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Everything posted by Andrew Hansen
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How to increase KAS winch distance?
Andrew Hansen replied to Andrew Hansen's topic in KSP1 Mods Discussions
Thanks KhaosCorp! I will definitely exercise caution with my cables. I can't wait for all the possibilities this will open up. -
How to increase KAS winch distance?
Andrew Hansen replied to Andrew Hansen's topic in KSP1 Mods Discussions
Thank you GalacticRuler and xzxvrx. Maybe I just have to be more persistent in the config files. EDIT: I totally just found it! I don't know how I didn't see it before. Anyway, here's a screenshot of the config files. I think that winch1 has less in it's config files that some other winches. Maybe that's why I saw it easier. -
Hey folks, I searched all over on Google for a thread I once saw a long time ago, but I couldn't fine anything despite my best efforts. I'm wondering how to increase the winch "rope" distance in the configuration files for Kerbal Attachment System. I want to have a floating airship base that's about 2 kilometers above the surface (that's still beneath the physics loading distance, so it should be OK). Thanks for your answers. I looked at the config files but didn't see anything that stood out to me. EDIT: I found out how to do it. See my post further down.
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I personally think the batteries in Kerbal Space Program need to become 100x as heavy (they're so light right now) and be used 100x as slowly. Why used 100x as slowly? It's the same as saying the batteries have 100x as much charge, but without dealing with such huge numbers. Right now you can't even drive up a hill on the Mun on batteries. If you lose solar power in a shadow, you'll have to wait for a long time before driving again.
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I personally use Ioncross Life Support, but I've heard that TAC is harder than Ioncross. Basically, Ioncross's oxygen recyclers convert 50% (or 67% for the larger recycler) of the carbon dioxide back into oxygen and the rest is just discarded. In real life, the conversion rate would be much less than that. Meanwhile, TAC doesn't even have any recyclers. However (as far as I know), in real life oxygen tanks would not be nearly as heavy as in Ioncross or TAC. Therefore I think that Ioncross is perhaps more "realistic." Of course, it's hard to get "realistic" in Kerbal Space Program, since many things in real life are different than in the game.
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Long term science experiments
Andrew Hansen replied to dudester28's topic in KSP1 Suggestions & Development Discussion
I like your example of mapping a planet. I don't think it would be good to have, for example a big space station that gathers science perpetually over time. This could be exploited by timewarp. But I really like what you said. Mapping could be a goal for a far-future version of KSP, but other long-term experiments (like the effects of zero G on kerbals after 30 days) could be quite easy to implement soon. -
I think the biggest problem with science in 0.22 is like Sathurn said, how you're encouraged to "spam science." You transmit data over and over again to achieve the maximum points. I think it would be better if you could only do an experiment once, and then you could save or transmit that experiment on your bay/goo container. For a manned return mission, you would save all your data to gain more science, but then you couldn't transmit it first. Or for a probe mission, you would transmit it and not save it. And only transmit it once. I also think that multiple experiments should be able to be kept on the science containers. Another option is to implement hard drives that allow you to save a certain amount of information. Command pods can save an infinite amount of crew reports and surface samples, even though they may require a lot of data storage. Perhaps command pods can save 50 units of information (or more for bigger command pods), and then additional hard drives can store more information. Anyway, I am looking forward to what amazing things will happen in future releases.
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0.23 should focus on performance
Andrew Hansen replied to Overlord's topic in KSP1 Suggestions & Development Discussion
I think that performance should be left for version 0.90 and up, since right now, the game is unfinished. If performance were added right now, then as new features come in, it could ruin all the hard work that was put into performance. I say add the features now, then work on perfecting it later. Kerbal Space Program isn't too bad performance-wise.... Of course, I would really like if the game wouldn't crash at 3.7 gigabytes of data usage. I've considered installing Linux so I can have more mods. -
I never knew that the structural pylon is a decoupler that separates from both sides.
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1st Day In KSP - What Am I Doing Wrong
Andrew Hansen replied to a topic in KSP1 Gameplay Questions and Tutorials
From what I've read on your original post, you sound like a person who learns quickly and doesn't need a "baby tutorial" to figure out stuff. Career mode at the moment is basically just introducing you to all the parts one step at a time, but I think for you you're ready to begin with all the parts. Start a new save in Sandbox mode and just read through all the parts' descriptions. Some of them are goofy so they tell you much, but you can also go on the wiki and learn a lot there. Also, watch Scott Manley's tutorials, and you should be good! Have fun. -
More bang for your buck - What would you like next for KSP?
