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Everything posted by overkill13
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How To Mobile Refinery
overkill13 replied to Bakkerbaard's topic in KSP1 Gameplay Questions and Tutorials
Only asteroids can be depleted. Planetary/moon resources never run out. -
You could also attach it to your craft and move it near the target area, then use the grab command and move it from one vehicle to another without storing it at all.
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Is there an easy way to find the equator on bodies? Mun is fairly easy as I can zoom out and roughly line up with it's orbit around Kerbin, but Minmus and I'd imagine other bodies won't be so convenient. As I understand it the axes of rotation for Minmus, Mun and Kerbin are all parallel, however since Minmus does not orbit Kerbin at 0 degrees inclination, it's orbit and axis of rotation are not perpendicular and so it's equator is difficult to determine. I suppose I could just Hyperedit a cubic octagonal strut around the planet at the equator, or play with Scan-Sat as I use both mods, but is there a way to judge it in stock KSP?
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
overkill13 replied to JPLRepo's topic in KSP1 Mod Releases
The base game does not allow you to take your suit off in an oxygen atmosphere. I'm not sure why a mod designed to add life support resources should be required to go out of it's intended function to provide this functionality. As for running out of oxygen, just because another body has oxygen does not mean the rest of the atmosphere is not toxic, nor does it mean that there is sufficient oxygen to sustain life. A space suit designed with the ability to filter the toxic elements and/or collect oxygen in sufficient concentration to sustain a Kerbal from a non-Kerbin/homeworld atmosphere would be bulkier and heavier than a suit not designed to perform such tasks. With only one celestial body containing oxygen in the stock game, these kinds of functions would be dead weight for most space exploration. -
I love Mun and Minmus for being the first visits in the game, but I gotta go with Tylo. Because gravity capturing into Jools SOI still blows my mind.
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Technically, yes. USI will not recognize that Bill, Bob, Jeb or Val have had their vet status removed, nor will it recognize new vets as they earn their orange suits. All of that is a moot point though since the basic settings don't differentiate between rookies and veterans. All supply, EC, EVA and homesickness values, between vets and non-vets, in that settings file, are the same. If you are willing to change the vet effect values, then you could probably just edit the VetNames to suit your save. A hassle sure, but until RoverDude sees fit to add compatibility, that would solve your issue. It might be advisable to remove this line from the original post "Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to the ill effects of life support. They will still consume supplies if given, but do not leave the job, because they are just that awesome. This always gives a player (especially a new one) an 'out' to test out a manned mission before actually committing your other kerbals, etc. to a horrible fate of snack deprivation." The settings file tells a different story.
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SPACE STATIONS! Post your pictures here
overkill13 replied to tsunam1's topic in KSP1 The Spacecraft Exchange
This monstrosity is my Terrato Space Station. Obviously inspired by ISS and intended to be a science and tourist station, spaceport for moving tourists out to Mun and Minmus plus basic refueling capabilty. Using HabTech, Station Science, Tantares, Nehemiah Orbital Science and life support from USI she has become so large that I cannot keep the tourist buses on site and still interact with her to transfer the crews. My PC just isn't having it. Spaceport duties have since been moved to another station. https://imgur.com/a/oZI5C -
If recent memory serves, TAC-LS does not add EC to cover life support costs to anything other than stock parts. A minor issue, but it is free EC capacity that you are losing, and I edited TAC's MM patches when I was using it. Space station parts should probably have more storage capacity for resources than standard pods and a three man Soyuz should probably have less capacity than the two man. Progress should probably have resources on board as well for restocking stations. Is Tantares usable with TAC-LS? Sure, but all mods are as TAC-LS adds resources to all command pods with crew capacity. Is it optimized, or realistic? No.
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I kinda can, really. The greenhouse can provide 88% of the supplies consumed by three kerbals, uses 1/7th of the electricity and can continue running while no kerbals are present, all with half the mass including fertilizer, and is subject to an efficiency boost if a biologist is present (do farmers affect greenhouses?). Add the fertilizer consumption and three kerbals are left consuming 1.08 units of resources per hour, an overall reduction in 80% of the resources consumed, slightly better than the recycler itself. While the greenhouse is twice the length, it reduces the space needed for storage containers and mass is the real consideration when building a space ship.
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Is the inline recycler's mass supposed to be more than twice that of an inline greenhouse? I've been trying to build ships for tourist trips to minmus (6-8 passenger), but it seems more practical to just throw on a greenhouse and go rather than use the recycler.
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Aerodynamics for large rockets
overkill13 replied to DeadMG's topic in KSP1 Gameplay Questions and Tutorials
I just played around with one, but it didn't like the "while" command. The easiest option for me might be just to write a final MM patch to remove the gimbal module. -
Aerodynamics for large rockets
overkill13 replied to DeadMG's topic in KSP1 Gameplay Questions and Tutorials
Interesting... Now to find which mod did that... -
My guess is that map mode turns off your navball. The navball needs to be visible in order to use RCS. If I'm not mistaken the navball is removed when switching to map mode by default and needs to be changed in the settings. Had a quick look on the main menu, before loading or starting a game, access the settings and unclick "Autohide Navball in Map View" near to bottom.
