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Wallace

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Everything posted by Wallace

  1. I drilled my first ever Kethane on Duna! The Kethane Sausage was not easy to land due to it's COM being offset, but once it was on the ground it drove really well, and when I reached the Kethane site it slurped it up just great, and had plenty of power to operate the drill and converter. It only has a small tank, but it's only a prospecting rover, it has a docking port to attach to my Duna landers and one of them is only 6km away from the drill site so I can test that out then send some bigger ships once I know what's practical.
  2. The suspension is way too soft, especially on the big legs, you can tweak it by altering the cfgs apparently, there's a thread somewhere.
  3. The beeps were encoded data, internal pressure and temperature. The sphere was filled with pressurised nitrogen in order to detect puncture by micro meteors.
  4. I think the best thing would be in the observatory gave you more detailed information about the planets and their orbits once you have made enough observations. So it could tell you all the details of their size and gravity and also launch windows to get to them, etc.
  5. On the tech tree I have the last row minus mainsail plus 3 nodes of the second to last row to bag. Just landed on Duna with a seriously tricked out lander with a second lander and a whole bunch of probes following right behind it, so when I get back I should be wallowing in science points. There's still some points to be milked from the Mun, I've been in every Biome there but not with all the instruments so I can send more probes to mop up the rest of the points, same with Minmus and Kerbin, though the points haul from Duna should massively outweigh all that. If there's anything left to unlock then the next mission to Eve will fill it in.
  6. when you start doodling plans for spaceships on important documents.
  7. He just lead the team on the first Duna mission, successfully landed with a borderline amount of DV left, return to orbit is questionable, however a large armada of equipment was launched after the mission, so they will soon have a little caravan, a Kethane miner, and a menagerie of rovers to keep them company if they are stuck. Jeb is currently strapped into the tiniest manned rover I've made, he's named it the Jebroller and won't let Bob or Bill have a go in it.
  8. My way of deciding which wheels to use is simple, I just try the different types and pick the one that doesn't look ridiculously under or oversized. The dinkiest wheels are best kept for very small rovers, although 6 or 8 on a rovemax body is quite a good set up, very grippy. the teeny wheels on just a probecore and battery make a very good teeny rover, not fast, but very good at climbing if it doesn't run out of power too quickly. I dropped 8 micro rovers with the teeny wheels all over the mun to search for anomalies and they could climb any hill they came across, even up out of very steep craters.
  9. There is one in the selection process video. I'm guessing the courage and stupidity will come into play later as career gets developed, I guessing that for dangerous missions, only stupid or courageous Kerbals will go, or maybe if your space program is too dangerous you can only recruit kerbals with high courage or stupidity, thus limiting your potential recruits. also, maybe science will depend on kerbal intelligence, so if you kill your smart kerbals then your progress will be slowed down. Also if kerbals contrlling their own ship becomes a feature then it could also affect that. I always try and recruit the smartest and bravest kerbals available even tho it doesn't matter.
  10. You can have several soil samples from different planets or biomes in one pod. It's only when two samples are from the same place that it rejects it. The same with EVA reports too, if they are different, you can have as many as you like. I went to the Mun, got a sample from one of the craters, then flew over to a canyon (different biome), got a sample there, then when I got back to kerbin I grabbed a sample from the ground where I landed and put that in the pod too,
  11. They supposedly have low drag, but high 'directional drag' whatever that means, they are supposed to help stability rather than DV, and also to look all cute and pointy like a proper rocket should.
  12. I've had things disassemble before, but not one piece at a time, when it's happened to my things it's always been sudden and catastrophic.
  13. It's almost always the best thing for Probes, and for small landers it's good. Best use I had for them was I'd put an oscarB, torus and an 48-7S on the bottom of my teeny rovers and that would place them down on the Mun just nicely.
  14. Minmus is pretty smooth, it has big mountains but they are all very smooth slopes up and down them no small bumps and craters. The extreme wrinkles on the Mun are from the small procedural craters and bumps being crushed up by the spherical mapping.
  15. I always aim to put the apoapsis about 45 degrees in front of the Mun's current position. There is a tutorial for getting to the Mun in the game.
  16. Oh, Just thought of my favourite trick, I call it Sneaky Revert. If anything goes horribly wrong and you don't have a quicksave, turn up the throttle and press escape, then click to go back to space station when it's yellowed out and it even handily tell you how long ago you will be reverting to. You have to be quick if it's a crash, if the pod is already destroyed then it doesn't work.
  17. You've seen Apollo 18 right?
  18. if you just resize, you only need the cfg, so there's no issue. There's several mods that are just cfgs and resize or repurpose the stock parts.
  19. I wish there was some music when flying about in the atmosphere and driving on the surface. I always like it when you clear the atmosphere and the you're-in-space music start up. Flying about in the atmosphere isn't too bad as you have engine noise, but driving on the Mun is always weird cos it's so quiet. Chatterer helps a bit, but I agree we need more sounds.
  20. Some people are so evil they will put a cute defenceless Kerbal into a blender for fuel. We all know a normal person would only be that cruel to Sims or the customers in Theme Park.
  21. MechJeb ascension guidance: helps you move to a higher plane of existence. I have avoided the mods which are large packs of parts mostly, only used the ones that added something totally new, like KAS and Infernal Robotics or picked just a couple of parts, I also had the procedural wings, fairing and tanks. I did have a lot of plugins in the last version, like protractor, mechjeb, editor extensions etc, but in the new version, I only have - MechJeb + module manager cfg to add it to all pods with all the autopilot bits blacklisted so it's just the info displays, deleted the pod and box parts - EVA parchutes with the add to all kerbals dll and deleted the parts - Kethane + mm cfg to add to career mode.
  22. But there's superfluous science points when you get out to the outer planets, so you don't need to milk every last drop of science from the Mun and Kerbin. I've only sent 4 manned (which were all different and didn't involve an tedious transmit grinds) and 1 unmanned mission to the Mun, 1 to Minmus, and flown about Kerbin in various planes and dumb constraptions, and I've bagged enough points to unlock all the science instruments, big rocketry, nuclear engines and landing things, everything I need to go to Duna and get a big fat science payout that will dwarf any repeated clicking of transmit while sat on the Mun.
  23. I think multiple antennas on a probe can speed up transfer rate if you transmit several experiments at one.
  24. Printing individual part then glueing them together would be cool, tho you'd need to get the hacksaw out for parts clipping There is a program that can unwrap 3d models into papercraft, I don't know anything else about it except that it exists.
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