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Everything posted by KerbMav
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Open the bay doors HAL!
KerbMav replied to RocketPilot573's topic in KSP1 Gameplay Questions and Tutorials
Check each docking port it they are really undocked. If one of them shows the "undock" option in its GUI, you have the undock-bug. -
The way it is now it makes sense for EVAs on the surface: A crew report from Mun's surface describes "we have landed, ship in good condition", while the EVA really deals with the situation in a given location, the outside world (biome). But regarding EVAs in orbit around a planet - which are specified by the biome the kerbonaut is over - there really is not much difference if he leaves his craft above the desert or the ocean, he is outside of his craft in orbit. Of course he can describe what the terrain looks like, but this can be done far better from the inside of the craft, using telescopes and cameras. Suggestion: EVAs yield different results in different biomes on the surface, like they do now and results of EVAs in space (and air) are limited to the general area/height (like crew reports are now). Keep crew reports as they are now. Introduce a new orbital survey part - available very early - yielding results only while in space near a planet or moon. Basically transfering the different results from EVA experiments in lower orbit to a new survey experiment. Benefits: Makes EVAs in orbit more logical while retaining the possible experiments. Probes might be enabled to use the new part, giving the unmanned-first-faction a bit more to play with. Addendum: Give the survey part and the four science gizmos like thermometer, gravioli etc. more but still limited storage space (3-5 results?) for repeated experiments. Nothings stops players from just taping more than one of them to the ship, so by this it might also increase performance by offering a way to lower the part count.
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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
nvm.......- 14,073 replies
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- aerodynamics
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Judging from the 2.5 TWR .. yes. See Dealt-V Stats in MJ window on the lower right.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
KerbMav replied to rbray89's topic in KSP1 Mod Releases
A quick tour of the config would be nice - many users seem to know their way around tweaking this mod to their liking (adding more cloud layers etc.), but I cannot decipher the meaning of half of it. -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
Aahh! So the targeting is only for setting the dish's (fictious) orientation, the direction in which the cone is looking for other antennas! And the answer was sitting right there with me not seeing - I must be a dish ... I misread: Thank you! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
KerbMav replied to rbray89's topic in KSP1 Mod Releases
For inspiration purposes and because. And about that FAQ for the inept users like me ... -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
KerbMav replied to BigNose's topic in KSP1 Mod Releases
Its only because the pilots are not ably enough to switch all buttons at the same time ...- 799 replies
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I still have this thing playing in my mind, that the use of wings and would do any good ...
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[Science] Data Transmission
KerbMav replied to ohlookabirdie's topic in KSP1 Gameplay Questions and Tutorials
Is this not a line in the MODULE of each science part? -
Include more modders/mods into the production process. Some things are far to good to not have in the stock game, mainly UI improvements for starters. (e.g. for the editor)
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
KerbMav replied to TriggerAu's topic in KSP1 Mod Releases
The only hassle here is that no point in an orbit that can be added to KAC vanishes at any time - but maneuver nodes do, when switching vessels, leaving the vessel for an EVA, quickloading ... So, an optional setting is most welcome! -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
Huh ... something is not quite clear to me ... Sending and receiving device have to be in range of each other, omni-antennas and dishes can connect with each other, omni-antennas being mainly limited by range and dishes by the cone (direction) they can cover. That much is clear, but: Omnidirectional antennas will relay signals as far and as long as they have another antenna in range and sight? So, if I have satellites with antennas covering LKO, my unmanned probes could roam there freely as long as they have an antenna of their own, the signal being relayed from KSC to the next satellite around Kerbin onto the next to wherever in LKO the probe is, no manual linking or targeting necessary? Dishes have to have a partner dish at the target location? So, to control an unmanned probe rover on Duna, I could use these satellites in LKO orbit to relay signals from KSC to at least two relay stations orbiting in a higher orbit to always have one in sight of Duna - or also equip every satellite in LKO with dishes. At Duna I would need a similar setup to relay the signal to the rover on the surface. Though would I have to link one dish of every satellite in Kerbin and Duna to every satellite around the other planet to always have a connection ... or do I only have to target one dish on every satellite to the other planet and the system links them as needed/when in view? Then linking two antennas is only for ships in transit? Can I reach a point where there is no "free" dish to link to by aiming at planets? tl/dr -
