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AHHans

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Everything posted by AHHans

  1. [Deleting the post I started because @Cavscout74 already answered.] Same here. I didn't check explicitly, but I believe the Mun Stones theoretically can be found in all biomes. But finding them, even in biomes where they are abundant, can be pretty hard. (Mun Stones aren't that bad, the Green Sandstone from Minmus is famous for being hard to find.) When you pick up a Mun Stone it transforms into a science experiment result, with all the usual rules applied to it. (I.e. you can pick up more than one with different Kerbals, but only have one on you or in a capsule at a time.) P.S. I'll also suggest to the moderators to move this thread to BG Support.
  2. Well, that was rather obvious for a while now. Just wait a bit and you'll start answering questions. We've all been there. (Well, most of us.) Yupp! Check Yo Stagin'! (And here, but way too serious.) Not that it isn't fun watching your rocket disintegrate every now and then...
  3. These kinds of stones transform into a science experiment when they are picked up. So when you look at the science reports the Bob has on him, or in the capsule where he deposited them, then you should see a "Green Sandstone Analysis" in there. AFAIK that's the part that you need to bring back to fulfill the contract.
  4. Did you return the vessel that landed on Eve bat to Kerbin? Or only the Kerbals? In order to get the achievement you need to return a vessel (i.e. either a command capsule, cockpit, or a probe core) that landed on Eve and recover it on Kerbin.
  5. I run KSP on Linux, installed via Steam. So I cannot tell you what the .exe should do. What I can tell you is where the expansion data should wind up: in the GameData subdirectory of your KSP installation. Here it looks e.g.: .../Kerbal Space Program_1.7.3/GameData/SquadExpansion/Serenity/ The "Kerbal Space Program_1.7.3" directory name was chosen by me, but the rest should be the same on your installation.
  6. It does! And since 1.7 the window to select the celestial body and atmospheric height in the VAB/SPH also works on (my) Linux. Very useful to figure out if your rocket will be able to take off from Eve!
  7. I made the mistake of using time-warp while having the focus on my deployed science station on Gilly. When I stopped the time-warp this happened: Yes, on of the solar power generators decided to take a jump and do several somersaults. Luckily it landed upright without breaking anything. The jumpiness of, well, all kinds of legs is really annoying! Is it really impossible to fix that? P.S. If I thought it would help I would use stronger language. But it wouldn't really say more, just with more emphasis.
  8. O.K. Strange. The only other issue that I can think of is that the seismometers on Mun and Minmus have different science rates (i.e. that the one on the Mun was installed by a lower level scientist). Hmmm... now that I think about it: I don't recall it being an issue getting 100% deployed seismic science from the Mun in my current career playthrough. On the other hand that was still with 1.7.2. I had problems with Duna: the atmosphere slowed down all the empty tanks and other trash that I was throwing at it, so I had to send a dedicated (and streamlined) impactor.
  9. Only one way to be sure: give it a try. (But I would be rather surprised if it didn't work.) I also don't know if getting 100% seismic science on the Mun is per se harder than on Minmus. What is harder is to hit close to your deployed seismic sensor, and because distance plays a role in the amount of seismic science you get that will make it harder. Another issue is that the craft (or parts of it) need to be destroyed by the crash. I guess you are not planning to soft land the asteroid, but it can become an issue if the crashing craft (or asteroid) is outside physics distance. I believe (I haven't really tested it) that on planets or moons without an atmosphere it is not much of a problem, but on planets with an atmosphere your impactor can be deleted without triggering the seismic sensor.
  10. [Engage Nitpicker] That actually depends on the setting of "Require Signal for Control" in the settings. Which defaults to off even on hard difficulty. [Stop Nitpicker] Which makes having any kind of Kerbal on the vessel even more valuable.
  11. Well, it does work at least sometimes. I'd suggest that @THX1138 gives this a try. But I haven't been relying on that and instead hit [ or ] after staging. And try to set things up so that delay of a second or so for switching doesn't mess things up (at least not too much).
  12. Well, that as such is unclear. (Of course you can e.g. have multiple radial decouplers on your central stage that decouple side boosters.) What is the case is that a new part is connected to exactly one existing part. And that is so for all kinds of parts. (If you know about programming: each vessel is a tree with the root part being the root of the tree.) So if you already have the liquid fuel tanks connected (via radial decouplers), then you can attach the SRBs either via radial decouplers of their own to the central stage, or you can attach them to the bottom of the liquid fuel tanks, not both. The not-really-an-exception to this rule are the struts and the fuel lines. They have a parent part (to which they are attached, and where they stay after separation), but they also point to another (usually...) part to do their special thing.
