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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
You did click on the "atmosphere" option for KER in the VAB? -
Reading up on the 4X genre ... Stardrive 2 might be a good replacement? But I will give them the benefit of the doubt and wait until more information comes up.
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Can this become good?
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J.J. is staying as a producer, but will not direct and Justin Lin (director of four To Fast, To Furious films) will take over - now, do we expect shuttle racing ... ? http://deadline.com/2015/06/justin-lin-star-trek-3-true-detective-hollywood-adventures-tcl-chinese-theater-1201437272/
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Weird? No. You just have a taste for the good stuff!
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Yeah, I never got why Neo gave up all his powers while hunting the son of a Russion mobster ... If I remember correctly - and it seems I do - Weir offered the book to publishers without success and decided to put it online for free first. I myself got it for free as an audiobook when I first subscribed to Audible. What exactly makes you think that? And even if, why is it disappointing? It has no real impact on the story. Yup. And what also bothers me: I am in no way a big patriot and far from being a nationalist, but can anyone explain to me why they almost never get Non-American/-English-speaking characters right? I remember sitting next to a couple of apparently Russian descent in "Airforce One" - they always snickered and shook from stifled laughter whenever the "Russians" on screen spoke. In this case Vogel, not getting a German actor to play a German is fine with me, Asian characters from a specific country get replaced with any Asian actor as well - e.g. Sulu's new actor Cho is Korean -, but please find someone who actually speaks German or at least is able to immitate it and find someone on set who can teach him the few German words he has to say?! *sigh* Better now that it is out of my system.
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My first contact was the repeated exchanges about bronies and their haters ... so I googled, and after the first snickering about grown men with beards watching a pony cartoon, I wanted to know more ... so I googled, and watched the pilot two parter episode on youtube. There are worse shows I could let my hypothetical children watch, so I declared bronies a curious but harmless anomaly in marketing plans and tended to my own stuff again. Oh, and: Nice artwork!
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Backup. You would not want to freeze to death in utter darkness while your engineer try to get the reactor running again after an emergency shutdown. And it does not look docked to me, at least there are enough panels for a ship and a station, no? Also I think the weight of the ship would have to be evenly distributed infront and behind the ring part to avoid offsetting its barycenter? Drive section with reactor at the aft - storage for fuel, air, water, stuff in those "balloon tanks" - more storage for supplies - ring-habitat section - another (probably secondary) support module - technical/sciency/communication stuff - command module/cockpit - weird thingy in front, hm ... emergency: inflatable shelter, aerobraking shield, sun screen for solar storm or maybe transfer vehicle to the Mars Decend Vehicle, seeing no thrusters though ...
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The box is not THAT old then, seeing the Mars Exploration Rover on the back? And: http://brickset.com/sets/theme-Discovery EEeuww ... I am a '79 and only know the cute yellow headed figures, so this is ... frightening ... heartless ... I had this one - one of the last packs I bought.
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As an avid fan of Kung Fu Panda: Being swept away into the sky by a light breeze as a cloud of peach flowers.
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New computer up and running, spacing with up to over 70fps (up to 100fps with disabled UI) - just waiting for 64bit KSP/pondering a Linux Boot Stick. Launched the core module for my new space station, built launch vehicles for the rest of the modules - going up today. Made a mid-course correction for a very simple Duna probe that will most likely not even get into orbit - was just a left-over from a Mun satellite contract and simply had to much fuel to not do anything else with it - might try for an Ike flyby and aerobraking into an orbit before crashing or leave it in a solar orbit.
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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
Does a PartTest contract automatically make a part available in the VAB if it is not yet unlocked in the techtree? I think I found it. https://github.com/jrossignol/ContractConfigurator/wiki/Behaviours#experimentalpart Edit: I change my question your honor, does the timer (e.g. hold for 10 sec) demand the vessel to be active or could I set it to three days, do something else and return for completion? If so, does the contract complete in background? Edit2: Is there a way to set the vessel that completed the contract to unowned? And possibly set its type to debris?- 5,225 replies
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Contract specific parts popping up in the VAB for each satellite contract would help.
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Get me into point blank range I would not need any fangs or venom - also if I had, who would be the first adress for the FBI to go to in the "man sized venomous bite murder victim" case? Sometimes the sad thought creeps up in me that this trait may have been one of our biggest assets during evolution. Although I think this trait it less genetic than socially inherited.
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Mun or Minmus for resource bases?
KerbMav replied to peachoftree's topic in KSP1 Gameplay Questions and Tutorials
Mun has no transfer windows, a transfer burn can be initiated every 30-40 minutes in LKO; a direct ascent to Mun does not safe dV, the often repeated phrase "deep in the gravity well" is somewhat misleading. A vessel is fastest at its lowest point in orbit, during ascent it is not in an orbit and at a PE of 75km above Kerbin it can have different orbital velocities depending on the height of the AP. What does seem to help is during shorter purely retro-/pro-grade burns to not aim at the node but at the retro-/pro-grade marker - atleast the maneuver node has still some dV left when I reach my target orbit. -
As the experiment-to-data process can be initiated from any part of the craft that can take/hold experiments, it seems reasonable that it looks at the vessel globally and picks the first lab (starting the search from the root part?) it finds to check for available data capacity. The data-to-science conversion runs in a different module, so it is possible to run several labs on one vessel as long as they have been filled with data seperate from the afterwards joined vessel. The config file does not give an action menu item for transmitting the science, so I cannot guess if every lab transmits seperately or one will transmit all science everywhere on the craft (like selecting transmit from an antenna). MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 500 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7 //Larger = slower. Exponential! scienceMultiplier = 5 //How much science does data turn into? scienceCap = 500 //How much science can we store before having to transmit? powerRequirement = 5 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research }
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Where lies the difference between reading numbers and typing them into a calculator/spread sheet - and letting the calculator/spread sheet (KER) read those number itself? Mods do not necessarily change the game itself, especially KER just feeds you numbers. It does not give engines way better specs than the stock ones. Not telling you how to play the game, just wondering.
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1.whatever SSTO flight profile
KerbMav replied to Captain Vlad's topic in KSP1 Gameplay Questions and Tutorials
Would building the wings with a higher angle of attack help in getting to higher speed, jets' thrust pushing more forward than up? -
Seen the trailer - I find the new concept interesting, although I do not expect to much change in the actual gameplay - the trailer looked not to different from its predecessor - sadly 40 years are a bit long for a reunification with Bradford?
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Nothing, backing up everything in awaiting of my new PC! Sunday will have me installing the new system, maybe I will find time later in the evening to test KSP on a faster CPU and a different brand of graphics card (switching from Nvidia to my first ever AMD). Yet planned are more probe missions to everywhere, construction of a new space station for bonus research points, a for the present final mission to Mun, designing an interplanetary ship with nuke drives borrowed from a contractor.
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Hm, more like inexperienced ... ?
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Control from here - target alignment
KerbMav replied to tomf's topic in KSP1 Gameplay Questions and Tutorials
Right click the other docking port and set it as target. -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
KerbMav replied to nightingale's topic in KSP1 Mod Releases
I installed the pack midgame and the first I got were scientific studies of the Kerbin atmosphere - does not pay much, yields no extra science and asked for flying low, landed this and that in five different situations/biomes. Looks rather balanced to me.- 470 replies
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