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Everything posted by Kermanzooming
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Of course EC consumption for habitatibility extension makes perfect sense, is the balance I think is off; carrying a nuclear reactor just to be able to circle Minmus seems a little bit excessive.
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Wondering about electric charge costs for habitation; right now (0.5.9) turning on habitation on a Hitchiker module costs 5 EC/s... which is a lot! That means that surviving on the shadow of a planet 1 hour takes 18.000 EC! Is that intended? Is there any way of reconfiguring that cost?
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Trouble with satellite network mission
Kermanzooming replied to Enrico shark's topic in KSP1 Gameplay Questions and Tutorials
Apparently you are very close to the requested orbit but not enough. Try adjusting Apo and Periapse so they are not only equal to the numbers required, but also in the right spots in the orbit . -
Exactly my experience; on hard mode KSC upgrades really break the bank, so every cent counts
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Trouble with satellite network mission
Kermanzooming replied to Enrico shark's topic in KSP1 Gameplay Questions and Tutorials
The contract window provides details about which parts of the contract have been fulfilled; can you post a screenshot of that window contract when flying the sat that should complete it? -
Career and Science - The "Meh" moment
Kermanzooming replied to WanderingKid's topic in KSP1 Discussion
Life Support; this changes everything. You mentioned you can science bomb Minmus with a 16K rocket; not possible if you have to take care of supplies and habitation for your Kerbals (with USI-LS, which I'm using, your Kerbals won't like living for nearly 30 days on a small capsule). That means you need to plan carefully, heavier crafts, lots of EC... A completely different experience. Each trip to Minmus will be much more difficult... and rewarding. On my previous career game I played with no life support and quickly reached your Meh moment; with life support, I'm enjoying the game a lot more. -
That would be very useful; I haven't found in the stock parts (e.g. The Hitchhiker) any reference to the EC cost of habitation.
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That was it! Activating habitat increased the habitat value, although it's still different from the VAB value. Also the supplies number is higher on the launchpad than on the VAB...
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Hi! While designing and launching my first manned mission to Minmus, I have found this strange behaviour; the numbers for supplies and habitation are not coherent between the VAB and the launchpad This has been previously reported in this thread: Am I missing something here? Habitation values of 9 days for three Kerbals on a Hitchhiker seem to be waaay low...
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Rotate navball orientation?
Kermanzooming replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
None that I'm aware of. I usually end adding a small probe oriented in the direction of travel and controlling from there. -
Do you have electric power? Without it you will not be able to arm and deploy the parachutes...
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Kermanzooming replied to TriggerAu's topic in KSP1 Mod Releases
The one and only mod I really can't live without. Thanks @TriggerAu! -
1.2 Trying to understand fuel fllow
Kermanzooming replied to Kermanzooming's topic in KSP1 Gameplay Questions and Tutorials
I'm currently playing the last build available right now at Steam. This is a confirmed bug without a solution in sight: http://bugs.kerbalspaceprogram.com/issues/12807 -
There is something I'm not getting about fuel flow priorities; check my Munar Flyby Mk I vessel: Fuel priority values are, from top to bottom: 17, 18, 19 and 20. The same for every stack. Looking at the arrows of the fuel flow, it seems like the bottom tanks get drained first, and then two of three immediately on top of them, and then repeat all the way until the leftmost stack is drained the last, from top to bottom. But in reality, what happens is that all three stacks are drained simetrically, from bottom to top. So; looks like fuel priority numbers are showing the real flow, but arrows are not. Am I right? Anyone out there as confused as me?
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Not sure this is the right forum but anyway; the stock contracts system creates rescue missions using parts from MKS Lite that can't be fulfilled. And yes, I know that MKS is not 1.2 compatible yet, but I think this has to do more with the basic definition of MKS modules, so I'm letting @RoverDude know. The to be rescued Kerbal is placed inside a a MKS Lite part that is capable of being crewed but don't have any hatch (like the agroponics module). Worse than that, when you get to the module, there is no Kerbal you can EVA, although according to the astronaut complex there is one assigned to that ship. Edit: corrected subject line
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Kermanzooming replied to TriggerAu's topic in KSP1 Mod Releases
I have to say that, of all my mods, this is the one I miss the most while playing my 1.2 career. As usual, the simple, powerful, useful and well designed tools are the one you miss the most when you haven't them. -
"There's no easy way to say this."
Kermanzooming replied to Superfluous J's topic in KSP1 Discussion
My theory is they were expecting to continue working after the 1.2 release and , when told they wouldn't, made a collective walkout. The timing seems right. That said, I'm more worried about the mods being abandoned that about the main game. Paid DLC and expansion packs are the only way of keeping KSP financially alive, and that can be done over 1.2 But I'm not sure how the 8 devs leaving will handle their modding work; will have to wait and see. -
This. The cheapest you can replace a dead Kerbal on hard mode is around 35-50K, and goes up from that. Losing a couple of them can bankrupt any space program, so play conservative and always have a escape system available.
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Quite a good idea... Could also help financially Squad, if that service was a paid one. I would surely subscribe for a reasonable amount. However, I'm not sure how many players on KSP are interested on the storyline side of it, I think most players are of the sandbox type
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Hope I could click 'Like' more times, because your post is exactly what I think about career mode... Not 'spamming' science from the KSC biomes changes completely the game; the early stages become meaningful and challenging, and forces you to always go a little bit further away on your next mission Right on the spot! Most people say the game is over before leaving Kerbin's SOI because they have gone so quick through the early tech nodes that they have everything at hand for science-ransacking the Mun and Minmus, and with all the science there you can basically unlock the whole tech tree.
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Well you can't, so pick up one at random... or the mod you couldn't live without...
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How is it on the early game? How long does it take a simple rocket?