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Everything posted by Blaarkies
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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
Did you get the numbers for deployable science? (basically just the "Go-ob ED Monitor" that rotates some mystery goo under a camera) -
But KSP already gives these contracts? Expanding bases and orbital stations, and adjusting orbits of satellites, and recently they added repair/assemble missions for rovers. There isn't a lot of depth to these extra contracts, they are quite random as well except for being linked to an existing craft you have somewhere. It would be cool if there were more of them though
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Im sure you can do this Diamond challenge , its one of the reasons i did this instead of NCD. In Diamond there is a steep "science wall" before reaching the Mun (its hard to get enough science to unlock that Terrier engine), but after that is just perseverance to collect all the science you can get your hands on . But in NCD, there is a "science cliff" you need to climb, but your climbing gear equipment is at the top of that cliff Thanks, it took much longer than i expected to be honest Some really good points you got there, i didn't think of that. I was thinking of it like a simple ballistic cannon ball example: Given x speed, what pitch will result in the greatest distance. But any rocket obviously does the burn over a short time period at least. The visualization i thought of, is building a craft with like 10 of those Shrimp boosters on decouplers, each aiming at a different pitch, and launching them at the same time. The map will show which ones goes the furthest.
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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
Ok, well there's a black monolith north of the KSC. Standing on the launch pad, look perpendicularly towards the runway. Now go past the Runway and you will reach the monolith before the shores. This one doesn't do anything as far as I know. The OCTO core has 6% chance of detecting anomalies (like green monoliths). Get some in orbit, right-click, open up that KerbNet and look around for question mark symbols (?). Once you see one, click to save it as a navpoint. Then just go there. Im not sure how that 6% is calculated though. Is it at rocket assembly? In which case you need to do a thorough check with many different probes. Maybe EVA engineers can hack this by re-rebuilding in orbit prob core into "new" rockets? Not sure, i only managed to find them outside of the challenge so far -
Of course SCANsat is different, but also not available on console. With KerbNet using a Rovemat core, you literally have a 100% chance to spot anomalies. After that you simply mark them using the navigation system. If "plus you get more science" is what you want, just run a Mobile Processing Lab in the background instead of fiddling with satellites at all. I'm not against using mods at all, but suggesting SCANsat over stock for finding Green Monoliths is a bit like suggesting Hyperedit to get a splashdown landing...stock already has that covered.
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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
Btw have you had any luck finding green monoliths? I forgot to really go hunting for them in my attempt, but it sounds like they would really help out a lot in NCD Almost like they were sent by a super advanced civilization to help out these poor cavemen... To discover them you would probably need a Juno engine to get there, or at least very good piloting skills to plot a sub-orbital route to "there" -
Its stock since many versions ago, called "KerbNet". Every probe core has it, but you need a connection to KSC to use it. Some probe cores have different detection rates. I believe the RoveMat probe core has a 100% detection rate for anomalies, even from orbit. With that, you just need to filter out the easter eggs from the green monoliths (from orbit they all look the same, unless you know where all the easter eggs are) @xendelaar There are 15 green monoliths in the stock Kerbol system. You will find 1 on each celestial body, except for Kerbol and Jool (who knows, maybe they still spawn there as well, i guess KerbNet could confirm that). I remember some threads on the forum with lots of details around green monoliths. Some things to watch out for: It unlocks tech at random, so its better to get them later when they will unlock more expensive tech nodes I don't know how random though. I think it is only next-in-line researchable techs, basically those that currently pass the requirements and are "unlockable" There are 2 placeholder tech nodes in stock that are not visible and don't have parts associated with them. Getting those is really bad luck Once you discover it with a Kerbal close by, the mission reports will mention what tech you received Maybe probe cores can do "discover" them as well
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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
I remember the same video. Its exactly because it is torque force, as opposed to a tangential force at a distance to a pivot. Because of how a torque force interacts with the center-of-mass, it doesn't matter where the "origin" of that torque force is. On long wobbly craft it could still affect how things wobble, right? (in terms of stability at least) -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
