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Kerbal2023

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  1. So I can use the vaccum numbers for the upper stages?
  2. This is pretty standard for me. A large booster at the bottom, and two liquid stages. The top liquid stage usually has a Terrier, the lower one something heftier like a Swivel. At sea level the game predicts 3200 Δv, but if I check the liquid stages in vacuum it's a lot more.
  3. I tested it in-game. It seems the connection gets better from having more 16S'es, so that must mean the exponent is not 0. I downloaded like 4 of your mods!
  4. KSP2 is back on my "to be gotten" list. But I'll give it a year or two to mature.
  5. I managed to balance a challenging early gameplay for a science campaign. I thought I'd share it for anyone interested. You will have to think about what tech to buy, or you will regret it. I find this makes the game much more meaningful. And once you get to the mun, it will feel like a big deal. This is a submod for Probes Before Crew. Each tech level is balanced to be challenging to get to with the tech you have at that time. For instance, in the beginning you have to transfer science back in flight without a surface antenna. You need the science points for recovering a vessel after flight, so reduce thrust and scale the booster to not destroy it. By the time you get to the third level in the tech tree, everything should be pretty much as normal PBC. Here is the setup: I play with the following mods: Add this at the end of the Zs_ProbesBeforeCrew.cfg file in ProbesBeforeCrew _Core folder. It will move some of the parts around in the tech tree so you always have a challenge and a reason to buy the next node. But it will be somewhat difficult to actually get to the next node with this setup. Then remove the "free" science around KEI as I described here, so you can only get science from real missions. No more measuring the temperature on the launch pad! Start a Science type game. Difficulty settings: Set Science rewards to 70%. Enable the three options in Science Param Modifiers difficulty settings before you start the game! I have reduced antenna range to 0.71 too.
  6. I thought I did. They were all the same size, no matter what I do to the part in VAB. Might have overlooked that they are not. If the parachutes themselves scale, that's really awesome!
  7. Do parachute stats in any way scale with part size, or is it just cheating when I make them more compact?
  8. So the combinability exponent will be 0.75 for all combinable antennas? (Although the Communotron 16 doesn't.) If I changed the 16S to combinable, I don't have to set the combinability exponent manually?
  9. Here is another solution: unlock all KEI science in a new game (cheat all technology), go to the save file, find these segments, and copy them into a file so you can put them into your new games. You should hopefully know where to put it. If not, do get some science in the game, find it in the save file and put it after that. It belongs after where you get the start tech. Copy all of it, with the braces, as it is here. You get the experiments crossed off without your science counter going up. I use a mod that changes science rewards (Probes Before Crew), so these values probably won't work for you, unless you use the same game setup as me. But you can do this yourself.
  10. I noticed wild fluctuations in how much Δv i need to get to orbit. Sometimes 2900 will do it and sometimes 3800 won't. The rockets are all similarly aerodynamic and I fly pretty well now. The difference seems to be engine Isp at different heights. So I guess what I'm asking how to predict this. Should I take the atmospheic Δv summary from the base game. It seems to assume all engine work at sea lebel, and hence underpredict higher liquid fuel stages. So then should I sum up the values of lower stages at atmosphere and higher stages at vacuum to get an estimate? Tjese values are very high (4000+) and I still run out of fuel when circularizing.
  11. What do I do with these coordinates? How do I find these places? Somebody said use Kerbnet, but that can as far as I can tell just tell you the coordinates of where you're flying over.
  12. Thanks, this is really great! Would be cool if there was a button to remove those science points again. I just don't want to start my campaign with 1000 points, just remove those microbiomes from the list. You might have selected light mode. Then no toolbar is supposed to show up.
  13. KEI can only do unlocked experiments though, so you have to redo that procedure after unlocking each scientific equipment.
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