Kaervek
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Linuxgurugamer, I'm running 1.5.1 and I've downloaded and installed both Mechjebforall from here and Mechjeb2 from https://forum.kerbalspaceprogram.com/index.php?/topic/154834-15x-anatid-robotics-mumech-mechjeb-autopilot-281-16-october-2018/&. Starting a new game in Sandbox, I'm correct in believing that a rocket with just a probe core should have full Mechjeb support? At the moment I only get Mechjeb support if I put the Mechjeb part onto my craft. Files were unzipped and copied into my GameData folder like I would for any other mod, all files appear to be there correctly.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Kaervek replied to tomek.piotrowski's topic in KSP1 Mod Releases
Have you installed the developers release for RemoteTech? Should be a link on page 9 in this forum. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Kaervek replied to tomek.piotrowski's topic in KSP1 Mod Releases
Pretty sure it has always shown a cone towards whatever your target is, regardless of target type. At least since I have been using the mod on and off since 1.0 that has been my observation. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Kaervek replied to tomek.piotrowski's topic in KSP1 Mod Releases
What version of KSP are you running? If 1.1.3 have you installed the Pre-release of RemoteTech? What exactly is the issue? -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Kaervek replied to tomek.piotrowski's topic in KSP1 Mod Releases
Is this a fix for craft that are uncontrollable in KSP version 1.1.3 or for some other bug? I have found since 1.1.3 I can steer my craft and throttle my engine, but I can't stage anything, or deploy satellites, solar panels, etc through the right-click function or hotkeys. The Probe does have charge and a control link back to Kerbin. -
Science in each Biome has a maximum amount of available science. Some experiments will give you 100% of the available science in a single report, such as Crew Reports, EVA Reports, Temperature Reports. Others only give a fraction of the available science and thus need to be done multiple times to get all of the available Science such as Goo Canisters, Science Jr, etc. When you do your Science Experiment you will see a Green Bar and a Blue Bar (sorry at work at the moment so working from memory). The Green bar shows you how much of the available science is being discovered with this experiment, a full bar is 100%, an empty bar is 0%. The Blue bar is how much of the researched science you will gain if you transmit the data rather than return the experiment. Some experiments, like the Crew Report, will give a 1:1 ratio if you transmit, so you will get 100% of the data. Others like the Goo Canisters will give you less science if you transmit. Trick is to always physically return the science data if you can, either by bringing the experiment part back or having one of your crew remove the data from the part and store it in the cabin. In regards to progression I like to get the basic Plane parts as early as possible, including the wheels, and at least through to the Thermometer. I think I can get all that after my second launch which I generally do with the Rocket listed above (although I take off some of the goo and install a Science Jr) and land in a different biome. At that point once I have the parts I need/want, I make myself a simple car and I visit every building in the Space Center using a Scientist to extract and reset all of the science experiments. With a single Goo Container, Science Jr, Thermometer, Crew Report and EVA Report from each location within your Space Center you can get well over 100 science, if you have the time and patience to the Goo and Science Jr at each location 4 times (this means 4 separate trips, but you should be able to get some more Experiment parts to add in the process) you will be able to extract the maximum science from each area. Space Center Biomes are: Launch Pad Launch Pad Trackway VAB SPH Runway R&D Center Tracking Station Flag Pole Contracts Building Administration Building (the one where you can trade one resource for another) Crew Building KSP Space Center (pick an area of grass near the Space Center, but not within the area of one of the buildings, I generally do this one when travelling in a straight line from the Runway to the R&D building). By the end of doing all this, and before I have even left the atmosphere I can have all of the first 3 tiers unlocked and has started working on tier 4.
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If you wish to maximise your early Science, then this is something you can do for your first mission which will vastly increase your science income. Note: This did destroy the SRB due to weight when splashing down. Rocket Construction: 1 x Mk16 Parachute 1 x Mk1 Command Pod 12 x Mystery Goo Containment Unit 1 x RT-5 "Flea" Solid Fuel Booster Flight Plan: Crew Report from Launch Pad. Open 4 of the Goo Containers. EVA Report from Launch Pad (should give EVA Report Flying over Shore). Take the reports from the Command Pod and board your ship. Turn on SAS and launch 45 degrees East (you want to splash down in the water). Open 4 more Goo Containers and take a Crew Report while flying over the Shores. Once Splashed Down in the water, open the remaining Goo Containers. EVA. (If holding the Command Pod proceed to 9, if not proceed to 10). If still holding onto the Command Pod do an EVA Report (should give EVA Report Flying over Water). Proceed to 10. If not holding onto the Command Pod do an EVA Report (should give EVA from Water). If haven't done 9 grab hold of the Command Pod and do 9. Board the Command Pod and recover vessel. Total Science I gathered from this launch was 53.5.