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blizzy78

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Everything posted by blizzy78

  1. w00t! I also run quite alot of mods here, I just like the wider gameplay options they give me. But alas, I try to avoid overpowered things because I think running things in god mode removes the fun very quickly.
  2. Most of the time it also helps to pay really close attention to what happens on the launch pad. As soon as the craft has finished loading, zoom in so you can see everything. Then, wait for the physics to kick in, which usually causes a slight wobble. Look out for parts that wobble despite of the rest of the craft being still. Those parts usually need a few struts.
  3. Instead of strutting tanks like this: [ ]--[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]--[ ] try strutting them with an X like this: [ ] [ ] [ ]\ /[ ] [ ] X [ ] [ ]/ \[ ] [ ] [ ] Remember: Triangles are an engineer's best friends.
  4. To answer this question: Diminishing returns are taken into account when science points are actually awarded. For example, you can run the same experiment in the same biome on multiple vessels. The first one to actually transmit or be recovered gets the full reward, the second will get less, and so on. It doesn't matter if there is a vessel that has already done the experiment but hasn't transmitted yet/has not been recovered yet.
  5. Apparently it is easier to just create a new thread.
  6. If you could upload your KSP log files to pastebin or somewhere else, that would help alot. Thanks!
  7. Yes and yes. Also, the other vessel would need to stay within physics range. If it doesn't... well you already know how that works out.
  8. Get into orbit, then edit the vessel in the save file by changing the following to: sit = ORBITING landed = False landedAt = splashed = False This should fix it. Do a backup of your save file first!
  9. This site might also be helpful when deciding for a license: http://choosealicense.com/
  10. I'd like to point out that there is a mistake in this graphic, or at least an ambiguity: In the middle graphic, it says to keep as low an inclination as possible, "close to 90 degrees." That would be 90° heading, but 0° inclination.
  11. The source code of this plugin is now available on GitHub: https://github.com/blizzy78/ksp_achievements Please feel free to fork, send pull requests, and create issues.
  12. Hey, I'm glad you like the mod! As it is, I find it quite easy to get science points in career mode, so I'd rather not increase the science awarded by earning achievements. Thanks!
  13. That would mean the Goo and the Materials Lab stuff would have to be stored in the capsule, so that you can land with the stuff. Player-friendly or not, it does make sense as it is.
  14. Achievements Plugin 1.4.2 is now available for download, with landing achievements now requiring to actually land by having a lateral speed of < 1 m/s. Update note: When updating the plugin, make sure to keep the achievements.dat file in the plugin's folder. If you delete it, all your earned achievements are lost.
  15. There's no reason to stop when 1.0 is released. Also, there are always the mods.
  16. Perhaps you should clarify what you are talking about. To be really honest, I didn't understand it.
  17. Ehm, there is no reason to go all up 0.99, then make it 1.0. That's not how version numbers work.
  18. First of all, if you want to go outwards, you will want to go in the prograde direction of Kerbin to profit from its orbital velocity. For going in, you will want to go in the retrograde direction. Now how to figure out where that is? It's rather easy. Consider the following picture. This one is actually plotting a course to get from the Mun back to Kerbin, but the same principle applies. Notice how the tangents of both the projected trajectory and the Mun's orbit are exactly parallel. That's the way to do it. At the exact point where you leave the sphere of influence, imagine a line going straight out. That line must be parallel with the tangent at the body's orbit at that point in time (ie. when you're exiting the SoI.) By doing so, you're going exactly into the body's orbit's retrograde direction. Like I said, in the picture that's a course plotted for a Munar escape headed for Kerbin, which goes into the retrograde direction of the Mun. This is also what you will need to get closer to the Sun. To actually go prograde to go further out, just flip the maneuver 180 degrees around the orbit.
  19. No. Even though RCS uses thrusters much like an engine is a thruster, the thrust is VERY low. You CAN use it to make large-scale orbital maneuvers like an inclination change, but it's not designed for that. RCS is most commonly used to perform docking maneuvers where small changes in velocity with high precision is desired.
  20. SAS uses whatever control authority it can get: torque, wings, RCS, engine gimbaling.
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