-
Posts
890 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Blaarkies
-
That would be your savegame file. It is a text file, containing probably all the information to put KSP in the same state as your career save, like: -Every part of every ship(including debris) -Orbital parameters(velocity, position) of each of these -Tech upgrades, contract selection weights -Every completed, taken and available contract -Every notification message You want to check the last one of that list. It is a big file, so first i would suggest trying out the old hazard-ish menu by pressing alt+F12, going to the tab containing contract settings. From there you should have some control to complete/cancel/remove contracts and maybe find some of these notifications
-
Maybe the notification got deleted accidentally? They do however give money/rep/sci like all the other anomalies. Ground station comm dishes and green tinted Monoliths do not count, they do show up as anomalies on the KerbNet. The green tinted Monoliths however do grant a random tech tree upgrade(it will pick a node at random). So, early in the tech tree you might get a free 45science upgrade, whoop-di-doo!. But if you can keep out until only your last nodes are open, you will get 1000sci upgrades...maybe more with tech tree mods, it seems to pick anything. Also be aware, there are 1(or 2 ?) unassigned nodes in the stock tree, which can still be chosen by the green monoliths, but these nodes have no parts attached to them("experimental motors" is one of them)
-
Kerbal Space Program update 1.3 Grand Discussion thread.
Blaarkies replied to UomoCapra's topic in KSP1 Discussion
The game works, the mods do not. If the game does not work, the out-dated mods are breaking it. It is nothing special, same thing happened with Skyrim while it got some patches and updates, same thing keeps happening to World of Tanks, and Minecraft, Medieval Engineers, and i am guessing any game that can use mods suffers from this. Installing mods has always been an at-own-risk thing. Although i do not agree with how Steam installs these updates (single-player games should be playable even without doing the latest update), there should be a confirmation setting for this type of event- 465 replies
-
- 1
-
-
- kerbal space program 1.3
- disscussion thread
-
(and 1 more)
Tagged with:
-
Hitting tab to change targets question
Blaarkies replied to jonpfl's topic in KSP1 Gameplay Questions and Tutorials
Map mode, double click the sun, press TAB four(4) times... Ok you might also know about pressing Shift+TAB. It switches focus backwards(from kerbin, to gilly, to eve, to moho, etc.) Caution! : Shift is also the default "throttle up" key ! -
Properly working burn time indicator
Blaarkies replied to Gaarst's topic in KSP1 Suggestions & Development Discussion
Better burn time doesn't account for droptanks either, but we are ok with that. Even the landing indicator is not a suicide burn measure, but we KSP players find a way -
Oxidizer/Liquid Fuel Math?
Blaarkies replied to Ncog Nito's topic in KSP1 Gameplay Questions and Tutorials
1. To know how much fuel you need to go somewhere, you need to know DV. In cars we measure range in miles/kilometers, in space we measure it in DV(delta-v). a.k.a The amount of extra speed you can add to the spaceship if you were to burn all of your fuel. That dictates if you can go to the Mun, or farther. To find that number, you need to know how much you ship masses when empty, and how much fuel you have onboard. Every 90 LF+110 OX masses at 1ton, but for ballpark numbers i just figure my LF/100 (and always have balanced OX for them) when finding DV for LFO engines. When doing it for Nuke engines (that use no OX), just do LF/200 2. If you filled up some LF into the small ship, find the balanced OX_needed = LF_onboard * 1.22 If you filled up some OX into the small ship, find the balanced LF_needed = OX_onboard * 0.82 -
Moho, Eve, Jool yes people go there...where is Dres?
