Anquietas314
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Everything posted by Anquietas314
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Visual surveys: EVA surface ones
Anquietas314 replied to 255's topic in KSP1 Gameplay Questions and Tutorials
Yeah it is, but I wouldn't recommend trying it; the jets have a "spin-up" delay.... which, y'know, makes suicide burns a bit dangerous. You can of course use parachutes, but now you need an engineer to repack them. -
Visual surveys: EVA surface ones
Anquietas314 replied to 255's topic in KSP1 Gameplay Questions and Tutorials
I guess you want a big marker on the main screen? Tbh, it's not a terrible idea - I've had some trouble finding EVA report ones.... particularly when they're 5km away from my landing site on the Mun), but for ones you can do in a plane or a rover the navball is sufficient to find them. -
More impossible missions.
Anquietas314 replied to Rasip's topic in KSP1 Gameplay Questions and Tutorials
I honestly can't see how you expected to build stations without docking ports.... Also, you don't need to complete mun explore... they showed up just after I'd done the "achieve orbit" part. -
Visual surveys: EVA surface ones
Anquietas314 replied to 255's topic in KSP1 Gameplay Questions and Tutorials
Heh.... I hope you enjoy driving all the way to the north pole.... (where my screenshot was taken; it's just south of the ice caps) -
Interstellar mod help
Anquietas314 replied to Immortal's topic in KSP1 Technical Support (PC, modded installs)
You basically need some sort of reactor from Interstellar, an electric generator of the appropriate size immediately next to it, and a bunch of radiators (the VAB tool will help you here). You can read the details on interstellar's wiki, but a 2.5m fusion reactor with the same size generator set to KTEC mode will produce plenty power to run a 2.5m warp drive, but just make sure you have enough energy storage to start the reactor (~1-2k seems to be enough for the 2.5m one, but you need a fair bit more for the 3.75m one). 2-4 of the medium/huge radiators should suffice for that. It may help to click "stop charging" on the warp drive though until you've built up enough energy that the fusion reactor stops complaining. You'll also need an engine to get it into space - you can't use the warp drive in an atmosphere (I don't recommend warping into an atmosphere either. Bad things will happen.... worse things if you have deadly reentry installed ) -
Do my outposts need to be inhabited?
Anquietas314 replied to ArmchairGravy's topic in KSP1 Gameplay Questions and Tutorials
Yup, if that's all the contract wants. -
More impossible missions.
Anquietas314 replied to Rasip's topic in KSP1 Gameplay Questions and Tutorials
From what I understand, satellite ones show up when you can get to orbit and have any probe and any renewable power source available. Base ones seem to be if you can reach Mun/Minmus and you have the habitation modules unlocked. -
More impossible missions.
Anquietas314 replied to Rasip's topic in KSP1 Gameplay Questions and Tutorials
The satellite ones are actually much easier than you would think - you can put a satellite in solar orbit with a rocket half the size it takes to get a 1-man capsule to orbit. That said, the base/station ones do show up a bit prematurely. I had a mission to plop a base on Minmus right after deploying a satellite in Mun orbit (before I'd even landed on Mun or been to Minmus at all). There's also a bug which makes satellite contracts show up when you unlock launch clamps, because technically they're a renewable power source. Just ignore the contracts until you can do them, or cancel them if you have none you can do. -
Visual surveys: EVA surface ones
Anquietas314 replied to 255's topic in KSP1 Gameplay Questions and Tutorials
Planes are the only practical way to do the surface ones really. Unless of course you use mechjeb or spam quicksaves to get the landings right. As for building them, here's a pretty simple plane I made yesterday that's exceeding my wildest expectations - it can actually get into orbit pretty easily. Well, it could, if it had rockets on it. It does at least get to space! http://cloud-4.steampowered.com/ugc/544139127515727677/58AA4157F31581093E7872D70F78FB4C1A84FFFA/ There's 2 more of those intakes under each wing, for 8 total.... it'll probably fly just fine with 4 though. It's also a plane you can build using the tier 1 SPH and runway I had a slightly simpler design I used before I unlocked turbojet engines. Basically drop one of the tanks, the rectangular wing part, and replace the turbo with a basic jet. It wasn't the greatest at landings, but it could certainly get the job done (the new one is much easier to land - it doesn't stall if you drop below 60m/s lol) -
Do my outposts need to be inhabited?