Basic Aircraft Design - Explained Simply, With Pictures
KerbMav replied to keptin's topic in KSP1 Tutorials
Tried a last-second-drogue-chute to slow you down a few meters above ground? With low enough drag it should not instantly flip your front gears into the surface. -
Scrapped my plans to hack myself to full tech level and instead stuffed my gamedata with every mod I wanted to have again/try out for months and picking them up as the tree unveils. Remote Tech caught me off guard when launching my first unmanned probe without an antenna ... as well as its changes to the antennas, making them use energy whenever they are deployed. Limiting the transmission of science to a minimum, but still milking the launchpad/runway with a quick recovery before launch and hunting every EVA over x in Kerbins orbit. After a few test flights and a stable polar orbit, my guys managed to built a big fat rocket - probably overengineered - to fly by the Mun. Minute planning and longer burning of the excess fuel got a high flyby of Mun with a queer encounter of Minmus ... with a free return to the Mun again! Finally separating the transfer stage after moving the flight path into the Mun for impact observation from Kerbin and burning half of the emergency decelaration fuel of the manned science probe return vehicle a shallow reentry at about 40km above Kerbin was achieved, one aerobraking orbit was needed before final reentry. The craft did not pack many science gizmos, only three of Goo and material experiments. But the pilot's report on his almost two week tour around the Kerbin region brought in some valuable insights - and finally convinced the government to fund a manned landing on the Mun should we manage to get a probe back from its surface first. So next up is establishing a comm-sat system around Kerbin for 360-control 24/7 ... er, 6/3 ... of the nearer region and building a plane to get the future Mun crew to the most inhospitable places on Kerbin for training purposes and equipment tests. (Yeah, science milking. )
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Remote Tech caught me off guard when launching my first unmanned probe without an antenna ... as well as its changes to the antennas, making them use energy whenever they are deployed ... but also that the antennas have to be deployed manually to transmit science - and that they do not automatically retract when finished.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
KerbMav replied to TriggerAu's topic in KSP1 Mod Releases
Actually this is something I will never want to grow a habit from (english??). I tend to EVA spontanously and loose all my maneuver nodes of the craft in the process - KAC keeps them save from that. And several other instances where I would want to keep the alarm as a "node saver". -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
KerbMav replied to TriggerAu's topic in KSP1 Mod Releases
I thought that was what I ... oh well ... So, just do not autodelete the node alarm, burn the node, delete node, delete alarm from list. -
Does anyony else have troubles when installing the newest Nvidia drivers? Got BSODs while on the desktop under Win7 - reverted to the older version and everything running again. But pity, it seemed to increase performance ...
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Antennas in Career Mode
KerbMav replied to Adam Novagen's topic in KSP1 Gameplay Questions and Tutorials
Setup an experiment yourself! Put a pod on the launch pad and do an experiment there you did never do before (on the launch pad at least). Transmit - with enough power - into oblivion. Note values gained and revert to launch. Limit power by locking batteries/closing solar panels, transmit until a transmission is aborted due to power running out. Reactivate batteries/panels (bring a Kerbal) and see what happens after once more transmitting the data. Milk experiment again until nothing is to be gained anymore. Compare both totals. -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
But you do it in the plugin, not by adding a short entry into the part.cfg? Another thing, am I reading this correctly, RT2 also limits the transmission of science by range and LOS? -
Basic Aircraft Design - Explained Simply, With Pictures
KerbMav replied to keptin's topic in KSP1 Tutorials
Try to add one of the modular girder segments - put them under the craft and put your gears neatly in a row onto it - try again, first without strutting. btw.: Love the use of the tail connectors here - should use them more often myself! -
Antennas in Career Mode
KerbMav replied to Adam Novagen's topic in KSP1 Gameplay Questions and Tutorials
No, the transmitting efficiency is coded into the experiment itself, not the antennas. If you test this, make sure you do the exact same experiment and did not transmit it before. (Also make sure that you have enough energy to transmit every bit of data or else the antenna will stop and only grant a fraction of the possible science points for the data that was actually sent.) -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
Some time ago there was a discussion about pods being able to do crew reports without a crew as long as a probe body is present - and somewhere we talked about a science module that should only operate with Kerbals on board - but in neither case this seemed possible. So - how do you do link functionality to the presence of a crew?