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Everything posted by KerbMav
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Any experience reports with the FAR flight control helper options? The do not seem to do much whenever I try them.
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Asteroid Retrieval Mission (Didn't expect it to bounce..)
KerbMav replied to Ruinsage's topic in KSP1 Mission Reports
Do they burn up with DRE yet? -
Using two capsules ... hmm ... I also added the science storage Module to all probe cores - a bit unrealistic for rock samples, but ... I think the science container can also hold multiples of everything, but I did not use it for quite some time. At least using FScience it was possible to move multiples of the same experiment into any science container and it also circumvents the one-shotiness of Goo and Science Junior. Ship Manifest claims to observe the .23 restrictions but I have not used it yet for science transfers - I had to MM my station mod parts for CLS first. It still remains questionable if this is desired/intended gameplay? The lab taking more than one of the same might be reasoned by the wish to enable the player to process and transmit one of them and keep the other - but the UI is quite terrible for this, as we have to click through every stored report after each expedition returns e.g. from the surface of a planet. Yet it still keeps within the reasoning of transmitting a (preliminary) report to KSC and being ordered to bring some more rocks home because the data looks promising. Keeping an eye on your channel!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KerbMav replied to ferram4's topic in KSP1 Mod Releases
For FAR to not calculate drag for parts inside fairings (from ProcFairings in this case) does FAR only check for the procedurally created fairing part? So, could I create an interstage fairing, put it aside, remove the lower fairing base, reattach the fairing and be happy? Does a large nose cone shield parts below it (like a heat shield would in DRE) while steering inside the prograde marker?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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I ... this ... back to the lab ... erm, SPH!
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NASA Parts keep overheating?
KerbMav replied to Bearsh's topic in KSP1 Gameplay Questions and Tutorials
Mine do - may have something to do with DRE values? I cannot burn higher then 75% with nukes. -
Though I mostly agree with the sentiment that manned missions are supposedly always return mission anyway and the mere reusability of two science parts seems a bit feeble, I also think that processing and transmitting the data once and returning another instance of the same experiment is superior to just returning an experiment once. Does anyone have hard data on this? If the lab can hold the same experiment-biome-combo twice - how can they all be returned without landing the lab? This issue keeps coming up and I also made a post under suggestions.
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sponsor the lab and some science changes
KerbMav replied to KerbMav's topic in KSP1 Suggestions & Development Discussion
Based on this thread I added a few things to my OP in hopes of some input from other users. -
Reconstructing a part of and adding a new part to my space station. Deleted some debris because I actually did some deorbiting missions and told myself I got to delete some extra. Did some changes to my mods and added some cfg files of my own (kinda).
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I think this should be pursued further.
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For users of http://forum.kerbalspaceprogram.com/threads/34664-Large-Structural-Station-Components-20-Compatible-Release-Thread @PART[UDKLD_Large_Habitation]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[UDKLD_Large_Hydroponics]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[UDKLD_Large_Structural_Corridor]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = false } } @PART[UDKLD_Large_Structural_Corridor_B]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[UDKLD_Large_Structural_Corridor_C]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[UDKLD_Large_Structural_Corridor_D]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[UDKLD_Large_Hub_Module]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } }
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
KerbMav replied to rbray89's topic in KSP1 Mod Releases
Has anyone a cfg file combining Astronomer's clouds and auroras as well as RuBisCO's rolling Duna storms? I would not know what to delete/change safely. -
Smaller companies are exactly that, smaller: no share holders to satisfy with timely releases (of questionable quality) every few months, smaller meetings and faster decisions, no big marketing costs for the masses as they appeal to niche gamers mostly (e.g. KSP for the brain people ), no big real estate costs, less people to pay ... but as hinted above, AAA houses are no longer AAA, which is the biggest asset of indies, the big ones fail left and right most of the time.
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Explain: Why the Apollo lander was done "Apollo style"
KerbMav replied to mellojoe's topic in Science & Spaceflight
If there was a "best answer" function in these forums, I would select those from Nibb31. -
Two orbiting bodies, one of them stops, what happens next.
KerbMav replied to FREEFALL1984's topic in Science & Spaceflight
In another thread someone said it would take four days for Moon to hit Earth. As they are both still orbiting the sun and depending on the position of the moon on its former orbit around Earth ... would these facts change anything? (Unless you are saying the moon stops ALL its movement - relative to the universe? - than everything in the galasy would zip away from it. ) -
It always happens so fast that I cannot hit F1 in time, but a few days ago during a Return to Mun mission: I entered a orbit retrograde to the spent lander modules left behind in earlier missions, so some reticules kept appearing and disappearing from in front my craft - until the game paused for a short while and something really fast zoomed a few hundred meters ... Kessler is not a sole problem to the homeworld it seems.
