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Everything posted by Blaarkies
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Why is there no control for "Set SCE To AUX" ? jk, it looks really cool ! Will the flag parts override any other flags (like from other mods), or do they have unique names?
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- totm july 2021
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CommNet Signal Strength Calculator & Antenna Selector
Blaarkies replied to Poodmund's topic in KSP1 Tutorials
Thanks, I definitely will The important part I think it still needs, is showing users if a relay hop to Kerbin is possible: If the relay satellite has a very strong direct antenna, it will show a green line, even though its weak relay antenna might not reach Kerbin to actually do the relay I think it needs 2 lines. A solid line for relay strength, and a dashed line for the direct connection strength (which uses direct+relay antennae)- 86 replies
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CommNet Signal Strength Calculator & Antenna Selector
Blaarkies replied to Poodmund's topic in KSP1 Tutorials
@Poodmund Thanks for this awesome tool! It has inspired me to make an interactive tool- 86 replies
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The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
My NCD attempt got completely derailed while i was busy being distracted by a stupid question: - How many antennae and relays do i need to visit Minmus without much fear of losing connection? I used it an excuse to learn more web development using Angular, so I made a website that imitates the KSP map view, lets you drag things around until you feel the alignment is the situation you have in game, and then you can check which spacecraft have comms connections. Testing this with the HG-5 (strongest caveman radio) shows you need 10 000 onboard to reach about half-way to Duna at closest approach...its not even an option in caveman Anyway, have at it, let me know if you pick up weird things. Maybe now i can look at doing Minmus in my NCD run... -
KSP Visual Calculator Online calculator tool for Kerbal Space Program Delta-V Planner Click the planets and moons that you want to visit to get a total required delta-v number for the mission A mission can contain multiple checkpoints to visit, each on different planets, moons, and orbital situations (or surface landed) Also provides a step-by-step breakdown for each leg in the journey Shows the delta-v requirements for every possible trip combination (delta-v subway-maps only work when Kerbin is one of the locations) Configure custom preferences such as aerobraking at specific locations, applying a margin of error to your mission, or calculating the most efficient route instead of a direct route Save & export the mission as a JSON file to share with others CommNet Planner Create satellites, relays, rovers, stations, bases, etc. with a custom selection of antennae, then drag those around the screen to see where commnet connections are valid Every craft automatically indicates if it has control or not based on the relay networks it is connected to Use this to plan out communication network constellations, without having to trial-and-error this in-game Set the DSN Tracking Station level at Kerbin to match in-game upgrade progress Set the CommNet difficulty settings to match the settings in-game Add Remote Guidance cores in craft to test a piloted base providing remote control to a rover, even when a connection to Kerbin is out of reach Shows detailed stats such as cost, power rating, mass, transmission speed, etc. for the entire collection of antennae on each craft Save & export the constellation as a JSON file to share with others ISRU Mining Station Calculator Design a mining base by swapping out different parts to see their effects on the system Select the planets or moon for the mining base, adjust the ore concentration, and even add a specific skill engineer onboard Toggle the type of processing that the ISRU will be doing. Only refining Liquid Fuel? Then only turn on Liquid Fuel refining Fuel cells, solar panels, and RTGs can be added for power supply A handy 'Production and Consumption' panel displays the total outputs, and any deficiencies of the system Number sliders control the amount of each part. Use this to adjust the amount of drills, or power sources, or radiators until the outputs are green with no deficiencies Warning messages highlight potential issues in the design, such as not having 'Ore Storage' parts Choose from 73 stock parts Save & export the parts selection design as a JSON file to share with others https://ksp-visual-calculator.blaarkies.com/ Checkout the github repo
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Try holding down Ctrl, then tap Shift once. The throttle will immediately be pulled back to 0%. To get a smaller thrust force, you can aim away from prograde (aim halfway to ), that should give you an "effective" thrust that is only half. It will of course mess up your inclination, but you can take turns aiming halfway towards , and then
