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Everything posted by KerbMav
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1.0 might have been the opportunity to add more than one minable resource for the nuke-engines and RTGs - stuff only found on Eve (hehehe), Moho and asteroids.
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Built a mobile lab rover and sent it on a tour of the KSC, doing every experiment but crew reports. Turns out I got a wooping 42 data for the lab ... only a few experiments give at least 1 data point. Will ship the experiments up to a new space station and see if that really makes a difference. cfg file snooping says only 10% data value added to a lab on Kerbin's surface, but 25% bonus for adding data where it was collected (so here: from Kerbin at Kerbin) - cannot find anything mentioning the proclaimed bonus of adding data on far away places - maybe it was meant to mean experiments from far away places add more data? Roleplayingwise this is more like a students science fair, collecting homemade experiments to show young kerbals the excitement of science in space! The inevitable fast tourist tour - Donbin handled the old SAS-less design like a real pro, for a scientist at least; really earned his first star! Designed a new space station, building it will take 3-4 launches. Upgrading the old one would be to much of a hassle really. Stored experiments will be moved over to the new station - I plan on bringing back home every experiment twice from now on to store a copy in an archive for future use in new labs. Added USI Life Support to my game - hopefully KAS will be fit for 1.0 so I can easily resupply my lab rover parked next to the administration building. Upcoming missions: Rover to Minmus for seismic measurements, may take two seperate rovers for two contracts, but maybe the first will be able to move over to the second site. Another manned Mun mission. Testing of the new nuclear engines - maybe combined with a mission to anywhere! Departure of the Ike/Duna probe in 53 Kerbin days!
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I would like to take a minute to dedicate my 3.000th post to: the devs at Squad - we all know them, the KSP modders big and small - to many to name, the helpful and patient community members - here and elsewhere; commemorating my almost two years of KSP addiction and enjoyment - many might call this a short time. Closing with the words of the involuntary KSP icon Scott Manley: Fly safe!
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Do you have a probe core onboard? (Does this even matter?)
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Umbra Space Industries - (Roadmap and WIPs)
KerbMav replied to RoverDude's topic in KSP1 Mod Development
I am shamelessly trying to only use the Academy in my game. From the MK3_Akademy.cfg I am guessing I would at least need: MKS_Module_III Decal_375_00 Decal_375_99 Decal_375_00_GLOW Decal_375_10_GLOW - these last two files I cannot find though. If I use the exact same folder structure do I just need the KolonyTools.dll and am done? Or is it not only sacrilege but also not possible to use just one single part from this mod? -
Had this too, was reproducable, was to dumb to take shots and file a report.
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My best guess: The summersault slows the rocket down enough to become stable once more at an altitude that is not bothered by the high TWR after loosing the mass of the boosters?
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I am obsessed with service bays. (Many Pictures)
KerbMav replied to itstimaifool's topic in KSP1 Discussion
Oh ... We for sure need a moderated/locked stickied post for stuff like this. -
Rover Problem - Is there a way to fix it on spot ? (vanilla)
KerbMav replied to Mapoko's topic in KSP1 Discussion
I would say your key mapping is kerbed up, wipe your eyes and take one more look. -
Oh yes, this my first booboo in the first sat-contract I accepted ...
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Is there a mod already using the heating from solar radiation, cooking of Kerbals if there are no radiators/cooling system?
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Is there a mod around that lets you train up kerbonauts without doing actual missions? Maybe something like put a five star and a rookie into a training lab in orbit and after a set time the rookie gains a star - maybe only up to one less than the highest teacher?
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You do not need to plant a flag - or do you? At least for the Mun I see no difference in my game.
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Get a rescue ship with a claw into low orbit around Mun. Launch with what fuel you got into as high and flat as you can get. Time everything for rescue ship to arrive at the right time in its orbit and meet with your tourist liner. Claw, refuel, release make orbit or claw, push to orbit, refuel.
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Mulch is only collected and stored while a greenhouse is present? Would extra storage in other parts be used as storage and in the recycling process? SupplyTime = 324000 Equals 15 Kerbal days â 6 hours, yes? If I set it to zero, the crew will quit after the last snack is gulped? Reason I am asking is I want to mod my capsules to carry actual N.O.M.S. instead of the implied 15 days emergency rations - as a three man pod with only one passenger should last 45 days - I know, overly complicated, I know, that is why I want to do it myself for my game instead of asking for it as a feature in the mod. CausesDeath = false Does this already work when set to True? Only request: Can we get an optional setting to starve Jeb (orange suits in general) in case of misbehaviour?! Note to self: Sending Kerbals out of base to work in the mines without breakfast saves supplies indefinitely. Edit: One more note to self: READ THE THREAD GLANCINGLY AT LEAST! Basically everything has already been answered ... Carry on!
