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Everything posted by Blaarkies
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Is it true that most KSP players never go interplanetary?
Blaarkies replied to KerikBalm's topic in KSP1 Discussion
I remember my first interplanetary mission - to Duna. I escaped Kerbin's SOI gently(this at a random time of the year), then once in solar orbit I proceeded with standard rendezvous...it took a few game years to line up a good intercept for capture. I even did it after I learned the Oberth effect! (just a couple of missions though) There is no "Going interplanetary" tutorial, is there? I think that is the best place to start. Give the player a rough idea how it works, then the player can do(the most hated) method of trial and error to go interplanetary. But the existing planets should be made more interesting to make it worthwhile...10 minutes after touchdown at Duna, i felt empty inside, realizing there was really nothing to do there And many players may get stuck on planes, which are really fun even though they have near zero purpose in the game -
Sense of Exploring / Temperature scan contracts
Blaarkies replied to lugge's topic in KSP1 Discussion
They are harder than the satellite contracts...which are perfect for beginners to get a fine grasp on orbital mechanics. It's not really grindy for veterans(just pick 2-3 contracts of the same moon). But their payoff is slightly less than the satellite missions(at least the mission-time to rewards ration) But besides that, i agree with the Kerbin missions. They don't nearly payoff well enough, even though they teach noobs how to build, pilot, land planes on weird places...non of which will really help in going to space, but in designing a spaceplane the basics certainly help at some point. Just pick the ones that seem rewarding enough for their difficulty(look in mapview/trackingStation before choosing the contracts). Watch out for "Gravimetric scans below 40 000m" contracts...grav sensors don't work while in atmospheric flight(last i checked) It would be cool if those contracts kind off "deplete" after you completed a few: after 5-10 kerbin surveys, the scientists start looking to Mun. There are sometimes a single kerbin survey contract to choose(but never spammed like they are now) -
Me too! But it is mainly because the time warp limits are set so ridiculously low. So first I used Kerbal Alarm Clock, set a future maneuvre node a few orbit ahead where the ships meet, go to space center, timewarp until the alarm triggers. But after I discovered "BetterTimewarp", I haven't had this problem...warp 1000x at 70km around Kerbin is so much better Although, I removed it last week since it feels like it is "jittery movement" my ship in real space(not frame rate stutter, the ship looks like it is vibrating through space...not enough to actually affect the ship orientation but I don't trust that with 100t+ ships)
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Should KSP have a Delta-V readout?
Blaarkies replied to bsalis's topic in KSP1 Suggestions & Development Discussion
"Yeah! Who wanted to set their monitor resolution in-game anyway? Now I can't stop changing my resolution every time I open up KSP and it makes me feel like a cheater!" Agreed, the idea of making it an "extra", like the engineer's reports, or the "map-view-menu-that-shows-ship-mass" is best of both worlds -
[1.4.2] ForScience! v1.5.2 - Your science autopilot.
Blaarkies replied to WaveFunctionP's topic in KSP1 Mod Releases
@WaveFunctionP I keep getting "Crew report" experiments, but no kerbal is onboard(an unmanned test flight for a tourist ship that hopefully doesnt burn up). It has a probe core, and 2 Mk1 crew cabins. (I'm happy with the mod, but just want to help with bug reports) -
Kerbin-Kerbin Slingshot?
Blaarkies replied to eddiew's topic in KSP1 Gameplay Questions and Tutorials
What effects will a normal/anti-normal component introduce to this? >Leave Kerbin with some normal component, so that the probe ends up in a Solar orbit with a resonance to Kerbin. -Next encounter will be fom the top/bottom of Kerbin's SOI I read a lot about Eve being exceptionally useful for slingshots because of it's inclined orbit. Is it just the inclination difference relative to probe and planet, or MUST the planet have an inclined orbit? -
Cargo Plane How-To?