Andrew Hansen replied to Kerbonautical's topic in KSP1 Discussion
Me too. I think that a more reliable source of information for planned features would be the official Kerbal Space Program website, on the About page: -A Tycoon-Style Career Mode. -Take on Contracts to attract interest in your Space Program. -Manage your crews. Hire astronauts, train them, and make them into heroes. -Research & Development: Advance the scientific knowledge of Kerbalkind as you progress towards conquering space. -And a whole lot more! However, most of that is already implemented in 0.22. I am looking forward to Contracts and more managing of your crews, however. Perhaps that's what's going to actually happen in 0.23. -
More bang for your buck - What would you like next for KSP?
Andrew Hansen replied to Kerbonautical's topic in KSP1 Discussion
I don't think that's a great idea. Sorry for not having a reference, but I believe the developers said they didn't want to allow science to be gained by simply time-warping a crazy amount. That sounds like a better idea. If you can complete one orbit around Kerbin you gain a certain amount of money. You wouldn't gain more for more orbits though, because usually if you can make it once around Kerbin you can also make it around 10 billion times (because there is no orbital decay). Sounds great! -
More bang for your buck - What would you like next for KSP?
Andrew Hansen replied to Kerbonautical's topic in KSP1 Discussion
I want to see the Mission Control building set up in the next update, where you can plan your missions to other planets or whatever. Perhaps a discovery system would be nice, too. But just the Mission Control building would be amazing. -
Balancing the Mystery Goo Containment Unit
Andrew Hansen replied to Mephane's topic in KSP1 Gameplay Questions and Tutorials
Yes, you're right. Perhaps I should have clarified. I mean that after I transmit, I still like to bring back the science containers. Because even after you've transmitted until you no longer gain any more science, you can still gain extra by bringing the containers back to Kerbin. -
The "You know you're playing a lot of KSP when..." thread
Andrew Hansen replied to Phenom Anon X's topic in KSP1 Discussion
Haha I agree. Nicely said. -
Yeah, I agree. For a while I thought the inefficiency of the ant engines meant I should use the tiny Rockomax instead for its 350 vacuum Isp. However, using Engineer Redux, I found out it takes around 10 Oscar B fuel tanks before the greater efficiency of the Rockomax gives you more Delta V! The ant engine is so light that it makes up for it's inefficiency.
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I agree, too! This update is great. I wouldn't go so far as to say the developers have lost a lot of sleep over it - they are getting paid, but I do think a lot of hard work was invested in version 0.22. People have complained that the tech tree is too easy, but it's just the beginning! When we have more stuff to worry about - like money, resources, hiring Kerbals, etc... - then it will be more challenging. But I haven't maxed out the tech tree yet, and I've really been enjoying career mode!
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Balancing the Mystery Goo Containment Unit
Andrew Hansen replied to Mephane's topic in KSP1 Gameplay Questions and Tutorials
If you do return trips, having more mystery goo containers is better because then instead of transmitting the data, you can save it and bring it back to Kerbin (if you transmit it, you get less science and it resets the goo container. If you save it and then use it again, it also resets it.) I always bring two. It's not really that heavy. -
How Has .22 Changed your probe design?
Andrew Hansen replied to milbournosphere's topic in KSP1 Discussion
Although I myself haven't sent any unmanned probes yet, I realize why 0.22 might encourage probes more. If you agree that you want to get your Kerbals back to Kerbin, that means that in your ship design you'll have to pack more rocket fuel than if it was a one-way mission. And while it's true that manned missions bring you more science, the ease of sending unmanned probes to other planets versus manned rockets often makes probes a much better way of doing things. I haven't gone beyond Kerbin's SOI yet in Career mode, so I suspect that once I do that I will be using a lot more probes. -
I have a lander on Minmus that's a bit smaller than yours with a bit more fuel, and I'm struggling to get it back home as well. I can drop my Kerbin periapsis to about 2000 km, but not much less than that. I'm thinking of going EVA though and pushing it with my jetpack the rest of the way. However, I don't think your craft can make it. I've tried many times with mine, and mine has a bit more fuel than yours. What I'd recommend though if you want to try is for you to minimize the time spent in Minmus' gravity well, because it means you get slowed down. So disable your engine, put your throttle on max, then enable it as you blast forward with full thrust in the retrograde direction to Kerbin. As well, you might be able to take advantage of the 9.8 m/s rotation velocity that Minmus gives you if you fire at the right point in it's orbit. It might be possible!
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I think a great-looking Concorde could be made with Procedural Wings and B9. (They should work in 0.22 I think.)