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KSP2 Release Notes
Everything posted by KerbMav
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
KerbMav replied to cybutek's topic in KSP1 Mod Releases
The pic is a bit small and the staging is not visible in every pic. But keep in mind that depending on when each engine starts or tank is decoupled or how much weight you still carry or if fuel ducts get seperated during moving the part ... the dV is calculated differently naturally. -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
Omni-directional antennas simply must be in range of each other, they cannot/do not have to be targeted at all. Dishes must be pointed at one another and can only target one antenna/craft - they also connect to omnis while in range/sight. Only when targeting a planet/moon the dish will connect with every dish/omni that is in range and pointing at it/its craft - this is also limited by the width the dish's cone. How many you need depends on what you are trying to do. If your crafts/satellites stay close to another, a single omni on each craft will connect them all - connection of one craft to KSC is still needed obviously. Targeting the active vessel is helpful, but brings its own problems. Example: If you send a probe from a mothership in Dunas orbit down to the surface and only have a big dish on the mothership, the probe will not have a connection to KSC while you are flying it, as your comm satellite back home is targeting the active vessel directly and not via other crafts (in this case the mother ship) - here the comm satellite at Kerbin should target the mother ship which then can relay the signal to the probe (by which ever means you choose). -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
I had it once too, but it could not (be) replicate(d) - which is good and bad at the same time. So I just make sure to backup healthy saves now and then to not loose to much. -
Please explain the science lab...
KerbMav replied to Smallish's topic in KSP1 Gameplay Questions and Tutorials
I too lost experiments several times in a row until I was able to return them to Kerbin savely - but I noticed this in Munar orbit already after a few runs to the surface. What buggers me is that I cannot tell what I did differently when it finally worked. Ideas: Did not (uselessly because the data was to be returned) process the data before I went to the Munar surface again (thereby putting the mothership outside of physics range). Did not make use of the Data Transfer mod to empty out the thermometers around the lander pod. -
Perfect Satellite Orbits (Or, how to Hyper-Edit without Hyper-Edit)
KerbMav replied to Taki117's topic in KSP1 Tutorials
compare to Meaning the MNA "counts" from the PE? So setting the LPE as explained above and the MNA to 0 lets every satellite start at its PE? I presume MNA ranges from 0 to almost 1? -
[1.0]Vanguard Technologies | EVA parachutes | still works
KerbMav replied to Kreuzung's topic in KSP1 Mod Releases
I think this is not really needed, opening of the chute is fully manual for semi and full deployment and there was never a fatal incident while I have been using EVA chutes. But maybe you want it for totally different reasons. -
DROMOMAN - modular arm parts for Infernal Robotics
KerbMav replied to nothke's topic in KSP1 Mod Releases
Infernal RObotics Node Y..anker ... ? -
This mod seems to circumvent the one-shotness of the science pods. You can transfer the data without rendering the pods unusable; you can also transfer and store an unlimited number of repeats of the same biome-experiments.
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Yes, something along these lines. And if you need a realistic explanation, do not forget that space is a totally different playground. The differences in temperature (ranges) and pressure, not to forget the lack of gravity and the radiation, all pose a challenge to adept technology that works fine on the surface of a planet to also work up there - and a whole lot more reliably too!
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Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
Execute node does not aim at the navnode before burning the set dV. Can this be fiddled in? -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
KerbMav replied to Starwaster's topic in KSP1 Mod Releases
Something completely different: For keeping in line with the intended career tech advancement - and as the MK1 pod has its own heat shield - maybe the heat shields could be moved to the same tech node as the stock decouplers, as they can be "abused" as decouplers.- 5,919 replies
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- reentry
- omgitsonfire
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This is the same as in .22, a pod/experiment can always only carry one instance of a biome-experiment-combo. A workaround would be the science container mod. (Link lost to me.) You could still equip the science lander with two science parts each, run both in the target biome, transmit the first instance after upgrading it with the lab and returning the second. In the future it might be nice to be able to preevaluate the data in the lab to either fully gain the return-only portion of an experiment or be able to store multiple instances in the pod after lab-processing.
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I think it is now easier to grab the ladder of the starter pod without starting to dance wildly away from it?
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If Monopropellant is really a hypergolic stuff, then you wouldnt want that in a jetpack or anywhere close to your suit. The jetpack most likely uses pressurized CO2 or N2. I think KSP is still missing a more elaborate persistant Kerbal stats system, there most likely is no way yet to keep track of the used jetpackfuel when the Kerbal enters a pod. The RCS in the pods may then also change back to EVA-fuel.
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Which is a nice update. I have been using a mod part for this until now, which can even store multiples of the same biome-experiment (with diminishing returns for every one after the first). So it would be even nicer if the lab could preevaluate data/samples in a way that would allow the pods to return multiples of the same biome-experiments like the mod part does. Instead of Kerbin's scientists going "Yeah, cute rock sample, next time we should get more of the brown ones though!" it would be more like kerbonauts going "Looks interesting, we should bag some more of the brown ones before we fly home!". But we should keep one thing in mind: We must not compare the "difficulty level" of .22 to .23, as the science in KSP is still in development and not in its final form. Yet I agree that it looks like the lab has not yet accomplished to be what it was expected to be by the players.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
KerbMav replied to cybutek's topic in KSP1 Mod Releases
It seemed to have issues with fairings - try removing them or moving them to the top of staging to see if it changes anything. -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
Ah, so for once I was not at fault! Does copying an old .cfg still work? Really need to reduce energy consumption right now. -
Did anything change in the sciencedefs in .23 or can I still use these files?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
KerbMav replied to TaranisElsu's topic in KSP1 Mod Releases
Deleted, MM dev asked for removal to not have two different files with the same name around. -
[1.0]Vanguard Technologies | EVA parachutes | still works
KerbMav replied to Kreuzung's topic in KSP1 Mod Releases
Actually I just make the same mistake when reinstalling this patch - works in .23 KSP. -
Seems to work in .23 KSP.
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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
@Ferram You tossed around some fixes for this and that during the last weeks - are they all in the new version now?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Just in case anyone is still reading THIS thread ... My Eve probe entered a highly exentric equatorical orbit - ground probe has no parachutes ...