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Arsonide posted:About the best I can do here is check to make sure you're using a vessel that was launched after the contract was accepted, so you can't use a satellite that was just sitting in orbit already. That is my policy with stations as well. Technically you're building it for someone else, but I don't delete the stations when you're done, so you can use them for yourself. It's all good. Doesn't bother me. Just thought you'd like a heads up if you hadn't already realized it (you probably did).
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# ? Aug 22, 2014 01:07 |
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# ? Jun 9, 2024 13:05 |
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pun pundit posted:I definitely have enough fuel for a harder retroburn on my way down, so really steep descent at slower speed may just do it; I've been stuck in a "aerobraking is always best because fuel savings hurr durr" mentality. Thanks! Fuel savings are good but intact craft are better. Like I say you can drop horizontal velocity using the atmosphere but it involves doing a shallow pass, you don't normally aerobrake all in one go if you have a lot of speed to kill.
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# ? Aug 22, 2014 01:13 |
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Arsonide posted:About the best I can do here is check to make sure you're using a vessel that was launched after the contract was accepted, so you can't use a satellite that was just sitting in orbit already. That is my policy with stations as well. Technically you're building it for someone else, but I don't delete the stations when you're done, so you can use them for yourself. What about "deleting" the craft, once the contract is completed? Analogous to a private company taking over control of a sat launched by another company. Could also leave it up, but toggle the ability to focus it, similar to the kerbals created for the rescue missions, but in reverse.
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# ? Aug 22, 2014 01:19 |
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I think of them as sponsors, and I'd be really sad if I lost a really cool ship/station. I tend to roll the contracts into my personal play. At most, maybe the ability to designate a type of module as the sponsor module, that has to conform to a part type. Like, C7 wants to send up an experimental crew cabin. Not something to be "tested," like an engine, but something that has to stay up long enough that it's simpler to roll it all into an easy-to-describe "station" contract. Don't even need to create new parts.
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# ? Aug 22, 2014 01:26 |
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EpicPhoton posted:What about "deleting" the craft, once the contract is completed? Analogous to a private company taking over control of a sat launched by another company. Could also leave it up, but toggle the ability to focus it, similar to the kerbals created for the rescue missions, but in reverse. but then you won't see all the cool stuff you've put up, and you can't borrow someone's space station/satellite for an emergency. Just restrict it so it's a new craft.
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# ? Aug 22, 2014 01:34 |
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The mod list in the OP hasn't been updated since April. Is there a list of "best of" mods that someone who's played a bit and is now coming back after a six month hiatus should download?
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# ? Aug 22, 2014 02:02 |
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Is there a way to change a mission's flag after it launched via the .sfs?
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# ? Aug 22, 2014 02:04 |
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Beer4TheBeerGod posted:The mod list in the OP hasn't been updated since April. Is there a list of "best of" mods that someone who's played a bit and is now coming back after a six month hiatus should download? Depends on what you want out of the game. Easier? Harder? Resources? Parts? Mechanics? Resources?
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# ? Aug 22, 2014 02:07 |
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EpicPhoton posted:What about "deleting" the craft, once the contract is completed? Analogous to a private company taking over control of a sat launched by another company. Could also leave it up, but toggle the ability to focus it, similar to the kerbals created for the rescue missions, but in reverse. I think the Kerbals aren't "locked" so much as they have had their DiscoveryInfo set to zero. They are basically asteroids that are already tracked. You can see this because they are considered class A objects. This means that when you get near them, they become controllable, and I assume the same would be true of satellites and stations. It would probably be trivial to code in a lock of some sort, but I'm not sure I'd want to. The contracts are there to encourage you to explore and do new things, and if a player finally gets the motivation and courage to try and put a base on Eeloo, I don't want to take that away from him.
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# ? Aug 22, 2014 02:19 |
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Why don't you set it so you only get one satellite contract at a time, with multiple satellites to launch in it. And then give rewards for each part completed. You could even do cool things like a GPS constellation mission.