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Combined a suborbital tourist contract with the new atmosphere analysis gizmo. Built a rover probe and took it on a tour of KSC and took some readings - if it will drive on Minmus as good as on Kerbin ... we will see today! Put the rover into a 2.5m service bay and launched it into LKO. Tried to get the same rover equipped with external seats, but the will clip-stuck in the service bay, the rover is to tall with these on top - where do I find a 3.75m service bay ... ? Impulsively hired a new kerbonaut for 130.000f just because I recognized his name from a KSP youtube series.
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Rockets falling over
KerbMav replied to ishootdeadppl's topic in KSP1 Gameplay Questions and Tutorials
Even with fins at the first stage my rockets tend to tilt during flight if they have no gimble and only marginal reaction wheels - e.g. a probe core with a tourist in a one-man-pod on a medium solid booster with fins. Larger rockets - about equal to four to five orange tanks in height - not only wobble (I expect nothing else really) but also get "bent" by launch clamps, the marker on the navball is visibly not on 0.0 - some parts sink into the launchpad even (cannot remember right now if I already have the highest upgrade for it in my current save). -
Can you recover asteroids?
KerbMav replied to Mastikator's topic in KSP1 Gameplay Questions and Tutorials
I remember reading that asteroids have a limit amount of ore, but I do not think it would be worth selling it, the logistics are quite expensive to get an asteroid down to Kerbin. Btw.: Are asteroids still indestructable or do the crash/burn now? -
Move your maneuver node along your orbit and maybe try the "plus one orbit" button on the node - or use PreciseNode for easier handling here - until you get an encounter with Mun the usual way (by only lowering your orbit) instead of trying to force one with weird burns - it might help to align your plane with the Mun's. Try to find a maneuver that will have you arrive at your new PE on Mun's orbit to meet Mun, instead of burning "left and right" to get the orbit that you want, try burning at your AP more or less to get your PE "above or below" the Mun in its orbit. If nothing works out, the least fuel consumption to reverse your orbit will be with a very low PE and the highest possible AP before leaving Mun's SOI; burn retrograde at your AP then, because you will be going at the slowest possible speed there. The "8" was for a free return trajectory, they only did a flyby to slow down and lower their PE at earth. To get into a specific orbit you want to arrive before or after the moon, so either start your burn earlier/later or burn more/less - just play around with the maneuver node until you get what you want.
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Multiple Satelite missions with a single probe - feels like abuse?
KerbMav replied to Kerr_'s topic in KSP1 Discussion
In a single player game there are only the rules we set for ourselves - but can we please leave this for the immortal MechJab threads. My thoughts on this exactly since these contracts were announced! As a safety feature in case you accidently sent a Duna probe into a parking orbit fitting a contract, yes! Oh you little ... So to summarize once more: A dedicated part for each contract, either always the same or picked from a random pool using already existing models and textures in the game,like the spawned debris another kind of contracts asks us to bring back to Kerbin, using the part test mechanic to let them pop up in the VAB, vanishes again after contract is completed, upfront payment and reward balanced with the price of the part so we get one of them "for free" technically, make less profit if we loose it during launch and if we really mess it up have to pay for it from our own pockets if we at least wish to avoid the reputation loss from failing the contract. Handing it over to the client as part of the contract, satellite is marked as debris and probably looses all salvage value or is even removed from the game entirely after it is unloaded, an interaction with the mission part is required, so we can still send up more satellites in one launch, but do not loose the whole cargo (and launch vehicle) at the first correct orbit. -
Did anyone have luck with resizing one of them to get a 3.75m version?
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[1.3] Proximity audio alarm (landing aid)
KerbMav replied to Biff Space's topic in KSP1 Mod Releases
*knockknock* Hello, 1.0.2 here! -
Just grab your ModuleManager and use: @PART[Large_Crewed_Lab] { @MODULE[ModuleScienceConverter] { @scienceCap = 100000 } } Not yet tested, but will in a few.
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Lack elegance? How so? I am not talking about a maximized window, but something that looks like fullscreen, yet allows windows in front of it - been playing that way since ever. But it does - it is an option in the launcher/settings ... not sure right now, but just take a look, background calculation or something like that.
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Maybe it is easier to just add electricity as a needed resource - after all it is a green house?
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