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Oddible

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Everything posted by Oddible

  1. Ahh of course. I assume you mean transmitting results then doing the experiment again - that didn't even occur to me because I always wanted maximize my results rate by recovering the vessel and since subsequent reports overwrite prior reports. I guess I wasn't maximizing at all! Since I could have been taking the partial results from transmitting then recovering a second result. So the question here is... If I have an experiment that gets 12 science, and I transmit the results for 50% (6 science) then I do the experiment again (assuming that this would be for less science? maybe 4 science) and recover for the full 100%, I would end up with less total science for the trip (10 rather than the original 12). Right? So this would really only be a benefit if I don't plan on recovering. Or if I'm doing intermediate steps (like doing a crew report during liftoff, transmitting, doing another during 100km orbit, transmit, boost to Mun, crew report on orbit, transmit, LAND ON MUN, and save that crew report until recovery since it will be a biggie).
  2. Just got the SC-9001 Science Jr. and I was wondering if there are any current mechanisms in the game play for multiple reports from a single mission - or anything which encourages multiple orbits or a certain length of stay in space. Or are all science returns based on one-time specific location grabs?
  3. Make sure you're not coming in warped, remember KSP has issues with warp < 500m
  4. You can get science from merely putting a pod on the launch pad, do an EVA and collect a sample. Plob pods all over the different biomes on Kerbal and EVA for samples (and EVA reports of course). Take your goo with you for extra science. Don't even have to leave LKO. It is pretty easy to get to Mun and Minimus and back (~6000 dV as I recall). Don't try to land, just go orbit the local rocks and take your goo on vacation! Always do a quick EVA in orbit and get the EVA report while there. BIG science for getting out of Kerbin orbit will get you to level 4 in no time. I think I had over 100 science from my Mun orbit (including 2 goo canisters, EVA and crew report from Mun orbit, biome sample from where I landed back on Kerbin, and Mun orbit recovery). All manned pods have power, the antenna is in case you strand a Kerbal out in space and you can't make it back you can still shoot your science to Kerbin so you can progress toward a rescue mission. Also some of the manned missions have a 100% return rate for radio transmission of results - for instance, do an EVA report from Mun orbit and you can transmit it back to Kerbin for 100%. EDIT - Just noticed one more thing. I did my EVA report for 100% transmission from Mun then I landed back on Kerbin in a biome I hadn't visited yet. Since I had already transmitted my EVA report from Mun I could do ANOTHER EVA report from the new biome! Yay antennae!
  5. I would love it if I could always have my Resources panel default to showing all the time rather than have to manually turn it on at the beginning of every flight. Same for the Navball in Map view. Any way to default these guys to visible at launch?
  6. Of course the simple answer to that is to rescale the amount of science needed to progress in the early stages - get a tiny bit of science to launch a probe, then orbit a probe, and that gets you enough to get a command pod.
  7. Seems rather unusual. Starting career mode with a probe seems more rational as new rocket scientists are going to have a lot of casualties before they figure out what's going on.
  8. The capsule now seems to be in the stages list but there is no indication of why it is there. Additionally, when you pass it in stages (for instance if you put the Parachute on a later stage), the capsule just moves up to the next stage and remains there. So when you trigger the later stage I assume it is still triggering the capsule again? What does it do when you trigger it?
  9. Yes there is. You click on the R&D building and it shows you a tech tree. The first block is green. You click on the second block and it tells you how much it would cost to unlock it. If you have the correct amount of science, you click the blue (I think) button on the mid bottom left to unlock it.
  10. Check out this thread: http://forum.kerbalspaceprogram.com/threads/53160-Not-super-clear-how-to-accumulate-science
  11. I added those lines and the parts show up in the VAB but they still say: "Part model requires an Entry Purchase in R&D" RESOLVED - I hadn't clicked the PARTS in the R&D window. For those who have added the lines and it isn't working, as several have mentioned, click the green first box in the R&D window and THEN CLICK ON THE MECHJEB PART!!! This will research it and make it available.