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Caveman my Nano-crystalline Diamond attempt
Blaarkies replied to paul_c's topic in KSP1 Mission Reports
You could look for a green monolith to finish up the tree (maybe EVA reports in LKO could even be enough) -
Caveman my Nano-crystalline Diamond attempt
Blaarkies replied to paul_c's topic in KSP1 Mission Reports
You can look at the current orbital velocity while the ship is still near PE. If Duna requires a 1100m/s dv burn, then just make sure the current velocity is 2270m/s + 1100m/s, so if it says 3370m/s your are good to go. I used this for my Eve transfer, it got really close. At least its slightly cheaper fixing a solar orbit for Duna compared to Eve. -
Caveman my Nano-crystalline Diamond attempt
Blaarkies replied to paul_c's topic in KSP1 Mission Reports
You sure you have enough docking ports there? Just kidding, but it looks like its going to be an amazing craft when its done! What did you use to determine if there are enough antennae to reach Duna? I know the equations are available somewhere, but I was wondering if there is some more visual tool out there, like the dv-planner or ejection planner It would be cool to have an overview map of the planets, and simply plop satellites on it with some configuration of comms and see what can link up after setting difficulty settings and such -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
It still works! Landed on water sounds so silly, and the amount of science is also silly. But knowing about it can get you some extra science that would otherwise have been missed, like splashed down at desert, mountains, etc. This screenshot was taken a second before the landing legs friction bug started pulling the lander overboard (quite annoying). I had to retry the whole thing using wheels instead. This should be quite ironic to players of older KSP versions: Wheels used to be horrible back in the day, killing kerbals on contact and flipping rovers quite easily. Landing legs used to be great, keeping ground bases from moving and being fine with uneven terrain. Now it feels like the opposite is true. Some bits of info about it: Using small fins to rest the capsule on the "barge" counts as "Splashed down" (and sometimes counts as Flying ) Landing legs and Wheels count as landed Heatshields have a nice curved concave shape, perfect for keeping the lander feet from slipping off -
That is such a Kerbal outcome for any landing
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The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Thanks for these, I thought they just didn't exist (since it always gives "Shores" biome when jumping in the KSC). So it seems that the height restriction for this is absolute: I couldn't get one from Runway, but I could easily get them from Launchpad (I think the Runway is at a slightly higher altitude, so I went off to the edge and it was much easier). So what I do is (with Kerbal on EVA) just jump upwards and click the "EVA Report" button right before the Kerbal hits the ground again (it takes a few tries). But that's just for EVA reports, how do you do the rest? I tried getting such "Flying low" EVA report from the "R&D Corner Lab" building, but I guess Bob has to be in contact with the building at that moment? I got some "Flying low over Crawlerway" Mystery Goo science, but it was a lot of luck and hard to reproduce that Are there any surefire ways if doing it? Maybe some kind of piston setup, or a kind of VTOL? -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Awesome, I'm excited to hear that. The mod slipped my mind since the last few updates, but it's going to be great to run with it again! Its how I learned about the silly experiment situations: You can gather "landed" science in the water biome. An equally silly solution to this was to get a 2-stage craft in the water, the bottom stage acts as a barge and the top stage decouples and become the lander. I want to see if that still works in 1.11 -
Caveman my Nano-crystalline Diamond attempt
Blaarkies replied to paul_c's topic in KSP1 Mission Reports
That all sounds correct from what i remember, the little buttons can remove the grid overlay, set auto-refresh, field-of-view angle (zoom), and stuff. For Stayputnik and OCTO cores, there's only the default "display mode" showing the height map (even at lower altitudes). So i think what you saw is everything you got from them. For the Rovemat core, it switches to a special mode when landed where it can view a larger area. I think the MK2-core also has a special ability like this. For the coordinates -> biome lookup, there are these maps. Still have to search "by hand", unless their API exposes some of this data https://ksp.deringenieur.net/ -
Caveman my Nano-crystalline Diamond attempt
Blaarkies replied to paul_c's topic in KSP1 Mission Reports