New update, and also done! Did the final Mun landings and ended with some extra 334 leftover. I didn't get to any green Monoliths though, that needs some dedicated time to find those. -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Unfortunately they are only situation dependent. So for the Mun I could get them in high orbit, low orbit, and surface. I bet on Kerbin there might be more with the atmosphere and all. But it is a bunch of extra science without going interplanetary at least. -
I just checked in an incognito tab to see the "public" view, and those images show up...after a few seconds though, I think this thread is loading all the images at once Try the album link (Album 13) and check if that shows anything, all the images are there, as well as some extras not shown on the thread
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Hitchhiker's Bob's Guide to the Galaxy Mun Album 13 I still had the plan of doing a complete science landing for at least a few biomes. In one go, I want to collect all the science a biome has to offer. I need about 200. First, I need a kerbal in a command pod for crew reports (might as well be a good pilot as well). Secondly, we need Bob outside to handle science experiment restorations, deployments, and extra reports. This here is the lander which will be doing the bulk of the mission. The 2nd image shows how it has a docking port "magazine" slot in the middle where we can swap fuel pods for full fresh ones. I took a short break, tried getting some cash from discovering the pyramids. It should be easy, until I found that the "Extra launchpads" option is disabled by default (even on career normal). Its not explicitly stated in the challenge's setup, but we all know the Caveman challenge defaults towards the hardest difficulty options, so im sticking to that. Thus Valentina flew from KSC towards the desert runway, until the pyramids appeared. Came in for a landing and then...well, any landing you can walk away from is a good landing, right? The pyramids cash reward was useless, 480. I don't know if the runway has a different science biome (because I crashed way ahead of that ) Back to that Mun mission. The magazine lander would use TL-400 tanks (2.25t), so i tried launching 3 of them at a time. Thing got out of hand quickly, the extra part count and extra mass forced me to split the bottom stage off into a separate vehicle. I did not like the flimsy construction of this, and it made the rest of the construction difficult as well. I recovered all of it, and started over... I opted for a 2.5m bottom stage, and the usual thumpers. It feels odd going for launch 4 times, and still not being ready to go to space. So close. I measured the distance in the VAB perfectly, compensating for wheel suspension. I think the parts sag a little downwards (the heavy tanks on the construction vehicle's frame probably bends it as well). Time to drive the base away, recover the top stage, and re-launch after moving it downwards by "about 2 decouplers" Perfect fit, not really. Start auto-struting all the heavy parts. I used a mix of grandparent and root settings here, about 7 parts in total were strutted? Anyway, things might still look crooked (and may very well be). To fix this, move to another scene and back. The simplest way is to decouple the construction vehicles, and recover them. That takes you to the KSC overview, and from there when you switch back, this rocket will suddenly look much safer. 49.82t on the launch pad. Same rules as before, check staging, struts, fuel flow, HUD...then launch. Prettiest thing i have seen my whole life Many docking later, we have a near final construction. The rest of the launch were done with the simple 2x TL-400 tank launcher, its much more reliable and easier to launch than the 2.5m monster. Bob is at this again. Early morning launch, do a wide-rope walk into the chamber of hazard-pay, and off we go! The rendezvous was painful. You can warp at 4x physical, but thats all. You have to wait it all out, or risk Bob wasting EVA fuel when he warps outside the box. At this point I still believed I was limited in EVA fuel. Turns out you can refill them by moving the EVA pack into and back out of any container, then they are refilled There was barely enough space on the ladder-hold for Bob, but it worked. Remember to lock/fuel-flow those tanks so you don't use the wrong fuel tank for this burn. The journey to the Mun is going to be a long on (IRL) since time warping has been a luxury we don't fully own with Bob on EVA. Keep him close to the craft, and you should be able to do 100x time-warp. Just watch the Mun SOI and be ready for the next burn. The highest any Kerbal has ever been, both in spinning around vital spacecraft parts outside, and also altitude. This little experiment added a few science points, but sadly its a global experiment (doesn't care about the biome). Reaching PE, its time to slowdown into orbit. The TWR is still very low at this point, so there is no risk of falling off the ladder. Capture EVA reports while in orbit almost constantly. There's lots of extra science to be had, since the Mun has so many biomes even on a simple equatorial orbit. Apart from that, Bob is great for using that materials bay as often as you like. Pack the results into both the capsule and the science container to get duplicate results back home. Time for docking. I tried doing this in the dark because I didn't feel like waiting. It was really hard, at least Bob's EVA headlamps help a bit. First