Jump to content

bewing

Members
  • Posts

    5,168
  • Joined

  • Last visited

Posts posted by bewing

  1. Funny, I always just looked at IVAs as being decorative. I enjoyed looking around to see all the bins for trash, rubbish, junk, snacks, food, not food, and biohazards all mixed together. Trying to read the shopping lists on the post-it notes, to see what kerbals eat. I never even considered trying to fly a mission from an IVA. I use probe cores instead of pilots, anyway. But now I'm definitely going to have to try an IVA flight or 10.

    @Raptor9: "Elon Kerman"?? LOL!

     

  2. Is this upper stage a first? I dunno. It'll gently deorbit 9 space-stranded parts for less than 4000 kash each. It would be even less if I used a terrier instead of a nuke. (But the nuke makes it work well as a space tug while you are collecting the 9 parts to deorbit.)

    deorbiter.png

    How about the climbable ice cliff near the north pole, that allows you to take "ice cap" samples while splashed? Is that a discovery? I dunno.

    How about the other ice cliff (where you can get "tundra splashed" samples) that you can run up?

    How about the fact that a pure-vertical launch to Mun or Minmus saves you 25% on upper-stage fuel compared to a traditional launch? Is that a discovery? I dunno.

  3. 9 hours ago, merlinux said:

    And btw I havent used the klaw since .25 for fear to what it would do to my ships. I had a huge save completely infected of klaw bugs... It was like a virus any ship who had been in contact with it would randomly invoke the kraken upon themselves at some stage. Took me a long while to figure out it was the damn thing. Its a shame cause I would gladly use the part in my designs. would simplify a lot of things;)

    I only know about two klaw bugs remaining. Klaw jitter, which destroys about 1 ship in 50. And planet deletion, which AFAIK is 100% repeatable; but you can always avoid with careful focus control.

  4. I start over when I learn something that I consider important about the game, that tells me that I was doing inefficient and foolish things from the beginning.

    Some examples: * When I learned that MK1 parts are significantly better than MK2 parts for spaceplanes, or any other use.

    * When I finally learned how to use a Panther.

    * When I first learned how to use an MPL.

    * When I figured out the correct way to use an MPL (for my style of gameplay).

    * When I found out that rover wheels have no traction, and are either useless or very difficult to use.

    * When I figured out that I don't need RCS in any form to do docking maneuvers or anything else -- I can do it all with just the main engine.

  5. The correct answer to the OP's question, however, is that when you recover a vessel that has a crew in it:

    on the 3rd tab of the recovery synopsis, where it is showing how much XP each crew member receives, at the bottom of that little popup window it says "Total Reputation: 866" (for one of my career games).

    You can force this, of course, by putting Jeb in a command pod on the launchpad, and immediately recovering him.

  6. "Tundra" in KSP also includes beach grass. You will find spots of it all over Kerbin, mixed in with the "shores" biome. It's not a bug or exploit. There are two patches of it at a heading of about 300 degrees from the beginning of the runway, starting at about 700 meters out. There are also other patches across the bay, north of KSC.

    If you harvest all the kerbin biomes with every science activity, it comes to over 500 experimental results, and over 1700 points of science. It's not that hard to do, either. It just takes several hours at the beginning of the game and a lot of clicking. I do it at the beginnings of all my games. It gets you far enough in the tech tree to make it a lot easier to get a drill to Minmus, for example.

     

     

  7. On 3/3/2016 at 4:27 PM, razark said:

    You may like to pretend you've got an arbitrary physical camera hanging around outside all your spacecraft, but I like to view it as though I'm not looking at it through an extra, imperfect lens.  As a wearer of glasses myself, I don't need extra crap added for no reason.

    Can we make pointless lens flares an option yet?  I mean, seriously.  Civilization has spent the last many years trying to remove a flaw, just so people can add it back in when it doesn't need to be there?  How about we make it so that the screen just goes blank after a few seconds to imitate the lack of oxygen, too?