  12. I just opened the game in career mode after reading the patch notes and watching the videos and I'm a bit perplexed that there are no real in-game descriptions of how to accumulate science. Looks like it will be trial and error I guess. So I expected there to be something in the part description indicating its relationship to accumulating science. Or a list of achievements which can be completed to accumulate science. The Tech Tree also has no indication. Anyone received science for any events yet? How were you notified in-game?
  13. Haven't been able to find them in the usual places??? Anyone got a link?
  14. I know that 'supposedly' this is the beta, yadda yadda, we were all using GMail while it was in beta for 5 years too, semantics... but... The latest release .21 had some significant additions that didn't get tested enough and really could have used a more healthy beta test to exercise the new features. Case in point, the fact that Crew assignments don't save when you revert a flight is a rather significant hiccup to have missed the test (and likely not a significant amount of coding to resolve). Seems a rather small and easily fixable issue with a rather high annoyance factor to be missed in this release. Hence my suggestion to get a few more people into the beta *cough* er Alpha program.
  15. Ladies and Gentlemen of Kerbin, I'd like to introduce the solo pilot of my first space station: Loner Kerman.
  16. Sounds like you were abusing MechJeb - not using it to be a better player but instead leaning on it like a crutch, congrats on breaking free! I hope you are enjoying the game more! However this post indicates you have a tiny bit of the addict mentality that feels that because they beat their addiction, that everyone who uses is an addict. Personally I am learning how to do everything without MechJeb, manually, but I always install MechJeb / Engineer / Protractor for info and stats, and I've even used MechJeb's automation features for test flights. And as I move on to more complex functions in the game, I don't feel the need to do the stuff over and over and over that I know I'm already good at. I haven't started using MJ for turning Prograde and Retrograde yet, but I can tell it is right around the corner.
  17. Keep it simple. I don't know what parts are available in the demo but Temstar has a great set up ships which you can peek at for guidance: http://forum.kerbalspaceprogram.com/showthread.php/24787-0-19-1-Zenith-rocket-family For my first Mun and Minimus trips I used the following (both are for probes but seemed to have plenty of dV to push a 1 Kerbal pod as well). The goal was to be conservative with the power (both are quite over powered). You can get to Mun without stacks, just using FL-T400 tanks. This will get you to Mun. Second pic shows the probe. Engines are T30s on the boosters and a T45 on the core. This has the fuel to land and return from Minimus (note the asparagus staging):
  18. All perma death for Kerbals did was give them an Astronaut Complex... ... ... ba dum bam.
  19. In .21 I usually have the option to Revert Flight and go either to the Launch or VAB, however, sometimes the Revert Flight gets greyed out and I cannot revert the flight. Is this due to there being 2 commandable modules in flight from that single launch?
  20. Unfortunately Scott Manley's video on this is rather scattered (not a very good tutorial) and he just changes targets for convenience rather than explaining how to use a gravity assist to get to a specific target. The one important thing to remember is that if you want to speed up, you pass behind the object, if you want to slow down or reverse, you pass in front of the object (in this case the Mun). I'm right about at this point and have been playing with Protractor to start flinging probes all over the solar system. This Scott Manley video is better at showing that Gravity Assists off Mun aren't worth it:
  21. Agreed that the naming may cause confusion. The set of Beep 1, 2, 3 buttons in the middle are your 3 sound options (you can have 3 beep sounds programmed). When you select Beep 1, everything under that will be how you set up Beep 1. At the bottom with the arrows, Beep 1-11 & Random, are the sound files selected for the Beep (1, 2, or 3) that you are currently setting up. Hope that helps.
  22. Love this addon, however, I dream of creating Chatterer profiles for each vessel. So anything currently accessible flight would have its own Chatterer sound set - when I swap to my space station, it has one profile, when I swap to my lander on Mun, it has a different sound set. Thanks for the cacophony!
  23. OK, I'm watching video after video of MechJeb and everyone has their MechJeb button on the right in a reasonable position, but mine is camped out right on top of my Resources. Please tell me how to move the MechJeb button.
  24. Wait what? There is a repair ability on EVA Kerbals?
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