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Petey Golfsystem posted:Looked up the new B9 stuff myself, holy poo poo this is a much bigger update than I thought it'd be. That looks like Legos and suddenly I want it. Guess it's time to order more RAM (and maybe an actual video card while I'm at it).
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# ? Aug 6, 2014 00:55 |
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# ? May 5, 2024 02:56 |
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Could I get some info on Karbonite particle collector? I tried to put some of the collectors on a craft but they don't seem to actually do anything. I put a craft in orbit at around 100k with three collectors attached to Karbonite tanks and sped time up for a wile but the collectors idn't collect anything. Is there a specific altitude I need, or is Kerbin devoid of atmospheric Karbonite?
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# ? Aug 6, 2014 02:08 |
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PiCroft posted:Could I get some info on Karbonite particle collector? I tried to put some of the collectors on a craft but they don't seem to actually do anything. I put a craft in orbit at around 100k with three collectors attached to Karbonite tanks and sped time up for a wile but the collectors idn't collect anything. Is there a specific altitude I need, or is Kerbin devoid of atmospheric Karbonite? Particle collectors only function within 110% of the planetary atmospheric edge. As in, kerbin's atmosphere stops at 70km, so the collectors only work up to 77km out. Your orbit needs to be very, very low.
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# ? Aug 6, 2014 02:12 |
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Shibawanko posted:Comets and asteroids are nice and all but I wish NASA would send a simple orbiter to Uranus or Neptune already instead of the thirtieth Mars mission. RCS is useful for doing very precise maneuvers that require very small amounts of dV. If you want to apply a 0.3m/s adjustment in order to fine-tune your encounter (with an asteroid, say), doing it with a throttled engine of almost any kind is going to be more difficult than doing it with RCS. Beyond that I only use it for docking. It is really handy on orbital tugs though.
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# ? Aug 6, 2014 02:21 |
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Fine tuning your approach to a planet for aerobraking when you've got a very limited dV margin makes RCS basically essential. Gotta maximise your efficiency, m8.
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# ? Aug 6, 2014 02:30 |
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If efficiency is paramount, I've told my self countless times how much I'd love ion RCS engines right about now.
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# ? Aug 6, 2014 02:38 |
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Just select the engine and set the max throttle to like 5%. Unless you've got ridiculous twr you can do tiny increments easily.
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# ? Aug 6, 2014 02:44 |
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oxbrain posted:Just select the engine and set the max throttle to like 5%. Unless you've got ridiculous twr you can do tiny increments easily. Yeah that's what I do for orbital maneuvers, I just use RCS when I need rapid translational input, i.e docking. Oh and for jet boosters on my light rovers.
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# ? Aug 6, 2014 02:49 |
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I'm teaching my friend how to play KSP. Five minutes in all she says is "Oh god don't ever let me design actual spaceships I'll blow everything up" She's gonna go far
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# ? Aug 6, 2014 02:50 |
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EightBit posted:Like other people have said, EVA jetpacks are fine to get you back up without a ladder. You don't even need them on Minmus, if you can jump accurately. One other little problem, is that you are probably carrying way too much fuel if you are using Rockomax tanks with a Not sure how it stages, but it looks like some of your RCS thrusters are blocked
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# ? Aug 6, 2014 02:53 |
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YF19pilot posted:That looks like Legos and suddenly I want it. Guess it's time to order more RAM (and maybe an actual video card while I'm at it). I really really love the B9 aesthetic but it adds so many loving parts that I never use, and this looks like it amplifies both of those things by a factor of 10.
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# ? Aug 6, 2014 02:56 |
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1337JiveTurkey posted:If efficiency is paramount, I've told my self countless times how much I'd love ion RCS engines right about now. Alternatively, if we're going to go full just put translational mainsails on your spacecraft or ultra-fast docking.
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# ? Aug 6, 2014 02:59 |
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OwlFancier posted:Particle collectors only function within 110% of the planetary atmospheric edge. Ah, thanks!
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# ? Aug 6, 2014 02:59 |
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DStecks posted:I really really love the B9 aesthetic but it adds so many loving parts that I never use, and this looks like it amplifies both of those things by a factor of 10. Yeah, I end up deleting like 50% of the parts as they are too out there. Really looking forward to K3|Chris and his IVA work, the game needs more polished command pods, pits, and capsules. Where are these updated B9 shots coming from?
