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Everything posted by KerbMav
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3 kerbal capsule too heavy?
KerbMav replied to Vegetal's topic in KSP1 Suggestions & Development Discussion
A basically oversized 1.25m two-kerbal lander can would be my wish - the 2.5m parts are sometimes to large/late in the tech-tree and the lander can is really big but only has room for two kerbonauts?? -
Does this replace the usual asteroid generation around Kerbin and Dres?
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Fly By The Sun Contract
KerbMav replied to Kobymaru's topic in KSP1 Gameplay Questions and Tutorials
Packed the wrong tourists or not all of the six, maybe? -
That is also true. But I agree that the MLP might come a little bit late in the tech tree.
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The lab was meant to run alongside your expeditions and provide science after all (attainable, depending on the player's abilities and interest) science has been collected, to keep strategies going that turn science into x. If the lab contributed as much as most here seem to ask for it would not be long for others to raise their voice because the lab unlocked the whole tech tree after only orbiting Minmus and not even arriving at Duna.
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Before launching my space station crew lab with this new funktionality I rovered around KSC and packed up all available experiments which I then put into the lab for processing in orbit. (Do it in orbit, not on the surface of Kerbin, there is a hefty penalty involved!) It gave it something to do until my repeated Mun and Minmus missions to different biomes/contract locations returned and docked to the station. All processed experiments were later brought back to Kerbin for the return value of science. How you ask? I glewed a pod to one of the launch clamps, put the experiments in there and moved them into the lab with the help of ship manifest. I could have built a complicated ladder system instead of course. Actually the data value for the lab of any experiment is the same as its science value - only that some mali/boni apply: In 1.0.2 - did not check if these changed in 1.0.4 -90% on Kerbins surface +10% while landed +25% while in the same SOI the experiment was taken Yes, both the first and the second apply for Kerbin simultaneously.
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Ah, thanky, just wanted to open a new thread to ask about the changes. Funny, all this time it felt - and was communicated as such - more like a feature!
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"Deployed" control surfaces, what is it?
KerbMav replied to kahlzun's topic in KSP1 Gameplay Questions and Tutorials
I did not know this! Why? -
Are we under 3600dV to orbit now?
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Oups ... got a mail from twitter about "new tweets from xyz" ... sorry!
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How do I put three satellites on a rocket?
KerbMav replied to carlorizzante's topic in KSP1 Gameplay Questions and Tutorials
The only way merging works for me is by putting the craft I want to merge next to what I am building and alt-rightclick to copy the pieces I want. Mostly I would use subassemblies though. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
KerbMav replied to nightingale's topic in KSP1 Mod Releases
Sorry, its just that I have always been talking about extra orbits and the (now gone) AP/PE inside Kerbin.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
KerbMav replied to nightingale's topic in KSP1 Mod Releases
The screenshot shows one orbit to many with no AP/PE - but the AP/PE thing inside Kerbin is gone.- 5,225 replies
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
KerbMav replied to sirkut's topic in KSP1 Mod Releases
The RoboTube Pro 5m is under suspicion to have shaken my station almost apart until the solar panels let go. https://www.dropbox.com/home/MSI%201 -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
KerbMav replied to nightingale's topic in KSP1 Mod Releases
It should ... I never changed anything since the contract worked - only the weird orbits are giving me pause. Noone else having this, am I the only one using OrbitGenerator??? You said you could not reproduce the error?- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
KerbMav replied to nightingale's topic in KSP1 Mod Releases
Popup after loading save - did even forget to put my contracts back in. https://www.dropbox.com/sh/quxbl6r4f3ixnyp/AADjZPBjlkaWF1oJ6d13VSgea?dl=0 System.ArgumentException: 'SatsWithParts001' is not a valid Part. at ContractConfigurator.ConfigNodeUtil.ParsePartValue (System.String partName) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[AvailablePart] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[AvailablePart] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[AvailablePart] (.ConfigNode configNode, System.String key, .AvailablePart defaultValue) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.PartValidation.OnParameterLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 Exception occured while loading contract parameter 'PartValidation' in contract 'SatsWithParts001': https://www.dropbox.com/sh/l4h7dsbo71vmvc9/AACBNlyDmhRfolicPYrk9BkNa?dl=0 https://www.dropbox.com/sh/lqffwp6h4azfhqr/AABaFoSaoFFydqbmFpVYw8Epa?dl=0- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
KerbMav replied to nightingale's topic in KSP1 Mod Releases
https://www.dropbox.com/sh/2jqcccmnqi8lgah/AAD5wd2c5lBG4IOmLxg4lqyOa?dl=0 No idea how and when dropbox refreshes the contents ... but it is there.- 5,225 replies
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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
In the VAB KER shows 0 dV - on the pad too - while the engine is running dV readouts suddenly work. Regretfully I did not pay much attention at the time because I was testing something else and only made a mental note. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
KerbMav replied to nightingale's topic in KSP1 Mod Releases
Put one in the box, just a close up though.- 5,225 replies
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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
I think I already asked this once, but does KER have trouble with resources put into the engines itself? @PART[nuclearEngine]:FINAL { @mass = 2.80 @MODULE[ModuleEngines*] { PROPELLANT { name = Nukleum ratio = 0.0001 DrawGauge = True } PROPELLANT { name = Raddish ratio = -0.0001 DrawGauge = True } @PROPELLANT[LiquidFuel] { @ratio = 0.9 } } RESOURCE { name = Nukleum amount = 20 maxAmount = 20 } RESOURCE { name = Raddish amount = 0 maxAmount = 20 } } RESOURCE_DEFINITION { name = Nukleum density = 0.01 unitCost = 1 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = Raddish density = 0.01 unitCost = 0.01 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false } -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
KerbMav replied to nightingale's topic in KSP1 Mod Releases
Cleared out all mods - not CC and MM. https://www.dropbox.com/sh/2jqcccmnqi8lgah/AAD5wd2c5lBG4IOmLxg4lqyOa?dl=0 Four contracts available, I see four orbits for these and the usual AP=PE orbit, BUT this time just outside of Kerbin. Agent does not belong to any of the contracts.- 5,225 replies