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Everything posted by KerbMav
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Is it possible - through simple config file magic - to get an engine to produce a waste product while burning fuel, proportional to the amount of burnt fuel?
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Need tips for RCS placement for docking
KerbMav replied to Invader Jim's topic in KSP1 Gameplay Questions and Tutorials
I would like a button to stop RCS from working with rotation on demand. Edit: And more on topic: Where - if really - is the difference in putting the thrusters on top and bottom, left and right instead of diagonally? (This could for sure be explained better ... ) -
Build a rocket with a spider web of struts and without, check atmospheric efficiency?
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Surprise, no tourist contracts this time! Valentina took one of the rookies on a field trip - unintentionally close to sunset *cough* - and collected some more science from the shores and grasslands, stumbling over a weird cold spot north of KSC, changing the climate in the area to that of a tundra ... Scientific data was added to the Mobile Lab Rover still munching the few data points it collected around KSC, copies of all of the results will go up to the KSS as soon as it is finished for evaluation in low-g. As usual I picked and plucked small things at my KSS station design before spending quite some time crunching numbers in KER, pushing sliders, tweaking engines, changing an moving fuel tanks to build a launcher for that unexpectedly heavy station core. Crew, Lab and Utility modules to follow. Got surprised by the announcement of an unplanned Squad cast so I quit the game and watched while editing some of my own configs to add a new resource to the game - once more I am trying to make the nukes a bit more interesting/different. I actually remembered to make screenshots this time, but as I usually post in breaks at work, I will have to edit them in later this afternoon though. Artificial Lagrange Points Confirmed??? Wow - are you using one of the system resize mods or do you just generally like to build big?! Bookmarked as first thing to do/watch when at home.
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How to make antennas stay deployed?
KerbMav replied to CatastrophicFailure's topic in KSP1 Gameplay Questions and Tutorials
I think you can click extend before the first transmission, but I could be wrong and only remember this from the VAB. I concur, it is a cosmetic bug and should be squashed like any other. -
It seems the game starts looking at a vessel and only checks if there is enough room for data points in the first lab it finds - try moving the experiments over to the yet empty lab and undock it to try researching again. The R&D building only limits how far you can unlock the tech tree, in this case up to nodes that cost no more than 500 science to unlock. As long as the combined/docked vessel has an antenna anywhere, every part will use it for whatever it needs it for.
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Procedurally generate surface objects of scientific interest
KerbMav replied to 0x7be's topic in KSP1 Mods Discussions
One of us has a misconception of the meaning of procedurally generated? My understanding: Nothing is saved ever, the landscape is recreated from a seed everytime it is needed and will always look the same because the same seed is used every time. -
I know about SCANsat and I love it, but I think integrating biome mapping into the new stock resource UI would be great - anyone up for it?
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HotRockets! Particle FX Replacement + Tutorial
KerbMav replied to Nazari1382's topic in KSP1 Mod Development
Why are you still hiding in the Dev part of the forums? I keep forgetting after every KSP update and wondering where the awsome effects went! -
... store for future use in another lab.
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It is the same for rover wheels it seems - whenever I am running out of power my rover turns right.
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ModuleManager is your friend as always.
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Do I have to add more harvesting modules for drilling different resources on the surface then and asteroids will always have only one resource, yes?
