THobson
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How low is atmospheric flight?
THobson replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
Thanks. I flew past (on an escape trajectory) at 85km and am now in orbit at 700km. I only have a couple of Nerv engines so not much use in getting me out of trouble while in the atmosphere. So if I now dip down again to 85km that looks like it should be okay. It seems odd though 85km on an escape trajectory is not atmospheric, but while in an orbital trajectory it is. -
I have a tourist that wants an atmospheric flight over Eve. He was unimpressed with a fly past at 85km. How low do I need to go to satisfy him?
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Are the 1.05 changes retroactive?
THobson replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
Thank you for this. I now see the document refers to 'manned progress', whatever that is, and not manned vessels. On a related topic: Under Leadership Initiative Strategy there is reference to Milestone gains. What are these and where would I find a list of ones achieved and ones waiting to be achieved? Many thanks -
I read that one of the changes in v1.05 is Base and Station, plant flag, kerbal recoveries (rescues), crewed surveys, tourism, and some World Firsts contracts now require manned progress. What will happen to any flights that I have in progress that do not comply. For example I have several multi year missions in process to rescue Kerbals from deep space that are not manned, also I have several bases in flight that are not manned.
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Problems with Mk3 Fuel Tanks in VAB?
THobson replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
I looks like a bug on the launch pad. I hacked gravity flew is away, put full gravity back on and it worked fine. Thanks -
Simulating another Planet/Moon
THobson replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
All very helpful thank you. -
I am building a rocket and I would like to test how it would behave on another planet or moon. Is there a way I can do this without having to fly it there? Is there somewhere in the quicksave file that I can change what body it is on? Also could someone please remind me how to hack gravity? Many thanks
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14 Contracts a Bug or Part of Game?
THobson replied to Wcmille's topic in KSP1 Gameplay Questions and Tutorials
You don't real need a mod. Just go into Game/Data Squad/Contracts and open Contracts.cfg then change the value of AverageAvailableContracts. I have mine set to 50 which is probably a bit too high. -
Problems with Mk3 Fuel Tanks in VAB?
THobson posted a topic in KSP1 Gameplay Questions and Tutorials
If in the VAB I start with an RC-L01 then a Mk3 liquid fuel tank then 6x LT-2 landing struts On launch if I activate the landing gear on the launch pad, some times but not always, (it seems to depend on where the landing struts are placed) there is vibration then an explosion and the vessel is destroyed. I have not been able to replace this problem if the vessel is created in SPH. Any ideas as to how to create a rocket with a Mk3 tank and 6x LT-2's? -
Has the definition of flyby changed?
THobson replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
That is not what I was experiencing That looks like the explanation. -
Has the definition of flyby changed?
THobson posted a topic in KSP1 Gameplay Questions and Tutorials
I would typically wait until I have a bunch of tourists, some wanting to flyby, some wanting to orbit, some sub-orbit and some land on either or both Mun and Minmus. Then I would put them all in one one ship, land it on the Mun then on Minmus and then bring it home. I am now finding that this does not satisfy those wanting to flyby the Mun. I can't remember if that ship had any tourist requiring a Minmus flyby. It looks like it is either a glitch or the definition of flyby has changed. A related question: What is Atmospheric flight that some tourists want? Does aero-braking count or does it have to be deeper? Does it have to be sub-orbital? -
Some are and some aren't but many thanks of your kind reply.
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Thanks. Yes I knew I could get rid of the oxidiser but it just feels wrong to do that when there are 100% liquid fuel tanks available. There have been a few patronising comments on this thread about realism. Just to be clear I do not object to the parachutes being realistic, it was the sudden change I have a gripe with. Having said that the thing that will result in me getting fed up with the game is the ridiculous looking rockets I now end up with using Mk3 fuel tanks and the nuclear engine.
