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haveblue posted:And besides, anyone who's played for more than a few weeks maxed out the tech tree long ago and has been more or less back in sandbox mode since then.
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# ? Apr 14, 2014 23:05 |
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# ? Jun 2, 2024 04:32 |
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Splode posted:Main lifter to where, Eeloo!? Well, sort of. That variant I threw together to try to intercept an asteroid in a deadfall toward Kerbin with the less than appropriate parts I've unlocked in the current career mode. But apparently I'm totally poo poo at that anyway. If I don't totally screw up the initial ascent the craft can be accelerated enough near Kerbin that it can be hurled into an elliptical orbit that crosses every planet's orbit. The upper ring of SRBs used to be my LKO circularization stage early in the tech tree, but now it's essentially what I call the "Warp Drive". Holy poo poo does it give the upper stages a kick in the pants.
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# ? Apr 14, 2014 23:21 |
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Collateral Damage posted:For 23.5 I didn't bother with the tech tree, I just gave myself a billion science points and unlocked the entire tree from the start. I want to play sandbox but I also want to see the various funny science messages on other planets. Can't you see these anyways?
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# ? Apr 14, 2014 23:29 |
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Geemer posted:Pretty sure you can set the minimum pressure before (partial) deployment on the parachute tweakables. Ahhh I hadn't noticed that. I knew you can set the radar altitude for full deployment, but didn't see that partial deployment was pressure-based. I wonder... would the full deployment radar altitude override the partial deployment pressure? Can I just set it to jam open at 500m AGL regardless of ambient pressure? Or do I have to try to guess what the pressure will be at around 2000m AGL at whatever landing site I choose?
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# ? Apr 14, 2014 23:31 |
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Acquire Currency! posted:Can't you see these anyways?
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# ? Apr 14, 2014 23:33 |
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Launchpad to mission control, we're running low on Space Viagra. (Happened after a short time accel during which I switched in and out of map view. Launched OK until it blew up from an unrelated problem a few minutes later.)
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# ? Apr 14, 2014 23:33 |
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Acquire Currency! posted:Can't you see these anyways? Well, there's a text file you can read, but try to do science in sandbox and it'll just say something about the R&D centre not being open or something.
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# ? Apr 14, 2014 23:33 |
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That Ion ship reminds me of the one I built for my Kerbals to land on Minimus with right after 23.5 dropped: Ion engines are fun.
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# ? Apr 14, 2014 23:38 |
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Man, Ferram punishes early strut-less hubris hard. I tried to make a first stage of seven 3-tank stacks bundled together, and it shook itself apart before 10k feet every time.
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# ? Apr 14, 2014 23:53 |
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Ion engines + stockalike is amazing.
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# ? Apr 14, 2014 23:59 |
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Just found out you can click things in the Tracking Center view to stop them showing up, like the large number of flags I have on other places; I'm not sure if this has always been a feature but I'm excited to discover it anyway. Those were really cluttering up my ship list. e: So proud of myself, I just got myself an encounter with Duna by hand MUCH more cleanly than my previous two by-hand attempts. I got a ship with 9000 m/s dV into orbit and it's on its way to Duna to collect some sweet science before returning, then I can get the asteroid grabber claw and go to work! I abandoned my other save because 1) I have a cool space station that I'm really proud of on this save, and 2) I edited that one to give me enough science to just unlock everything, don't know why I didn't just play sandbox mode. But now I've got the practice, motivation, and soon to be science to afford it all on my own and continue my research. I want a goddamn asteroid base like everyone else has. e2: I DID IT! My first ever trip and successful return to and from Duna, and all by hand! Well, I used http://ksp.olex.biz/ for the appropriate angles from which to launch, but I'm pretty drat proud of myself (again) now that it's actually returned. Now I can afford the Claw, and maybe some new science equipment or parts to make a cooler space station. I'm so psyched this worked! WOOHOO. Seriously, I'm elated. Samsquamsch fucked around with this message at 05:59 on Apr 15, 2014 |
# ? Apr 15, 2014 03:56 |
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I downloaded a fresh install of .23 and the latest version of the KW pack and it's taking the drat game a year to load! I let it go for 5 minutes and the loading bar barely moved. What gives? Did I check a setting wrong or something?
