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Everything posted by KerbMav
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I will mod mine to be able to carry experiments like crew pods can.
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Could be bad for some instances. But can you not change it from the tracking station on Kerbin? Try clicking the name in the small popup window to the right, the one that gives info on planets etc.
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Drag and thermo use different approaches here? Edit: Sorry, yes, OK, it just baffled me enough to stop me from reading the rest of the thread first. Carry on!
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Extremely slow science progress
KerbMav replied to Didaskalos's topic in KSP1 Gameplay Questions and Tutorials
Contract science has been lowered significantly, yes. Build a lab in orbit? Also if you are swimming in funds, maybe you should convert them to science instead of rep? -
This will not get around the orbital requirement for a complete scan, but it will scan whatever your ship is flying over. http://forum.kerbalspaceprogram.com/threads/96859-1-0-2-SCANsat-v11-0rc6-Dev-version-May-1
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This is still tied to the name? Come on!
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An opinion that has to be ignored on principle! /kidding Nice collection in here!
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How about the fake fullscreen mode?
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MechJeb: Cheating or not? The definitive thread/poll
KerbMav replied to SpaceLaunchSystem's topic in KSP1 Mods Discussions
Flogging the poor old dead pony again? -
The equivalent of a full harddrive ... Maybe it is really time for a new tech-feature: Combined with my all time non-favorite quirk of "old"/low-tech-tree probe cores becoming obsolete instead of adding more of the pilot functions to them as we unlock the newer probe cores (that have these as of now), newer labs might come with higher capacity for data/science? (Problem might be that already launched parts would behave differently from newly launched ones?)
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Resource Mining - Impressions and Questions
KerbMav replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
Dont they mine/refine "of screen" or did I get that wrong? I should have played with them in sandbox ... -
I somehow expected the Nukes to be at the top of the tree, but I got surprised. If it is not future tech, than it should at least be the highest advanced tech up there. (Equally I miss some basic techs lower in the tech tree, the feeble small rover wheels, rover body and external seats for starters. You still have to grind the biomes for more experiments to feed into the lab, the fact that you can reuse "empty" experiments in the lab does not change that. Although a player willing to double the experiments from the start and storing a copy in orbit until the first science station is built might get around that one. (Note to self for next relaunch with reduced science gain.) @RIC: Would a larger/uncapped ability to store data and science change this in your opinion? @RoverDude: You said the rate was capped at 12, is this inherent or just the mathmatical maximum of fully ranked scientists sitting on a lab full of 500 data points? If it is not inherent, could the conversion rate please be capped at 12 or any other rate and the storage limit of the lab made available to modding?
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If you just bring up lots of experiments and then timewarp through the processing you are doing it wrong. (Clarification: A joke, there is no right or wrong in KSP really.) The "lack" of monthly fixed costs for our space program makes this possible, as well as kerbonauts that never get bored and leave if they have to wait for years before their next flight or contracts with (really) tight time limits etc. - but I generally try to do several things at the same time (and will most likely add KerbalConstructionTime to my list of mods) instead of waiting for something else to finish/arrive that is more than a trip to Mun.
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You can do this indirectly by going to the administration building and starting "Outsourced R&D" and/or "Unpaid Research Program" - but they add only marginally to your science income and are rather insignificant compared to gathering reports in polar orbits around Kerbin, Mun, Minmus from all their different biomes, let alone doing experiments in different locations of the moons. (Just to be clear: You unlock the node with science, pay for the development of the contruction plans (roleplaying rationalization) and then pay for the production of each single part you use in building vessels.)
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Cannot Warp While Under Acceleration
KerbMav replied to stildawn's topic in KSP1 Gameplay Questions and Tutorials
I remember having this issue too at some point - maybe you opened something (antenna, bay doors, ... ) that is touching something else and creating phantom forces that accelerate your vessel? (Read: a bug) -
Kerbonauts can pick up science results and put them in any other crew pod (via EVA). ShipManifest works for me btw.
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You have to unlock the node in the tech tree with science first and pay then pay for the parts with money again.
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Learning the ability to learn languages by reading the mind of native speakers. Realistically speaking: Anything that will get me paid well for very few working hours.
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Relearned to land on Mun after months of KSP-abstinence. Relearned to launch rockets with 1.0.2 - especially light payloads seem to get the best of me, but it seems easier without the stock fairings ... ? Starting to regain my (KER-assisted) feeling for what a good fuel reserve should be. Seven of my eight kerbonauts made a trip to Mun with Jeb as pilot - Valentina did the solo scouting mission with a smaller lander before, they did it the other way around with Minmus before. The same seven also made a trip outside the SOI of Kerbin an in-game week earlier, so Valentina is lagging behind in rank for now, but she was promised a trip to Duna/Ike soonish. Started placing a few satelllites for use with the AntennaRange mod - did not want the full blown difficulty of RemoteTech this time. Launched a Duna/Ike probe, waiting for transfer window. All the while doing orbital trips for some tips from tourists. Next I will transfer the three-star white-suits to Kylab One - which should see some expansion/rework soon too.
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New Mobile Processing Lab mechanics
KerbMav replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
With the appropriate strategies in management science points equal money so even late in the game science points have a use, even those from Eeloo. But bringing experiments to Eeloo from Kerbin, Mun etc. makes no roleplaying/realistic sense to me. The slow trickle of science really is only a problem because of the lack of info on labs processing status. For modders to provide such info - e.g. KAC - it would be helpful to know when the calculations are made. Is the conversion calculated retroactively when returning to the lab as active vessel or constantly in the background? Does the amount of data influence the conversion speed only when starting the processing or is the science/day rate getting lower again over time? -
New Mobile Processing Lab mechanics
KerbMav replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
After sleeping and thinking it over here are my two cents. Overall it is a really good change/addition. The bonus to data from experiments that are put into a lab in the same area they were done is a nice gameplay reason to build stations and bases across the system and somehow logically explainable. Yet the bonus from being on Eeloo and getting a bigger bonus to Munar data than being on Duna does not make sense to me. But I like the new mechanic and am happy the ban on overtime-anything was lifted. -
New Mobile Processing Lab mechanics
KerbMav replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
I dont think so, as you can do every experiment processing again and again for every new lab you ever built. -
Do you see asteroids near Kerbin?
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Science Lab science generation
KerbMav replied to Capt. Hunt's topic in KSP1 Gameplay Questions and Tutorials
No, it does not! Beginning from my post here RoverDude stuffed our brains with information! (He is also refering to other posts, the numbers in my questions and his answer may not match.) http://forum.kerbalspaceprogram.com/threads/117461-New-Mobile-Processing-Lab-mechanics?p=1884070&viewfull=1#post1884070