Blaarkies replied to The Space Dino's topic in KSP1 Gameplay Questions and Tutorials
That will get you sorted. If you already know how to build a plane, then just follow those principles, but with MK3 parts "...and my plane could not even go as high as 500m." That sounds like patience, rather than wings or thrust. If it can fly, it should be able to reach up to 5 000m, given enough time though. If you find it hard to go faster than 300m/s, then you might need more thrust(you shouldn't need more than 0.8 TWR on aircraft), or you need more altitude to break Mach 1 If you pitch you nose up to 15' but the prograde vector stays at 0'(meaning you are pointing upwards, but your altitude remains constant), then you need more wings. "...I also had to hold the 'S' key to keep the nose up,..." -Add more pitch control: any control surface for up/down movement on the tail will do...just go bigger?(You can also add them to the nose. CAUTION: Too much will make it "flip-happy") -Or, move your wings around some. In the SPH, click the Center-of-mass button, also the Center-of-Lift button. What you are describing is called a "land-dart"...it does what arrows do. That happens when the yellow-ball is too far in front of the blue-ball. > So move wings around until the blue-ball is only slightly behind the yellow-ball(the balls should touch). > Right-click a fuel tank and empty it. This shows how the yellow-ball is moving around in flight as you deplete fuel...keep that in mind, because if the yellow-ball is BEHIND the blue-ball at any time in flight...you will be having a bad time ("flip-happy"). If you want to make cargo spaceplane, i suggest trying to build something similar to SKYLON. It does not even need to look like that, but it should function the same. -Canards at the nose(like pitch elevators) -High tail fin -Elevons on wings(for roll) With those basic components, things start handling pretty easy, even at re-entry speeds. I built one with the B9 mod part pack, and it is the most stable plane i have ever seen...re-entry at 60' pitch without my keyboard input, without any tendency to fall over/flip around. It weights 59t at launch, and can put about 7t in LKO. It is not figher-like super maneuverable...rather it does slow and predictable movements, like a 747...at Mach 5 -
I don't mean to nitpick or be rude, just want to point out some details. "carrier" = a ship that carries aircraft "career" is the word you are looking for That will just force EVERY manned ship to have one of these: Probodobodyne QBE "Panic level should increase over time for kerbals in EVA": -Let's assume the mining rig engineer went EVA. and his panic meter fills up while outside on EVA. -Is he just standing(sitting/lying fetal position crying) there, with no response to the player input? -Can they be rescued by bringing another kerbal in range? or do they need to be in the same ship. "Stamina/body strength": -Can stamina be regained by waiting? >yes? then timewarp away (because time is the cheapest and most abundant currency in KSP) To be honest, I don't even know a "better" way for implementing these ideas (and I hate criticizing without even adding an alternative method).
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ksp + NoMansSky
Blaarkies replied to galactictaco's topic in KSP1 Suggestions & Development Discussion
10 million times? Not in my life time, but KSP is so great i wish i could Like @Alshain said, this has been suggested many a times before(it might even be on the "do not suggest" list) What the planets need right now, is the "Procedural Mun craters" thingy(I am guessing that is why Mun looks so much more detailed than Ike?) I am no geoligist, but shouldn't Eve have riviers? What about massive mountain/volcano "craters" on Tylo because of all the tidal disturbunces and asteroids hitting it(the ones on a close fly-by of Jool)? -
Should KSP have a Delta-V readout?
Blaarkies replied to bsalis's topic in KSP1 Suggestions & Development Discussion
Completely agree! Is it cheating when you can predict something in a game, just by taking a moment and actually calculating it? This is possible with most games that have a pause menu. If engine Isp stats are hidden before the "unlock" as well, then very well...at least, i don't know how to calculate DV without the Isp value, and if the player cannot calculate it yet, then DV is fair game to be "upgrade locked" information. -
Perpetuality Challenge - Most Stages to Orbit
Blaarkies replied to Kerbiter's topic in KSP1 Challenges & Mission ideas
Terrier is too big for a command seat boarded by Jeb -
Do scientists have to be in cockpit for bonus research?