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# ? Apr 15, 2014 08:25 |
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Does anyone know of a mod that has solar panels like these? https://www.youtube.com/watch?v=PnJvQ27Felk 2:23 e: I think the bobcat historical pack might have them. But you should all watch this video too because it's neat and shows a viable alternative to doing a single launch munar mission. Falken fucked around with this message at 08:59 on Apr 15, 2014 |
# ? Apr 15, 2014 08:57 |
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Samsquamsch posted:Just found out you can click things in the Tracking Center view to stop them showing up, like the large number of flags I have on other places; I'm not sure if this has always been a feature but I'm excited to discover it anyway. Those were really cluttering up my ship list. Now, If I could just set stuff to be enabled or disabled BY DEFAULT I'd be much more happy... On the other hand, once you unlock the nukular engines thins start to be much more interesting. I have built a space tug I have been using to buzz around the Kerbin system, dropping labs in Mun and Minmus and towing away landers back and forth. Now I have used a Duna launch window to put in route a lander, a lab and a mapping satellite. So I have three ships flying to Duna now. What could be wrong with this?
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# ? Apr 15, 2014 09:11 |
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I had a slight staging mishap and discovered when the mining ship reached Minmus that it lost its detector. Bummer. I'm sending up a scanning probe to make up for the mining rig's deficiency. For shits and giggles I turned on the detector shortly after launch and discovered that KSC is sitting on a Kethane reserve. It's all I've ever wanted! Now I can test rigs without suborbital or space flights first. Woohoo! ...or has it been hardwired due to popular request?
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# ? Apr 15, 2014 09:18 |
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Capped my first asteroid over the weekend, a Class C. Had no idea about the pivoting claw but my alignment wasn't that far off so the burns weren't too problematic. I'm having trouble working out how to capture an asteroid on an intercept course, though. Not sure how you eject from Kerbin and rendezvous with something on that kind of course. Normal rendezvous are fine.
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# ? Apr 15, 2014 09:25 |
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thehustler posted:I'm having trouble working out how to capture an asteroid on an intercept course, though. Not sure how you eject from Kerbin and rendezvous with something on that kind of course. Normal rendezvous are fine.
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# ? Apr 15, 2014 09:49 |
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thehustler posted:Capped my first asteroid over the weekend, a Class C. Had no idea about the pivoting claw but my alignment wasn't that far off so the burns weren't too problematic. Intercept it outside of kerbin's SoI. Put yourself in a parking orbit and muck around with your escape burn so your trajectory crosses the asteroids trajectory. From there on it's standard rendezvous stuff, although brace yourself for floating point errors: they're better, but they're still not perfect.
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# ? Apr 15, 2014 10:00 |
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Falken posted:Does anyone know of a mod that has solar panels like these? In fact I do: http://kerbalspaceport.com/0-18-2-circular-solar-panel-2/ They work fine with 0.23.5 as I use them all the time for variety. It should be noted that Orion will use the solar arrays from the European ATV as the new service pack is based off the ATV drive section. Zaran fucked around with this message at 10:06 on Apr 15, 2014 |
# ? Apr 15, 2014 10:04 |
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Zaran posted:In fact I do: http://kerbalspaceport.com/0-18-2-circular-solar-panel-2/ They work fine with 0.23.5 as I use them all the time for variety. My service pack already has a similar array setup as I quite liked how the ATV's looked... e: Here's a mod for everyone to keep an eye out for: Better Atmospheres. Adjusts the atmospheres so they're more realistic in relation to their real world counterparts. Kerbin takes on a paler hue under Kerbol's light, and the Mun has a haze to simulate the aforementioned star's light reflecting off it's surface. It's early days but looks great. Not using it currently because the mun's effect isn't quite there and you have to go in an edit parameters each time you load the game due to an issue with the visual enhancements mod not saving data properly. I mean, look at this poo poo. Falken fucked around with this message at 13:39 on Apr 15, 2014 |
# ? Apr 15, 2014 12:06 |
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Falken posted:Is there a comprehensive list of science locations for Kerbin? I think the wiki has some of it, but I did some experimentation and found out if you land in water that is considered part of a land biome and not just "water" you'll get a "splashed" condition for that biome and rake in a few more science points. For example, Mountain splash: A few locations here. The polar splashes have some obvious places, but need to be close to the "shore". The shore biome also has obvious locations. http://imgur.com/xlhLZJu,Y8x7Hpj,RRRq8oV,MOeKFQw,pwPY0pR,Lde92rC Additionally, the Water biome can be fooled into a "landed" condition. You can separate a module carrying instruments from atop a floating platform, and it'll consider itself "landed". Bootcha fucked around with this message at 18:25 on Apr 15, 2014 |
# ? Apr 15, 2014 18:22 |
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Awesome tips. Thats great!