I forgot about this in my post on the Caveman challenge thread. There are different KerbNet types for probe core: the default shows only the height map, while the more advanced cores will show biome data, and i think there is a third style? So the Staysputnik core won't show any biome data -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
I was wondering if the [x]Science! checklist mod is ok for Caveman usage? The main purpose is to track/filter which science experiments have been recovered, are currently in a craft somewhere, and which are still out there. That info is obviously available in the science archives already, but the area I was worried about is that it shows you which biome you are currently above. This info can be gathered in stock by just opening KerbNet, or by eyeballing your map view compared to the online kerbal maps, or just by spamming some experiment and reading the science text. -
Caveman my Nano-crystalline Diamond attempt
Blaarkies replied to paul_c's topic in KSP1 Mission Reports
You are making extremely great progress on this. Are you going to continue this savegame outside the challenge once you complete it? Would be pretty cool, its like super-hard mode, but all the grindy bits are already done (except for those building upgrades ) For money I found satellite contracts very profitable. Pick 2 contracts that are close together, and then launch a single satellite to fulfill that mission. Sometime the solar-station contract shows up, which is also really easy with the addon boosters. -
Caveman my Nano-crystalline Diamond attempt
Blaarkies replied to paul_c's topic in KSP1 Mission Reports
How does the terrier engine use the fuel through battery and probe core? I thought you would need a fuel pipe between the docking port's parent part and the terrier to get that going -
You should post this as a challenge (if there isn't already one). It sounds fun, the least amount of MET time from launchpad until crashed into Duna surface (or something precise like that), and a few rules around what is banned and how scoring potentially works. You'll be seeing 5-stage (or more) Nerv-only rockets doing this trip
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The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Not consumed. I only packed one and re-used it for Mun high, low, surface situations. The fact that it can stack in inventories makes it look like its consumable, but it is completely re-usable just like kerbal EVA-Reports. -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Can scanning arms collect Mun Stones? I have never even considered that The experiments were deployed by Bob, hes been the only one to EVA in space. He was in LKO kerbin (and then recovered )before that mission, so i believe he was skilled 1 when deploying the stuff on the Mun. I did not recover Bob after the Mun mission (left him in LKO), I'm wondering how it affects science returns (does the scientist need to be onboard of the recovered vessel, with science in hand?) Yeah that engineer bonus is amazing, I had to pack 2 deployable solar power parts since Bob was the only one out there. -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
One cool thing about the sideways COM docking is that you can rotate the craft (and thus the thrust direction) without moving the docking port around. So get yourself to move towards the other docking port, then adjust your translation in this way without having much control over your direct forward speed. Its like the docking version of riding a unicycle -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Sure thing, i forgot to ask about the Mun stones as well, but i see you got them. So the Mun Stone had a 100% return rate (they can't be transmitted at all). On my Diamond run, only the first Mun Stone counted towards the 24 I got from it (I mentioned in my report thread that it is kind of like a stationary science sensor experiment, with a global situation) Here you go, the first 2 images are the Mun stone, and the deployable science. My Mun deployable science didn't get enough time to complete since I finished the challenge before that. The other images are just for interest sake. I find it funny how Atmospheric pressure science is worth more when near Eve, than when it is literally in the upper atmosphere of Eve where there is at least something to measure Material bay science seems to be by far the largest source of , and the craft recovery bonus gets pretty nice for places outside Kerbin. -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Amazing job on getting to the Mun in NCD! I would imagine your worst worries are over now, but I get the feeling that Miniaturisation and Electrics are just the second "hump" you need to get through to make it through NCD, while Diamond was smooth sailing after reaching the Mun at least. Did you get solar science yet? I bet you can get a return sample going with that, even without having comms at AP