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Posts posted by AHHans
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1 hour ago, djr5899 said:
That kind of stinks and severely limits the ease of use of these devices. To most efficiently use these parts, I need 3 kerbalnauts:
Yupp! I believe that was indeed the idea behind that: to motivate people to bring Kerbals of all three professions on the expeditions.
1 hour ago, djr5899 said:I need an Engineer to setup the Control Station, Power, and Communications
An, no. The Engineer only gives a bonus to power production. Control and (afaik) Communications can be placed by anyone.
Or you could "just" bring more power units (solar panels, or RTGs) and place them by a scientist or pilot.
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It says so in the screenshot, in the PAW of the control station: "Total Power Needed: 2 Low Voltage" and "Total Power Available: 1" So your experiment station doesn't have enough power, and now nothing works...
FYI: the amount of power that a solar panel or RTG generates depends on the type and level of Kerbal that places it: 1 unit of power if placed by a Pilot or Scientist of any level, 2 levels of power if placed by an Engineer of level 0 or 1, more power with higher levels of Engineers.
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On 6/15/2019 at 3:52 PM, Gargamel said:
Science is about gathering data, and that data is gathered with a meter. As in a thermometer, seismometer, etc. Those are already in the game, and like things like the rocket engines, there isn't anything to assemble.
Well, I spent a couple of years working with engineers to get a radio telescope that does what we need it to do. So my perspective on that is somewhat different.
What one could so in the game is to have different sensors (e.g. temperature-, pressure-, vibration-sensors etc.), "modifiers" (amplifiers, filters etc.), and data recorders that can be combined to create different experiments. E.g. a vibration-sensor + amplifier + long-term recorder can measure the natural earthquakes on a planet, but vibration-sensor + amplifier + peak recorder can measure the shock-waves from impacts.
Hmmm... Maybe that would be an idea for the processing lab. Give the MPL a number of different equipment slots, that allows it to analyze different kinds of input data. E.g. an exercise machine, EKG monitor etc. allows it to process crew reports (study the effects of the environment on Kerbals). A mass spectrometer, IR spectrometer, and microscope allows it to process surface samples. Etc. It could also be simplified to be a "study Kerbals module", "study surface samples module", etc. You could also have storage for more equipment, so that the scientists can swap out the modules and reconfigure the lab in place.
Well, it is an idea.
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@fragtzack That has been in the game at least since 1.6 (when I started playing...). There is an option in the advanced difficulty settings "Resource Transfer Obeys Crossfeed Rules" (Defaults to off on easy and normal difficulty, and on for moderate and hard.)
[...] What @mystifeid said! My addition to that would be that if you use the fuel ducts then you need two fuel ducts, one for each direction.
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Yes, IMHO KSP aces this aspect. In addition to being entertaining KSP also gives me the impression of actually doing something in the background, and not just wasting my time by displaying *bleep*ing advertisements.
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@GryMor Was that before and after the 1.7.2 patch? That patch fixed (aka: changed) the distribution of the surface features. The sandstone on Minmus is now much more plentiful, but I could imagine that the existing surface features moved with that patch.
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There was a 125 bytes or so bugfix a few hours after 1.7.2, to fix an issue with Kerbals being uncontrollable on EVA.
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A big part of the attraction of KSP is the ability to build your own vehicles. This works well rockets, planes, spaceplanes, ships, etc., but science experiments are somewhat "static": there are a limited number of experiments and they are run by simply pressing a button. Wouldn't it be great if you could build your own science experiments in a similar style?
I don't have any good idea how this could be actually implemented (yet?), but I'd like to know your opinion. Do you like this idea? Do you have have a suggestion how this could be done?
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On 6/9/2019 at 3:03 AM, Pawelk198604 said:
Can I create Wheather sat?
Nope, the weather station is a part of the deployed ground science.
On 6/9/2019 at 3:03 AM, Pawelk198604 said:But I wonder how to utilize all these new modules?
Play the game? (SCNR!)
To actually answer your question: the Breaking Ground DLC adds a lot more stuff to do on the surface of the planets and moons. Have a look at some of the videos on youtube. I believe that will help you more.
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You probably already noticed this, but in case you haven't: the recent patch to KSP 1.7.2 (BG 1.1.0) should have fixed this.
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The contract hasn't failed, so I don't think that the vessel was destroyed for getting too close to the Mun. But otherwise there isn't much more that I can tell you from the image.
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The weather station is a part of deployed surface science, so not much use in a satellite. (And it needs a Kerbal to be deployed, so it's not much use in an unmanned lander.)
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On 6/10/2019 at 8:39 PM, Saintednine said:
I only run the Alarm Clock MOD, btw.. not sure if that is something that conflicts.
I tried with and without the Alarm Clock, both didn't work in the "old" version. But:
On 6/13/2019 at 4:09 AM, Pedro29 said:Looks like it's fixed with 1.7.2 update
Yupp! Same here!
That bug seriously killed my enthusiasm (More than it should, is I'm honest about it. But hey, who says that humans are rational creatures, Kerbals aren't.) Thanks for fixing it quickly!
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On 6/8/2019 at 10:27 AM, Gargamel said:
Completely pointless (at least for my game play, IRL has many applications) but utterly cool.
Just wait till someone builds a catapult powered by this.
On 6/8/2019 at 4:40 PM, Xavven said:I wish we could get ropes and cables so we could build yo-yo despin mechanisms (and pulleys but that's another topic!)
Have you tried making a yo-yo despin with a chain of motorless hinges? I imagine that would work.
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[The following is from before the latest patch (KSP 1.7.1, BG 1.0). I understand that the new patch makes them easier to find, but I haven't tested that myself.]
I found one sandstone on Minmus, but it was *bleep*ing hard. I had Bob fly at a few hundred meters over the surface, and the looked for a pixel that twinkles just that bit differently... The Olivine formations are somewhat easier to find, but I don't have the scanner arms unlocked yet.
So they do exist.
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17 hours ago, MechBFP said:
Those aren’t practical devices. You can’t actually use them to accomplish anything worthwhile, like getting an Eve rocket off the ground and into thinner atmosphere.
Have you tried that? Because that's exactly what I plan to ... well, at least try to. Put a rotor on top of my Eve lander to get me a few kilometers off the ground with electrical power.
First I have to teach my Kerbals how to make those big Rockets again in my new career game. Right now they are all exited about a mysterious green sandstone that Val, Bill, and Bob have claimed to have found on Minmus.
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I had the same problem, but after switching to another vessel and then back to the satellite it was correctly identified as a new vessel, and the contract finished...
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I have a similar problem as the OP, with the difference that for me the "transmitted science" maxes out at about 25%. Which means that I cannot complete the associated contracts...
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I also have this problem. It started with version 1.7.0, but in my first few hours with 1.7.1 (and the BG DLC) it happened quite often. <ESC> and <R-Shift>-<F12> did nothing. Right now it is behaving well, but when it happens again, I'll collect the logs.
I run the Steam version on Linux in a window.
Modular Science Experiments?!?
in KSP1 Suggestions & Development Discussion
Posted
Thanks for the feedback @5thHorseman, @Gargamel, @Cheif Operations Director, @Wjolcz. That's why I started this topic.
But I guess we can lay this idea to rest now.