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Gilph

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Everything posted by Gilph

  1. It does, but I have tried it both including and not including, and never seemed to make a difference. But, I will now be more careful in recording steps and will post if it happens again. I did have a case once where I kept the calculated maneuver that did not intercept, quit the game, restarted next day and the maneuver had an intercept. Will try to do that process again to see if it's just a display bug. You always help...much appreciated. Thanks
  2. Got it...thanks very much. To my point, what is consumed then? is it the conversion efficiency from waste->supplies? So, at some point, I need more of supplies to replenish?
  3. Hi, Working my way through the first set of Kerbin, Mun, Min contracts. The initial contracts pay really well; a Mun contract was recently worth 3M funds. I was offered to repeat the same contract a bit later, and it was worth 120K. I am starting to decline them, as they are really not worth the trouble. Was it meant to be that big of a difference? Thanks
  4. Hi, Have a question on long term missions and the balance of the conversion. I understand there's been a lot of work with respect to the rate of conversion, which is driven by sunlight intensity. Also, the red vs. green also comes into consideration. But, all that affects the number of kerbals a ship can support. But, I don't seem to be experiencing any noticeable losses or consumption. I thought the consumable resource was soylent starter, but I have not consumed any yet. Is it because I have only used it for .5 years with only 5 kerbals? Is it that I am using the OP red algae, and the soylent starter consumption is the same with red or green? Something seems a little too good to be true. Thanks
  5. OK..will try it in the next few days. Wanted to report a minor nit...in the rendezvous screen, at the bottom, where you as for the start time for the calculation, you added an import from KSP menu, which works great. But, when you import, the time text underneath does not update. No real impact other than cosmetic. As a potential feature request, I'd like to see an "EZ Mode" option for the porkchop/burn process. If I understand correctly, you currently calculate results to be put into MA to be further optimized. But, not all missions require the complexity of MA. Most of the time, I want to get from body A to body B, and want the best transfer window. You calculate based on depart, arrival, or depart/arrival, which is better than other tools. But, the transfer rarely uploads correctly to get the intercept. In short, you can compute trajectories better than Mechjeb and KAC, but that accuracy doesn't seem to easily available for simple porkchop transfers. Does this make sense? Thanks
  6. Hi, to be clear... For 1.1.3 users, can we use the previous KSPTOTConnect version and this updated.exe, to get the MA fixes?
  7. Got the Tsiolkovsky Station in 150K orbit. It's beautiful. Thanks so much. I took out the ISRU and ore tanks, because it's my Kerbin station. Put some more fuel tanks in and put Vernor engines under all of the big docking ports. Also put a probe core in sideways. It keeps the station stable and now I can adjust orbit. Since the core is sideways, had to figure out the orientation and what keys to use, but it works nice.
  8. Decided to retire my very first career save after 15 months (started with 1.0.5). 70 million currency and 300,000 science. Was up to 400,000 science, but purchased currency with it. This was only lightly modded (KAC, KJR, Mechjeb). But, I decided to bring everyone home, so sent buses to bring everyone back to kerbin. Career V2 was started in 1.1.3 to use Life Support. Up to 17 mods like Station Science, TAC LS, Soylent, R&D, KAS/KIS. Looking to do bases and KAS/KIS construction. Will stay in the Kerbin system most of the time, I think. Goal is to not kill anybody. Plan is to try the bigger life support mods when they come out in 1.2, and possible add the Outer Planets.
  9. Yes...i had docked two devices on Kerbin yesterday. But, both were elevated on the landing wheels. So, i'm wondering how to build a big base resting on the ground. If your core piece is elevated on wheels, driving new sections to it with docking ports works, as long as both are elevated. If you attach a few sections, then try and raise the wheels, there is a danger of things breaking apart. I believe I saw somewhere someone say that if you drive close enough and lower right next to a ground piece, the docking ports will snap together. So, looking for some tips on base expansion if you want the base on the ground. Thanks
  10. HI, Starting to try and get a self sustaining base together. It need a lot of parts. And, looking at that really big base a few pages ago got me thinking. If you want to have a large amount of additions, is using KAS flex tubes the only option? I could put everything on wheels, but then it's not flat on the ground. If it's flat, how do people connect segments? Roll then on wheels and have something pus them into place? Is there a KPBS-only option to connect all of those interconnects and buildings? Thanks
  11. I guess it depends on why you play. I am wrapping up my first career. I went interplanetary very quickly because I did not use life support. So, my efforts were all around stations, landers and lots of ISRU and mining. Plus, the various tactics needed for orbit planning and execution. I started a fresh 1.1.3 career to use life support, base building, KAS/KIS types of building, and Station Science. Basically, all the things I ignored in my first career, and all the things I suck at. I anticipate not leaving Kerbin SOI for quite a while, if ever. I have a high gravity and low gravity environment to play with these things close by. I can believe that people who enjoy this type of play style don't really need to travel far. Also, I do zero SSTOs, but I can also see how the SSTO fans can keep happy in the Kerbal sphere. IMHO, KSP is not really suited for the long, epic journey, as you can really run out of things to do (obviously, it depends on your patience level). But, to define a set of mods to create different universes and set your goals accordingly, you can create enough variability to keep the game fresh for a long time.
