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Anquietas314

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Everything posted by Anquietas314

  1. Action groups. Action groups solve your problem (of course, you need to upgrade the VAB to top tier first, but that's not insanely expensive).
  2. Uh... the navball says 192m/s.... almost 100 m/s difference. I don't think your TWR accounts for that EDIT: never mind, I'm stupid. (I wasn't aware FAR changed the units to knots)
  3. Interesting... my second R&D upgrade costs twice that, on Hard. I guess that confirms building costs are changed by difficulty (knowing how much I pay attention to the difficulty sliders, there's probably one there for buildings and I'm just being stupid) Yeah, overall I think either contracts should have a very small science reward (say for the test part ones) that can't be modified by strategies, or none at all. I really don't see any other way you could solve this without nerfing the strategies to the point of uselessness (many of them already are pretty useless).
  4. The problem is actually much more serious than you make it sound: the funds->science strategy is completely overpowered. 10,000 funds from a 100k contract? Bam, have 300 science - and that's only on 10%!! On hard!!!
  5. Well, given how you need a space suit in space, a new outfit is not going to be a long way off just a texture replacement. If you really wanted to, you could simply overwrite the models/animations/... for the stock suits, possibly with a code change if for some reason KSP really cares about the shape of a kerbal. I'm also reasonably sure I've seen kerbals in suits with their helmet off wandering around the terrain. KAS also implements a way for kerbals to "hold" things, so conceivably you could just stick a new model where the helmet should be on one of those.
  6. It's quite common for planes to not be able to "lift off" the runway. As long as you can get moving upwards before you hit the ground after flying off the edge, you're fine (in the case of mk3 spaceplanes, "hitting the ground" = plane falls to bits and goes boom) Also, I would recommend swapping some of the rapiers for turbojets. They're more fuel efficient for getting to orbit and have higher thrust, plus you really don't need that much TWR in space
  7. Actually that doesn't work very effectively at all - it helps but remember the majority of your orbital momentum comes from Kerbin's orbit, not your escape trajectory. Unless you're leaving Kerbin's SOI at about 10-14km/s in a roughly north(or south)/retrograde direction, that will have very little impact on the inclination.
  8. Hey! Suppose you already have a lab as part of your mission because you're doing multiple landings in different biomes? The duplicate experiment storage would just be a bonus. Particularly if you consider you really need at least 2 goo canisters on your ship to keep it balanced if you don't want a particularly awkward design with a single canister stuck on top of the lander can
  9. I'm pretty sure there are mods which change the appearance of Kerbals already - I distinctly remember seeing one with a nice bright blue suit. Actually, everything IS modable. It's simply a question of how easy it is to do; can it be done with a simple config file or similar, does it need a plugin to make it happen, or does it need a total replacement of some stock code/models? Also keep in mind the building upgrades were only just added. It takes more effort to make a feature highly flexible than to just add it bare-bones.
  10. Then just don't use an unmanned craft to launch it? There's no reasonable way to make the contract automatically check if your spaceplane is part of the satellite or not. Also (I may have added it after you started typing):
  11. It sounds like your plane needs more lift. You could also do a powered landing (come in with the engines on at a low thrust), and then use a larger part of the runway to stop - that would give you a gentler "glide" slope.
  12. That's pretty much cheating Don't the contracts check the satellite is unmanned? If not, they should. Another simple solution would be to make the player click a button that says "I think I'm done".
  13. That has the added complication of getting an intercept with jool though, which could cost more than a direct plane change depending on the current orbit.
  14. There should be some sort of preview in the map view of how the orbit should look. As long as you match that, you should be fine. As for how, burn normal/antinormal (these are the dark blue/purple markers on the navball (I'm colourblind, sorry)).