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# ? Aug 6, 2014 03:04 |
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OAquinas posted:Not sure how it stages, but it looks like some of your RCS thrusters are blocked They all work, and still do even when I clip them into parachutes etc. I've never had RCS thrusters get blocked the way that engines can, and didn't think it could happen.
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# ? Aug 6, 2014 03:08 |
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EightBit posted:They all work, and still do even when I clip them into parachutes etc. I've never had RCS thrusters get blocked the way that engines can, and didn't think it could happen. I've definitely had my RCS thrusters get blocked or nullified; I guess it depends on the part and placement. Maybe there's a minimum distance bubble that allows for some clipping?
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# ? Aug 6, 2014 03:14 |
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Trying out 60 or so addons at the same time with 64 bit. I am optimistic about this! e: Its'at 5+GB working memory usage and holding stead! Mrs. Wynand fucked around with this message at 05:14 on Aug 6, 2014 |
# ? Aug 6, 2014 04:35 |
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I never knew you could climb the flagpole at the Launchpad.
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# ? Aug 6, 2014 06:12 |
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I feel like this game doesn't offer a really great sense of advancement. I'd like if the career mode was a little more guided, or there was a campaign that slowly introduced all the parts to you (though maybe that goes against the spirit of the game). I tried career, and I ran out of money, so I tried out science, but the repeated identical launches felt tedious, and also I had no idea what to do with the parts I was unlocking. And sandbox is just overwhelming getting everything at once. So landing on the Mun looks like great fun, but I don't know how I'm supposed to develop the skills to actually do that.
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# ? Aug 6, 2014 06:32 |
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Shibawanko posted:I nearly always skip [RCS] it feels like it would weigh my craft down too much and reaction wheels do the job just fine. RCS blocks are massless, dragless and effectively physicsless (although you will turn slower as though the ship was heavier, for some reason). The monopropellant can cause some problems but generally unless you're building ships with really tight fuel margins it's unlikely to be enough of a difference (the 1.25m reaction wheel weighs 0.12, while the FL-R25 weighs 0.15, but the RCS tank gets lighter as you consume the monopropellant inside). e: it's also worth considering that RCS can be used by a manned pod even if the ship is out of electricity. This has gotten me out of some stupid situations in the past.
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# ? Aug 6, 2014 06:36 |
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FISHMANPET posted:I feel like this game doesn't offer a really great sense of advancement. I'd like if the career mode was a little more guided, or there was a campaign that slowly introduced all the parts to you (though maybe that goes against the spirit of the game). I tried career, and I ran out of money, so I tried out science, but the repeated identical launches felt tedious, and also I had no idea what to do with the parts I was unlocking. And sandbox is just overwhelming getting everything at once. So landing on the Mun looks like great fun, but I don't know how I'm supposed to develop the skills to actually do that. I know the game has some new basic tutorials but AFAIK they are also still incomplete Scott Manley's tutorials however have helped me reach Duna and Jool: https://www.youtube.com/playlist?list=PLYu7z3I8tdEmqpOkQZCl5SZB5t0vXuxE0 Give that playlist a look, he goes over the beginning of career mode and goes over what each part does and how to build an efficient rocket. It's from before budgets were added but everything still applies. VVV that too, its fairly easy to overlook the tiny mission control building Away all Goats fucked around with this message at 06:41 on Aug 6, 2014 |
# ? Aug 6, 2014 06:36 |
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FISHMANPET posted:I feel like this game doesn't offer a really great sense of advancement. I'd like if the career mode was a little more guided, or there was a campaign that slowly introduced all the parts to you (though maybe that goes against the spirit of the game). I tried career, and I ran out of money, so I tried out science, but the repeated identical launches felt tedious, and also I had no idea what to do with the parts I was unlocking. And sandbox is just overwhelming getting everything at once. So landing on the Mun looks like great fun, but I don't know how I'm supposed to develop the skills to actually do that. Did you actually take some contracts? I have no idea how anyone could run out of money unless they overlooked the mission control building.
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# ? Aug 6, 2014 06:39 |
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Yeah I went through the tutorials but they were kind of lacking. For example, I didn't know you could gather science with science modules or EVA reports of soil samples or Crew reports. And there's a tutorial on launching, and a tutorial about orbiting, but nothing on how to get into orbit. I realize it's a fine line between being told exactly what to do and being strongly guided, but if I wanted to to be a literal rocket scientist, I'd be a literal rocket scientists. Those video tutorials look good, I'll definitely check those out.