Anquietas314 replied to ArmchairGravy's topic in KSP1 Gameplay Questions and Tutorials
Yeah, that makes sense. It'd be quite a bit more complicated to check if there are a group of vessels close together that combined satisfy the contract, compared to just checking if the one you're flying does (do you need to be piloting it? hmm...) -
Hmm.... that's certainly an inventive use for probes. Incidentally there's another case I've found where something similar would be useful: I like to keep the satellites I launch for the various contracts there, but of course the tracking station gets cluttered pretty quickly. For the moment they're marked as debris but it would be nice to have a separate designation for them. The downside of course is that this sort of thing would be a fair bit more work to do than just fixing the thing with the flags; the new designations would need new icons to be made, buttons would need to be added to the tracking station/map view/rename vessel window (which has a different size of icon!), then of course the game would need some code to handle those things appropriately. At least for this thread, I think it'd be best if we stick to just the flags. The old thread seemed to be pretty much ignored by the devs; I'd hate to see that happen again. It would certainly be worth starting a new thread though
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Great idea! Actually, it might even be a good way to deal with the more annoying "test ___ in situation ___" contracts: rather than testing parts arbitrarily, test them as part of a larger goal (e.g. test the LV-909 engine as part of an experimental Mun lander, in a reasonable test situation... rather than at some crazy altitude/speed that you'd never use it in anyway). At least some of it does, but I don't think the current contract parameters have any way to enforce that they should be completed in a particular order. Then again, perhaps that wouldn't be necessary
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Kerbal abilities and XP
Anquietas314 replied to harlikwin's topic in KSP1 Suggestions & Development Discussion
Well, okay, but then you have a new problem: probe bodies unlock at roughly the same rate science experiments do, which kindof defeats the point of any sort of system like that. Plus, from a practical point of view, most of the experiments are just numerical data readouts. Why would a probe not be able to handle this? goo/materials bay maybe, but then... don't the Mars rovers have similar sorts of experiments? they manage just fine. -
Problem with a contract
Anquietas314 replied to Curunur's topic in KSP1 Gameplay Questions and Tutorials
Actually SAS/control input doesn't matter at all. I've had several contracts complete with SAS on or controls being used (even while I'm still firing the bloody engine with some of the satellite ones lol) -
Problem with a contract
Anquietas314 replied to Curunur's topic in KSP1 Gameplay Questions and Tutorials
I don't have a solution for you, but you should post the crash logs, your system specs, etc as detailed here: http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide Also list any mods you have installed. There may be something useful in this thread too: http://forum.kerbalspaceprogram.com/threads/92228-Known-Issues-Self-Help -
EVA Reports on Kerbin
Anquietas314 replied to Foxlogik's topic in KSP1 Gameplay Questions and Tutorials
You know landing gear have steering locked by default right? Right click them to unlock it (warning: may cause undesirable behaviour at high speeds.... ) -
Kerbin Emergency Services
Anquietas314 replied to MCP520's topic in KSP1 Suggestions & Development Discussion
Seems like it might be okay as a mod, but I think a lot of players would find going to collect their crashed ships manually quite boring. There is a forum for requesting addons/mods though: http://forum.kerbalspaceprogram.com/forums/19-General-Add-on-Affairs -
Kerbal abilities and XP
Anquietas314 replied to harlikwin's topic in KSP1 Suggestions & Development Discussion
Requiring a scientist to be on board the ship to use instruments seems pretty silly.... especially in light of the fact you have no SAS control without a pilot or a probe. Plus: what would be the use of probes if they couldn't use science instruments?! Also, are you suggesting we be required to send a manned lander to Eve to do surface science? I for one would hate that. This on the other hand is a great idea! It should only be available at level 5 though (perhaps level 6 if one were added?), and I'm not sure about generating maneuver nodes for you. That might make the game quite boring. Yeah that would be pretty cool, might also be cool to make it so they can "learn" from other kerbals in their crew (so a pilot would gain science abilities after flying with scientists a lot, etc) Probably too complicated, especially given how *ahem* certain players (danny, I'm looking at you...) are a bit careless with their kerbals sometimes -
Impossible Contract?
Anquietas314 replied to jolumpy's topic in KSP1 Gameplay Questions and Tutorials
No problem Also, if you bind an action group to the "log temperature" button, that will still work after trying to use it at high altitude. Obviously that's not helpful early game in career though. -
I believe anything that adds crew capacity is valid: lander cans, capsules, lab, etc. It's possible that the lab is treated specially though. You could try just "launching" the station without a launcher to see if it fulfills the contract - it should tell you while it's still sitting on the launchpad.
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Editing building tiers
Anquietas314 replied to Engineer of Stuff's topic in KSP1 Gameplay Questions and Tutorials
Edit save files to change them? Or do you mean an in-game way to change/upgrade/downgrade? If you're talking about save files, then look for the ScenarioUpgradeableFacilities. the numbers seem to be fractions though (I have some tier 1 and tier 2 buildings, my save says 0 for tier 1, 0.5 for tier 2). -
Impossible Contract?
Anquietas314 replied to jolumpy's topic in KSP1 Gameplay Questions and Tutorials
That contract is perfectly doable. Thermometers don't work high in orbit. Low in orbit (I forget the exact altitude) works fine This isn't new to 0.90 either. EDIT: Worth mentioning: there is a small bug where you can't use a thermometer after trying to use it in high orbit, but switching ships / going back to the space center fixes that. -
EVA Reports on Kerbin
Anquietas314 replied to Foxlogik's topic in KSP1 Gameplay Questions and Tutorials
As far as I know, there are no EVA report contracts that require you to be off the ground in an atmosphere at the time - I've done quite a few of those kinds of contracts. They usually have separate parameters for "crew report in flight above/below X" and "EVA report from the surface", and since the OP said "driving" rather than "flying", we can infer his are on the ground.