we drop the spent fuel pod, then we line up the payload at the top and release that. Now we try to dock sideways into an uncontrolled stack of debris. When done, detach from the fuel-pod-station. A different design with the pod at the top (and extra fuel lines running down the sides) would have been easier. I did this center-magazine style pods because of the docking port fuel-flow limitation (it needs to be directly linked to the fuel tank<->engine) Here comes the fun part. Go in for a shallow landing trajectory, on the edge of 2 biomes, while checking up on Bob for more science. I spy a special rock in the distance. Im going to ignore the horrible fall Bob just had, and only show the Fee-fi-fo-fum pose he is doing right now. On the side of the lander are some containers, used for deployable science. Get all all those out, and do all the science you can find. Off to see the rock we spotted. Looks like a Mun stone! These are worth 24. Climb ontop, right click the kerbal, and click "pick up stone". Quick jump to the next biome. It takes less than 700m/s dv to land/accent the Mun, so whatever you do, make sure you don't use that last 700 for anything else (600 if you are brave). A 200m/s dv jump on the Mun can take you almost across one of the huge craters, but remember you will need 2x that since you also need to slow down and land at the end of the hop. Collect all the science at the next biome, and launch for orbit. Aim ~45° and full throttle to orbit, aim at the flat horizon as early as the mountains around you will allow. A very low TWR lander can still start at 45°, and just hold that for longer before aiming at the horizon. The major reason that Earth/Kerbin rockets start by going upwards, is because moving sideways like reeds in the wind induces an insane amount of drag on the rocket (completely circumventing the aerodynamic pointy design of the rocket). Going upwards allows the later stages to "powerslide" sideways when they are out of the atmosphere, doing more with little engines. On the Mun, you can go sideways as early as possible to start reaping the rewards from centripetal forces helping you against gravity. Dock back at the fuel pod station, eject another "magazine", and ready for another landing. The first pod was special, it had the extra science experiments. I stashed Bob's now unnecessary parachute in there, as well as the spare EVA packs I thought i would need. This means I will have a tiny bit more dv in the next landings. Bob's adrenaline is still running strong, he hasn't yet realized that the budget cuts led to only one capsule being launched to the Mun... Check those fuel locks, detach the fuel-pod-station, and off we go to landing #2. Its the same as before, but this time land somewhere different. Try to remember where you have landed before, and aim for new biomes. All the massive craters are their own biomes, surrounded by high/mid/low-lands. You can use that to do an extra hop across the biome border. These Mun stones are not hard to find actually. Its lucky to find them on the very first landing (that's what new players expect), but over the course of 3 landings you would most likely been within 1km of such stone. The science rewards after this mission confirms that only 1 Mun Stone counts towards science points. Its not an actual stone you take back to Kerbin, but more like the science data from an experiment part called "Mun Stone". So no biome differences, and they are only on the surface, which means you can't get multiples of it A small hop to the low lands biome. One day I will make a pretty visualization about launch pitch vs distance, but for now we need to trust the math that a ~45° launch gives the most distance for the least amount of dv. This is only true on a flat surface, it becomes warped around the Mun's curvature. To compensate for this, draw an imaginary floor from your origin to destination, then aim ~45° relative to that (it just means the farther the destination is, the closer to horizon you should aim) This is still over simplified, since the gravity vector will change significantly over a very long sub-orbital hop. But you won't lose much dv by eyeballing small hops This is what happens when the pilot gets distracted by Bob peaking through the capsules windows More docking. We have fuel for 2 more landings left. The Canyons are pretty cool (thanks @paul_c). I overshot the initial landing spot quite a bit, its easy to overcorrect when you know there is no quick load. These mini craters don't have any science for us, we need one of them fancy computer arms Bob had a mishap, Jeb doesn't see what's wrong about landing like this. The pod has enough reaction control to tilt up about 30°, thats all we need to get air space-born Back into orbit. This is embarrassing. I did a full rendezvous towards an empty tank The craft naming probably got messed up when I detached it last time (maybe i had the root-part of the fuel-pod-station?) Tracked down the final fuel pod, but docking became increasingly difficult each time as the "station" got smaller. I tried Kerbal-assisted docking, and it worked well enough. Bob making Mun-angels on the very last landing. He got up quickly when radio chatter considered the implications of leaving him there. Back to orbit, wait for the ejection burn placement and burn to leave low Mun orbit at 830m/s (too much, try 810m/s for a nice Kerbin PE). The many satellite orbits show how busy you get with extra missions. Lots of these are just fuel pod launches at least I felt bad leaving Bob on the Mun, so I got him back into LKO with a fully fueled EVA pack. He still has a pod from his initial bucket launch floating around Kerbin, that 600m/s dv EVA pack should be enough Those extra hops completely exceeded my expectations. I needed around 200, now I have 600 And that unlocks everything a caveman could ever dream of learning This marks the end of my challenge entry to the Caveman Challenge - Diamond. This required about about 38 hours of playtime according to steam, but I'm sure it can be done in less if you do not over build missions. I'll add more learnings and lessons at the top of this thread
