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Daniel Prates

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Everything posted by Daniel Prates

  1. But basically, to quickly get to level 3, and this applies to all kerbals, do this: Orbiting kerbin (stable orbit) promotes them to rank 1; Landing on the mun promotes to rank 2 (they don"t even have to leave the craft, and planting a flag gives the same experience as merelly landing); Landing on Minmus ALMOST ranks up to 3. To gain enough XP to reach 3, have them orbit the sun. Leaving Kerbin's SOI for a second is enough. 4 and 5 I am not so sure. This is only how I do it to quickly promoting all my crews up to 3. To be precise, check the link in the post above!
  2. Oh I am waaaay past that by now. The ones on the Mun and Minmus I tried to find by myself but the others I am kinda looking for some pointers by now.
  3. Cool, straight answer. Kudos on the misterious sophistication of it's bouquet of compex meanings. Now, care to tell me what the other(s) is? (I fear nothing but another 'no' is coming )
  4. The biome overlays for sure, and btw, the mod 'scansat' provides just that. But imho the surface features have to remain hidden, so that you have a challenge finding them. However, I would be all for some scanning parts for that. Like an annomaly scanner or whatever.
  5. All this talk about wheel drag is correct, of course, and I am not judging, but if you have to resort to tweaking wheel drag, probably it is something else that needs redesigning - mostly, where the wheels go; if thrust forces are pushing your nose down; and where the weight is deposited upon in relation to the wheels. I never feel the need to fiddle with wheel drag because I always mind those things. To be fair, the only thing I do is to remove break power from the nose wheel - for the same reasons: it will force your nose down. Again, I dont judge fiddling with wheel drag. Maybe your design is as it is for a reason, and you cant really change it a lot. Many a plane in history were designed consciently with design flaws because it simply had to be as is. But if you are doing that, it is a sign that something is wrong elsewhere, and that flaw may manifest itself in other moments, not just on the runway.
  6. Intereating. On long missions you either must have a double crew onboard, say two pilots taking turns, or plan ahead so any important thing is done out of break. Great! KSP needs this kind of true-to-life kind of mod.
  7. What @bewing said. However to acheive the same result, that is, less drag on front wheels, also consider this two things that are the main suspects on airplanes that misbehave on the runway: 1. Most of the weight has to be deposited on top of your main, non-steerimg gears. The remainig, steering gear (be it a nose or tailwheel) need to have only the little remaining weight pressing on it. So try moving the main gears foward or backwards as to almost coincide with your CoM. 2. Check the CoT. Is it passing below or above the CoM? If above, the nose is being pushed downwards. Move something around to make it pass exactly through the CoM, or a little below it.
  8. No cheerful remark goes unpunished with you, eh? Ok, I correct my previous utterance, it being the imprecise thing it was; "so the crittercrawler is back to full updateness stance, hurray".
  9. So far, so good. I'm on 1.7.1 and I suppose parts mods (Including weaponry mods) should work fine with the latest KSP releases, as long as @SQUAD didn't make drastic changes to the game coding (e.g 1.1 which witnesses change of game engine, 1.3 which seems only has localizations but any drastic changes? IIRC 1.1 mods didn't work for 1.3 and above). Oh beleive me, that's a kspurban legend. Every new version has the potential to cause issues, as I have experienced countless times. The sentence "it should't break mods" always has to be taken with several grains of salt. Anyway, this is an old discussion that I dont wish to revive. My main concern is that it has been stated explicitly that this does not work with the most recent BdA, but since you tested it and it does, I will grab it too!
  10. Imho squad had so much to develop that they forgot to do some quality-of-life improvements. The difficulty of clicking some things is a good example, and still we don't really have a good mod to adress that. I particularly hate when I want to target a body or craft where there is already a crowd of crafts, and its impossible to click what you want. Targetrom does help a lot though!
  11. No, that does not work. The fastest way to unselect a target is to double-click your own vessel. Would be nice if the mod allowed for it, tho.
  12. I thought it was not supposed to work well with 1.7.x. Are you experiencing any problems or does it work fine?
  13. Boy, what an useful little mod. Too bad this thread has been deas for so long. Just stopped by to show some appreciation, and perhaps bring it to light for some new users. Targeting bodies and one-click-untargeting would make it perfect!
  14. I am slowly getting the impression that all bodies have a big feature meant to be scanned, and a "small" one that can be either scanned or picked.
  15. Whar colorful landing craft. The idea perhaps is to play Star Trek 3D chess on it.
  16. Now tell us what the hell that tapeworm kinda of craft is supposed to be!
  17. The MINMUS GREEN SANDSTONE, found in the great flats: 300 science, half the sci generated by the olivine boulder. Can be picked up - though, again, its one hell of a rock to carry around. I flew back to the lander with my jetpack and no more weight was noticeable. I would have found much more logical an animation of the kerbal chipping away a piece of the stone with a small hammer.
  18. Right, I couldn't wait and sent another expedition right away. Squad once again gains A+ for creativity on their quirky texts and names.
  19. Well, I managed to take a scanning arm to it. Turns out it is a OLIVINE FORMATION, whatever the hell that's supposed to be. Cool! The green stuff may be BRINE, then. A whooping 600 science for the full reward. Its not a Minmus rock then, so it can't be picked up. Would be funny if it was tho: putting all 100s of tonnes of in in your regular backpocket!
  20. @The Doodling Astronaut I found that same monstruous thing in Minmus' midlands. It can be climbed, so it's an anomaly, as I remember scatter not being actually there to block your movement. Didn't have an arm to scan it though, only a Kerbal. Is that ... slime? Moss?! I have picked seemingly unpickeable mun stones, so I wondered... can I pick this up, regardless of it being HUGE?! Turns out I couldn't. Can't tell if it is because of it's size (maybe it is not a rock you can pick up at all), of if I couldn't stay dead-center above it.
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