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Xegon

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    Bottle Rocketeer
  1. Hi, i'm having a strange issue. Whenever i install PCR and RPM together and start timewarping, the ships get illuminated from one side, even tho it's in kerbins shadow. Is anyone else experiencing this issue? I've made a few screenshots of it: I've downloaded a fresh 0.25 install from Steam: build id = 00642 (running the 32bit edition) Mods: ModuleManager.2.5.1.dll ProbeControlRoom-1.0-beta8a RasterPropMonitor 0.18.3 To reproduce, just launch something with a probebody into orbit. It does not happen if you just use a commandpod, and does not happen on the launchpad. And it also doesn't happen with just PCR or RPM installed, you need both.
  2. For those interested, i took some numbers on the launchpad. In short: refining one and bring one home gets you 83,25%, bringing home 2 samples gehts you 95,21%. So, getting home 2 samples is probably easier than docking in orbit and refining&cleaning, so yeah, it's not the most usefule thing... http://forum.kerbalspaceprogram.com/threads/62406-Science-gathering-mechanics
  3. Hi So i wanted to know how best to gather science. So i conducted a series of test. Here's what i found: I've set up a Materials Labs on the LaunchPad, which has a maximum output of 9,6 science. The total results are taken from the persistent-file, the other values are displayed ingame. I was thinking of collecting all my science from Mün and Minmus the way i described it in try 3. Try 3 gathered 83,25% of the possible 9,6 Science, which is ok i guess... If you want to max out the biome as fast as possible you should go with something like try 10. Would require the same lander as try 3, but more capsules to bring home. Also, i found out that it doesn't matter if you recover 3 MatLabs at once or one after the other (see try 6 and 10) Here's what i tested: try 1: recover 7,5 ================ total 7,5 (or 78,13%) try 2: transmit 1,5 recover 6,3 ================ total 7,828125 (or 81,54%) try 3: prcess+transmit 2,3 recover 5,7 ================ total 7,992188 (or 83,25%) try 4: transmit 1,5 prcess+transmit 0,9 recover 5,6 ================ total 8,033532 (or 83,68%) try 5: transmit 1,5 prcess+transmit 0,9 recover 5,6 recover 1,2 ================ total 9,257336 (or 96,43%) try 6: transmit 1,5 prcess+transmit 0,9 recover 5,6 recover 1,2 recover 0,3 ================ total 9,525043 (or 99,22%) try 7: transmit 1,5 prcess+transmit 0,9 recover+recover 5,6+1,2 ================ total 9,257336 (or 96,43%) try 8: prcess+transmit 2,3 recover+recover 5,7+1,3 ================ total 9,248291 (or 96,34%) try 9: transmit 1,5 prcess+transmit 0,9 recover+recover+recover 5,6+1,2+0,3 ================ total 9,525043 (or 99,22%) try 10: recover+recover 7,5+1,6 ================ total 9.140625 (or 95,21) So, anyone up to see if surface samples act the same way?
  4. What? No no no. I always bring my kerbals back. (Unless they die in a horribe fiery death, which is very ... unfortunate)
  5. Guys, don't forget to spam some science while you still can xD Like my probe around Moho... getting some heavy processing stuff (including the kerbals) there won't be easy
  6. Am i the only one who thinks this comment is hilarious?
  7. So, after some testing... The crane in the first image works. It gets a bit shaken when i extend the cable, but nothing it couldn't handle (at least on kerbin), In the second image, the crane gets tiltet to the side and the wheels go flat. Whats the difference? hm... just the fact that i use 4 girders instead of 3? (It also happened withouts the struts in the second image) Can anyone replicate this issue?
  8. Yes, extending (from being completely retracted) or completely retracting breaks the wheels. When the cable is already hanging around and moving it up or down does not trigger that behaviour. As for the older version, no. I made a similar crane with the old version, but build this completly new, so that should not be a problem. I will make more tests once i get home. And i will install KSP on my laptop to have a completly clean install, put KAS into it and make moar tests. PS: image... yeah i guess i should have linked the .png file... doh!
  9. Hi First i want to say thank you for the great mod, i love transfering fuel (and Kethane) from one vessel to another. But, i'm not sure, i may encountered a problem. I've seen some nice pictures of people building Mün bases with Structural Fuselages. I wanted to build one too, and thought the best way to do so would first be to build a crane, with which i could lift the parts to it's destination. I started experimenting with 0.21 and KAS 0.3.1, but the update to 0.22 broke the electro magnet. No problem, let's update to KAS 0.4.4. But now when i extend a cable (from being completly retracted) my crane gets lifted into the air. This push is so strong, it breaks off the wheels (unless i strut them to the vehicle, and even then they get damaged). Have you ever encountered this problem? I tried removing all other mods, but nothing changed. Here is a screenshot of how it looks like: Thanks
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