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Everything posted by bewing
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How to find ore without scanning
bewing replied to Stillkill's topic in KSP1 Gameplay Questions and Tutorials
In many of my games, several of the Minmus flats have had 0% ore. But I think the real answer to the OPs question is: Ore is almost always in high concentrations at high altitudes, at unusually low altitudes, and near the poles. If you want to find ore without any scanning at all, then just land near the poles. -
I think the devs would agree that fuel transfers are supposed to automatically shut off when the fuel flow goes to 0. So that part may be a bug. But yes, there is obviously a special case there when an engine or fuel cell is running, so the fuel flow never does go to 0. If I was programming it, I'm really not sure what the proper behavior should be in that case, truly.
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For most of my launches, I recover my first stages (usually a triplet of kickbacks). How to do it: You have to understand that if you are not watching a stage as it falls through the atmosphere, then when it falls to about 25km altitude, it gets automatically deleted. So you have to switch to it, and watch the stage as it descends all the way to the ground and stops. As long as it is moving in the atmosphere, once you start watching it you are unable to switch away from it. So the problem is that this can take a few minutes, and during those minutes the upper stage of your craft is uncontrolled. The basics: So, you launch. You do whatever you have to do to get your upper stage into a trajectory where you can ignore it for several minutes. You make sure you switch back to watching your stage 1 before it falls too low and gets deleted. You watch it touch down. Then maybe you switch back to your upper stage and finish putting it in the proper orbit. This method is often a little inefficient with upper stage fuel, but you can save 10 thousand kerbucks per launch by recovering your boosters -- which buys a lot of fuel. The details: You can either have a probe core attached to your stage 1, so that you can control aerodynamic surfaces and deploy chutes at a moment of your choice. Or you activate the parachutes on your stage 1 during ascent -- and then use the tweakables to control auto-partial deployment and auto-full deployment on drogues and main chutes. You can also use action groups to prepare your stage 1 boosters for landing, just before you decouple them. If you would like an example craft and launch instructions, say so.
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What does dihedral actually do?
bewing replied to AeroGav's topic in KSP1 Gameplay Questions and Tutorials
Try using the offset gizmo to raise your wings significantly above your CoM. -
This is my version. 3.6 tons -- the fuel tank is half full. I never use that silly runway. I always turn north or south and use the grass. The girders can be replaced with a couple SciJrs, or another empty fuel tank.
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Do scientists have to be in cockpit for bonus research?
bewing replied to jpinard's topic in KSP1 Discussion
Each kerbonaut gets their first star for getting into orbit around Kerbin. After that, each kerbonaut gets points for getting to other celestial bodies, getting into orbit around them, landing on them, and planting flags on them. To get the second star, a scientist has to get to Minmus. They can get up to 5 stars total. -
Do scientists have to be in cockpit for bonus research?
bewing replied to jpinard's topic in KSP1 Discussion
Ummmm. Exactly where are you reading that? I'd like to check it. Basically a scientist does 3 things: 1) A scientist during EVA can reset the Mystery Goo and Materials bay experiments so that they can be reused. 2) A scientist during EVA can operate scientific experiments from outside the ship. 3) When a scientist is living inside a Mobile Processing Lab, the scientist can convert experiments into data, and data into science points. The speed at which the scientist works depends on his experience level -- very similar to how engineers operate drills at varying speeds according to their experience level. A one-star scientist works 100% faster than a zero-star scientist. But this only applies to scientists inside MPLs. Other users have recently claimed that scientists have some kind of bonus when gathering experimental data, but every case that I've seen was proven wrong. -
Do scientists have to be in cockpit for bonus research?
bewing replied to jpinard's topic in KSP1 Discussion
Have you actually seen scientists ever get 100% extra science? I never have. I don't think such a thing actually happens. If you can say how to do it at all, then I will happily test it out. -
What part of KSP looks good already?
bewing replied to ThatGuyWithALongUsername's topic in KSP1 Discussion
What's good? The explosions! Kaboooom! Explosions > clouds. -
Oh, it definitely did. But it's worse than that. His other planet buster (the lance) doesn't work anymore either -- I tested it.