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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
Oh my! It seems that I first need to get a share link from Google Drive before it shows up in public. Thanks for pointing it out, I would have had no idea at all -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
That might happen for EVA <-> Boarded kerbals, I can't really test that in my current challenge. I noticed this refill while unpacking the science equipment. The EVA pack is too heavy to carry with a deployable science experiment, so i took it off (stored it in the streamline container), and afterwards put it back on, and magical full EVA fuel. That container is part of the same craft though, but I'm sure I emptied all Monoprop from the command pod before launch (does not have any RCS thrusters on the lander) -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Bob found a Mun stone! Its a nice surprise for the EVA landing mission, a bit of free science on the way. 24 science points (after the 20% returns from CM - Diamond challenge) I also learned that the EVA jetpack can be refilled by just putting it into a different inventory container (from Bob into the command pod), and then when taken out again back into Bob's inventory, he once again has 5.00 EVA Propellant (So much for the 3 spare EVA packs in the rocket). This means that infinite fueled Kerbal push-around vehicles are possible even in the Caveman challenge -
This is pretty good, i got so focused on the capsules blunt end that i didn't even consider something like this. How high does it go with 5 stages of Fleas though, i would guess close to orbital unless drag slows it down too much. Also do the girders burn off easily during hot-staging?
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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
Well done thats amazing! I just finished my Eve flyby, need about 250 more science, Mun surface science is nearly untouched in my career so i know im close. Congratulations, great job on completing this one! -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Some new updates, working on an Eve flyby. I got the entire craft setup in Kerbin orbit, now I just need to actually launch towards Eve I got up to using thumpers as add-on boosters now. Its making payloads like fuel much cheaper to launch. -
Flyby Eve Album 12 After testing the EVA craft, I wanted to test out some of the last requirements for the final Minmus mission. Bob will need to place 4 deployable science parts. I built an excursion vehicle to test this out and also gather some science from the Mountains biome. I found one of the Boabab trees, I was hoping to get some science from it, but you need the scanning arm to get anything out of it. Seemed like a great place to deploy those science experiments though. The excursion never even made it to the Highlands, it had broken wheels when I was halfway to the Mountains. Decided to end that mission, and back at the KSC i was greeted with this. Flyby Eve, and return for around 130K funds! Its no easy task, but the payoff would be huge when adding the "World Firsts" rewards on top of this contract. It will be much harder than intercepting Minmus, I will need enough fuel to make huge corrections in Kerbol orbit since I won't be able to accurately predict anything while inside Kerbin's SOI. I need to get much more fuel into orbit, it would be far easier to do this mission then. Comparing craft costs, I found that its much cheaper per ton of fuel if I add Thumper boosters to the rocket. This is because I need at least 1 probe core (and its required systems, like SAS, battery, solar, comms), 1 Terrier, and 1 Reliant per launch. That is a large fraction of the mission cost, but I can offset it by doubling the payload to hold 2x of those 2.25t fuel tanks. I tried several iterations of the out-of-VAB constructor vehicle before I found something that doesn't topple over with these boosters. I came up with this Adjustable counter weight ballasts "Reversible" Juno jet engine (it doesn't point inline with the vehicle, as to avoid having the exhaust hitting the vehicle) Top of the booster is a small fuel tank, to feed the core engine for a while The docking port is placed onto the LOX fuel tank, and moved downwards via the translate gizmo Without doing this, the fuel does not flow through the docking port 37.5t on the launch pad. It can probably handle a slightly bigger payload as well, but I'm playing it safe for the first launch. The docking ports don't line up perfectly when docked under gravity, and they sag down. No problem though, remember to auto-strut them and then go back to "Space Center" (via escape menu) where you see the KSC buildings. Click back on the craft, click fly, and you will see the boosters are well aligned. Before you launch, it is extremely important to check everything that