  13. A warm welcome to the forum from me too, @Halam. Are you sure you cannot get into a polar orbit from there? I'm sure that you cannot get into an equatorial orbit, but if you burn to the azimutal direction of your orbit-prograde vector (which will change during your ascent) you might get into some kind of orbit. (At the poles the rule-of-thumb of burning to 90 deg azimuth is not particularly efficient.) Once you are in any kind of orbit, rescue missions become a lot easier. Otherwise the simplest solution is probably indeed what @James Kerman suggested. If there is some ore at the pole, then I'd suggest to make it a mining refueler, i.e. don't bring the fuel directly, but bring an ISRU / drill / thermal-management / solar-panel set. It might be actually lighter than bringing the fuel and it has the advantage that newly generated fuel is not limited by the fuel transfer rules that might prevent you from pumping fuel through the Klaw. I like your idea of picking up the rocket and driving it to the equator, very Kerbal! But probably also quite hard (Aligning two docking ports on the surface isn't easy!) and tedious (Driving on the surface all the way from the poles to the equator will take a long time.). Other solutions would be: Don't dock a ground-transportation rover to your craft, but a lifting rover that can lift it into orbit. Dock (via the Klaw) a rover with an ascent stage that can get into orbit on its own. Once you are attached via the Klaw, then you can transfer them to the new craft. (Yes, Kerbals can crawl through a Klaw. Don't ask me how!) Same as your idea, but use a (solar powered?) plane and not a rover. Flying on Duna is not easy, but can be done. If the plane is radio-controlled (i.e. a probe with no Kerbals in it) you could also use it to give yourself a little bit of extra delta-V by launching from the air and not landing first. (Not colliding can be a bit tricky, but it is not that hard.)
  14. There is really not much for me to add to what @James Kerman said, except to also welcome you to the forum @APOPU. P.S. O.K. Maybe I can add, that if you right-click on the building you can see the current limits of the building and what they will be with the next upgrade.
  15. Inspired by your question I made a solar-powered science / exploration plane. You can find it at kerbalx: https://kerbalx.com/AHHans/Eve-Hawk
  16. For me in general it depends on what I want to do: when I want to land, then I aerobrake. When I want to get into orbit, then I do a propulsive capture. But when I want to land, I usually have some fuel left in the transfer stage. As this stage gets destroyed anyhow, I'll first slow down as much as that fuel allows. On Duna I might use the transfer stage for the final part of the landing. On Eve I might need to slow down, so that the purple monster doesn't fry my craft right through the heat-shield.
  17. I have a two (three) stage system: a carrier plane that can ascend to 11km with solar powered propellers and goes to ca. 20km with rockets. There it releases the ascent stage that can make it to orbit with the right ascend profile. While it does work, it doesn't fly nicely (yet?) so it's still WIP. I still need to test it with Flight Manager for Reusable Stages (FMRS). Is using that mod is also fine?
  18. OMG. The puns, the PUNS!!! You can't park that rocket here! Do you have a license for that engine? There is a mandatory inspection sticker missing on the fins. Your rocket is overweight, that costs extra. P.S. Yes, I've also been screwed over by autocorrect myself. But I just couldn't resist.
  19. I personally would prefer if they crew would get a decent Christmas break, and slip the release date if necessary, but I agree that your solution is the more likely one.
  20. There is a value in the savefiles that you can edit to fix this ("ScienceTimeDelay"), or install that:
  21. Ah, careful selected words... Neither confirming, nor denying that there is a new game coming up. You @nestor and @St4rdust are evil people, if I die due to terminal fanboy excitement this will be purely your fault. [Edit: Less than a minute after I wrote that: "St4rdust and nestor like this"]
  22. Yes! Just this moment I'm waiting for a solar-powered plane to get to 10km+ altitude so that I can see if it has enough dV from there to get to Eve orbit. Flying in Eve's souposphere is quite a bit easier than on Kerbin. Edit: You won't break a Kerbin speed record, but you average rover doesn't manage the 100 m/s sound-speed on Eve.
  23. Considering that LKO orbital velocity is close to 2300 m/s this sounds a bit low. Did you mean 3000m/s? Edit: My bad! @5thHorseman was only talking about the 1st stage, not the whole way to orbit.
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