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# ? Aug 22, 2014 02:28 |
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Spaced God posted:Is there a way to change a mission's flag after it launched via the .sfs? Yeah, you can open up the .sfs in a text editor and search for the mission's name, then find code:
code:
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# ? Aug 22, 2014 02:37 |
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Jewcoon posted:Why don't you set it so you only get one satellite contract at a time, with multiple satellites to launch in it. And then give rewards for each part completed. You could even do cool things like a GPS constellation mission. Perhaps in the future. Things are complicated enough already. I'm still getting the occasional bug report for this contract, and doing multiple orbits with one satellite isn't a very big issue for me. Think about it - that means that satellite has a ton of dV, and work was expended to get from orbit to orbit. It's not like station missions where you could stack 4 to land a base on the Mun and then reap all four at exactly the same moment. That was an issue.
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# ? Aug 22, 2014 02:48 |
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Warbird posted:Depends on what you want out of the game. Easier? Harder? Resources? Parts? Mechanics? Resources? I don't know. I'm an engineer so I like parts, but I'm pretty flexible.
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# ? Aug 22, 2014 03:08 |
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Beer4TheBeerGod posted:The mod list in the OP hasn't been updated since April. Is there a list of "best of" mods that someone who's played a bit and is now coming back after a six month hiatus should download? In case you missed it: There's a bit of a shitstorm happening in the mod community, today. You may want to check back. But it may be a good time for an update generally. I've been vaguely trying to penetrate the drama from what's been posted here and as of now I have no clue at all what's safe to download, or which mod has had support dropped due to butthurt, etc. As the dust settles it would be nice to get an update. Here's a rough list of mods I like, but... Mods I know to be supported and safe to install: -Karbonite (resource extraction, replaces Kethane) -SpacePlanePlus (spaceplane parts, Squad's making it stock) Mods I'm not so sure about : -Ferram Aerospace (fixes aero physics) -KAS (although I think a replacement was just mentioned) -Visual Enhancements (enprettification) -Mechjeb/Engineer/Protractor/Alarm (interplanetary, delta-vee maths, and such) -Deadly Reentry (makes things explode due to heat) That's my list of Cool Things Everyone Should Try, and from there I guess now you go on Curse and look at what's popular? Or something?
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# ? Aug 22, 2014 03:29 |
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Beer4TheBeerGod posted:I don't know. I'm an engineer so I like parts, but I'm pretty flexible. Try Interstellar. That adds a good amount of parts and systems. I'm fairly sure it doesn't have malware on it either.
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# ? Aug 22, 2014 03:49 |
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FAR has ModStatistics afaik, but you can delete the dll for that safely. KER used to have a dependency on that lovely toolbar, as well as FAR, but both of those have moved to the in-game toolbars now. Is Firespitter necessary for SP+, and will it be in the .25 update? I'm going to install SP+ preemptively but don't want to include parts that won't be stock in the future. EightBit fucked around with this message at 03:58 on Aug 22, 2014 |
# ? Aug 22, 2014 03:54 |
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OwlFancier posted:Download MKS and attach an extendo tube. If you grab a ship with a claw it counts as docked? I didn't know this!
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# ? Aug 22, 2014 03:59 |
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EightBit posted:FAR has ModStatistics afaik, but you can delete the dll for that safely. KER used to have a dependency on that lovely toolbar, as well as FAR, but both of those have moved to the in-game toolbars now. A word of warning, even if SP+ merges all its stuff, it probably won't be backwards compatible with the mod version, unless the internal references to all the parts remain identical.
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# ? Aug 22, 2014 04:02 |
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Sgt. Anime Pederast posted:If you grab a ship with a claw it counts as docked? I didn't know this! So far as I know? Seemed to work for me though I haven't tested it exhaustively. But the ships join to my knowledge and you can do transfers so far as I know.