could possible go wrong. Follow a checklist if you have to: Staging. Moving stages around will affect the following steps, do it first then you don't have to repeat other steps Auto-strut boosters. They should already be auto-strutted at this point, but its worth checking Fuel flow priorities. Higher positive numbers are first used to feed engines, so get the highest number on those booster LOX tanks, then the bottom core tank Setup HUD. It will be a very busy launch trying to tame a slapped together rocket like this. Get this stuff ready beforehand Hold down alt to right-click open up many windows Docking port staging has failed me too many times. Open up both of them, check that it has the "Undock" button (you will be clicking those when reaching that stage) Open any relevant windows you might need (I want to stage when the booster LOX tanks run out) Turn on SAS Switch to orbital info You can pin important windows if you are afraid of miskicking somewhere (which will close them) This rocket's TWR is quite high (and that's fine since its very aerodynamic), so pitch over immediately. The Terrier stage has a low TWR, and will need some time to reach orbital speed. If this first stage throws it into a too vertical trajectory, it becomes hard to use the Terrier efficiently. Click those undock buttons rapidly (or pause the core engine for a moment) to avoid sudden yaw rotations. Still safe? That was the hardest part, now just keep pointing prograde, check the AP and try to empty the core stage before AP reaches 70km. Mine staged at 46km, with AP predicted to be 60km. From there the Terrier will do the rest. Those fairings are amazing! The previous launches were so much more finicky. Get to orbit, rendezvous, and dock the pieces. The 2nd of these super fuel pod launches. And also a Science pod launch. After everything is assembled in orbit, it looks like this: All fuel tanks are 100% full, except of the bottom orange can, that used about half of it to reach orbit. Its got 9t of docked fuel pods, and docked 2 Material+Goo pods. I left the refuel launchers docked on the same side, I hope to squeeze a bit more dv out of those via periapsis kicks. With this done, its time to start looking at an Eve launch window. Wait until Eve is about 54° behind Kerbin. Thats really hard to eyeball, so im just going to guess at when its "a little bit" more than 45°. At this point, zoom into Kerbin and find where you need to start the ejection burn. It should be something like 25° counter-clockwise, measured from the bottom of the cyan line (Kerbin's orbit). This funny angle is required due to the fact that you do not exit the SOI at exactly the opposite side of your current PE. As you increase speed beyond +3000m/s, your orbit will sever its loop (and look almost L-shaped, having its corner close to Kerbin) and you will actually follow a hyperbolic trajectory. Remember to tune the engine throttle limiter when burning multiple engines on an asymmetrical craft. These satellite boosters had lots of leftover fuel, I decided to try and make some use of them. Look at he orbital velocity at PE, you can use this to determine if you have completed a burn. Low orbit velocity is about 2270m/s. If you need to burn 1050m/s towards Eve, just add that onto of the previous number, and wait until you hit 3320m/s (this only works at PE, and PE must be like 80km or less, as if it was part of the low orbit) The trajectory looks fine from here, but the inclination is about as bad as it can get between Kerbin and Eve. It cost about 300m/s to fix that. Everything here is really just rendezvous, but with planets, and around Kerbol instead. I locked all the fuel tanks, excepts the ones I am actively using. When the engine stops, it means those are obviously empty. Its safe to eject the spent fuel pods, and throttle down the engine, and then unlock the new pair of pods. The intercept was extremely close, I could literally see Gilly's orbital lines. In hindsight, looking at this image, it is very clear that i was going to overshoot. I was moving +600m/s faster than Eve, so even if I did hit the SOI, it would need a hard burn to cancel that sideways velocity. At this point, I realized i will need to match orbits to rendezvous with Eve. Don't this unless you have no other choice, its very expensive to adjusts orbits in interplanetary space. Check the dv display, it cost me around 850m/s to do this simple maneuver. I did eventually get an intercept, but look at the mission timer "This Little Maneuver's Gonna Cost Us 51 3 Years" I fixed the orbit to have a PE about 87km. This is crazy, because Eve's atmosphere starts at 90km, and it burns anything that's unprotected even that high up...but there is sweet science in those upper fumes. The screenshot missed it, but the materials bay + goo actually exploded pretty quickly, luckily i had enough time to do the "Collect all" from the science storage container. Everything else survived though, even the other side of the docking port holding the science. After being filled up with all the science i could easily pick here, I was going to wait for a good launch window and use my current orbit to get to Kerbin, but my AP was somehow still above SOI I would have to rendezvous with Eve again and hope to do it better this time. This took another few years of mission time. After getting into orbit again, I waited until the right time to eject towards Kerbin. It took many more years, but at least the final stage had a lot of dv leftover. I was almost certain