-
When you accept a contract (to put the first one into orbit), the contract is never attached to the probe. You see the probe/satellite as your one vehicle to complete this contract, but the game doesn't know that...it thinks that it is just some random attempt at a better comm network(even if it's on board parts completely satisfy the contract) So the second contract just came about in the same way it usually comes about: there was a craft with some fuel on board in orbit, and this contract wants an adjustment. If you complete the adjustment first, you will get the money for the adjustment contract. The "place satellite" contract will remain, waiting to be finished. You can finish it with the same satellite(if you packed enough fuel), or you could send a new satellite that fulfills the contract. An like @PT said, just ignore it if you don't want to do it, you won't get punished for not Accepting the "adjust orbit" contract
-
Thats the point, more of the same dull planets won't do anything for the game. Even adding better visuals won't change it(clouds, scatterer, and some hd textures do nothing for the flat landscapes on Duna, the only two different spots are really the pink poles, and the orange dust bowls) That being said, that is really the sad part of real life exploration as well...Mars is barren, and the only interesting things there are really science related. I mean if we could get to stay there for a week, it would be cool feeling the different gravity, the absent atmosphere, the coolness factor of being one of the lucky few...but take a walk somewhere around there, and imagine how by the end of the week you realise everything looks pretty much the same. So in game, we land on Duna, get the science, plant a flag and walk around...for 5 minutes? Then sometime after we may land again, or even build a base, this base refuels a science scout-plane-thing...and then suddenly it gets really boring there, because it is literally just flat textured landscapes. I heard some cool ideas for weather affecting flight, volcanic activity, some cryo geysers and the like, or meteor showers(just asteroids repeatedly respawning on a collision course with the a moon, imagine seeing them near your near base) Anything that give the planets more character, or interactivity would go much further * also keep in mind the analogues of the game. Dres is a Ceres-like body, which will find it hard to hold on to its moon (half the size of Gilly is already too big for Dres). Mars could very well handle a Gilly size moon to simulate Mars' Deimos. It can be argued both ways which way is better for analogues, but that is SQUAD's decision in the end
-
Are these new planets going to look any different than any of the existing planets? And if so, then why don't they spice up the existing planets with this new technique so that we didn't get bored of them Currently, going to another planet feels like science farming and plant a flag, done, dusted...next! But it shouldn't be like that. I mean we have special goals like bringing back a kerbal from Eve's suface, building a Laythe base, but all those get cut short because there isn't really anything to see on the planets...they need detail
-
Ways to make game load faster
Blaarkies replied to Las-pen's topic in KSP1 Gameplay Questions and Tutorials
SSD does near nothing for KSP, i tested this on my new computer. Started out with everything on SSD because "it would be speedy!" and i had 5minute loading times. Didn't really notice any difference, so i moved the entire KSP folder onto the HDD. Got 5 minute and 20 seconds loading times...SSD's have a very specific use case where they improve everything, KSP loading is not one of them. Think about how long it takes to copy KSP from the HDD back onto itself...50 seconds? Now realize that read speed alone is slightly faster than write, and that is all that RAM wants. All the "data" can be put into RAM by the time the first picture slideshows. The majority of work in KSP does not happen on the HDD (virtual memory is a different matter, that is much better solved by more RAM than an SSD) -
2 small fuel cells easily hold up the 1.25m ISRU, given you have a 3star engineer and a single large drill. Also instead of using a 2.5 service bay, maybe the 2.5m payload fairing could be useful (if OP is ok with clipping). I believe fairings have less drag and also less mass(relative to a similar size cargo-bay)?
-
Press ALT+F4. Calm down it won't corrupt anything , as long as you are in a pause menu. (that includes being in flight and pressing "Escape", being at space-center and pressing "Escape", unsure about being in the tracking station, R&D, VAB,...) I wish i could find the thread where the squad dev explains this, but it was months ago. So pressing ALT+F4 is not really a force close(kill task) type of command, it is just a call to close the program...with an attached timer basically so that windows will ask the user after some time, "Listen, this green-men application of yours is not responding buddy...". So do it in a pause menu because there is no writing/reading from savegame files during a pause menu, thus no chance of corruption. It could save some time, if there is anything to do on the PC after closing KSP...who am i kidding, we only close KSP for sleep(sometimes)
-
Optimal Comm Network
Blaarkies replied to Das_Sheep's topic in KSP1 Gameplay Questions and Tutorials
Put a ground relay probe on the mountains west of KSC. The 5km extra altitude seriously help with the occlusion on 100%, and it is very easy to get there. As others have pointed out, just build enough so that you can do Mun missions, after that you will have better relay dishes. With those, put a relay in a polar orbit with an Ap above the north pole at just below 84 000km(tip of Kerbin SOI), and Pe at south pole 70km. This satellite spends 40days above the north pole with connection to KSC, and swings around Kerbin in about 40 minutes. This covers everything except the south pole of every kerbin body(and their dark side), and can be greatly improved by lobbing another ground relay to the mountains north of KSC -
Noob needs rocket science lessons.