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# ? Aug 22, 2014 04:02 |
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I've been messing with the space telescope mod recently, I think from DMagic, and it's a bit finnicky to aim at things. I try using alt+inputs to aim really precisely, but I'm running into an issue where it moves in the opposite direction I want it to for a little bit, then it moves in the right direction, almost like it's recoiling. Like, if I want to move just a bit to the left to get Jool in my camera, I hold alt+A and at first it actually moves quite a bit to the right and then only after that does it start going left, and I end up overshooting. It becomes impossible to make tiny adjustments to my heading, which I need to aim at far away celestial bodies. Anyone know what I can do to make it stop doing that?
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# ? Aug 22, 2014 04:19 |
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Sgt. Anime Pederast posted:If you grab a ship with a claw it counts as docked? I didn't know this! It won't crossfeed fuel, but you can transfer fuel manually across it I think.
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# ? Aug 22, 2014 04:24 |
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Icon Of Sin posted:It won't crossfeed fuel, but you can transfer fuel manually across it I think. Unsure about fuel but it sure transfers power. I have a craft saved that is designed to deliver a probe that is basically a small RCS tank, a battery, a claw, and an array of solar panels. You guys have no idea how many times I forget solar panels or batteries.
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# ? Aug 22, 2014 04:28 |
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Maxmaps posted:Unsure about fuel but it sure transfers power. I have a craft saved that is designed to deliver a probe that is basically a small RCS tank, a battery, a claw, and an array of solar panels. I don't think fuel will crossfeed, but I can confirm you can manually move over fuel. Towards the end of my career games I often build a scavenger drone to harvest any unspent fuel in orbital debris before putting it on a re entry trajectory.
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# ? Aug 22, 2014 04:32 |
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Is there a mod that has a Rockomax-sized version of this part? I'm getting ready to make a big station for Karbonite and Station Science stuff and I don't want to use adapters.
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# ? Aug 22, 2014 05:53 |
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Lansdowne posted:Is there a mod that has a Rockomax-sized version of this part?
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# ? Aug 22, 2014 06:03 |
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Lansdowne posted:Is there a mod that has a Rockomax-sized version of this part? I think there is also a large station parts mods that may be called large station parts, but I don't remember, specifically. I'm positive it had the exact part you want, though.
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# ? Aug 22, 2014 06:29 |
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I'll check that out too, but in the meantime, this mod flippin' rules. I made a Nibbler ship for Jeb. Thanks for the suggestions!
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# ? Aug 22, 2014 06:49 |
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Got another dumb newbie question. Whenever I install a new mod with a bunch of new objects, I have to go through my upgrade tree and click on each individual object and research them. This sucks when I have 50 new objects to research and every single one I click has a rather useless confirmation box (useless since it doesn't cost anything to research already-researched stuff). Is there some other way to do this?
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# ? Aug 22, 2014 07:10 |
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Beer4TheBeerGod posted:The mod list in the OP hasn't been updated since April. Is there a list of "best of" mods that someone who's played a bit and is now coming back after a six month hiatus should download? I made a list of what I'm using at the very moment a page back I think. Here's the copy-paste of the notepad I track my mods in. If you're too new in mods, look everything up, only grab things that seem important. You don't want to overburden yourself with mods your first time out with them. *Active Texture Management *Aligned/Formatted Currency Indicator *DebRefund *Distant Object *Docking Port Alignment *EditorExtensions *Enhanced Navball *EnvironmentalVisualEnhancements + Astronomer's Pack *Fine Print *FloorIt *HotRockets *Karbonite *Kerbal Alarm Clock *Kerbal Engineer *KerbalJoinReinforcement *KSP Alternate Resource Panel *KWRocketry *MechJeb2 *MK2 Cockpit internal *NEAR *RealChute *RealRoster (Enneract) *Spaceplane Plus *StillBetterThanSpyware *Toolbar ~Needs update *Vanguard EVA Parachutes (0.23) ~Mods I haven't used before, and might enjoy -USI Kolonization Systems ~Mods I've used before, but don't think I really need: -Hooligan Labs Airships (to be fair though, I had a lot of fun with this mod the first time I played with it) -Infernal Robotics -Kerbal Attachment System (waiting for someone to remake) -SCANsat Zesty fucked around with this message at 07:18 on Aug 22, 2014 |