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# ? Aug 6, 2014 06:42 |
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FISHMANPET posted:Yeah I went through the tutorials but they were kind of lacking. For example, I didn't know you could gather science with science modules or EVA reports of soil samples or Crew reports. And there's a tutorial on launching, and a tutorial about orbiting, but nothing on how to get into orbit. I haven't looked at the new tutorials, if they're missing something this is a decent place to talk about it. Maxmaps posts here regularly and he made them. LAUNCHING TECHNIQUE Assuming not modded* launch straight up. at 10,000m, begin gently turning east towards the horizon. As you continue to go up, continue to point. ideally, when you hit space (69,000m according to the physics engine, 70,000m according to contracts) you'll be heading 90 degrees. Hit 'M' (map view) and check your trajectory. It's very likely you're in a sub-orbital trajectory, a big parabola** that ends with you returning to the planet. You can turn off your rocket now! To make this an orbit, wait until you're at the very top of this parabola, then burn in the direction you're travelling (green icon on the navball, should be on the horizon at this point) keep burning, and check 'm'. you'll notice your parabola turns into an ellipse! it'll have a little icon 'PE'. Mouse over it. This is your periapsis, the lowest point of your orbit. Keep burning until it's bigger than 70km. You're in orbit! To leave orbit, you need to point backwards (green icon with an X through it) and burn until your trajectory is a parabola. Watching a video of someone doing it will explain a lot, ask if you're unsure of controls, rocket design, etc. *There are mods that change how aerodynamics work in KSP. Real rockets don't go straight up and then turn, they start turning straight away. If you get one of these mods down the track, the 10km technique will end up exploding your rocket. **Technically, it's not a parabola, but w/e
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# ? Aug 6, 2014 07:23 |
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FISHMANPET posted:I realize it's a fine line between being told exactly what to do and being strongly guided, but if I wanted to to be a literal rocket scientist, I'd be a literal rocket scientists. Do everything at least once so you can say you know how... then install MechJeb and have it do it all for you. Then you do crazy poo poo like build space stations and land on planets without constantly waiting for your ship to launch and always steering it into orbit and then doing all the calculations for everything and blah blah boring poo poo that's only fun when you're in your experiment mode trying to build stupid and silly craft but is no fun when you're trying to play Career. Think of it as Calculus (if you ever took it.) Show your work via a proof first, then you can shortcut it from then on. This, on its own, is its own advancement of fun that has made me rather addicted to the game in the last two weeks (to the chagrin of everyone in this thread who ignores some of my sillier questions.)
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# ? Aug 6, 2014 07:35 |
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FISHMANPET posted:I feel like this game doesn't offer a really great sense of advancement. I'd like if the career mode was a little more guided, or there was a campaign that slowly introduced all the parts to you (though maybe that goes against the spirit of the game). I tried career, and I ran out of money, so I tried out science, but the repeated identical launches felt tedious, and also I had no idea what to do with the parts I was unlocking. And sandbox is just overwhelming getting everything at once. So landing on the Mun looks like great fun, but I don't know how I'm supposed to develop the skills to actually do that. Maybe this will provide some inspiration: http://wiki.kerbalspaceprogram.com/wiki/Campaigns
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# ? Aug 6, 2014 07:58 |
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Kerbalcast - Episode 13: "On The Plain At Hadley" Featuring: Progress Update - Nos makes a rolly and a swimmy! Biff girds his girders! Over 9000 downloads! Crew Report: we read your letters Mission Briefing including "This Game Saved My Life" As The Kerbin Turns But I Digress: 43rd Anniversary of Apollo 15 mission http://kerbalpodcast.libsyn.com
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# ? Aug 6, 2014 07:58 |
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First mun landing (in this career save) didn't go so well, I accidentally left mechjeb set to 10m/s landing speed and the engine got smashed into the ground and the ship toppled over, then because I'd left autostaging on it staged. Then the pod ran out power trying to roll over so jeb could get free. This is the brave pilot of rescue mission #1 trying to attach the deployable dish to flip the pod over. Wait, the antenna works on his back? That's awesome. He managed to get jeb free of his However rescue mission #1 (top left) repeated the mistake of the original mission in leaving the landing speed at 10m/s And now resuce mission #2 (top right) even after filling up from rescue mission #1 doesn't have enough delta-v to make orbit, let alone return to kerbin. I figure I'll just give up build my moon base there (thanks fineprint)
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# ? Aug 6, 2014 10:51 |
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How do you get electricity for the antenna? Are Kerbals electric-type pokemon.