I can get this back to Kerbin...i just wasn't sure when. After basically matching orbit with Kerbin, and always overlapping Kerbin SOI, I could just wait it out until an intercept happened. Landed in a pretty idyllic location. Got some good science out of this, but also enough funds for many more missions. I'm glad I packed so much extra fuel on the mission. If the initial intercept was perfect, I would have tried to land on Gilly. If the intercept was bad, I had enough fuel to fix that, so its a win-win at least. Lessons to be learned from this: Playing rendezvous with planets is extremely expensive compared to proper intercepts from low Kerbin orbit Burns in interplanetary space is not as bad as I thought. It might be an option for Ion/Nerv engines past Duna's orbit probably? Ejection burns take time. When setting them up, take into account that Kerbin's orbital trajectory will move "underneath" your current escape trajectory Maybe add 5-15° on that angle (depending on how long the periapsis kicks take) to compensate for that? Even with the bad planning/luck, it is possible to get more than 2.25t of payload into high Eve orbit. Another craft can bring the fuel needed to do a Gilly landing, and still have the same amount of surplus left over as I did
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The Ultimate Guide: Bringing Back the Ancient Mainsail
Blaarkies replied to Dr. Kerbal's topic in KSP1 Tutorials
I think you use the filter/search functions on the left-hand side (in the VAB) you can find the older parts. They used to still be in the game after being deprecated, this was just a way to remove them without ruining any old craft still flying around after the update. Im unsure if it still works, I last saw it many updates ago, but it should show the old Terrier engine, maybe old Jet engines, fuels tanks, and the like.- 3 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
This is amazing, well done! I bet you will have more than enough fuel for anything on Minmus, especially if you land on the border between 2 biomes. It only costs like 30m/s dv to the next door biome. -
Kerbal Spacesuit Colors
Blaarkies replied to ImANoob's topic in KSP1 Gameplay Questions and Tutorials
You need the Breaking Ground DLC In the VAB when constructing a rocket, look at the top-left corner of the screen. There will be 3-5 blue buttons, one of them lets you select which Kerbal (astronaut) will sit in which seat. Click on the little cloths hanger on their icon, it should swap the suit they are wearing. (The 3rd type, the Breaking Ground suits have colored lights) After this, you can launch the rocket, and then make a Kerbal go EVA (by clicking the EVA button on their portrait, bottom-right side of screen). When a kerbal is outside, just right-click on them, and you should be able to choose colors. * There might be a way to choose colors in the VAB already, i haven't tried * The 3 suits look different, but I don't think you can change fabric colors without installing mods -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Hehe thanks, but don't get me wrong, in the Topaz level i had a few close calls. You know they are close when spacebar is getting smashed rapidly to get to those parachutes Ironically, I was afraid of sending probes and having them lose connection during a collision course, but you proved that most of the science can be collected by just those. I still stress during launches on the way up, but once in orbit its all the same whether or not its around Kerbin, Mun, or Minmus (as long as you have enough fuel to comfortably get back). The new dangerous mission im planning is either an Eve Flyby(130k rewards), or to make Bob Kerman in EVA hold on to a Minmus lander. -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
Great work on that Minmus encounter! I nearly missed mine, twice, its definitely not an easy mission without fancy buildings This is great news! Im really looking forward to hunting those down, but im probably underestimating how hard it is to find them with OCTO probes (its so easy with the rover-body-cores that have a 100% detection rate) I took a quick peak in Kerbnet, and saw the desert pyramids...it might be an easy take on extra cash to get things like these, and then i remembered about the GMs -
The KSP Caveman Challenge 1.11.x - 1.12.x
Blaarkies replied to JAFO's topic in KSP1 Challenges & Mission ideas
@JAFO I was curious about the challenge's stance towards Green Monoliths. (For those unfamiliar, there is 1 on each planet/moon, when you discover them it unlocks a random* tech node for free) According to the rules, we still have to "Acquire 1188 Science Points to unlock twenty nodes of the technology tree." If a discovered green monolith unlocks a tech node in the Tier1-5 range, we can no longer unlock it. Is it ok if we at least push through to 1188 total science points then? If a discovered green monolith unlocks a Tier6+ tech node, are we allowed to use those unlocked parts? Or are green monoliths completely off the table for this challenge? I got the feeling this challenge is about pushing for the most ambitious missions given really basic tech, but also unlocking "future" tech would be a great for building entire crafts around this one special part that was unlocked with a Monolith (cavemen would be mumbling about magic and stuff). * The unlocked tech node might not be completely random, I'm not sure I haven't found one in the challenge yet, but I'm having interest in tracking some of them down for this.