

Snarfster
Members-
Posts
442 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Snarfster
-
OK, my first reply did boom for some reason. 1.Start with a ground pylon, attach the rover front end to it, rotate it correctly with MOD-B and MOD-N (alt on windows). 2. Store the front chassis in the front end. 3. Store the rear chassis in the front chassis. 4. Store the rear end in the rear chassis. 5. Store two wheels in the front chassis. 6. Store two wheels in the rear chassis. 7. Store a seat in the front end. It will appear on the side you are standing on. 8. Store the roof rack in the front end. 9. Store any other seats, science crates and/or data camera in the front end. 10. Board it. 11. Set the brake. 12. Get out. 13. Pick up the ground pylon. Ready to drive.
-
Personally, I like to assemble on site. I do end up leaving the rover because I cannot seem to disassemble it without it blowing up. Very happy with the rover, wouldn't mind a few skins for the science crate, something like life support, stuff like that. Thank you for the great rover though. Best I've driven so far
-
The Wrong Brothers - career mode done differently (pic heavy)
Snarfster replied to katateochi's topic in KSP1 Mission Reports
Excellent read, looking forward to the next installment -
Tips and tricks you found out yourself
Snarfster replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
Works wonders when you try to put 5 engines under the wide tanks. -
How about this? http://forum.kerbalspaceprogram.com/threads/64442-Habitat-Pack
-
Look here! I found a use for the lab!
Snarfster replied to KvickFlygarn87's topic in KSP1 Discussion
If I am not wrong, you could go to Duna, do experiments on the surface, in the atmosphere, in space just above Duna and in space high above Duna. That would mean at least 4 "biomes" to do about 8 experiments on. (That is without EVA and surface samples.) -
Details on how the new science works
Snarfster replied to PTNLemay's topic in KSP1 Gameplay Questions and Tutorials
Because by cleaning the science units after taking the science out, you can re-use them and use one lander to visit more than one biome. (Without having to have loads of goo containers etc on it.) So, several missions from the station to minmus, every time you store the stuff in a return ship, then make one trip back instead of having to send a lander for each biome. -
Details on how the new science works
Snarfster replied to PTNLemay's topic in KSP1 Gameplay Questions and Tutorials
I use it on a station orbiting Minmus. A lander goes down to visit a biome, gather science, flies back to the station. Then all science is removed by EVA and stored in a lander which will return to Kerbin. The lab is then used to clean the experiments so the lander can be used for the next biome. -
Look here! I found a use for the lab!
Snarfster replied to KvickFlygarn87's topic in KSP1 Discussion
1. Take the science out of the experiment whilst on EVA, store everything in the capsule that is going home. 2. Reset/Clean the experiments with the lab. 3. send the capsule home, send the lander to the next biome. -
Look here! I found a use for the lab!
Snarfster replied to KvickFlygarn87's topic in KSP1 Discussion
Put a few fuel tanks on your orbiting station and you can refuel your lander too. With some patience you should be able to hit all the biomes with one lander -
You dock with your main engines? No wonder it's a nightmare. RCS and a Docking Port Alignment Indicator should make docking much easier.
-
Don't forget you can use the lab that is in orbit to reset goo canisters and science cans (after removing the experiment by hand). It's a shame there's no biomes outside of Kerbin and its moons yet, that would make the lab SO much more useful.
-
Nice one! Grats!
-
How about SCANsat?
-
Jeb = Kenny?
-
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Snarfster replied to Porkjet's topic in KSP1 Mod Development
That is one nice mod you made. Lovin' it. -
Renaming and change a class of a ship?
Snarfster replied to WeirdCulture's topic in KSP1 Gameplay Questions and Tutorials
Right click on either a command pod or probe part of the ship will have a rename option. Didn't know about the root part. -
Is with mods easier to get in orbit?
Snarfster replied to Dacsi's topic in KSP1 Gameplay Questions and Tutorials
Personally I use Kerbal Engineer. I like to fly manually but do want some indication of whether what I want is possible with the ship I designed. Also, a must have for me is the Kerbal Alarm Clock. That's my minimum setup, really. Some recent additions. Navyfish docking port alignment, crew manifest, kerbal attachement system, SCANsat and infernal robotics. To me, those additional mods add some stuff that I would love to see in the stock game. MechJeb is also a nice mod but, personally, I don't want to automate too much. (Plus, it's not very efficient with your fuel) -Frank -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Snarfster replied to sirkut's topic in KSP1 Mod Releases
So you could make something like this with it? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Snarfster replied to sirkut's topic in KSP1 Mod Releases
Anyone able to show me a working example of the gantry? Thanks -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Snarfster replied to Porkjet's topic in KSP1 Mod Development
The outside looks terrific! Any pictures of IVA? -
Basic Aircraft Design - Explained Simply, With Pictures
Snarfster replied to keptin's topic in KSP1 Tutorials
Very good post, love the way how complex issues are explained in a simple way. + rep for you.