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Yes but... 1.04 seems to have changed. I had contracts where I had to test a chute at 1,200m/s, now they get ripped to shreds at a much lower speed, and I have vessels in flight that don't have drogues because I didn't need them, then. I have read the instructions for KIS/KAS and know how to detach things. It is getting them back into the Kerbal's inventory that is the problem.. - - - Updated - - - If you want to make it truly realistic then we are in for a seriously boring game. - - - Updated - - - I have.
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I had 1000’s of hours of great fun with 0.9 and am now 100’s hours into 1.04 but I am about to give up: - Why don’t we have large cylindrical liquid fuel tanks? Or at the very least an adapter from Mk3 tanks to the large liquid fuel/oxidiser tanks? Rockets made with Mk3 liquid fuel tanks either look ridiculous or like a space plane, neither of which I want. All I want is to be able to use the nuclear engine on a vessel that looks sensible. - This ore business makes no sense. One shot polar orbit from one scanner gives you a rough indication for the whole body, this seems unrealistic. The more precise scanner gives you only the information below it but this seems not to be stored anywhere. One shot of the ground based detector gives information on the whole biome (also unrealistic), but that information doesn’t seem to be stored anywhere either. The old kethane system made a whole lot more sense. Explore the body see what is underneath the detector and store it of future reference. - transit to other planets.There seem to be two recommended add ons for this, Transfer window planner from Trigger Tech and Protractor. One tells me the transfer from Kerbin to Duna is in 10 days the other that it is nearly 3 years away. Alarm clock’s Model and Formula methods similarly differ by nearly 3 years. Which is correct? - With KAS/KIS I now find it impossible to remove an attached pipe end and return it to the Kerbal's inventory, are these now one use items? - Parachutes are now getting ripped to shreds in situations when they would not have done before, and even with multiple orbits to aero-brake and a very flat trajectory give only 1 or 2 seconds of safe to open before hitting the ground. Is it me?
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Has something happened to the parachutes?
THobson replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
Coming back form Minmus I had a periapsis of 45k. I ended up orbiting Kerbin five times aerobraking each time before coming in on a very flat trajectory so I expected to be perfectly safe. I was watching the Safe to deploy message and only had a second or two to deploy them before hitting the ground. What is lithobraking? -
Number of Active Contracts
THobson replied to westamastaflash's topic in KSP1 Gameplay Questions and Tutorials
Yes there is. I am away from my computer at the moment so the following is from memory. In the folder GameData/Squad there are some config files and in one of them is the parameter that controls the number of contracts you can have. Sorry this is so vague but you will find from the folder, file, variable names it is not too difficult to track it down. I have set mine to 25. -
Do more drills do more drilling?
THobson replied to Tazin's topic in KSP1 Gameplay Questions and Tutorials
Does the engineer have to be in the ship doing the mining, would a near by EVA work? Do they have to physically touch the drill? Actually I have the same questions about the ISRU as well. -
What is an Atmospheric Flight
THobson replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
I thought you had to go orbital before getting to sub-orbital. I though aero-braking, if it didn't count as atmospheric, would only count as fly-by. -
I have a tourist that want an atmospheric flight on Duna. Would aero-braking in the upper atmosphere qualify, or do I need to go lower? Does it have to be sub-orbital?
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In the above example if Jeb, Bill and Bob return to the Min on another trip and let's say Jeb does not land but Bill and Bob do and they both plant a flag each, do they all get points to add to what they have (i.e. Jeb gets +3 for orbiting and Bill and Bob get +5 each for planting the flag) or does Jeb get 0 pts, Bob get 0.4 pts and Bill get +2 puts to bring them both up to the points for planing a flag each (so they all end up at 5 pts each)? In other words does the non-cumulation of points for a given body apply to multiple trips to that body or does it only apply for a single trip?
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That's really helpful. Thanks. So no experience points for planting a flag on Kerbol I see.
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Is there a list somewhere that shows what activities give them and how the skills of the Kerbals increase with them?