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Mad_Scientist

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Everything posted by Mad_Scientist

  1. I have to agree with SkyRender on this. It takes for me forever to finish aerial surveys. But everybody plays differently, i guess.
  2. What I was trying to say, why TC is still using HyperEdit, when now we have a cheat menu with the same functionality.
  3. I never used Hyper, but is not it obsolete after the release of the new debug menu? Although maybe for the purpose of hypering staff to the surface...
  4. Well, if we are talking about tourist contracts, I figure out how to send 4 tourists to Mun/Minmus, land and back just using 3rd tier of technology. Especially now, when we do not need much struts, the part count is no longer an issue (at least for the busters). After upgrading VAB I also put there all scientific equipment, and just land every time to the new biome, thus killing two birds with one stone.
  5. So I started a new career, reached the Mun, and begun to accumulate reputation by performing tourist tours to the surface of the Mun and back. I know, that the new system now will weight the type of the contract you are performing and will suggest you the similar ones. That is cool, however, there is a flaw in it. I was waiting for the contract like Fly by the Minmus (I did not visit it yet in this career) to appear, but then the contract "build the space station around Minmus" popped up. I thought the system should give me that contract after I visited the celestial body... And right after this contract - build the new outpost on Duna. On Duna!!!! Are you kidding me? I did not even escaped Kerbin SOI. Is it only me, or you also found the new contract system to be a little be too smart?
  6. Million Lights is having a warming party, he is building fireworks. And in 30-40 seconds the SQUAD stream will begin
  7. 30 minutes, Million lights will get a call from SQUAD community manager about something.. ))
  8. One hour before the release!! (ksptv) And he repeat it again!!! AAAAHHHHHH!!!!
  9. I did exactly this. It is not so hard guys, you run a kRPC server in the game, using Python (or your language of preference) on the computer to read the data from the game, send the packages through serial port. On arduino you just listen to serial port, the package contains the address of a device and a new value. If you have input from arduino it works the same, just other way around. I made a prototype for altimeter in 3 days (I am new in arduino, more experienced in programming)
  10. I had an idea a while back, which is kinda similar to this topic. The way to progress through the technical tree should be by doing experiments with a parts that you already had. For instance, in order to get to the orbit we stack a lot of small fuel tanks. But once you got there the scientist should think - oh, how we can do it better?? Lets increase the volume of the tanks! You destroyed your first probe on the moon surface - 'hmm, if we would have something with higher impact resistance.. like a few sticks radially attached that can be extended'. Boom, small landing gear is available for the research. The probe is going to an orbit, doing one turn and electricity is depleted. Scientists are working on solar panels from now on. But then, what do we do with a science points. As I see it, there are few ways. First, is a similar of what is now - you spend scientific points to speed up the research of some particular part. Second, you require to recover/transmit science from specific biome in order to complete mission. It is more realistic, I think. Cause we are sending all the probes to specific places and we get money to do so.
  11. As I referred to my friends who wants to play: You'll spend 2-4 hours how to build your first rocket which will not explode at 100 meters. Next 10 hours is to learn how to escape atmosphere. 20-30 hours - to reach a stable orbit. 10 more hours to return home safely. From that it is going to be much easy! 40 hours to reach a moon and land on it in one-two peaces. Plus around 30h to send rescue mission, and rescue mission that rescues the rescue mission. And if you thing that this 100 hours it's all it takes to have a space program running, you are terribly wrong. You never rendezvous in space, docking is a pain to learn. However once you did it, you will succeed almost anytime. There are SSTO (which I still can not build with 450 hours of gameplay), VTOLs, and a lot of planets you need to get to.
  12. I also not a specialist, but as I see it you can use external battery for the powering up the lights. There will be extra step of setting how to control turning light up, but my first guess is to use AND gates (no sure what device does it, cause I am more about programming, rather then engineering). Maybe there is a way to light it up by just having a controllable ground, to which you connect light when needed.
  13. Great work! I am also starting to work on the prototype, but not ready to share it yet )) Have you though about performing all of the mathematical and logical part outside the Arduino? Then you just need to send status updates to the board and read inputs.
  14. Year, your right. Like making your own observations which are going to your "journal" of research. I think Squad is going into some direction close to what I like - for example, new milestones. They are just great, although I still could not find the way to see the ones I've already done.
  15. I had an idea for a while, I think it worth to consider at least as a mod. First of all, we all love doing science, right. We send probes to planets, and try to return as much science as possible. But what do we get from it? Just some points, which we can convert into money. There is no fun in that. Science should bring knowledge don't you think? Right now our ultimate goal in science/career mode is to get every possible experiment from every available biome on every celestial body. That is ok, that is fun, that is challenging, but still nothing comes out of it. Instead, I would like to have some feedback from the game, something I can learn from doing science. So, here is my suggestion. I think it would be good to have in-game Wikipedia about the world kerbals live in. But in the beginning, there is almost nothing inside it. But you can open new information about the universe as you do flight, experiments, science and so on. For instance, you got a contract to know what Minmus is, and in the Wiki there is only something like - 'Minmus is a little mint ball in the sky'. So you fly there, and do experiments, once you bring them back, the wiki starts to fill with new information. I know that now we have something like this in the science archives, but it rather not organized and just gives you an idea where and what you did.
  16. I think such functionality can be implemented using this mode
  17. Thanks, that explains everything. I am digging into that now! You are the best, you know that?!
  18. It's me again. I am having problems with getting information about vessel's speed. Here is my code: Python 3.5.1 (v3.5.1:37a07cee5969, Dec 6 2015, 01:38:48) [MSC v.1900 32 bit (Intel)] on win32 Type "copyright", "credits" or "license()" for more information. >>> import krpc >>> con = krpc.connect (name='test') >>> v = con.space_center.active_vessel >>> f = v.flight() >>> f.speed 0.0 >>> v.name #The vessel was flying during the time 'Aeris 3A' Is it only on my side? Windows 7, 64 bit. KSP 1.1.2
  19. Thanks you, @djungelorm, for this buitiful mode! I am creating a ksp board which will use your api, and wanted to ask you - what is the difference between surface_attitude and bedrock_attitude? Thanks!
  20. Hi, I installed the mod into my new career, and when I entered the administration building I had only two strategies available (both uncrewed). I can not accept them, cause the requirements are super high for the beginning of the career. I already have 500 reputations, updated launchpad, mission control and tracking station, but there still nothing changed in the Strategia. Is it normal, do I need to do something else to get more strategies?
  21. Greetings, Kerbonauts! I have a question according to the RCS. Let's say I have a probe, with one rcs thruster (Linear port) for translation purposes (early stage game). The problem is a time of "burn" needed to apply dV I needed to put the probe on the specific orbit. So, I have two questions: - is it possible to "toggle" thruster to work without continuing press of the button. - time warp. Does the physical warp will work? (don't have KSP to test it now) And if it does not, are there any way to do so? Any mods that do the job are welcome! ))
  22. So, I decided to check, is this bug happend in the vanilla, or with addons. First I deleted all folders in GameData (except Squad of course), and bug dissapeared. The next thing to check - what addon create such interaction with wheels. By adding addons one-by-one I found that ksp-advanced-flybywire does the job. I think there is a way to change it somewhere in settings of addon, but for now I just delete it. Thanks everybody for help!!
  23. Any rover that I created and launched had the same problem. I remember few weeks ago there was no such thing, but even when I load old save, this full acceleration happends again.
  24. Nope, did not helped. Does anybody meet such problem before, guys?
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