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# ? Apr 15, 2014 18:50 |
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Wait, so the seperate condition lets you get a whole new set of science for that biome? Time to go lake-hunting.
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# ? Apr 15, 2014 18:52 |
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Bootcha posted:Additionally, the Water biome can be fooled into a "landed" condition. You can separate a module carrying instruments from atop a floating platform, and it'll consider itself "landed". Alternatively, and more simply, you know the islands east of KSC? Fly a plane over and land on one of them (You'll know which is best when you get to them), their biome is 'water'.
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# ? Apr 15, 2014 19:03 |
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I may have missed it, but what's the best way to start off building science? I'm basically building and launching single/dual stage orbital ships with juuuuuust enough delta V to get into and back out of orbit. I'm about 3 tiers in, but I'm getting like, 10-15 science a flight, and hitting 90-tier stuff seems like a hell of a time-sink.
MrDorf fucked around with this message at 19:59 on Apr 15, 2014 |
# ? Apr 15, 2014 19:56 |
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MrDorf posted:I may have missed it, but what's the best way as of this build to start off building science? I'm basically building and launching single/dual stage orbital ships with juuuuuust enough delta V to get into and back out of orbit. I'm about 3 tiers in, but I'm getting like, 10-15 science a flight, and hitting 90-tier stuff seems like a hell of a time-sink. Once you do a couple missions around Kerbin and get the first couple tiers unlocked (decouplers is the most important upgrade), head for Minimus or the Mun. Even just orbiting those bodies will give you a heap of science. Then unlock a couple more tiers, and land. Minimus is an easier first target because of the low fuel requirements for the return trip but the Mun is still very possible at low tech levels. Once you're landing on bodies you'll be generating more science than you'll know what to do with.
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# ? Apr 15, 2014 19:59 |
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MrDorf posted:I may have missed it, but what's the best way to start off building science? I'm basically building and launching single/dual stage orbital ships with juuuuuust enough delta V to get into and back out of orbit. I'm about 3 tiers in, but I'm getting like, 10-15 science a flight, and hitting 90-tier stuff seems like a hell of a time-sink. Kerbin has a really low science multiplier. The Mün’s and Minmus’ are respectable, and like Kerbin but unlike any of the other planets or moons, they have biomes enabling you to do a lot on them. Get some basic science tech (the goo canister mainly) and head for one of them. You can absolutely get there without much tech; Kerbin orbit is already most of the way there. When in doubt, add stages. This site has biome maps for the Mün along with satellite views for reference. Get into orbit around the Mün, pick a biome you haven’t been to, and land. Once there, get a crew report, check on the goo, check on your materials in the SC-9001 Science Jr. if you brought one, get an EVA report, get a surface sample, get an EVA report while jumping (you’ll have to drop off the other first because kerbals can only hold one EVA report at a time), rinse, repeat—preferably with a hopper lander that can visit multiple biomes in a single mission, but you might need Fuel Systems in particular before that’s easy. You’ll need an antenna to transmit the crew reports (because the capsule can only store one), and there’s no harm in transmitting EVA reports, but you should really make a return trip for the surface samples and goo/materials studies. It’s really easy to escape from the Mün and especially Minmus. Still, you’ll get enough science to unlock multiple new nodes with just transmitted reports, so the mission is not a loss if your rocket is incapable of return.