# ? Aug 22, 2014 07:15 |
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Lansdowne posted:I'll check that out too, but in the meantime, this mod flippin' rules. I made a Nibbler ship for Jeb. That looks cramped as poo poo, dude
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# ? Aug 22, 2014 11:28 |
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DaveKap posted:Got another dumb newbie question. http://forum.kerbalspaceprogram.com/threads/78067-0-23-5-Research-Them-All-1-1-(April-30) Build for 0.24.2 isn't in the OP, it's here: https://ksp.sarbian.com/jenkins/job/ResearchThemAll/
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# ? Aug 22, 2014 11:52 |
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Greedish posted:I've been messing with the space telescope mod recently, I think from DMagic, and it's a bit finnicky to aim at things. I try using alt+inputs to aim really precisely, but I'm running into an issue where it moves in the opposite direction I want it to for a little bit, then it moves in the right direction, almost like it's recoiling. Like, if I want to move just a bit to the left to get Jool in my camera, I hold alt+A and at first it actually moves quite a bit to the right and then only after that does it start going left, and I end up overshooting. It becomes impossible to make tiny adjustments to my heading, which I need to aim at far away celestial bodies. This is a thing that happens to me on occasion, I think its an SAS thing but I'm not sure. Usually when it wobbles like that I either have too much mass for the part to deal with (like an asteroid), or for some reason it wonks out. Usually just double tapping the SAS button stops it from doing that. This is orbital science right? What part is it, because I can make a quick junk thing to lob into space and see if I have any issues. Solid Poopsnake posted:That looks cramped as poo poo, dude Better to be wedged in place than tossed around during your 20g re-entry!
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# ? Aug 22, 2014 11:59 |
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Solid Poopsnake posted:That looks cramped as poo poo, dude
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# ? Aug 22, 2014 12:34 |
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Met posted:I made a list of what I'm using at the very moment a page back I think. Here's the copy-paste of the notepad I track my mods in. Yeah sorry the Mod OP list is a bit out of date. With all the mod-drama and the move to Curse, I've been letting it slide until things were more settled. I'll use some of these as the basis for a new list.
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# ? Aug 22, 2014 13:59 |
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I should have asked before, what happens if you crash an asteroid into a planet or Mun or whatever? I'm not expecting craters, but does the rock get destroyed or does it sit there chilling and waiting for you to put it back into orbit?
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# ? Aug 22, 2014 14:23 |
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Now there is a challenge: Land Asteroid at KSP and return it to orbit. Bill said "it wasn't the right one."
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# ? Aug 22, 2014 14:25 |
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Atmus posted:I should have asked before, what happens if you crash an asteroid into a planet or Mun or whatever? I'm not expecting craters, but does the rock get destroyed or does it sit there chilling and waiting for you to put it back into orbit? From what I've seen it just sits their chilling.
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# ? Aug 22, 2014 14:40 |
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Karbonite has air‐breathing engines now. They have a performance band between basic jet engines and turbojets, it seems. They could be good for getting around Kerbin or for getting turbojet‐powered craft up to operating speed/altitude. Most importantly, they look good. Platystemon fucked around with this message at 15:12 on Aug 22, 2014 |
# ? Aug 22, 2014 15:09 |
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So I'm using remotetech 2 and Mechjeb2 on the same career game, and I get a weird issue when signal delay gets higher than .25 seconds or so where the flight computer will not respond to pointing commands correctly, but SMART a.s.s. from mechjeb can control the craft just fine. I have a feeling its some kind of conflict, but I'm not sure why. I would think that mechjeb would start having issues with the delay time but I think it completely ignores the delay.
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# ? Aug 22, 2014 15:25 |
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# ? Jun 9, 2024 13:05 |
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Thwomp posted:Now there is a challenge: Land Asteroid at KSP and return it to orbit. Bill said "it wasn't the right one." I hope you're talking about E class here.
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# ? Aug 22, 2014 15:26 |