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I think I figured out getting my resource to some places and into asteroids, also get scanners to pick it up - but do I have to do anything to the stock drill for mining? @PART[surfaceScanner] { MODULE { name = ModuleAnalysisResource resourceName = Nukleum abundance = 0 } MODULE { name = ModuleResourceScanner MaxAbundanceAltitude = 500000 RequiresUnlock = true ScannerType = 0 ResourceName = Nukleum } } @PART[PotatoRoid] { MODULE { name = ModuleAsteroidResource resourceName = Nukleum presenceChance = 40 lowRange = 50 highRange = 75 } } RESOURCE_DEFINITION { name = Nukleum density = 0.0075 unitCost = 1 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false } GLOBAL_RESOURCE { ResourceName = Nukleum ResourceType = 0 Distribution { PresenceChance = 100 MinAbundance = 1 MaxAbundance = 15 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Nukleum ResourceType = 0 PlanetName = Eve Distribution { PresenceChance = 65 MinAbundance = 1 MaxAbundance = 15 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Nukleum ResourceType = 0 PlanetName = Moho Distribution { PresenceChance = 45 MinAbundance = 1 MaxAbundance = 5 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Nukleum ResourceType = 0 PlanetName = Bop Distribution { PresenceChance = 45 MinAbundance = 1 MaxAbundance = 5 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Nukleum ResourceType = 0 PlanetName = Sun Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } PLANETARY_RESOURCE { ResourceName = Nukleum ResourceType = 0 PlanetName = Jool Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } BIOME_RESOURCE { ResourceName = Nukleum ResourceType = 0 PlanetName = Eve BiomeName = Explodium Sea Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } BIOME_RESOURCE { ResourceName = Nukleum ResourceType = 0 PlanetName = Kerbin BiomeName = Water Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } BIOME_RESOURCE { ResourceName = Nukleum ResourceType = 0 PlanetName = Laythe BiomeName = The Sagen Sea Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } BIOME_RESOURCE { ResourceName = Nukleum ResourceType = 0 PlanetName = Laythe BiomeName = Crescent Bay Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } }
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[1.0.2] KIS/EVA Portable Science Container and Transmitter v1.3
KerbMav replied to Zorbaq's topic in KSP1 Mod Releases
Well, the pack seems to work with AntennaRange with this config added - but how do I grab it? I installed KIS, but I cannot pick it up from my rover - do I have to put it into an inventory? -
[1.0.2] KIS/EVA Portable Science Container and Transmitter v1.3
KerbMav replied to Zorbaq's topic in KSP1 Mod Releases
I would add a ModuleManager file - but I am not sure about the second part, because I think it will create a second ScienceContainer? As I do not know, if I can simply add AntennaRange parameters (most likely not) or change VT_ModuleScienceContainer back to ModuleScienceContainer (not knowing why it uses its own module in the first place - restriction to scientists (only)?), I am at a loss right now. The problem as I see it is that RemoteTech looks for a direct connection while AntennaRange stores packages until another antenna comes into range ... or something like that ... @PART[VT_FSPack]:FOR[AntennaRange]:NEEDS[!RemoteTech2] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 10000 maxPowerFactor = 2 maxDataFactor = 2 } MODULE { name = ModuleScienceContainer dataIsCollectable = true dataIsStorable = false storageRange = 2 } } -
Does lab speed not control the conversion speed from data to science? I meant the uploading of experiments into the lab, it beats some slower transmission times by far - I would even trade the double use (process/return) of experiments for a faster/instant upload into the lab. Combined with a larger data and science capacity (with the conversion speed depending on the amount of available data capped at X) I think this would make most players less unhappy?
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[1.0.2] KIS/EVA Portable Science Container and Transmitter v1.3
KerbMav replied to Zorbaq's topic in KSP1 Mod Releases
Does it play well with AntennaRange as well? -
Ah, I read it as "one greenhouse can use up the mulch of one Kerbal", but I assumed that there was some loss involved in the recycling process.
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But they still happily munch through their supplies! So one greenhouse can keep up with one mulching kerbal - but without the addition of the Kolonization mod their is no way to make self sustained colonies or is there?
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So this worked, I can leave my lab sitting around processing and come back anytime I want without it stopping to produce science - the data limit being tight into the processing speed kept me from tampering with that number though. My newest eye-balls-popper is the time it takes for experiments to be prepared into data: Sitting before my screen to wait for 2min+ until an atmospheric experiment gets loaded ... ?
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Thank you, but this was 42 data. 1 data from 85 different experiments of which half were worth 0 data (science from and on Kerbin is not worth much) - I did not check the amount of science I would get from recovering, but I transmitted many experiments and repeated them for later processing in the new lab - it never felt much though, at least not with techs from tier 2 R&D almost all researched, but if I had thought of it earlier ... it really only is worth something once all experiments are available though. Aaaand, granting yourself science points equivalent to an old save is not even cheating yourself!