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jordanjay29

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Everything posted by jordanjay29

  1. There's already a topic discussing this. On the board page when I looked, it's literally the topic under yours. http://forum.kerbalspaceprogram.com/threads/62336-23-Just-not-getting-the-progression-path-for-science-labs Many such opinions have already been expressed. Read through and add yours.
  2. You don't need to return the lab, just use it to clean the experiments once you transfer data to your capsule. That frees up the ridiculous amount of weight and fuel you need for hauling 17 Science Jr.'s around. The lab should never touch the ground once you get it in orbit, just refuel and move it to another SOI.
  3. Except you cannot re-use Goo Canisters and Science, Jr.'s via a mere capsule. It's probably not the most efficient to use a lab around the Mun, but putting a lab around someplace like Jool would save a lot of weight from bringing all those extra Goo and Science parts.
  4. Docking isn't a low tech part, and docking isn't an early concept. For new players to the game, the Science Lab is going to be an intimidating feature.
  5. Your question was whether you can launch or not. You can. It's not ideal and it's not fun, but you can do it. Some folks like the challenge and have done just what I described.
  6. 2. Aim for unlocking more science experiments. The higher tier you unlock, the more science it will give. Stick to the bottom of the tech tree for science-y stuff. 5. http://wiki.kerbalspaceprogram.com/wiki/Science_Tech#Science_Tech
  7. You can launch, you just need to build your rocket on top of a rover/crawler. Then move the crawler to KSC2 and launch. It won't be perfect, as you're actually launching from the crawler, but it'll get you the location. Oh, and it might take many hours to move the crawler. You might try to see if HyperEdit can put your ships there.
  8. I'm waiting for the mod that will alter the transmission percentage for the Science Lab.
  9. Stock Mainsail is 6 T, 330 ISP, 1500 kN Main Engine is 20 T, 330 ISP, 7000 kN It's up to you, but I'd still bring that ISP down significantly.
  10. Way overpowered. That main engine gives almost 5 times as much thrust as the Mainsail engine. I'd put the ISP for it way down to 175 or so, more if you're going to be realistic. Power doesn't come from thin air, something has to give, and usually it's efficiency.
  11. AIES is mostly focused on 1.25m parts. Even though it hasn't been "updated" for 0.22 or 0.23 yet, it seems to function fine with both. If you have RT, there's an updated plugin around somewhere to make AIES' comm satellites workable with RemoteTech.
  12. I'm pretty sure the devs don't sit around between releases and say, "Now what changes can we make this time that will break MechJeb?" It's just a side-effect of Squad releasing an alpha game to the public, stuff is going to break between releases. On the bright side, you didn't pay $60 for what you thought was a completed game only to discover that it was entirely broken (*cough* Rome 2 Total War *cough*).
  13. Has anyone yet tried Deadly Re-entry or Procedural Fairings?
  14. I have so many mods this time around that I'm probably going to just stick with 0.22 until stuff like NovaPunch/KW, RemoteTech and MechJeb are updated. Yeah, I really want those Rapiers, but I'll live for now.
  15. Don't forget to point both dishes at each other (target the SS-1 to the comms sat, and the comms sat to the SS-1 on the Duna probe), otherwise they can't talk to each other. Mission Control is the only one you can just point at and have it work. If you're low enough (geo-Kerbin Orbit is low enough) then consider using one of the omni-directional antennas for communicating to probes in Low Kerbin Orbit. Putting these on your comm satellites will erase the need to point dishes at Mission Control and each other, so long as the satellites are within range (GKO is under 3Mm, so any antenna but the Comm-16 should work). Then you can use your dishes to point at probes and things. It took me some time to figure it out, too. If this is confusing, just ask. If you have more questions, just ask. Honestly, I don't yet know what the benefit to pointing at a planetary body is. I thought it was intended to target the closest receiving relay around that body, but I haven't seen it work that way. I could be doing it wrong, so don't take my word for it.
  16. Start small. I haven't attempted a mod for KSP yet, but it's like other coding projects. Write a tiny mod, something you know will effect a change, and test it. See if your code works and how well it works. Then start adding complexity. For example, perhaps consider merely adding a display of fuel percentages to the docking port when you right click. Then go deeper and start figuring out how to perform actions on it. Go slowly and be patient, keep testing, and feel free to come back here often to ask questions. There are plenty of decent modders who are happy to assist a newcomer.
  17. These two will do it: http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0 http://forum.kerbalspaceprogram.com/threads/60961-0-22-TextureReplacer-0-8-%2811-Dec%29
  18. I think that was the point of the original poster I quoted. That, like the cars in AOE, Stargates are pretty much KSP's cheatcode.
  19. Yeeeees, the cars in AOE! I remember those screwing up plenty of my MP games.
  20. Sword of the Stars 1 had this kind of thing. You could find unknown technologies in a space battle and devote research to it as a "special project" to gain new technologies. Of course, SOTS had a random tech tree, so every playthrough had a different possible research configuration, so special projects were a way to jump to tech your race would not normally access or couldn't access in that playthrough. It would generally only be THAT tech, though, and wouldn't unlock future technologies that you wouldn't normally receive. It's interesting, but it's possible this isn't the way KSP will go. KSP is more sandbox, less strategy or adventure, so I'm not sure those game elements would work well.
  21. I know that 0.23 was planning to bring parachutes that won't auto-cut once you're on the ground (similar to what the Space Shuttle's chutes were like), so gliding parachutes might be possible as a mod in 0.23, or a feature down the road.
  22. Once they know the power of the engine, yes. But real rocket scientists do plenty of test firing before fitting an engine on a rocket. Like so:
  23. Seems gaudy to give people their own landmarks just in proportion to how much expendable cash they have.
  24. From what I've heard, earlier versions of KSP did allow variable throttle settings per rocket, but then it became difficult to control rockets in tandem. Simplicity won over power, giving us the system we have today.
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