Blaarkies replied to ArmchairPhysicist's topic in KSP1 Gameplay Questions and Tutorials
Hehe i see now my message looked really offensive, i am sorry. What i meant was that OP probably wants the easiest way to fix his design for a single ship landing. Your design does make a lot of sense, it can quickly farm the entire Mun of all science, but the player needs to be at least well versed in orbital rendezvous, EVA kerbals into the boarding seat, soft landings that do not require landing legs. Those are easy tasks for players past 100 hours of total gameplay time, but think back to your very first docking attempt...i know i still did the same Small-Tank-On-Nerv mistake back then. You are right, constructive criticism: I was bugged about missing the low science Crew Report, because completionists will need to re-land a lander can design again on all the binomes again (only if you really really want every piece of science). Other than that, it really does check all the boxes for an efficient lander. For OP: Most of my ideas for a better design has already been said in this thread. But one lightbulb moment got me past this design phase. Get the KER (kerbal engineer redux) mod to show the dv per stage, or take 15 minutes on Wikipedia to understand dv and how to calculate it. Now, thought experiment: - Add a single MK1 liquid fuel tank, with one NERV engine on it. Write down the total dv for that stage - Add an extra MK1 liquid fuel tank to the previous design, and calculate the difference in dv it gives you - Add another MK1 liquid fuel tank and calculate the difference that this one tank offers 1st tank -> +3764 m/s 2nd tank -> +2217 m/s 3rd tank -> +1518 m/s 4th tank -> +1122 m/s * dv with ONLY tanks and engine. Lander as payload will decrease these numbers See the diminishing returns on adding more tanks? It is good to understand how that is affected by adding/removing fuel tanks. So the problem is you have a very expensive engine with 3tons of mass, but it only runs through 2tons of fuel. So if you add another tank, you get up to 3764+2217= 5981m/s dv. That alone replaces the job of your poodle engine. 3 tanks give you 3764+2217+1518= 7499m/s dv, which can do the entire mission from kerbin orbit and back again with a huge margin for error. Remove the poodle and you save a lot of mass on the launch, needing a smaller cheaper booster. Now comes the lightbulb. The fuel+engine segment has dv proportional to the amount of payload up top. So your bottom most stage has a payload which is the total mass of all the stages above it. The second stage has a payload the mass of everything above it, and so forth. You want this ratio between payload to engine+fuel segment to be balanced: - Too little fuel and you are carrying many extra stages to make up for the dv. - Too much fuel and you are losing due to the diminishing returns. Besides that, always try to pick the smallest engine that can get the job done (due to Isp differences, that leads to an entirely different discussion though) -
Noob needs rocket science lessons.
