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KSP2 Release Notes
Everything posted by Blaarkies
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of course it is, that was the point. ...maybe we need to give stalker another playthrough
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It seems that auto-strut locks the part into the current position(if you auto-strut at the moment of launch, then the boosters will be locked in place place at a slightly tilted angle). This brings up questions about how a space-station can be locked into a misaligned position. I think timewarp(on-rails) will make a craft static and also perfectly aligned/relaxed(like in the editor). Click auto-strut at that moment and there should be no problems
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That's where Artyom runs through the tunnels, hiding from the "dark ones", right?
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Liquid fuel or ion engines??
Blaarkies replied to Cocean's topic in KSP1 Gameplay Questions and Tutorials
That is not entirely correct. If you normally use 1 ion engine for a 2ton probe...then just keep adding 1 ion engine for every 2tons worth of space station. It will have same dv and TWR as the probe. But 80 ion engines + batteries + solar and also the 160t spacestation is going to have a huge part count, most PCs won't be able to handle that anyway -
Ah i see. I do that too. Also, reduce the DSN range modifier to like 0.40 so that it is only as strong as the best relay dish...this way, the super long range DSN wont let your satellite relay network feel un-used 50% of the time
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No DSN? How does that work and how do you get any signal from the KSC then?
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Tech for funds and experiments for rep?
Blaarkies replied to Wjolcz's topic in KSP1 Mods Discussions
...that was the most moving wall of text i have ever read! I remember the first 3 months of KSP, i did not even run another game, not once, not even by accident...and there was never enough time to play KSP, daydreaming would be overtaken with hypothetical missions plans to Jool, or detailed crazy ideas about a new rocket designs...thanks for reminding us -
Probe loses contact with KSC shortly after launch... what gives?
Blaarkies replied to a topic in KSP1 Discussion
Seriously, is this true? Can you control a probe that is out of range of the KSC, as long as you have a command pod with two pilots close to that probe? My understanding was that it only works when you have craft with the 2.5m probecore on it and a single pilot in the pod...all that, close by to an orphan probe -
I am really intrigued about it now. I set my Atmospheric occlusion to 99%, to kind of simulate the effect that microwave transmissions can reflect against the atmosphere...and mostly because i am building a ground network to the north pole, this would require 10+ relay probes placed on mountains like the beacons of Gondor. 99% should make it so that i need about 5 probes
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My Science Lab Manifesto
Blaarkies replied to Aegolius13's topic in KSP1 Suggestions & Development Discussion
Completely agree, the MPL destroys any game where the player presses that "Transmit science" button. But be careful with science rewards in contracts, they follow the same path to evil that the MPL does. When i first started KSP, back in the "First Contract" update, i quickly got hooked on the part testing contracts because they gave a significant amount of science("...just need a bit more to get that engine"). This unlocked the entire techtree way too soon, but now in 1.2 it feels like contracts give way less science(1-5sci). Regardless, all science points are sacred. They should not be clone-able(current MPL) or infinite(old contracts) or too easily obtainable(Minmus farming)...at least asteroid farming takes a lot of effort, and forces you to go halfway interplanetary(quite literally) Your idea is better than the one i had about making the MPL a special kind of experiment on it's own -
105% Occlusion...does that mean a relay sat at sea-level will longer have any connection? Like on Minmus flats, the altitude is 0m. Minmus has a radius of 60 000m. 105% occlusion should make a sphere extending up to 3 000m altitude on Minmus. Anything below 3 000m will "hit" this occlusion, no matter the direction(except other craft within physics range maybe?) I like these settings, but do you still get signal down at the 0m altitude flats?
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Cricket sounds too low.
Blaarkies replied to Francois424's topic in KSP1 Suggestions & Development Discussion
I hope the devs see this thread, it would be a happy moment for them to see that some of the high priority bugs are stuff like crickets not chirping loud enough...Imagine the red sticky note on the stand-up board, among all the legit bugfixes and features to add...then this one: "Crickets not chirping loud enough" -
Game time continues while KSP is closed
Blaarkies replied to Xardas's topic in KSP1 Suggestions & Development Discussion
Write down the time at which you last played KSP. Find the difference between that and the current time. Open up KSP, timewarp that amount of hours, done. Do this three times and please let us know how it turns out -
My new playthrough of 1.2 actually did. After the escape atmosphere, and get into orbit, i got a simple geostationary satelite contract. Then a Mun flyby(only) contract. Then a Explore Mun/plant flag. After that, both a Explore Minmus and flyby Duna...this is gearing up to be a Human Space Program
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Use Laythe more than once... The gravity assist at Laythe should put you in an orbit very similar to Laythe's orbit. From there, you might need to wait for 3 orbits or more and you should have an encounter with Laythe again, but this time you will enter Laythe SOI with minimal speed(you will enter with an "almost" elliptical orbit at Laythe)
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But still remember to put an extra Junior on space stations and the like...for those unforseen upgrades, like adding a newer stronger comm dish
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Nav ball not showing maneuver nodes?
Blaarkies replied to subzero22's topic in KSP1 Gameplay Questions and Tutorials
I have had that a few times now. Clean stock, no mods...but after playing single session for 3hours, i start getting subtle bugs ingame. Maneuver node's dv meter missing(but the predicted maneuver lines in map mode still shows), or in the editor the spare parts will no longer be transparent(those parts that you placed right beside your ship before sticking them onto green nodes) -
Asteroid rendezvous and science
Blaarkies replied to Tyko's topic in KSP1 Gameplay Questions and Tutorials
Class A's are really, really small. Especially when you drill them empty, they are like an empty FL-400 tank. That is really easy to move around, but that kind of tech is also good enough for Minmus farming...which is probably the easiest non-mpl science in ksp. -
Don't try aerocapture at Tylo, it's atmosphere will rip you to shreds!
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RCS sounds are definitely there in 1.2 I loved the RCS mod, and was pleasantly surprised that this is in stock now. Clean 1.2 steam install, and i hear RCS blocks and Vernors making sounds and better particles
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Asteroid rendezvous and science
Blaarkies replied to Tyko's topic in KSP1 Gameplay Questions and Tutorials
I don't know(did not pay a lot of attention to the value). If the @Streetwind and the wiki is correct, then it should actually give less valuable science when landed at Kerbin...i guess it becomes a statue then. It makes sense to get an A Class asteroid, drill it empty, and attach it to some lander. This lander goes and lands in every Minmus binome, Mun binome(maybe even Gilly) and getting all the easy science. I am unsure what happens when multiple asteroids are connected to the same craft though(in terms of science experiment) -
Asteroid rendezvous and science
Blaarkies replied to Tyko's topic in KSP1 Gameplay Questions and Tutorials
No. Only one asteroid sample. You get this by right-clicking on the asteroid with a kerbal in EVA close to the asteroid...you can however get a different sample depending on where the asteroid is: Bring it back to Kerbin, but repeat the sampling when you enter Kerbin SOI, again when you are in low Kerbin orbit, again when you are in Kerbin Upper Atmosphere, again when flying over KSC, again when closing in on the VAB,...wait STAHP!!! (jokes aside, you get a unique sample from the asteroid for every new situation/planetary binome it arrives in) -
New Mobile Lab stuff for 1.2
Blaarkies replied to cephalo's topic in KSP1 Gameplay Questions and Tutorials
But this can only happen while the lab is in the same binome as the science...otherwise we just stop by LKO from every Jool trip to pass the experiments through the lab(that seems pointless)