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Everything posted by Blaarkies
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dock for boats
Blaarkies replied to volcanic_wolf's topic in KSP1 Suggestions & Development Discussion
KSP is about air *SPACE*craft ...the problem is, you have to go through air to get to space, the game needs to model air correctly as well as space. Since air became half decent, SQUAD started going nuts about adding spaceplane parts because "Hey, it's already there...might as well just add wings". But how do we launch planes vertically?...fine, then they built a SPH. ...many updates later: Water is now a Newtonian fluid! Mostly because it looks and act way cooler for all the splash downs at the end of successful missions, but also for sea-planes...and hey, if I land my vtol upside down on it I can go underwater! ... You see where the last part is going? The same happened with land vehicles...they started out as ONLY rovers, then came bigger and faster wheels. I don't agree with having full blown submarines, but tiny underwater "rovers" is a future plan to explore the oceans on Titan. So, any argument against The Dock is also an argument against planes, planetary bases, anything larger than curiosity... -
Thats good, but whatever you do: Don't burn to match inclination while in LKO, it's expensive. Burn prograde at Asc or Desc node, that will encounter Minmus if you have patience(this might delay the transfer launch with up to 15days)
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Sounds like Twin-boar ssto lifter with a built in NERVA engine...if you can land that safely it is a free ticket to get modules in space
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There exist some Module Manager config scripts, that basically adds the MechJeb module into every probe core(not physical like clipping). So every probe core then has the MechJeb abilities(and mechjeb menus and whatever else). A small change to the config files in your GameData folder can do this as well, but your idea is an excellent quick fix Something like this
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"But I want to go to Jool! I don't want to do anymore Kerbin based missions, I built my super ship to see the green giant so i deserve to see it NOW!" That was just a joke, but do you understand what I am getting at? A lot of player like gameplay like that. They choose to play a game and they like it when they have some control over what happens in the game. In a sandbox game where you create your own story-line it will be a disappointment if you cannot go to Jool all willy-nilly anymore("You can, but at what cost?!" *over-dramatic for effect*) Constructive criticism: It's about not making it feel like "chores". Doing anything else than warping directly to Jool, is not always what the player wants(that is reality, space programs did other launches and stuff while waiting for New Horizons...but this is a game first, people play games to forget about chores)
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Good - This Better - Use "Liquid Fuel" only tanks(the type for aircraft) Delta-v is highly dependent on fuel vs tank mass. Having an orange tank(with Ox removed) will have 2x the tank mass per LF mass, compared to the aircraft tanks...but since stock doesn't have quite a selection of LF tanks yet, it gets tricky.
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You want to do 1 Kerbin SOI mission every month, have you forgotten how long it takes to get a probe to Jool? That is seriously going to frustrate players who feel that they have done all the Mun/Minmus landings they wanted to, and now just want to focus on Jool and nothing else. You need a better way of managing the punishment for time-warp abuse, because players want to do things every 5 minutes...which is OK in Kerbin SOI because everything is only 4-50 days. But on the way to Jool it is like 1600 days away, players will want to skip that waiting period.
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The probe trick is excellent! For the precision Ant engines...have you tried Right-clicking the main engines(even if it is a Mamoth engine), setting the "engine throttle" slide bar down to 5. Now whenever you try to thrust it will only do 5% of that. An extra step is to press CONTROL(throttle down) and hold down that button on the keyboard...now tap SHIFT(throttle up) to give yourself a mini-burst forward: The throttle will constantly go back to zero, only being at minimum thrust for half-a-second I do something similar with static solar panels, except I use 2 sets of dual symmetry. View the craft from atop, then add 2-way-radial-symmetry static solar panels to the top and bottom, BUT use the rotate gizmo to point them slightly upwards(so they look prograde...5' or 10' degrees should be enough). Now add the left-right solar panel set(same symmetry options), but this time gizmo rotate them to slightly point downward(retrograde). As long a the craft itself is not blocking those solar panel, now you have garenteed solar power generation with only 4 small panels(maybe not much generation at certain angles though, but something to bring it out of hibernation at least)
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Getting E-Class Asteroids out to Jool
Blaarkies replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
I am guessing brute force is a requirement here, since the Ant engine won't do much -
v1.1 has lots and lots of issues with landing legs and wheels. Things like phantom forces are everywhere with these parts, maybe it will be fixed in v.1.1.3? - Don't design crazy stuff dependent on specific wheel/legs functionality - Don't let kerbals near landing legs(the spazz out) - Keep it simple until the next patch comes out
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Trouble finding spaceplane SSTO guides
Blaarkies replied to Jarin's topic in KSP1 Gameplay Questions and Tutorials
Follow that guide. It looks long, but it is a fun read. Experiment with each page and you will master atmospheric flight in no time. If you still have trouble with the space part, continue on with this: The thing is, pure stock spaceplanes are somewhat limited by the part type to be small planes...going bigger than MK2 makes things get complicated real quickly. B9 parts+B9 proc wings makes this a lot more fun though -
That is a gravity assist, this exact situation at Jool saves you lots of fuel by using Tylo's gravity. To get it consistently, make sure you have an encounter with the parent body(Duna in your case) and then gently adjust the time it takes to reach Duna(change the prograde/retrograde and or radial/anti-radial so that it takes a few days longer to reach Duna)...when you arrive later, you would pass through Ike's SOI. That's simple, but after re-entry heating became a serious consideration we have to save fuel wherever possible(aerocapture is not always viable). But let's say you want to do a super-low-dv mission to Duna: -From LKO, make a burn until you encounter Duna -Adjust you encounter so that you get a gravity assist that increases your Perihelion -Have that assist be just enough so that you will again encounter Duna in 3 orbits later -Realize that the game does not have a helpful tool for this...if you could just see into the future, see where Duna is when you are 3 orbits down the line, imagine the possibilities!