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Obviously, you've never been to Kerbin's polar ice caps.
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It's an old/obsolete description from 1.0.5. That number does not correspond in any way to the current functionality of the part.
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Spinning spacecraft during re-entry to slowdown
bewing replied to Pawelk198604's topic in KSP1 Discussion
Depends on your definition of "good". But in KSP 1.1, to get a MK1 command pod landed on the ground you need to be thinking "high drag during reentry" -- or jeb is going to be a little cloud of dust. -
One other important feature I forgot to mention in the original post: Jets are much more stable now. It's a lot harder to lose control and go into a flat spin or other assorted nastiness. And I don't know how many people besides me are affected by this one: You can no longer walk up the shafts of the LY01 landing legs.
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I thought I remember it being said that the orange circle vanished if you got too close to it? It surprises me that it has exact coordinates listed, so I may be wrong.
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Some players seem to have had anecdotal issues with KER when they were in the VAB. But only when designing ships. It may be a bit of a burden until any issue is sorted out, but if there is still an issue on the VAB it may help to have an unmodded copy of KSP where you design ships.
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There is a hump in the T1 runway right where the game spawns your jet. You may roll forward, or you may roll backward. It depends entirely on the length of your jet and the positioning of your wheels, as to where on the hump they end up sitting. This has been true since v 1.0.4 at least.
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Spinning spacecraft during re-entry to slowdown
bewing replied to Pawelk198604's topic in KSP1 Discussion
You need to shed speed quickly. Heatshields are not very helpful for this. Tumbling is helpful. Aerodynamics are helpful. You need a ship that has good aerodynamics on liftoff, and very bad aerodynamics during descent. This is definitely possible to do! Think about it. It really is easy to make an RV that reenters from orbit with no heatshield at all, if you are clever about your aerodynamics. -
The devs were messing with the settings on the wheels from the first instant of the 1.1 prerelease. Yes, the LY01/LY05 wheels currently are unreasonably finicky during takeoff/landing. The LY10s are much better. I agree with stenole here. Remove some fuel, get your weight down. Use a canard setup. Land slow. You are going to need to be a little clever between now and the time when the hotpatch comes out and fixes all this stuff to make it newbie-friendly. You need to understand that all this is going to change again very soon. So don't be going and getting all riled up just yet.
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Are you using KER or MechJeb?
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Hmmmm. Well, I tried multiple times to get an unfocused klaw to grip, and failed miserably -- but I was doing docking maneuvers in space. However, the important part is the kraken. And if the kraken were still around, then the instant your 2nd klaw attached, Kerbin would have vanished. No vanish = no Klaw kraken. Yes, sgt_flyer has the same idea, and I am convinced and agree with both of you. However, I think that most users are going to run into the jitterbug dance when building jets and not rovers. Because any sensible design puts the rear wheels out on the tips of the wings. So while there is a likelihood that the joints of the wings play a role in the feedback loop that creates the jitterbugging -- you can't strut a jet's wings (as you said).
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Abandoned, yes ... but the easter eggs are funny! Need a few more of them, I'd say, as they add greatly to the enjoyment of the game.
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Savegames from 1.0.5 mostly work on 1.1. But all flags do fall over, yes. I don't know if the easter egg is still there. If it vanished, that might be an oversight, and they will put it back in the hotpatch.
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There are 525 active open bug reports in 1.1 currently. So I disagree that they have had "time" to fix it. There are lots more open bug reports from 1.0.5 that may still currently exist in 1.1. If you want it fixed, open a bugtracker account, search the bugtracker for the issue, and if it's not on the list, report it. Now that the whole 64 bit 1.1 version thing is covered, Squad may be nice and do a lot of bugfixing before they start adding new features for 1.1.1.
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Turn off SAS when you are in orbit, until it's time to make a maneuver.