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Superfluous J

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Everything posted by Superfluous J

  1. A wild update appears! 1.11.1 - Update to KSP 1.11.1, adds support for mining comets (which I didn't even know was a thing). Available on Spacedock now, CKAN whenever they do that kind of thing. Thanks @flartfor the report!
  2. Interesting. I thought my code would automatically copy everything. I'll look at this tonight.
  3. This is the best reason I've ever heard against pre-orders and will likely cause me to never do so again, even though I've never regretted it in the specific instances where I've done it. ...including BTW No Man's Sky.
  4. If you *just* leave Kerbin's SOI, then from Sun SOI burn to a planet, it takes more (and some times a lot more) m/s (i.e. fuel) to get to your destination. So it's better to leave when Kerbin and the target world are in specific places, such that leaving Kerbin in one single burn that reaches the target world's orbit will reach that orbit at the same time the target world is there. That correct time is called the transfer window. It opens when it's possible to do it kinda cheaply. It then tends to get better and better (though not significantly) for a while (a few days generally) and then it gets less and less well, and then it gets SUPER EXPENSIVE at which point the window closes again. For reference, check out the Alexmoon calculator and the Transfer Window Planner mod. https://alexmoon.github.io/ksp/
  5. Having lost many unattended Jool orbiters in the past, I can attest that gravity assists still happen even if you don't watch them.
  6. You are a wonderful human being. Can't wait to try this! Edit haha I didn't know I said this so many times over the years!
  7. Do it once. Prove to yourself you can. Then use Hyperedit to fill the tanks of all visiting craft.
  8. Pretty much what happens anywhere else. You get a little message and a science report with some points that you can transmit, bring home, or stuff in a lab.
  9. That sounds like a non-stock contract. I've never seen one from the base game that cared how strong your antennas were.
  10. They're the "Advanced Boosters" proposed for SLS.
  11. Note, this ends up giving you less total science point gain when the transmission is complete. I like the OP suggestion, though it does take away from the electrical puzzle a bit.
  12. I blew up a ship by dropping a part instead of attaching it, and the part (now a new vessel) was clipping into the craft I was trying to attach it to. Any chance that happened to you? As a rule I now quick save before any EVA construction.
  13. Iiiiiiiinteresting. I'll most definitely give this a try on my next career!
  14. No problem. I'm not 100% sure but I *think* you have to make that change every time you load the game.
  15. It's not. Planet definitions aren't in any of the configs, sadly.
  16. It's not possible without Kopernicus. With Kopernicus it's pretty easy. Once you learn Kopernicus Pick your poison depending on your version:
  17. The Mobile Processing Lab doesn't give free science, but it may as well You send it somewhere, then get some science data and put it in the lab, and "process" it. you need 1 or 2 scientists in the lab and something controlling the ship (probe core or another Kerbal of any type in a command pod). The details are as boring as they are full of minutiae and I frankly don't know them. Where you are determines how much "actual" science you get per science point processed, but in practice if you have a lab ANYWHERE it PUKES SCIENCE like it's going out of style. You could take one to Jool, but one in orbit of Minmus is just fine for filling out the tech tree.
  18. Without comms, an Engineer plus a probe core can do everything a pilot can do, except make and delete maneuver nodes. The probe gives you the ability to turn on/off SAS, while the Kerbals give you the ability to aim any direction you want. I do this all the time sending and engineer + scientist down to the surface to lay out the Breaking Ground science doodads.
  19. Wait until the 5th time you have to do it, it becomes 2nd nature eventually. I'd be curious the difference between the waypoint's location and your location when you're as close as possible. Is it underground? Above ground? How far away? I think you can get all the location information for the waypoint from the Waypoint Manager mod (or even the save file) and the ship info from the save file or just the lower left gui I think. Most important would likely be the altitude.
  20. And 100 NERVAs pushing your luxury space yacht with 3333 m/s on the pad will go as far as a small 3333 m/s probe with 1 NERVA. Granted the probe is easier to build...
  21. A huge ship with crew and living quarters with 3,000m/s dV will get exactly as far as a tiny little optimized probe with 3,000m/s dV.
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