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# ? Apr 15, 2014 20:23 |
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Keep in mind too that you can grab the science results out of instruments and stow them away in the crew pod, meaning you can ditch those instruments and head back home with an even lighter and more efficient craft.
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# ? Apr 15, 2014 20:39 |
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Keiya posted:Alternatively, and more simply, you know the islands east of KSC? Fly a plane over and land on one of them (You'll know which is best when you get to them), their biome is 'water'. True, but it's more fun to build a floating water platform.
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# ? Apr 15, 2014 21:05 |
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Zaran posted:In fact I do: http://kerbalspaceport.com/0-18-2-circular-solar-panel-2/ They work fine with 0.23.5 as I use them all the time for variety. OMGVBFLOL posted:Wait, so the seperate condition lets you get a whole new set of science for that biome? Time to go lake-hunting.
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# ? Apr 15, 2014 21:10 |
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Yeah, each experiment has different degrees of vertical separation. There's a chart here that tells you what experiments work where and what's considered a unique situation. Once you make a little progress and are able to run multiple experiments at once and transmit from several situations during a flight the science should start rolling in.
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# ? Apr 15, 2014 21:13 |
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Ooo someone's continuing Quantum Struts
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# ? Apr 15, 2014 21:20 |
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Maxmaps, please ask the team to add a claw icon for ships with claws to the map screen icons. TIA
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# ? Apr 15, 2014 21:31 |
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Does anyone know of a mod that adds tiny landing gears to the game? In particular I'm trying to build an ultra-light UAV type vehicle but the smallest stock wheels are unsuitable for takeoff/landing and the stock landing gear is too large and heavy.
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# ? Apr 15, 2014 21:36 |
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Fina posted:Does anyone know of a mod that adds tiny landing gears to the game? In particular I'm trying to build an ultra-light UAV type vehicle but the smallest stock wheels are unsuitable for takeoff/landing and the stock landing gear is too large and heavy. For what it's worth, I do believe the weight of the landing gear is irrelevant. "Unlike landing legs, landing gear mass is not counted by the physics engine as of 0.19.1."
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# ? Apr 15, 2014 21:43 |
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Geemer posted:Maxmaps, please ask the team to add a claw icon for ships with claws to the map screen icons. TIA And a Flag icon for Flags. Having Flags in current flights is so
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# ? Apr 15, 2014 21:47 |
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Fina posted:Does anyone know of a mod that adds tiny landing gears to the game? (That said it has a lot of additional parts so you may want to pick and choose just to keep your parts panels sane.)
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# ? Apr 15, 2014 22:01 |
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Klyith posted:Not quite, I'm pretty sure not every science experiment distinguishes between the two. They do differentiate between the two conditions of "landed" and "splashed" in a biome, as such give science points for each experiment done. You can get 56 science fully from each "splashed" state in a land biome for a total of 448 science from the 8. Admittedly it's not a lot for the trouble you'd go through to get it, but for completion-ists, it's something to do.
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# ? Apr 15, 2014 22:09 |
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MrDorf posted:I may have missed it, but what's the best way to start off building science? I'm basically building and launching single/dual stage orbital ships with juuuuuust enough delta V to get into and back out of orbit. I'm about 3 tiers in, but I'm getting like, 10-15 science a flight, and hitting 90-tier stuff seems like a hell of a time-sink. Personally, I scrape Kerbin clean and do Mun/Minmus flyby missions till I get the gravioli unlocked (always all the science first for me). Then build and launch 6 gravity detector mission ships with 15 sets of 2 graviolis. Low + High for Kerbin, Mun and Minmus (low gets an EVA too remember). That will get you within 4,000 of completing the tree - do a couple of landings and you're done.
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# ? Apr 15, 2014 22:19 |
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# ? Jun 2, 2024 04:32 |
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After reading the last few pages I had to dl the Raster prop mod. Started a new career mode and all went swimmingly until my first attempt to land on the moon fffff
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# ? Apr 15, 2014 22:33 |