneath you see the crawler) and a Power Mast. And here a Base on the mun build with some earlier versions of this design. On the front Left you see the Sideattached Transfer/Landing Drums I used to get the center piece from Kerbal Orbit to the Mun and on the ground. Kudos for Temstar at this point where i borrowed and reverse engineered the ideas of the Crawler to move the base pieces around and the idea of the truss pieces to put the base together http://forum.kerbalspaceprogram.com/threads/48876-The-art-of-modular-base-building Somewhere at this point we got our first Contract for something outside of Kerbals Sphere of Influence. A Solar Satelite sadly we didnt read the fineprint of the contract before accepting it. First time ever leaving Kerbils Sphere of Influence and then making some CLOCKWISE Satelite Orbit.... yeah well this was a dark point for our little Space Programm and this was a contract wich we abandoned after alot of frustration and wasted time/Credits and fuel. To this point I still dont know how to manage it (a 25k DeltaV Ion Powered Satelite failed aswell) But we got another chance to step with out toes (do kerbals have toes? aeh nevermind) outside of Kerbals Sphere of Influence: A Contract for a 5 Kerbal Solar Station. The success in this mission gave our ideas some wings for the next non contract funded experimentation part: And know we have flying around Kerbal a permanent Space Station with 3 Orange Fuel Tanks (wich are sadly all full and never used so far since attaching them) But even if it is listed as a Refuel Station in Orbit the main use for this Station is its implemented AKRES I present the AKRES the Advanced Kerbal Rescue and Evacuation System. It contains 3 automated Escape Pods that can collect helpless Kerbels that fly (for whatever reason) around Kerbal. And if all 3 Pods are used I can just send a new set of 3 up to the station. So far to our current successes. A new manned Mission to Minmus is currently underway to shoot some pictures and since I have currently 4 Visual Contracts for Minmus missions the Mission contains 3 AKRES pods with a pilot each to get those missions done and get save home to Kerbal. The next big goals soon if a Transfer window opens finally will be the first Mission to Duna and Eve (and their moons) but that is still 100 days away. But apart of those Explore Missions I already have a "7 Kerbal Base for Ike" and a "11 Kerbal Base on Wheels on Eve" mission accepted the future will show if my designs will be able to land there. Oh and before I forget it a picture of the powerhorse that made the bulk of all my funds for my space Programm: for about 13.5k Credits this baby shoots all those nice Satelites into Kerbal/Mun/Minmus Orbit and since it is outfitted with a Probecore in the lifterstage it can deorbit to avoid unneeded litter in space. Greetings to all Kerbals out there. Doodle
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Ok good to know that the smaller Orbit might be better. I soon have to send my first rockets to Eve and Duna (my first ever transpher Window should be open in the next 100 days) So I can start lifting all my probes to those Planets and their moons into low orbit already.
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Hmm Ok I have to admit I never went to Eve or Drees or any other Planet yet but this here is my design atm to sent Sattelites into Orbit on the cheap kind: Thats 8500 DeltaV total on this Craft inkluding the 3.5k DeltaV of the Satelite and it only costs 12.5k Credits. It includes a ProbeCore on the Lifter Stage to deorbit it (I really hate all those debris orbiting my Planet) If you remove the self deorbiting to crash abilities of the Lifter and the GyroWheel of the Lifter the cost are slightly below 10k . But with this craft I make on my Kerbin/Mun/Minmus Satelite Contracts 100-200k Credits per assignement depending on the value of the contract.
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Hi fellow Kerbonauts and Rocket-Kcientists. I got a question about Delta V usage. Does it make a difference in Delta-V used if I bring something to a 75km/75k Kerbin Orbit and then start from there to the Mun/Minmus(or whatever else) or if I bring something to a 120k/120k Kerbin Orbit before traveling? Or does it not matter at all as in "DeltaV to lowOrbit + DeltaV to transfer = DeltaV to highOrbit +DeltaV to transfer" I think I read/heard somewhere that DeltaV changes at a higher speed are more efficient (dunno if it was about the Hoffmanstransger) So a lower Orbit where the ship has a higher space should be more efficient then a higher orbit where the ships have lower speed or? A confused little Kerbal.
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Clockwise Solar Satelite Contract Help
Doodle replied to Doodle's topic in KSP1 Gameplay Questions and Tutorials
Ok i guess its kicking that contract or letting it dust and wasting one of my 7 slots... Doing any fly by manouvers on different planets is something that is at this time still out of my league. Since so far as I said I havent seen anything else except Mun und Minmus (and my first Minmus visit with sending Jeb there and back is still on the way) Even have the "Explore Minmus" Contract still open cause my engineers sadly forgot to attach an antenna to Jebs capsule. So I have to wait another 6days until he gets home from his trip. Just love Kerbal Alarm Clock.... being able to do multiple missions at once without having to "waste" time skipping multiple days for a single mission -
Clockwise Solar Satelite Contract Help
Doodle replied to Doodle's topic in KSP1 Gameplay Questions and Tutorials
I am fairly done with the Tech tree. Have all the Techs below the 500 science cost limit. So that shouldnt be the problem. AS I said I already have managed to get an satelite into the solar orbit.... sadly i just managed counter clockwise but need a clockwise one and there I have no idea how to manage that. Or what amounts of DeltaV are needed minimalistic for it. I just now having 5.8k DeltaV after leaving Kerbins Sphere of Influence is not enough by ALOT cause that was what my satelite had when he was in a solar orbit. -
I made the mistake (well honestly it was mainly stupidity to not read the fine print correctly) to accept a Satelite Contract for an Clockwise Orbit around the sun. Since so far in my ksp carreer I only visited mun and minmus I havent I havent realised I had to focus my view on the sun to see the orbit for the contract on map view. And as of yet I still dont understand the inclination / Node /Argument descriptions of the satelite contracts. Anyways I just sound I had to get out of Kerbals SoI and raise my Apoapsis and Periapsis to the rigth numbers and would be done for since there wasnt any visible orbit on the map for it (while not being focused on the sun sigh... ) After I escape with my little satelite out of Kerbins SoI and was in an orbit of the Sun I suddently got the "todo" orbit visible the first time and was completly shocked that it was clockwise Now I have honestly not the slightest Idea how the hell should I be able to make a clockwise orbit around the sun. Contract Specifics: Apoapsis 66.9 Mil. Km Oeriapsis: 4.9 Mil. Km Inclination 170.8 Degrees (is this the thing that should have warned me thats clockwise instead of counterclockwise?) Longitute of Ascending: 3.8 Degrees Argument of Periapsis 217.7 degrees (or is it this... honestly no idea what this even means right now) Contract Deadlne: 14y 200 days. Current Date of my KSP Program: Year 1 Day 32 I am not even shure if this contract is worth it. It gave an advance of 70k Credits and will give a completion reward of 417k credits together with 180 science and 270 reputation. I am thinking about abandoning the contract atm but I cant afford the 82k Credit penalty (my space program is short on funds) and the 126 Rep Penalty and well... admiting defeat sucks... So any Help would be great. (Oh and if it is any important I only use Alarm Clock and K.E.R. as mods) My normal Satelites so far have a DeltaV of 6-7k after being in Kerbal Orbits. I sticked a Satelite Monster together atm but I cant even afford to launch it with has 25k DeltaV and a TWR of 0.15 (27 large Xenon Tanks and 3 Xenon Engines). (1 engine only makes it 30k DeltaV but only 0.06 TWR)