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Aerodynamics for large rockets
overkill13 replied to DeadMG's topic in KSP1 Gameplay Questions and Tutorials
Unless something has changed since KSP 1.2.2, which I am using, Kickback SRBs have 2 degrees of gimbal. Otherwise I agree with several people. Fire the Mainsail with the SRBs, replace some of them with Mainsails or Skippers and set the fuel to burn bottom to top. -
EVA and stay close to the command pod. Right click on command pod and there should be an option to take data. This should take ALL data on the pod. Take said data and EVA over to and enter the landing command pod, the Kerbal will drop the data off in the pod on the way through the door. There is also an option to manually leave the data, but the Kerbal will do it upon entering the pod.
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Why build large passenger vessels at all?
overkill13 replied to ShadowZone's topic in KSP1 Discussion
Yes, Roverdude's USI Life Support, in addition to the standard "supplies" resource, calculates living space and after a period of time the Kerbals go on strike and become tourists (though they can still space walk) until you return them to Kerbin. More space and certain amenities (rotating habs, cupolas, etc) increase the habitable time and additional Kerbals reduces it. The Kerbalism mod also calculates this along with it's other LS functions. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
overkill13 replied to JPLRepo's topic in KSP1 Mod Releases
As far as I know it can't be done with KIS. You have to get them out with an engineer and bolt them on with KAS. I've clipped the life support cans inside of other ship parts for aesthetics before. Of course then you have to clip the camera inside the ship to find them again if you want to transfer resources in or out, the Ship Manifest mod would make that easier if you were so inclined. -
Runway sideslip with FAR
overkill13 replied to JANXOL's topic in KSP1 Gameplay Questions and Tutorials
I had two variants of a Mk2 Spaceplane using a tricycle landing gear setup. One had a pair of Mk2 passenger modules and the other had two small Mk2 cargo bays in their place. For reasons I have yet to explain, the passenger variant would swerve around 60m/s on the runway while the cargo variant, regardless of how much or how little cargo was loaded, would never swerve. I suspected excessive nose gear loading and placed two gear side by side under the nose of the passenger variant and it solved the problem. Not elegant, but I couldn't find any configuration that did not suffer from the drifting and have yet to understand why a heavy cargo version with more mass on the nose gear, avoided the issue. -
The front page for the mod contains this quote: "Make sure your station stays in the same location for the duration of the experiment. If in orbit, this means entirely above or below the low/high orbit altitude threshold, which is 250km around Kerbin. If the experiment moves to a new location prior to finalization, it will be aborted and you'll have to start it over." Admittedly it's buried in a bit of a wall of text, but it's there. Choose a single position, either high or low orbit and complete the research.
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The stand-up* guy offspring of a Gonk droid? *Lulz Forum auto correct. Ba5tard
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Stage Recovery in Career
overkill13 replied to Tibrogargan's topic in KSP1 Gameplay Questions and Tutorials
My sequence is as follows. Launch, drop and land two SRBs, return to main mission, drop and land main LF/O engine stack, return to main mission and enter orbit or complete sub orbital contract with a small ship using an orbital engine (usually a LV-909). The SRBs usually land while the rest of the ship is still airborne, but the orbital engine doesn't engage while decoupling the main engine stack, so the ship and main stack always plummet back to Kerbin together, killing the crew as the engine/tanks land. Once I return to the main mission, the death and recovery messages are there, but I can complete the contract just fine. None of my stages have control, mind you, just altitude set parachutes on the decoupling staging. I mostly use FMRS so I'm charged for the distance the stacks land from KSC as I find Space X style booster returns tedious other than one-offs for funzies. -
Stage Recovery in Career
overkill13 replied to Tibrogargan's topic in KSP1 Gameplay Questions and Tutorials
I use FMRS with Tourism Plus in 1.2.2 all the time. I get the messages about the death of the Kerbals, but I never have a problem once I switch back to the main mission. I have been meaning to check my income/rep, to see if I'm showing losses after returning to the main mission, but never get around to doing the math because my funds always seem to be going up as I am able to complete the contracts. -
I believe that, as of 1.2, probe cores without some accessible EC cannot switch their own batteries back on. That would require a kerbal on site. This is regardless of comnet access. Switching off ALL of the batteries to prevent power consumption would leave the probe without any EC. As lordcirt mentioned, a hibernate function was added to probe cores to reduce their consumption when not in use, however I cannot speak to it's functionality within Kerbalism.
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You know you don't have to take all the tourists on the same flight right? They can all be on different rockets and recovered at different times, the contract just won't pay the completion reward until the last one is recovered. This doesn't completely eliminate the frustration, sure, but if you tack a passenger module onto your next research flight or manage to get a bunch of tourists on different contracts going to the same place you can make a go at it. Of course, things get trickier and less valuable once you've finished research in a system and only need to send a flight for one tourist. Reusable craft with deflate modded heat shields or KIS/KAS replaceable heat shields might improve profitability.