Blaarkies replied to ArmchairPhysicist's topic in KSP1 Gameplay Questions and Tutorials
Really?OP posted this: "Noob needs rocket science lessons.", then you come along and brag about your garden chair science fare project? It is clear OP is "noob" and admits that, but they want to learn more via this thread and that is awesome (we have all been there, with oversized wobbly rockets)...so teach/explain some useful tips to them (what is the idea behind your design, why is it so efficient, pros/cons,...) How do you get Crew Reports with that anyway? -
Basic Aircraft Design - Explained Simply, With Pictures
Blaarkies replied to keptin's topic in KSP1 Tutorials
Use the rotation gizmo, press "f" until you see it is in "absolute mode", press "c" until you are in the 5 degree snap mode (the default mode). Now click the part to align, touch the rotation circles and done. (Hanger Grid does have some extra functionality though) Works great to do wheel-alignment, or aligning wing mounted engines to point forward after adding incidence to the wing, align surface mounted docking ports and stuff inside cargo bays. Landing, just take it easy. Fly slowly(no jerky movements) and figure out how slow you can fly before falling. Remember that speed, then just fly 10m/s faster than that for a landing. Come in as low as possible, and practice on the flat fields north of the Runway Its like docking really, but with mother Kerbin -
It is like a picture of a Lemon on a computer screen. The screen does not emit any "yellow" photons at all (photons with a wavelength between that of red and green in the EM spectrum). Only the real life Lemon emits "real" yellow (i think a picture on paper also "emits" yellow, due to the CMYK color-space of printer ink) "Yellow" photons would correspond to a specific signature of some elements on the periodic table, but with our mix of only red/green/blue light from a computer monitor, we would never know if those "yellow" atoms exists(or even infrared/cyan/ultraviolet)
-
Create a new craft in the editor, consisting of ONLY an Ore tank. Now note the craft mass in the engineer report (bottom right-hand side of the screen). Right-click the Ore tank, drag the ore amount slider to full, and check the mass again. Calculate the difference in those numbers, that should be the mass of all the added Ore * Launching like that would pre-fill the ore tanks...remember to empty them * If memory serves, 100 Ore has a mass of 1ton * If the engineer report is not precise enough for you, then use 10 ore tanks to fill/empty. It should add another decimal place of precision for you * Ore tanks have the same full/empty mass ratios as LFO fuel tanks, so you can calculate the tank empty mass the same way: - empty_tank_mass == fuel_mass * ((9/8)-1) == fuel_mass * 0.125
-
More challenging career mode is what we need.
Blaarkies replied to Noud's topic in KSP1 Suggestions & Development Discussion
Reach the Mun in 3 days You know it is true. Think back to the very first day you played KSP. How long did it take to get into orbit? (it doesn't matter how easy it seems now, how many IRL hours of gameplay did it take) I agree that newbies can do the same thing...given that after they have played the same amount of hours/experiences that the "seasoned" players have had, but from a practical standpoint of: - I give you one million dollars if you can land on the Mun in 20minutes! Who is going to win that? The majority of newbies won't even get close...but ask the same thing again after they have 200 hours of play time? -
MY Parachute won't slow me down!
Blaarkies replied to FSXPRO5's topic in KSP1 Gameplay Questions and Tutorials
Yes of course that is true...but i think @FSXPRO5 knows the difference between "normal" gravity acceleration, and a phantom negative drag acceleration. Not saying anyone is wrong, but imagine you asked: "My game has a bug, i can't get higher than 5km", and then someone replied with "have you added moar boosters yet?" Not fun to read that Deleting "physics.cfg" is not even remotely game breaking. Do a clean install of KSP, and before you run the game for the first time go look at the game folders...there is no physics.cfg file, it gets generated the very first time the game is run. * i cannot vouch for "PartDatabase.cfg" doing the same thing. If in doubt, make a backup before possible game-breaking changes -
MY Parachute won't slow me down!
Blaarkies replied to FSXPRO5's topic in KSP1 Gameplay Questions and Tutorials
and you even said "but instead of losing speed, I gain speed. Plz help me." ...i am truly sorry you had to read through the "How to open chutes 101" posts, because they didn't even read your original post -
MY Parachute won't slow me down!
Blaarkies replied to FSXPRO5's topic in KSP1 Gameplay Questions and Tutorials
Parachute not working sounds like a bad install of FAR (clean re install should fix it) ...parachute accelerating? Sounds like negative drag, which can be set in the hazard-ish menu, press alt+F12, then under physics it should be(?). If that is it, then just delete the "physics.cfg" file in the GameData folder and it should fix the problem when you reload the game -
More challenging career mode is what we need.
Blaarkies replied to Noud's topic in KSP1 Suggestions & Development Discussion
"EAS-1 External Command Seat" is definitely super high tech...we don't even have those yet -
Best Direction For Landing
Blaarkies replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
"posigrade", first time i ever heard of that What exactly do you mean by "twice your posigrade Munar ejection velocity" ? Do you mean, we are in low Mun orbit, and want to get back to Kerbin. So we escape Mun SOI in the the Mun's orbit retrograde direction, but instead of burning "just enough" to fall back into Kerbin atmosphere, we now have to burn(coincidentally) almost double that amount to get into a retrograde, elliptical orbit around Kerbin?