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Everything posted by KerbMav
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Will there be any more solar systems?
KerbMav replied to iNUKE's topic in KSP1 Suggestions & Development Discussion
I think stars close to our own wont change their distance that much if the voyage doesnt take that much time to be relevant. My thoughts: Lets say the FTL drive in KSP was only able to work at a certain distance from the gravity well of a star, just to set the rules. So, noone could use it to zap from Eeloo to Moho. Once activated the craft is displaced in space and time, it would be set on rails and could not be selected, stopped etc. until it arrived at its destination, a high orbit around another star. The new star system would run in a different instance of the game, virtually requiring it to repeat most of its loading process, unloading the Kerbol system. -
Ongoing Flights and Selective Debris Removal
KerbMav replied to Silverchain's topic in KSP1 Gameplay Questions and Tutorials
1) Someone tested this: Especially the first 30 flights seem to have a noticable impact on overall performance, after that it gets worse still, but seemingly to a lesser degree. Landed crafts - even flags - are the same as flying ones. If the craft is not active, everything is "uncontrolled" but still calculated "on rails", so they all count the same - if that is what you are asking for. 2) No, but I would sign any petitions asking for this; especially removing landed/splashed debris on Kerbin. -
Best Way Into Non-Atmospheric Orbit?
KerbMav replied to Right's topic in KSP1 Gameplay Questions and Tutorials
In this regard I keep wondering: Should I burn in bursts, pushing my AP out in front of me, then trottle to zero, surf, burst, repeat - or should I throttle up and down just enough to keep my AP ahead of me? Is there an efficiency loss when not burning at full throttle? I generally like to burn being close to my AP to use as much dV as possible to raise my PE and not change my AP. Also: Where should I burn the most? Is there a difference in gaining orbital velocity when still infront/behind of the Mun and burning while my orbit around Mun is parellel to its orbit around Kerbin? Should I try to push my AP out to be between Mun and Kerbin and throttle up full when reaching it to get a low Kerbin PE as cheap as possible? -
Finally, the Duna Expedition Ship is on its way - lets see how long that beautiful encounter at 100km over Duna's equator can be maintained - but it is only a mid-course-correction-maneuver-node-projection for now anyway. Burned for a while at a TWR of 0.357 - hope that will not pose to much difficulty to get into a Duna orbit. Without the heavy lander and half empty fuel tanks the return flight should be easier. Only now realized that I never checked if a trip to Ike would be possible - the DES runs on Kethane powered nukes only and the lander has (hopefully ... !) enough L/OX to go to Duna and come back up into orbit. To do: Will have to get a space station up and running as well as an surface-to-orbit crew transport for when the eight kerbonauts return, but that will take a while anyway. The Kethane mining operations on Mun could do with a larger crew, so a bigger crew module and one or two rovers might be good to have up there. The one-man mobile-Kethane-miner on Minmus should be brought back too. Next window up is Eeloo - maybe a quick probe launch ... ?
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Where career is to fast I often pace myself to give it a more step by step approach. I do not use many parts mods and try to get plausible designs whenever possible, follow the rule "what makes sense" and mostly live without to much asparagus. The only real part mods I use are KSPX, mostly for the structurals, ProcWings, and now and then B9 (which should be a bit more modular during installation, it is just so many parts!) and I might use a mod with parts for nicer station building now and then. I reduced my mods to what I would call the "really needed basics" - mostly mods that make my life easier: Kerbal Engineer, AlarmClock, EditorExtensions, FuelBalancer, CrewManifest - or more difficult: RemoteTech, DeadlyReentry - or add more "tech" and "things to do": KAS, Robotics, Kethane, ScanSat - as well as more real: FAR, ProcFairings - and "pruttyerer": TextureReplacer, Chatterer. (In .20 (the version I started playing with) - so in sandbox then - I landed Kerbals on Laythe and probes on Eve and Duna, visited Mun and Minmus regularly - but then concentrated on space station building and a few planes. Career holds me back a bit more - also my "everyone gets home" policy. Only yesterday did I start a manned mission outside Kerbins SOI again, eight guys on their way to Duna.)