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Three Biomes Only?
KerbMav replied to Alexandicity's topic in KSP1 Suggestions & Development Discussion
I stopped doint the "Kerbin biome hopping", I also avoid doint the "suck the moons dry of science" approach, but take orbital readings/reports whenever possible and go the Mun as often as needed until I feel confident I can launch something to Duna/Eve. It is only grindy if the player has to do something to advance at all, the science rich biomes of Mun and Minmus are an offer, an option, not an obligation. -
Duna lander with FAR?
KerbMav replied to BudgetHedgehog 's topic in KSP1 Gameplay Questions and Tutorials
Genius! I learned something new today which I simply did not think of myself. -
The science lab lacks another perk, as only Kerbin and its moons have biomes for now, the ability to make science equipment reusable is not worth much on the other planets, and even then you could just bring the sample home, as the lab needs to be manned anyway, so it will most likely be a return mission. - Give the lab the ability to evaluate data (anything that transmits at 100%) and add a small bonus before transmitting. An "experienced science officer" goes over the sensor readings filtering out any factor of disturbance and debriefs the kerbonauts right after their excursion so nothing is left out of their (EVA-,crew-)reports. - Add Goo and Material Junior experiments to the lab and have those transmit at a higher value (maybe even 100%). As the experiment is being made in the controlled environment/next to the lab, the results and especially the events during the experiment can be observed more directly and while using the multitude of available lab equipment, therefore the science gain is higher than the mere observation when e.g. on the surface. They draw from the same science points pool as the normal parts, only the transmission value is higher. Mostly useful for low and high orbits, but landings may also profit from this. - Have surface samples from Kerbin only have science value when processed in the lab. Adds a reason to have planes (to collect samples and return them to KSC) and space planes (presumably the easiest way to get the samples from the survey plane into capsule capable of reaching orbit, apart from a smaller rocket with a lot of ladders at least) while simulating our own habit of shooting up stuff from earth to examin it in microgravity. - Let the lab actually return all data when below 90km at Kerbin/above the Booster Bay biome. This would make full use of the labs ability to hold the same report multiple times - I do not know if/think that these multiples can than be all moved to a pod to be dropped back to Kerbin. (If this is not a design glitch, I am yet unsure if I think it should be seen as one.) - Switch EVA and crew report: EVA being the "we got here", and the crew report being "this is what we saw" - especially in regards to orbiting above different biomes it makes more sense to have different reports for each biome from the pod using its instruments (e.g. cameras) then "I am in space in a suit next to my spaceship and I see trees ... now water ... mountains ... trees again ..." - Make pure data experiments (sensors and reports) movable by the right click menu like fuels. (?) Questions to the forums as well as myself: Should sensors transmit at 100% and collect all available science in the first go? Or should multiple readings be retained to simulate different readings under different conditions (e.g. temperature curves)? Should this only be possible by processing the data in the lab? As soon as every body has biomes, should all science in one place be collectable in the first go? Or should a return to the same crater/hill/valley still reveal something new, as KSC scientists want the kerbonauts to take a closer look at previous findings? Has science yield to be lowered as more bodies receive biomes? Or is the "obsolescence" of science points after finishing the tech tree countered by the planned interchangeability of science, reputation and money in later updates?
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I generally tell those that are gamers themselves - with all others I usually do not talk about games at all anyway. It is hard to say nothing sometimes, I feel with you. The real story here is: What was his reaction?
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I think the Kerbal's space suits might be faulty.
KerbMav replied to nobbers12345's topic in KSP1 Discussion
Actually1, one could say that every suit is inflatable, as it is a pressurized flexible hull. Actually2, space suits are protected against debris/micrometeoriods by a thick elastic layer that seals the suit after being penetrated. Better a hole in your leg than a hole in your suit that will not close! -
Landed the Kethane Lifter transport next to No-Longer-Mobile Kethane Mining base - getting better at pinpoint landings, at least in low-g environments like Minmus? Experiment by engineering corps to launch a new interplanetary exploration ship in one piece went totally wrong. Prototype was a 100% loss, test pilots escaped with parachutes, but Bob Kerman failed to report in, search parties have been assembled, hopefully he will find his way home soon. Disconnected the crew module/lander from my Munar Kethane Base and prepped the one man crew for the voyage home. Psychologists first had to convince Ergel Kerman that he is indeed a Kerbal - after so many months alone at the base he thought of himself as a "base" - two units of notepad+ intrasave fixed him.
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Are crew reports stackable?
KerbMav replied to ptfs22's topic in KSP1 Gameplay Questions and Tutorials
Lord of Kerbol!! So, that would be THE reason to bring along a science lab then! Although I would like to recreate this functionality for a capsule to drop of at KSC. Alternatively: Let the lab actually return all data when below 90km at Kerbin?