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Found 8 results

  1. Through various save files ive accumulated various custom tweaks and ran into other things i wanted to change, so i decided to compile them into a mod. The first iteration is designed to go together with a mostly stock-like game with Restock and Restock+ so it doesnt touch other mods like Cryo Engines or Kerbal Atomics yet. Features include: Part independent SAS levels: Now the HECS and OKTO are identical and remain capable after unlocking higher tech nodes. Probes now hibernate in warp by default so you dont run out of EC. Tweaked part placement to allow for a probe only start, while not affecting the kerballed route. Other science tree tweaks in the lower branch, such as an earlier fuel cell and moving the EVA science kit to space exploration(the one with ladders) Remote surface sample collection via the small drill, also moved to space exploration. It doesnt interact with the animation unfortunately so it on you to put the drill in a sensible location. ISRU now works at 50% capacity unkerballed, instead of 5%. The mini ISRU now behaves the same as the big one, with 1/5th the speed for 1/3th the EC use. No more loosing 80% of the ore! Mk1 cockpit now has equal mass to its inline version(like the Mk2 does) and the Mk2 Lander Can now weighs slightly less than 2 Mk1 Lander Cans instead of more Science Junior is now more heat tolerant. The side mounted variant form Restock+ weighs 50kg less instead. Science texts for the magnetometer for both stock and outer planets pack! I dont know why they werent included by squad. Eve now has a return modifier of 20! Before it was only 5 which is lower than Gilly and Dres!! Requires Kopernicus. Overhauled most of the Restock+ engines and their place in the tech tree. More info bellow Ye Olde KANDL: Several mods are distributing this old model so heres a standalone copy: 4kN@700Isp for a 0.25 tons. Particle plume provided by Restock. Switchable fuel tanks. You can now fill an orange tank with only LF for the Nerv! Requires B9PartSwitch. This conflicts with Cryo Tanks so you should remove the module if you use both. New Waterfall plumes for hydrogen based engines and fixed most of the typos in restock configs. More Info bellow. Requires Waterfall, Waterfall Restock, Stock Waterfall Effects (for the jet engines and aerospike) The Restock+ engines have been overhauled to maybe be an option worth choosing in some situations: A new tech tree node has been added before the one that unlocks the Skipper, and the nodes following it have been moved forward 1 step. That means the Skipper and modded engines like the Hecate need the upgraded RnD to research. Said new node now holds the Saturn class engines from Restock+ and the Kickback SRB. Torch has increased Isp to be viable as a small engine. Its somewhat like the Merlin from NFLV, if somewhat lacking in TWR. Ursa has thrust boosted to 460 to better fit the 1.875m size. Other stats increased accordingly. Also moved to the same node as Terrier. Caravel has its Isp changed to be like a small Rhino. Its mass has been increased but its TWR is still fantastic for a vacuum engine. Galleon(F1) stats adjusted to be in line with the Boar(F1B). It now makes 870kN at a very respectable TWR, but is no match for itself from the future. Schnauzer has less Isp at 340 but higher TWR. Only the Dart beats it at both. Its also cheaper. Undeprecated the Mallet and Striker and adjusted stats to match the stock ones. The Shrimp wasnt long enough. Stock radial engines Twitch and Spider now has the same Isp as their inline version so theres now a reason to use them over the inline on a cubic strut. Waterfall plumes have also been tweaked a bit, including new plumes for hydrogen based engines: Poodle also a better fitting plume.All engines that have turbopump exhaust pipes have had their effects restored. Before only the single Boar kept its effects. Fixed a lot of typos including Schnauzer not having a plume at all and made the Rapier plume the correct position for the Restock model. Poodle now has a better fitting plume based on the Proton Rocket and fixed the typo that made it not make sounds. New hydrolox plumes that are blue instead of white/cyan. Recolored based on the RS25 plume. Nuclear engines now have a working plume based on an old SWE config. A while ago i released a config for just that plume, so its just that built in this config. New Ion plume based on SWE adjusted to fit the Restock model. Planned features: Disabling the fuel switcher if Cryo Tanks is also installed Somehow applying the recolored plumes to all engines dynamically Tweaks to USI life support to make recyclers more part efficient. A second iteration based on a more expansive mod list with customized ISRU chains, branching tech tree and better plumes for the Argon engines from NFP SpaceDock release Download via GDrive
  2. Do I need a specific type of Kerbit (I'm not sure if that's the name of the green character things)? Because when I was on the moon I EVAed and right clicked my pilot but there was no option for it. Or do I need some dlc for it?
  3. The Bahamuto Science Drill certainly is a very handy Part for Probes. Unfortunately that Thing is MASSIVE and doesn't really fit onto most Probe Cores; not to mention the RoveMate Rover Body (I like Rovers). It can't be scaled down by TweakScale either, what would make Sense in my Opinion since a lot of Probes carry Experiments like that-just reasonably sized. I know that the Interstellar Mod includes this Drill in a tweakable and rerunnable Version but I am a bit reluctant to install Interstellar now because it wrecks the Dawn Engine which I am using in some Probes that would the become useless. So I've been trying a bit to either way make the "stock" Bahamuto Drill tweakable or "extract" it from Interstellar. None of that really worked. I then came up with the Idea to add this Sample Extraction Function to the Drill-O-Matic (Junior of course) stock Parts instead. So here is my Question: Can I just copy the "Science Module"-Section from the Bahamuto to the Stock Drills .cfg-Files or is there anything else I have to keep in Mind? I did some minor Tweaks to the Game Files before, like increasing the Stress Tolerance of Wheels after they kept mysteriously breaking evenwithout much Stress on Eve, un-hiding the Mk 1-2 Pod from the Tech Tree or increasing the Mass of some OP lightweight Parts (Big Khleb...). But I wasn't succesful at adding "new" functions to Parts, as said above.
  4. I have tried to get on top of a monolith through multiple skydiving attempts so I can collect a surface sample, but no luck so far. Has anybody already done this? It could be fun. You could easily get onto a Mun arch but I don't know where they are on the Mun and am too lazy to find out, so I'm still working on the Monolith near KSC.
  5. This is something I just thought of. Custom EVA reports or surface samples... Some of the mods I've had gathered don't include these, if any. The normal surface samples such as the one on Duna seem low in detail. I want to know if there is any way to edit or add surface samples or EVA reports. Not a suggestion, really.
  6. Got an contract doing one single surface sample, that is new, usually its multiple locations. Area was close to base so it should be very easy. Did sample and was told it was wrong and was sent to another area, then a new one three times I think. Luckily this was on Gilly so it was easy to move around, but had been less fun on many other bodies. Looks like an pretty rare contract type as I have never gotten it before.
  7. Hi all this is my first post, I am using Kerbal space program 1.0.5 I am trying to transmit surface data at 100% and I am unable to find out the parameter to change, I understand about "xmitDataScalar = 0.4" change 0.4 to 1 and that works for all the instruments but I can not find and entry for surface samples, if I look at the save file I fine surface sample had a line "xmit = 0.25" and if I change the value to 1 then it transmits at 100% but the next sample the value returns to 0.25 in the save file. Thanks for any help in advance John
  8. 1.0.5. I'm allowed to collect surface samples without the Astronaut Complex. I do have the Lv. 2 RnD. Derp?
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