  15. Okay. In that case, here is the contents of my save file for jeb, who has planted a flag on the Mun: KERBAL { name = Jebediah Kerman type = Crew brave = 0.5 dumb = 0.5 badS = True state = Available ToD = 0 idx = 0 CAREER_LOG { flight = 27 0 = Flight,Kerbin 0 = Land,Kerbin 0 = ExitVessel,Kerbin 0 = BoardVessel,Kerbin 0 = Recover 1 = Flight,Kerbin 1 = Suborbit,Kerbin 1 = Land,Kerbin 1 = ExitVessel,Kerbin 1 = BoardVessel,Kerbin 1 = Recover 2 = Recover 3 = Flight,Kerbin 3 = Land,Kerbin 3 = ExitVessel,Kerbin 3 = BoardVessel,Kerbin 3 = Recover 4 = Recover 5 = Flight,Kerbin 5 = Land,Kerbin 5 = ExitVessel,Kerbin 5 = BoardVessel,Kerbin 5 = Recover 6 = Flight,Kerbin 6 = Land,Kerbin 6 = Recover 7 = Flight,Kerbin 7 = Suborbit,Kerbin 7 = Orbit,Kerbin 7 = Land,Kerbin 7 = ExitVessel,Kerbin 7 = BoardVessel,Kerbin 7 = Recover 8 = Flight,Kerbin 8 = Suborbit,Kerbin 8 = Orbit,Kerbin 8 = Land,Kerbin 8 = ExitVessel,Kerbin 8 = BoardVessel,Kerbin 8 = Recover 9 = Recover 10 = Flight,Kerbin 10 = Land,Kerbin 10 = ExitVessel,Kerbin 10 = BoardVessel,Kerbin 10 = Recover 11 = Flight,Kerbin 11 = Land,Kerbin 11 = ExitVessel,Kerbin 11 = BoardVessel,Kerbin 11 = Recover 12 = Recover 13 = Recover 14 = Recover 15 = Flight,Kerbin 15 = Suborbit,Kerbin 15 = Land,Kerbin 15 = Recover 16 = Flight,Kerbin 16 = Suborbit,Kerbin 16 = Land,Kerbin 16 = ExitVessel,Kerbin 16 = BoardVessel,Kerbin 16 = Recover 17 = Flight,Kerbin 17 = Suborbit,Kerbin 17 = Orbit,Kerbin 17 = Land,Kerbin 17 = ExitVessel,Kerbin 17 = BoardVessel,Kerbin 17 = Recover 18 = Land,Kerbin 18 = Flight,Kerbin 18 = Recover 19 = Recover 20 = Recover 21 = Land,Kerbin 21 = Recover 22 = Recover 23 = Recover 24 = Flight,Kerbin 24 = Suborbit,Kerbin 24 = Orbit,Kerbin 24 = ExitVessel,Kerbin 24 = BoardVessel,Kerbin 24 = Escape,Mun 24 = ExitVessel,Mun 24 = BoardVessel,Mun 24 = Orbit,Mun 24 = Suborbit,Mun 24 = Land,Mun 24 = PlantFlag,Mun 24 = Land,Kerbin 24 = Recover 25 = Land,Kerbin 25 = Flight,Kerbin 25 = Suborbit,Kerbin 25 = ExitVessel,Kerbin 25 = BoardVessel,Kerbin 25 = Recover 26 = Land,Kerbin 26 = Flight,Kerbin 26 = ExitVessel,Kerbin 26 = BoardVessel,Kerbin 26 = Suborbit,Kerbin 26 = Recover } FLIGHT_LOG { flight = 27 } } As you can see, editing save files to add experience is a complete pain in the backside.
  16. Okay, did you actually get to a full orbit? (Ap/Pe above atmosphere)
  17. Did you return the kerbals to the surface? They don't get experience until they land.
  18. Well, I can build a launcher that costs 5k funds.... which can get pretty much any satellite I've needed to build to low mun orbit. Given how long it takes for a spaceplane to reach orbit compared to a rocket, it's not really worth bothering with one.
  19. For stock that's true, but if you have the StageRecovery mod installed you can just do the deorbit burn, and as long as it has a parachute on it you get the money for it when it hits the atmosphere. It's still not really enough money to give a damn about, but the time factor is much less of an issue in that case.
  20. In my case the wheels were on the rocket fuel tanks nicely spaced (the ones with grey stripes) It actually makes a horrible station refueler because it took almost all of the fuel to get to orbit.... and that cargo bay only has an empty orange tank in it.
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