Blaarkies replied to jpinard's topic in KSP1 Discussion
No certainly not. It was the coolest challenge to get a "solar-plated" MPL up into Kerbin orbit, using BACCs and a terrier because I was still at the 18t Launch pad limit. But once I got it there, I started spamming EVA reports into it...for infinite science. That is really the part that bothers me, no one should have infinite of anything(i know it's not infinite, but inf vs 9000sci+... it doesn't matter anymore) The contracts on the other hand, just keep popping up with more rewards. So I started limiting myself to only select a single "collect science from space around X" contract(1 for Kerbin, 1 for Mun, etc.). The same thing for flag spamming contracts...but almost all contracts give science rewards, but I only really want the funds. But no, no OCD. I just go for the easiest/efficient science...but the above quickly destroys gameplay. So with 1.1, I started a hard settings career, but adjusted all rewards to 10%. No MPL, no contract sci...Every launch was insanely nerve wracking, but I got into orbit at least. The jump to Mun grade-tech was too big for me(needed more science than everything I collected at that point). So I gave up and opted for a 30% version of such career...best thing ever! I'm working on a shoe-string budget to send my first Duna/Eve probes, Kerbals are worth more than the entire spaceprogram since their death will completely obliterate my rep I haven't done much with the Community Tech Tree yet, but I believe I will still attempt to finish it with no MPL...because I find it silly to NOT put an MPL next to KSC an synthesize science points(that why my I vow to never use it). I found these figures: All Science in the Universe -398,075.1 potential points ~392,019.3 from experiments ~6055.8 from recovered ships ~Experiments: 11 ~Subjects: 884 ~Subjects on Biomes: 493 ~Total Biomes: 109 That made me realise, that even 10% of that is more than enough...but maybe not in CTT though and remember, all Science is precious -
Perpetuality Challenge - Most Stages to Orbit
Blaarkies replied to Kerbiter's topic in KSP1 Challenges & Mission ideas
I think he means functional stages, as in: pieces the rocket gets cut-up into(that can also thrust)...this needs honor system to stop exploits. Because of "half-stages" like most asperigus designs, how would anything be counted unless it is a traditional tower rocket? -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
Blaarkies replied to tgruetzm's topic in KSP1 Mod Releases
What about the MPL ore-snack converter patch? I used that on my Jool trips, 4 Kerbals eat through about one Big Ore tank on the way there and since it is minable and requires the big MPL...it feels like recycling? I think the idea was more to do with snacks represent all aspects of life support, not just food. But this makes it difficult to resupply big ship with snacks...maybe a HitchHiker tuna can filled with 2000snacks? -
[1.4.2] ForScience! v1.5.2 - Your science autopilot.
Blaarkies replied to WaveFunctionP's topic in KSP1 Mod Releases
Love the mod, excellent job. I keep getting "Surface Sample" experiments(obviously from having a Kerbal EVA)...but i have R&D tier 1(no upgrades on any buildings either) -
Do scientists have to be in cockpit for bonus research?
Blaarkies replied to jpinard's topic in KSP1 Discussion
I found that using the MPL is a surefire way to completely destroy any sentiment in a career save...it's like an addiction that eats away the fun in the end It was cool to have an MPL on interplanetary ships, but I completely ignore it now, never to be used...I even go as far as to disable science rewards from all contracts -
Do scientists have to be in cockpit for bonus research?