    See, if you follow this through to its logical conclusion, what you anti-lens-flare people are saying is that if Kerbol is always just displayed as a perfectly round flat white circle (with no decorative touches at all), then this will dramatically improve the aesthetics of the game? I think that's just nuts.

     

  8. 5 hours ago, Starwaster said:

    I'm pretty confident that this game is not going to have stock starships or stock starship building shipyards

     

    I disagree. Adding ramscoop fusion drives & timewarp jumpships & wormhole divers & etc. to the tech tree, and adding several nearby solar systems is the obvious progression for the game to take in far future versions. Yeah, maybe you have to launch them all from KSC still.

     

  9. I keep a "KSP notes" text file in an editor minimized while I'm playing. Almost all my rockets need detailed "flight instructions" because they do funny stuff during launch, if I try to maneuver them too much while they are boosting. It has to be editable during flight, and be able to hold several paragraphs of text per craft.

     

  10. Of course, the gravioli detector also tells you the biome you're over. I often pretend that my first kerbonauts to a new celestial body put a gravioli detector on autoscan mode (they always have one on the ship) to map all the biomes they pass over -- and then I pretend the "show biomes in map" cheat is the map they made.

  11. 12 hours ago, Terwin said:

    Just build a MPL into a 'hopper' that can hover on (jet) engines long enough to convert experiments into data ....

    Well, I went and faked up a hopper design as you suggested. I am very surprised that it ended up costing 1500 kash less than the jet. It also uses lower tech than the jet -- which is helpful. When it's hovering, it only uses 4 times more fuel than the jet. Again, I am very surprised.

    It's a little annoying (of course) to get it moved to a permanent location during its first launch. But I think this is going to be the design I actually use. Thx.

  12.  

    5 hours ago, Terwin said:

    Something to consider:  Once you have the MPL unlocked, you can access the entire science tree without ever leaving the KSC again.

    Just build a MPL into a 'hopper' that can hover on (jet) engines long enough to convert experiments into data, load it up with KSC data, lift off to process as needed and take it back to the runway/launch pad to recover it when it can no longer generate more science.  Recover for 100%(minus trivial amounts of fuel), and repeat.

    Well, there are some minor technical difficulties with your suggestion (as I'm sure you understand). But the major problem would be time. Without ever leaving Kerbin, you can only have zero-star scientists. To generate 16000 science points in an MPL with two of them would take about a thousand Kerbin years. So yes, doing it that way eventually unlocks the tech tree without leaving KSC. That makes sense, because IRL that you could do that too.

    5 hours ago, Terwin said:

    Yes, I have performed experiments splashed down in the badlands after flying half way around Kerbin(it was part of my Caveman game), but now that I have done it once, I no longer find it an interesting challenge.

    And I still say that career mode is supposed to include some grinding. It's not supposed to be all about "interesting challenge"s.

     

  13. 4 hours ago, FullMetalMachinist said:

    Then it really just comes to a difference in play style. Instead of concentrating on Kerbin ground/flying science, I usually make orbit by my third rocket launch, and am flying a small rocket on a Mun flyby by the fifth. I don't really even touch planes before I've sent my first unmanned interplanetary probe. 

    As for role playing, I would rather my Kerbal Space Program scientists work on science from space. 

    Yes, well, that sounds like an unrealistic progression to me. I concentrate on getting the scientific instruments first. Upgrading my facilities second. Getting some decently efficient engine tech third. Completing enough contracts to pay for all of those things fourth.

    And my program ends up 100% in space just like yours after a couple Kerbin weeks leading up to it. It's still a Space Program. We all know what the second letter in NASA stands for, right?

    Quote

    That's one thing that's bugged me for a while: Why are we getting science at all from things like the KSC runway?

    Because, IRL, science & engineering & technology does not come from space at all. You make technological progress by studying things on Earth. Also, science studies need control data. To find out why things are different elsewhere, you need to gather samples of everything that's "normal" to compare with. So gathering a mittenful of dirt from the grasslands is one of your control samples.