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HotRockets! Particle FX Replacement + Tutorial
KerbMav replied to Nazari1382's topic in KSP1 Mod Development
Found it - use google "forum kerbal ..." for your searches, the forum search really isnt great. http://forum.kerbalspaceprogram.com/threads/30472-0-23-x-KSPX-Kerbal-Stock-Part-eXpansion-mod-reposted-v0-2-5 -
HotRockets! Particle FX Replacement + Tutorial
KerbMav replied to Nazari1382's topic in KSP1 Mod Development
Could you maybe add the Ion and Nuke from KSPX? Or give some instructions how to adept these for different sized engines - if that is as simple as I make it sound? -
Exactly. Like using solar power to charge a car - with a very small, energy-packed and volatile battery that is. It may only be viable - like in Star Trek - as fuel for something very power hungry.
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As repeatedly some kind of Unobtanium gets mentioned, I might as well through "bend the space between you and your enemy" into the room. I think a smoke screen is a viable way to either "sit it out" until the enemy has to reload/cool down or while waiting for your own attack to hit or you are able to escape by finding cover or getting out of range (at some point heat resistant armor can take over until you are to far away for the tracking system to keep the beam targeted.) It may "boil down" (hah!) to run out the clock.
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Places of interest worth visiting on Kerbin?
KerbMav replied to space_cowboy's topic in KSP1 Gameplay Questions and Tutorials
This will be one of the rare times that even I will say/ask such a thing: Is it really that time consuming and complicated to make sure the anomalies are where they are intended to be? -
My wife says I am addicted to this game.
KerbMav replied to LarryWallwart's topic in KSP1 Discussion
Noone ever gets my subtext ... -
My wife says I am addicted to this game.
KerbMav replied to LarryWallwart's topic in KSP1 Discussion
Do the same thing next time she tied your shoes. -
Will come with the James Kerbond DLC for the 1 year anniversary of 1.0 probably.
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Deploying 4 keostationary satellites in one flight
KerbMav replied to kiwiak's topic in KSP1 Gameplay Questions and Tutorials
Actually, if you are placing satellites in sufficient number/altitude that they can always connect to at least there next neighbour, you will not need a synchronous orbit at all, they will just alternately link to KSC and distribute the signal through the network. If you are using RemoteTech and playing career, the best available omni-directional antenna will let you get away with four satellites at a lower orbit (so they are not to far away from each other) that will cover most of the planet and connect your probe rockets at anytime during their launch and circularisation phase to KSC. And yes, in such a configuration the most important thing is an equal orbital period. You may want to install VOID or KER which display periods to the fraction of a second and pack RCS in fine tuning mode. -
RCS on large, asymmetric structures
KerbMav replied to Streetwind's topic in KSP1 Gameplay Questions and Tutorials
I think this is because your altitude is measured in regards to the part you are controlling the ship from, but the orbit itself being calculated from the COM or something like that - but I am leaning very far out of the window here! Do they? I always assumed they just started really low and got to 100% if you pressed the key long enough - but never heard of automatically balancing, that would be kind of the holy grail of RCS building! -
I usually abused games to do things that were not meant to be done really: Star Trek: A Final Unity - fooled around with the engineering menu and just flew around the galaxy ignoring the hails leading to the next story mission. I was very frustrated about Battle Cruiser 3000, as it had such a promising premise to travel around in your own ship and be able to land on other planets in a shuttle etc. - but it was killed by the publisher and released half-dead. In KSP I get to fly around and land on other planets, do not have to worry about hostile creatures getting in the way of my fooling around (apart from the Kraken!), it (at least in my casual project way playstyle) challenges my ability to plan ahead, concentrate, pay attention to details, it gets my 34,75 years old brain to fantasize. It is a §$/&%( load of Fun! (cap for emp)
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The last few days were again full of near misses and a few bugs/crashes - to lessen the latter my Kerbals came up with an omni-presence-control-device (in player terms: pulled RemoteTech until patched). My Kethane lifter returned from my fully operational Kethane outpost. As an rp twist I swapped the outpost's crew with the tanker's (of one each). Desperately low on fuel (oh, the irony ...) I not only had to fly three times at 45km to aerobrake, but I also launched a service-craft to a. bring two more probes to the Duna ship, b. refuel the tanker a bit, c. relief the tanker/outpost crewman, d. return him with some science carried over from Mun to Kerbin. Encounters were very favorably this time and it took only a few orbits and minor adjustments to get into at least 50km every time. The service-craft delivered the RCS powered probes via fly-by-wire and then adjusted its orbit to meet with the tanker and pump its remaining fuel into it; deorbited using RCS only. The tanker then lower its AP and stopped 25m from the Duna Expedition Ship with only 22m/s worth of fuel left. All Kethane was transfered successfully and the tanker's orbit lowered by app. 20km. Activation protocols and premliminary tests onboard the DES were completed satisfactory - only the nuclear engines would not accept the Kethane ... only hours before the transfer window KSC is working frantically to sort out this newest kerbing of the engineering staff. (in player terms: I somehow made a booboo and fumbled my modding of the engines to use Kethane ...)