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But what if you want to do a Kerbin>Kerbin slingshot to get to Duna? The stock encounter system icons get really useless for these situations, since they: - Don't point to parent bodies(you don't see encounters for Kerbin, while also orbiting Kerbin) - Don't show Duna encounters after some crazy Kerbin slingshot
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That is just moving the maneuver forward, so that it starts after one or more orbits. What this person wants is to see Minmus encounters without needing to place the second node and continually adjust it to fit the inclination just to see where he is going. It gets frustrating, I want it too...and also I want to see my position after multiple orbits(for gravity assists), but since the closest encounter indicators snaps to the first encounter and ignores everything afterwards it is difficult to plan simple maneuvers. Imagine Alt+clicking on the orbital line. This creates a vessel position marker and a target marker(corresponding to where the target will be, when the vessel is at that marker point). Create multiples of these in different matching colors, and you could have vital info only at the positions you really need it
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Rethinking KSP's career mode
Blaarkies replied to Rombrecht's topic in KSP1 Suggestions & Development Discussion
In the techtree there is usually a "Requires any" of the previous nodes to unlock...and some of them have a "requires all" of their previous connected nodes to unlock. Imagine needing some previous node AND a Mun surface sample to unlock. They need to makes sense somehow at least: Why would Eelo dust help you make Ion engine? No it doesn't, but the pursuit to get to Eelo led to these technologies. -
KSP getting boring? I want to get back into it.
Blaarkies replied to ZedSpace's topic in KSP1 Discussion
That makes me want to take a deeper look at the new Doom release...maybe it is really a true 20 years later Doom game. Anyway I have been keeping busy with "Medieval Engineers". It is still alpha, but at about the same state as KSP was back when career mode was released(They have survival mode, and stuff to make it interesting...but some stuff doesn't quite work yet) * It is like Minecraft, but the world looks as good as "Gothic 3" or "elder scrolls-Oblivion". You can even build mechanical stuff with pieces of timber(like a working trebuchet, or caravan) -
"pulse" throttle hotkey
Blaarkies replied to p1t1o's topic in KSP1 Suggestions & Development Discussion
Hold down throttle-down-button(Control). Keep it held down, now tap throttle-up-button(Shift). Your throttle will jump to 5% and back down to 0% in half a second, smoothly. After adjusting your maxThrust setting, this becomes even more accurate. I know you shouldn't use main engines for fine manuevres, but sometimes there just isn't RCS. -
KSP getting boring? I want to get back into it.
Blaarkies replied to ZedSpace's topic in KSP1 Discussion
Make it your goal, to do better than every single Manley video...i bet that would keep you busy -
Is putting the science, reward and rep slider on 10% doable
Blaarkies replied to xendelaar's topic in KSP1 Discussion
It is completely possible, and actually easy if you exploit: - science rewards from contracts => unlock Mobile Processing Lab, and spam the data->sci conversion I tried this 10% thing(hard + all rewards to 10%), with Contract Rewards Modifier mod to set science rewards on all contracts to zero, and with a vow to never touch the "Transmit Science" button on the MPL(station contracts still want them though). It is difficult, every launch is nerve wrecking and science is sacred...there is no unlocking wheels, because wheels won't get you to space, and space is the way to more science. I had a tiny science capsule on a Flea booster, parachuted it down to every single KSC binome, and all the nearby binomes(luckily desert is just a few km's on the other side of the mountain). I find the trick is to get probes unlocked as quickly as possible: Better savings on each launch, and no nuking your reputation on a killed kerbal. I had probes do flybys of Mun and Minmus, got all the LKO EVA sci, but it felt like a brick wall to get further than the 90sci node...it is more science than the total science ever collected in that career. Currently i am doing exactly the same type of career, but with 30% and it is not really hard. After the first interplanetary probe, you start drowning in money as usual...as long as you focus on keeping costs down -
Place-Anywhere 7 Linear RCS Port
Blaarkies replied to Lucky Spacer's topic in KSP1 Gameplay Questions and Tutorials
Right-click the RCS port Click "Show Actuation controls" Set "Fore by throttle" to "On" ...now as long as the ship's RCS mode is toggled ON, those ports will thrust equivalent to your current throttle. * The above text may or may not contain many or none naming errors. The poster is not responsible for any losses or damage caused by the bogus wording of this post.