  12. Good to hear that they are back at the right place. Did this problem happen again? Hi, No, it all seems fine now, and thanks for asking. IIRC, it happened right after I unlocked a bunch of stuff in the tech tree. It looked like most things went into Utilities, and nothing in the other folders. I stopped game, deleted directory, downloaded .12.4, made a fresh copy into GameData, and restarted game. All K&K parts were then put into their proper locations and Utilities got way smaller. So, I assume it was the unlocking tech tree actions that got cleaned up with a restart. Now to figure out how to use it. Not the best builder of things, but kinda looking forward to the challenge Thanks
  13. not much, really. Have 67 Million in currency, so don't need cash. Will look at R&D, but wanted to keep this career fairly light in mods. It's my very first one from a year ago. I just put MPLs around every body on a station and made a MPL lander. Did all of the research on surface to get bonus, then take all the experiments and fly them up to station to do again. Adds up over time, obviously. Will be a bit more aggressive in my new heavily modded career mode.
  14. HI @Tybot, I understand about the science labs. In my original save, i grinded about 400,000 science using science labs, and I still haven't finished Eeloo and Moho. The author mentioned that this mod was mostly designed for a station around Kerbin. There's about 6 experiments to do. I have not progressed far in the contracts, so I guess you can make some cash on repeatable contracts, but not necessarily on science. But, sending the station to Mun, then Minmus could gather up a nice science total from one station. I was just wondering if the experiments could be extended a bit more. Always looking for more things to do. Thanks
  15. Hi, Got my first space station in Kerbal orbit and generating science contracts. Really nicely done. I see it's been brought up about the fairly limited amount of experiments for science credit. Without rehashing the whole end game/balance issues, I was wondering if it's possible to create more than one experiment per science device? For example, having a creature comforts pack have 10 buttons, each considered a different experiment. It would function as a multiplier for more uses for a given science part, much like biomes do for stock parts. It would also save the need for making a large number of science parts. Thanks
  16. Here is the whole station, pretty basic straight line. SCWOUs in a ring around the reaction wheel above docking ports Reds are the Gig panels sticking out radially
  17. HI, Running my first space station with TAC LS, Station Science, and Soylant on 1.1.3. All looks really good. Running Soylant Red because I'm a wimp.
  18. It does, and you are the best. One of my goals was to do a better job of getting a good burn out of my parking orbit overall. I do tend to launch early so I can refuel and get things ready, so I usually don't directly launch into an aligned orbit with my target. But, when it's time to go, my initial burns that are calculated in MA are usually pretty bad, meaning they are off by a lot. I've been through all of the docs and tutorials, and can actually get a good burn about 1 in 7 times, so I think I'm doing the right high level process. But, your postings a few pages ago about doing some adjusting of inclination and RAAN to reduce the normal vector was interesting, as I never really thought about the assumptions you have to make when the porkchop and compute departures are calculated. It's really great that you can import the current orbit initial state into MA, but I guess I should do more to get a more favorable initial state by adjusting the initial state inclination and RAAN to better values and then get a better burn result from MA. Thanks again.
  19. hi, Was looking at the discussion regarding high normal figures for the default porkchop plots, and the suggestion to match planes before burning to lower the values. Sorry if this is a noob question, but how would I align my orbital plane around a body like Kerbin to match a planetary orbital plane like Dres? You mention inclination and RAAN, which I would have in an initial Kerbin orbit. How would I match that with my destination? Thanks
  20. hmmm...interesting. They seemed to have somewhat fixed themselves after game restart and download of .12.4. The K&K modules are now in the correct group. They were dumped all in the Utilities folder with a copy of all of the TAC items. Now, there is just a copy of the TAC LS items in Utilities. My apologies for the false alarm.
  21. Hi, New to the whole KAS/KIS/TAC/KPBS way of playing. Seems kinda cool and haven't starved/suffocated anyone yet. I have the issue where all of the TAC and KPBS parts are in the wrong places in VAB. I found bug reports and suggestions on deleting or editing config files, but they were from older versions. May I ask if someone can post the high level steps to put things back where they belong? Thanks
  22. @DBowman; @Stone Blue; Thanks very much...I completely missed Soylent. But I do understand the challenges of keeping mods updated, and it looked like things like Biomass and may not continue. Will probably choose between SETI and Soylent, and see whether Munseeker will be supported. Thanks again
  23. Hi, looking to start using this for the first time. Thanks so much for keeping it updated. In the OP, it states: I believe this is not really true anymore. It looks like SETI-Greenhouse and Munseeker Greenhouse are the only ones left, unless you go with the larger mods. Are there still plans to include in this package, or are there any that I'm missing? Thanks
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