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Lunar Sea

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Posts posted by Lunar Sea

  1. 15 minutes ago, Snark said:

    Another example of "stretching" the tech tree is rearranging the solar system, for example the mod New Horizons. It completely rejiggers the solar system (adds lots of new planets, and rearranges the existing one). A side effect of that is a redistribution of science multipliers for the various bodies, which in turn means that you end up having to explore a lot more places to max out the tech tree.

    Does Outer Planets do that too? I know I am going to try out one of those mods in the future, just not quite done with the stock system just yet. 

  2. 56 minutes ago, Mister Spock said:

    There's a mod called Kerbal Research & Development that gives a purpose to science past the end of the tech tree.  Science lets you research upgrades to equipment: better batteries, solar panels, RTGs, etc.  Linkage: 

     

    Excellent! This sounds like it's exactly what I need - more stuff to spend science on :)

  3. I play career mode and unlocked the whole tech tree by the time I reached Duna. I feel a bit bummed that there are massive science point bounties further out (esp Jool system) but nothing left to spend them on. It's just a simple gameplay mechanic, but I like having a goal for science points.


    So I know there are some mods that add more nodes to the tech tree, such as Interstellar, but that may be a bit much for me to start with. Can y'all recommend some others? And do you know if the nodes get more expensive (which is fine by me since I'm building up a lot now)?

  4. Theoretically yes as distance would = 0, but I am talking about surface gravity here. The gravity would be stronger at lower elevations and weaker at higher elevations as per inverse square law. So when the science text says gravity is lower in the canyon floor it doesn't jibe.  

     

     

  5. When doing the gravity scan in space near Duna the flavor text says gravity is lowest at the bottom of the canyon - but we all know gravity is stronger the closer you get to the center of mass! So the surface gravity would be highest in the canyon floor. 

    Nice to be able to feel sanctimonious about something today...

  6. 15 hours ago, LordFerret said:

    The real fun starts when you've neglected adequate battery, and you're flying through an eclipse, and it's time to fire those engines for that maneuver..........

    Particularly when that maneuver is landing :(:(:( 

    Parts of my barebones lander are still on Ike.

  7. 2 hours ago, cantab said:

    I haven't used it that much myself. But yeah, one of the most common things I see is seven Vectors under a 3.75 m tank, for real monster launchers.

    Side question, how do you get the engines attached for that particular arrangement? Doesn't the 3.75m tank only have the one attachment node on the bottom? I know it can be done just wondering how. 

  8. For the life of me I can't get the Soundtrack Editor mod to work in 1.0.5. V2.1a is the last one I tried and unlike every other mod I've used that just copies additional files to the GameData folder it instructs you to copy files to the KSP_Data\Mono folder and I think that's where the rub is. The instructions say to overwrite the KSP_Data folder which is ridiculous as there is all kinds of other files there. Anyone out there got this to work yet? I'd really like to add some different music to KSP.

  9. I've done orbital surveys of both Mun and Minmus, and can see the results from the ships with the survey scanner, but the tracking station won't show the data on the resource tab for those bodies and says I have to do an orbital survey first. What's up with that? 

    Also with the narrow-band scanner, will that show the little GUI if used on another ship without the survey scanner or do both instruments have to be on the same ship for it to work? 

  10. Planning my first foray to Jool and man it looks expensive. It's essentially a Jool-4 mission with a 10-ton lander that drops down to 4 ton for the smaller moons. My mothership should have about 5500 dv on arrival to the system and after checking tools like http://13375.de/KSPDeltaVMap/, it looks like it's going to come up short. Transfers between the moons average 1000dv, then there's orbit capture burns, then it's another 2500-3000 to transfer back to Kerbin. Am I reading this wrong? 

  11. I just installed HyperEdit the other day.. the only question now is how do you NOT cheat? I just started playing a few months ago and am in career mode, it's to the point where having to launch everything into Kerbin orbit first is a real chore, especially big ungainly interplanetary ships, so I am thinking about just warping ships straight to LKO first. Everything else I try to do by the book though. 

    If I had known about the alt-f12 menu that one time when Valentina got stranded in Kerbin orbit coming back from the Mun I definitely would have used it. But she just hung out there for a few hundred days while I learned how to rendezvous. 

  12. I made this one just a few weeks ago and it works pretty well. Drove it from the Northwest Crater to the Polar Lowlands (yeah, that took a while). Once it gets up to 20m/s or so I switch on the reaction wheels (note the extra set behind the cockpit) and SAS. This keeps it level when clears a hill or small rise and leaves the ground Dukes of Hazzard-style. If you're quick on the rotation keys it's possible to recover from some mishaps and keep the wheels level if it flips. Downhill I've hit 40m/s which is pushing it but still controllable. 

    8YQhSED.png

     

    http://forum.kerbalspaceprogram.com/index.php?/topic/140168-vtol-roadster/#comment-2595362

     

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