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# ? Aug 6, 2014 13:54 |
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That's how it's been since persistence was added. First survivable crash, you send a rescue mission. Second one, you send a better-planned rescue mission. Third one, you start a permanent base.
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# ? Aug 6, 2014 14:02 |
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How on EARTH do I get Dunford Kerman aboard my vessel?
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# ? Aug 6, 2014 14:48 |
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BlueGrot posted:How on EARTH do I get Dunford Kerman aboard my vessel? If you are doing a rescue mission, use [ or ] to switch to him. This tripped me up the first time as well.
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# ? Aug 6, 2014 15:14 |
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BlueGrot posted:How on EARTH do I get Dunford Kerman aboard my vessel? If you're within 2.2km, you should be able to click him in map view and select "switch to", or press [ and ] to cycle over to him. Then you can press R to turn his jetpack on and fly him over to the hatch until you see the "F to board" prompt. If you try any of those things and nothing happens, back out to the Space Center and re-enter the ship, or quit and relaunch the whole thing. 0.24 is sometimes buggy like that.
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# ? Aug 6, 2014 15:15 |
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Geirskogul posted:How do you get electricity for the antenna? Are Kerbals electric-type pokemon. Antennas only use power when transmitting, although TAC life support gives kerbals a small reserve of power. You can replenish it on the fly by using a solar panel on your back
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# ? Aug 6, 2014 15:20 |
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Cannot Find Server posted:If you are doing a rescue mission, use [ or ] to switch to him. This tripped me up the first time as well. This did it. Thanks!
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# ? Aug 6, 2014 15:27 |
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Arsonide posted:
Do you plan on these objects to stay after they are spawned for a contract or will they disappear after the contract is complete?
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# ? Aug 6, 2014 16:27 |
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If I switch my sandbox save to a science career save, will my existing ships freak out because they have parts that aren't unlocked? Also I assume I need to add a SCIENCE= value somewhere in there to give myself a bunch of science.
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# ? Aug 6, 2014 16:29 |
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Luceo posted:If I switch my sandbox save to a science career save, will my existing ships freak out because they have parts that aren't unlocked? Also I assume I need to add a SCIENCE= value somewhere in there to give myself a bunch of science. Should be fine. The game doesn't care if existing ships use parts you don't have unlocked. This could happen in a regular Career game, if you launch a ship with an experimental part, then complete the contract that gave you that part. You can add yourself Science if you want. Just search for "sci" in the save file. But then why convert to Science Career, if you just want to gift yourself a bunch of Science?
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# ? Aug 6, 2014 16:38 |
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eth0.n posted:Should be fine. The game doesn't care if existing ships use parts you don't have unlocked. This could happen in a regular Career game, if you launch a ship with an experimental part, then complete the contract that gave you that part. Because we're not all Abyssal Lurker and want to unlock a bunch of basic parts?
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# ? Aug 6, 2014 16:40 |
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# ? May 5, 2024 02:56 |
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Maxmaps: I was playing KSP with my four year old daughter (her favorite part is taking the Kerbals on EVA) after we watched the excellent Rosetta animations and looked at the pictures of 67P. We did an asteroid rendezvous, and took a Kerbal on EVA. She asked for the Nth time if we could play with a girl kerbal. We talked about Karen Nyberg and Valentina Tereshkova and Sally Ride and other Real Life Girls In SPAAAACE, but she cares more about Kerbals than real people on youtube and wikipedia. In all honesty, she first asked me for this more than a year ago, it pretty much always comes up when we play together, and I cringe every time because she is actually starting to lose interest in the game. You are a producer now, all the goongradulations I can give you-maybe you are in a better position now to insert some urgency on this? In general I don't mod early access games and haven't touched KSP modding yet, but I will cross the line to mod in a well done (NOT sexualized) girl kerbal. Does anyone know if that exists?
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# ? Aug 6, 2014 16:44 |