Gilph
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Everything posted by Gilph
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Hi, Looking to start a new, heavily modded career mode in 1.1.3. In my very first career mode, starting about a year ago, I really only did basic stuff with hardly any mods. No rovers, no surface bases, etc. Got to $65 million from contracts and 400,000 science from distributed MPLs, and relied very heavily on @Cupcake..., and @Rune to get me to other planets. Now, looking to try some harder things and decided to try life support, surface bases, and using other Science mods. Any input would be appreciated. Note that I am not looking to use any of the Roverdude USI mods, as he has announced that a large rewrite is incoming for 1.2 and legacy parts will be gone. Will absolutely look forward to make a separate 1.2 career using the USI suite. 1. KAS/KIS - required for anything complicated from the base building perspective. May need a separate sandbox instance to practice on Mun or Minmus 2. TAC LS - Seems to be the most basic choice and appears to have 1.1.3 support. Looks like it consists of things to consume, and things to generate. 3. Kerbal Planetary Base Systems - Very excited to try. It also looks like it needs less involvement from KAS/KIS, as many of the modules look like they have wheels to position instead of needing rovers and cranes. Also, this seems to need integration with TAC LS because both mods generate resources and consume resources, but in a different way using different modules. I would guess that ships/space stations use TAC LS modules to generate resources for the station and docked ships, and the surface base uses KPBS to generate resource for the base and ships on the surface. And, each can supply commonly needed resources like Oxygen for Kerbals to use, just using 2 different methods. Seems also capable of building complete self sustaining bases on certain bodies. 4. Station Science - Another interesting mod, but no "official" 1.1.3 support yet and only really used around Kerbin. 5. Contract Configuration Packages - I used this later ingame on my first career, but looking to use it as a better progression experience. Not looking for BSTM, which is not very compatible, but cant really find a better choice that doesn't force a large change in gameplay. From a science perspective, it looks like if I use the stock science method of running experiments locally to the biome and returning them to Kerbin, using Station Science around Kerbin, and science generated in KPBS on the surface, this might be enough. It does leave a bit of a hole regarding science generation from space stations other than Kerbin. Is it possible to have a science lander that has all of the science instruments, executes experiments, and stores the data in a storage container that can return to Kerbin? Similar to the way that Kerbals can store/take data in pods for EVA/surface samples, etc.? Anybody see any issues with this? Many Thanks
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D'oh...i was right clicking hatch...needed to left click it. Thanks Wasn't sure about the shrimp, but it was in a test instance. Time to delete and redo. Many Thanks
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Hi...just flew the long range one to Moho and wanted to try the ion lander. Cant EVA out of MK1. No option to transfer to the command chair. No menu option to EVA if I right click crew hatch. EVA button says "Automatic EVA disabled. Activate a hatch". Any Ideas?
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Hi, just downloaded...really wonderful stuff. I was looking at the dropships. Are they all unmanned? Tough to see in the editor.
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Gilph replied to SpaceTiger's topic in KSP1 Mod Releases
ok, thanks. Look forward to it -
Hi, I am a huge fan of the Heinlein. I have modded it slightly to not really function as a lander anymore, but as a space taxi, shuttling Kerbals to my different stations. I hope it also survives. I am also looking forward to trying Lackluster when it's ready for 1.1.x But, there does seem to be an issue with the legacy Heinlein's and Mechjeb. Whenever I try to do an advanced calculation for planetary transfer, it fails and the entire heatmap is red. I was not going to raise a Mechjeb issue because it may be due to the new way that COM is calculated, and the magic that holds Heinlein together may be the issue. If you do upgrade it, you may want to look into that. Thanks
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Gilph replied to SpaceTiger's topic in KSP1 Mod Releases
Hi, Tried out the mod last night. Works really well in 1.1.2. I'd like to ask some questions on my setup. I have some science landers that have about 4 of every experiment attached. when I land in a biome, I usually just take a grouping of experiments and execute them. Then, jump to another biome and execute the second group of experiments. When I get enough, I sit there and just add to MPL until they are all processed. How does that work with this mod? I assume that it will try and randomly use experiments and when it tries to use a second one, it will discard because it's a duplicate. In my setup, is there a better way of doing this? Thanks -
KSP 1.1.1 Experiments
Gilph replied to Gilph's topic in KSP1 Technical Support (PC, unmodded installs)
@Stoney3K Thanks, appreciate it. -
Hi, wanted to see if this was a fix in 1.1.1 from a potential 1.0.5 bug, or if it's a 1.1.1 bug In 1.0.5, experiments were a bit persistent, meaning they were not reset unless they were transmitted. If they were copied to a particular lab because the yellow icon was visible, the experiment was still there after the copy, without the yellow icon. This way, the same experiment can be copied to more than one lab (like a science lander that processes it on the ground, then a lab on a station in orbit.) Now, the experiment gets reset whenever you copy it to a lab. Also, materials and goo need to be cleaned whenever they are copied to a lab, even if I do not transmit them. Bug or fix? Thanks
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Pickaxe - Compact Mining Dropship
Gilph replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Awesome...one question...will the upgraded one have some cooling? I am testing replacing the two side jr. ports with small radiators for the next big journey to speed up the mining. Not sure if the extra weight is worth it, but if I pair it with my support ship above, it may be OK. Or, is there is a sweet spot to put only 1 small radiator to at least help with the temps and still keep things balanced? Regards, Gilph -
#1&2: Thanks #3: Sounds pretty good to me. I would vote yes.