     

  14. On 2/23/2016 at 5:29 AM, FullMetalMachinist said:

    I'm really curious why you are so dead set on not only gathering all possible science from Kerbin, but also running that through an MPL? Is it a completionist thing, and for the design and engineering challenge? Or a role playing thing? If so, great, do what makes you happy. I just don't get why you would go through the trouble when there is science that is worth so much more than what's on Kerbin pretty easily accessible at Mun/Minmus. 

    I'm not sure if I have my settings similar to KerbMav, but it sure doesn't sound like your settings.

    I have the lab before I've even made it to Kerbin orbit the first time, on Kerbin day one. On the tech tree I have one liquid fuel engine unlocked, and the fuel tank for it holds 180 fuel. I have Hammer SRBs. And that's it for rockets!

    I get the lab about the same time as I get the Wheesley jet engine. I suppose that I could build some giant crazy dangerous monstrostiy of a rocket and make a successful return trip to Mun/Minmus. But the VAB is level 1, and the launchpad is level 1, and the SPH is level 1, and I'm scrounging for science points and funds to complete my earliest contracts.

    As far as science goes, I haven't even unlocked the accelerometer, the variometer, or the grav meter when I get the lab. Getting 3 points a day out of the lab at this stage of the game sounds very nice. It's not completionist, it's just one way of unlocking the early tech tree to get off Kerbin in the first place.

    And I said above in a response to you, I do roleplay for frugality. Why should KSA leave its employees playing video games in the Astronaut Complex, when they could be out gathering science points? Especially when it's not the tiniest bit hard to do! Once you have all the instruments, you take one final trip around KSC, and make just three stinking plane trips, and you've got everything there is to get on Kerbin. And then you can go to Mun/Minmus and get all those points. I can understand if you only have 10 hours a month to play that you can't spare the time to fly even one jet anywhere, but that sounds like an extreme case to me. I can't understand why anyone would even play career mode if they have so little time.

     

  15. For those of you who have (so far) enjoyed looking at my wackier designs, here's a Kerbin MPL jet that works rather nicely for all that it's an engineering abomination:

    mpl_jet.png

    In order for the gigantor to not rip off, the airspeed must stay below 120 m/s -- so the jet needed some extra lift at very low speeds.

     

  16. OK, it turns out that after all that I was being stupid and not testing things sufficiently.

    It turns out that an MPL in flight is just as good as an MPL in orbit. So if you just want one to process Kerbin data, you don't need a rocket. If you just get it one meter off the ground before you process data, you avoid the (nearly infinte) landed data penalty.

    And that makes it trivial to access the thing on the ground, to load experiments into it.

  17. 2 hours ago, FullMetalMachinist said:

    flying in space, which is the whole point of the game

    For me, the whole point of the game is about roleplaying being a Space Agency. And a space agency would be frugal with funds and science points. And take things step-by-step. First Kerbin. Then LKO. Then the Mun. Verifying safety and functionality at every step. Maybe sending off a scientific probe into orbit around the Sun early on. But certainly not just sending a kerbaled mission hither and yon to gather some low-hanging science points because they could. For me, it's not about efficient use of my gaming time. I have plenty of that.

    And anyway, for all you explorers out there, Kerbin is a celestial body too. Don't you want to explore it?

     

  18. The weight discrepancy comes from the mass of the solid fuel for the two Hammers, I think. The mass of the fuel is not added into the base mass of the part.

    The easy way I use to figure launches to orbit is: Use enough SRBs in stages to get you sub-orbital. Then, once you are up there, you need about 400 fuel (or a little more) to get to 2300 m/s and into orbit. Your design would get 3 kerbonauts to orbit. That's a lot for just starting out. It's much easier just to get an OKTO into orbit.

    A command pod and crew cabin + fuel tanks + engine takes about 540 fuel to close your orbit and then get back down safely, after the SRBs have gotten you above the atmosphere. SRBs may be a little less efficient, but they cost a lot less than liquid fuel stages, at the same time.

     

×
×
  • Create New...