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Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
I never doubted that. I am just that addicted to this particular element of realism, that I would wish for .24 earlier, yet I dread its release as I am always feeling compelled to start over. (Yes, I know, I do not have to ... LEAVE ME TO MY PLAYSTYLE!! :D:D) Well, as my communications array is in place and I am not planning many unmanned missions ... lets pull the dll ... unless you wish for as much error logs as possible? -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
I have crafts that are not really existing anymore and show as 000000m altitude, craft dublication, KSC vanishing. (Using the "inofficial" dll.) If anyone would like an error log: https://www.dropbox.com/sh/7ew7wjmboz78ov9/TOKJ3ejVxs -
Newest Squadcast: Highlights, lots of new info about .24
KerbMav replied to Shuttle's topic in KSP1 Discussion
Hmm... the small realism-fetishist in me hopes that DRE finds a way to burn those small rocks up during reentry. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
KerbMav replied to cybutek's topic in KSP1 Mod Releases
It is automatically disabled when FAR is installed, the two were never really compatible and made Ärger. -
just wanted to show off my minmus mining base
KerbMav replied to psyper's topic in KSP1 The Spacecraft Exchange
Id wish for a seperate debris "on ground" slider in the settings ... -
Science Revisited - New and improved ways to do science [1.3.1]
KerbMav replied to CaptRobau's topic in KSP1 Mod Releases
I have seen youtubers taking the crew report out and putting it back in, making it possible to get another crew report. Lately I was just building and launching, so I did not get to try it out by myself yet. If this mechanism could be replicated ... But we could still add this mod here: http://forum.kerbalspaceprogram.com/threads/54998-FScience-Science-Data-Transfer-v0-1 Downside: It does not respect certain limiting rules like the one-shotness of goo and materials, and it will allow saving (and returning) multiple instances of the same experiment. (x times goo experiment on Duna's surface for example.) But2: http://forum.kerbalspaceprogram.com/threads/62270-0-23-Ship-Manifest-%28Manage-Crew-Science-Resources%29-v0-23-3-1-1-4-Feb-14 This is to have science transfer (has it) without the cheaty side effects (pending). Totally agree, was one of the first things I started to cry about! Had I ever gotten around to tweak science myself, this would have been done first. So, energy limitation restricting useless chatter over the radio. MumbleRamble: With your mod we have now in orbit available: crew report, EVA, surface mapping, biome specific instruments in low orbit, micro-gravity experiment - so, what does what? EVA being more like an achievement ("We had a Kerbal in a suit around planet x!"), mapping taking a nice picture of the planets biomes, micro-gravity explained as events in the life of the crew (in the reports), gravity scans from instruments ... what gets into a crew report? A simple "Hi, feeling great, nice view here, everything all right."? Has to be. As written above, FScience gets around this. And is doesnt feel that cheaty for crew reports as long as our kerbonauts do not have a proper diary software in their pods. -
Can't Undock Bug, How To Fix
KerbMav replied to roscoe_jones's topic in KSP1 Gameplay Questions and Tutorials
Shouldnt this bug be squadshed since .23? And can someone please write a program to automate the fix?