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- ksptot
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Pickaxe - Compact Mining Dropship
Gilph replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Hi, Thanks and appreciation to @Cupcake...for the Pickaxe. It and Fredney completed the Dres6 contract. Here is the Pickaxe with it's support ship: Here it in on my last stop (Mun) with Fredney planting the flag and green contract completion in upper right Thanks again -
Hi, sorry, I was a bit lazy. My favorite tool is the Rendezvous Maneuver Sequencer, because no matter how lost I get, it always seems to find a way home. Under Initial Orbit Info, I can import the active vessel data, including epoch. But in the Search Initial Epoch on the bottom, it's all zeros, and you have to add the starting epoch time yourself. It would be helpful if that field also matched the epoch from the import, as a place to start. In the Multi Flyby Maneuver Sequencer, there is no way to import the first calculated maneuver. There is no right click function. Also, two points to consider: Many people get confused about the whole synod period thing. Trying to plot a jool shot in year 1 always gives a large value because the synod period default is 1. Can that be handled in a more automated way? I think there may be some issues with time of events being off a little. Seems to come up a lot. Do you think there is any issues with the timestamps? I remember that Kerbin time was added later. Would that have any effect? Thanks
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- ksptot
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Hi, @Arrowstar, As part of your upgrade efforts, will you be looking to add the import/export of KSP data on the screens that do not have that yet? I was trying to get some flyby burn info into the program and was not able to get it to work. I think the feature is brilliant and I confess I rely on it quite a bit. Thanks
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- ksptot
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Got it, thanks. Was somewhat obvious to the whole thing was using the domain name incorrectly. Now, starting to play with the Christmas presents you shared. Appreciate it.
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Sorry for being such a dunce, but how do you download the smaller ring stations?
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Hi, Have been working on a station that has an ISRU, a center orange tank, and four orange tanks that are angle snapped around the center one, directly attached and has fuel lines connected to center. I dock with my miner lander that has ore. The ISRU will process the ore, filling the four tanks (center is filled). But, it will fill one tank way faster than the others (one of the four outer ones). If all four outer tanks started with 300 each, when the ISRU is done, i will have like 500, 500, 500, 900. I have tried creating new stations from scratch, unloading addons other than KAC and Mechjeb, and clean installs. No addon fuel balancers. Also, other stations with similar tank setups are OK, but others are not. Cant seem to tell the difference, other than when it fails. Any thoughts will be greatly appreciated. EDIT: @Kuansenhama, @genericeventhandler, thanks for your answers. I did a test to verify that the center tank is filled, and the four outer ones were empty. One of the four still fills up way faster. Now that my imgur test worked, i can share pics. Here is the test systems...a small station and a big miner: Center tank filled, outer tanks empty (no pics for start). Miner full of ore docks. after 3 hours: you can see that one tank at 1500LF, all others at 391LF @genericeventhandler, not sure if this effect is the same thing you were saying. This will happen whether the center tank is full or not, although i dont have pics yet. It's always an outer tank. I made this test from scratch as to not use an existing template. Any other thoughts? @genericeventhandler, Hi, yes, all four have fuel lines. doing some more testing, including attaching the tanks to the center using some radial attachment pieces so the tanks are not directly touching. Will also test three surrounding tanks.
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Hi, Thanks for the great mod. Also +1 for the Lab-centric view proposed in the new version. I lave labs in space stations and on landers that will never return to Kerbin. I am interested only in the experiments remaining that I can process in any particular lab. I can somewhat figure it out now, but the ability for a simple yes/no without Kerbin recovery would be really useful. Or, maybe include transmit only, as every experiment in the lab can also be transmitted. Thanks
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MATADOR - Multi Role VTOL Lander
Gilph replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Hi, sorry..have been away Dafni, nothing is getting in the way as far as i can tell. It looks like it thinks it's docked and stops, but it is still a meter away. Since the side port works, i just work around it. Cupcake...Cheers...Question: I use the matador on Duna. My kerbal took a surface sample and went back up and docked with space station lab. I did an EVA and wanted to take the two experiments and bring to lab. I cant seem to click on the command pod to bring up the menu because there are no clickable surfaces. Is there a way around that? -
Played for the first time yesterday. Used the dev version of MJ, and KJR. Only one crash exiting to desktop. Seems to run a bit slower, but also seems to be much more stable. Sad that Pol wasn't fixed and I need to add radiators to all my miners, but pretty well done so far.
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Sid Meier's Gettysburg. Best game ever
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Mining drills stop when I leave/quit
Gilph replied to Jimbodiah's topic in KSP1 Gameplay Questions and Tutorials
I have the same problem on Pol. When I exit the screen, it thinks the lander is still in midair. Do you get the drill lost contact with ground error on the drill? -
Hi, Is there any plugin that offers reporting of status on what experiments were completed per mobile lab? All of the ones I tried seem to reference only what has been recovered at KSC. I currently have to do a save file search to see which experiments were already done. Thanks
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MATADOR - Multi Role VTOL Lander
Gilph replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Hi, Having one weird issue with the Matador. If I use MJ, and try to dock using the top port, MJ docking kinda quits just before they attach. Cant get it to complete. It almost looks like it thinks it already docked. But, if I control from the side port, it works perfectly. Not sure why, but very odd.