Blaarkies replied to jpinard's topic in KSP1 Discussion
Scientist do not level up by collecting science experiments...they level up like any over Kerbal - by just being in an extraordinary situation. So just send them to plant a flag on the Mun and on Minmus, an send them on a highly elliptical orbit, that just barely escapes kerbin's sphere of influence(this is to get them in "solar orbit" for like 5minutes) -> thats Level 3 kerbals right there * i always thought landing was equal to planting a flag(it's so easy once you're there...unless there is tylo/eve). But it is not...every kerbal must plant his own flag. Order Celestial body Fly by (XP) Orbit (XP) Flight (XP) Land (XP) Plant flag (XP) XP Multiplier Base Values 1 1.5 2 2.3 2.5 — Center Kerbol 0 6 — — — 4 1 Moho 7 10.5 — 16.1 17.5 7 2 Eve 5 7.5 10 11.5 12.5 5 2.1 Gilly 6 9 — 13.8 15 6 3 Kerbin 1 2 1 0 0 1 3.1 Mun 2 3 — 4.6 5 2 3.2 Minmus 3 3.75 — 5.75 6.25 2.5 4 Duna 5 7.5 10 11.5 12.5 5 4.1 Ike 5 7.5 — 11.5 12.5 5 5 Dres 6 9 — 13.8 15 6 6 Jool 6 9 12 — — 6 6.1 Laythe 8 12 16 18.4 20 8 6.2 Vall 8 12 — 18.4 20 8 6.3 Tylo 8 12 — 18.4 20 8 6.4 Bop 8 12 — 18.4 20 8 6.5 Pol 8 12 — 18.4 20 8 7 Eeloo 10 15 — 23 25 10 Level XP Required Total XP 0 0 0 1 2 2 2 6 8 3 8 16 4 16 32 5 32 64 stolen from: http://wiki.kerbalspaceprogram.com/wiki/Experience -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Blaarkies replied to bac9's topic in KSP1 Mod Development
Please bac9, please, pretty please? Hehe just kidding, take your time - just know that this is called "the better proc wing mod" for a good reason * * its about more than just the letter "b" in "better"&"bac9" -
[0.90] ZeroScienceContracts (no science from contracts)
Blaarkies replied to acerola's topic in KSP1 Mod Releases
Contract Reward Modifier Please forgive the Necro. I have been searching for an up to date mod like this one for some time now, and finally a really helpful Streetwind helped me out. The above mentioned mod give you the ability to set contract-only rewards to different percentages(like 0% science), because I believe that we should commit ourselves, to landing a kerbal on the Mun(and returning him safely) before the week is out (or before the tech tree is unlocked with contracts) and return him safely...maybe return him the week after on another craft. -
REQUEST: No contract science rewards
Blaarkies replied to Blaarkies's topic in KSP1 Mods Discussions
This is perfect! Thank you so much! -
I have searched around for something similar, but all i could find was an outdated mod I feel science is sacred and precious, it should be "synthesized" in a mobile lab, or be used a payment for a contract...all jokes aside, it is bad to be able to easily complete the tech tree just by doing Kerbin contracts(a max limit on the total of contract science rewards around Kerbin would have helped though, but that way outside scope) Can anyone point me towards something similar? Or even an alternative method that is still practical
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Starting Fresh 1.1; Career advice?
Blaarkies replied to Norok's topic in KSP1 Gameplay Questions and Tutorials
Setup some life support rules(no mod needed), just like "guidelines": - For journeys longer than Mun transit, you need extra crew capacity on the ship - For Minmus you need at least one empty seat on the craft - For Duna/Eve you need at least one Hitchhiker habitat for every kerbal - For Jool you need about 4 times as much? And some rules about not being allowed to use lander cans as primary transport(due to poor radiation shielding?) If you can force yourself to abide by those, your ships will have enough components to look good...but if by "hardest" difficulty you mean 10%fund/sci/rep income, well good luck you P.S. Does anyone know how to remove contract science rewards only? As in, how to complete contracts, get the rep/funds rewards, but get zero science for the contract(i only want science from experiments) P.P.S. Got it! Contract Reward Modifier -by DMagic -
What's your preferred method of playing KSP?
Blaarkies replied to ZooNamedGames's topic in KSP1 Discussion
K&M - Mostly because so many other needed functions are one keyboard buttons anyway(maybe some joysticks have enough open buttons to fix that), but knowing that a lot of functions are only on right-click-the-part menus(and me forgetting to action group those) this makes me stick to having a hand on the mouse. I wish there was soft control button(like capslock puts you in precise controls mode with blue pitch,yaw,roll indicators), but I need one that limits output at 25%...so the indicator won't go past 25% of it's total range. This is because, it is hard to counter space plane oscillations with jerky motions. But all that precise mode does is it lessens the initial jerky motion, the fins still pitch 100% after 2seconds...then you find the perfect frequency to press-depress-press-depress that button for a "smooth" turn Sometimes I just want controls that are at maximum still under-powered...for when we are going supersonic- 51 replies
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Expand "hack gravity"
Blaarkies replied to TinfoilChef's topic in KSP1 Suggestions & Development Discussion
Thats a way better idea. We should not need to open up the cheats menu to test ships...we should be able to just test them, need some way to implement tunable gravity in some "simulation" thing?