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Tenebrais
Sep 2, 2011

Chamale posted:

What's new in .90? I stopped playing a couple months ago when I got frustrated by a mission-killing glitch, but now might be a good time to start it back up.

Most notably, buildings now upgrade to unlock features that we previously took for granted (like going EVA or using maneuver nodes) so the start of the game is much more challenging to work within the limits. Also astronauts have specific skills and gain experience. The VAB has been overhauled.

Did you quit after .25? If not the buildings are also destructible and there's now a selection of viable spaceplane parts.

Tenebrais fucked around with this message at 19:55 on Dec 16, 2014

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Tenebrais
Sep 2, 2011

Toast Museum posted:

Does part placement have vertical snapping yet?

Yes, with the new offset tools.

Tenebrais
Sep 2, 2011

Away all Goats posted:

So testing parts through the right click menu is out completely? This just made testing a whole lot harder. I guess they can only be completed through staging now?

It's the same as it was before - if the part is in the staging diagram, you have to stage it, otherwise it's just the menu option.

Tenebrais
Sep 2, 2011

My strategy for pre-wheel planes is to but a radial separator on the lower front attached to a girder, then a bunch of separatrons at the back. Firing them and the separator at the same time shoots me immediately into the air and gets the intake air pumping for my jet engine, and it's all gravy from there.

This is the first time in a KSP career that I've unlocked the airplane parts first, rather than last.

Tenebrais
Sep 2, 2011

mustard_tiger posted:

Is the money to science perk broken? I set it at 20% for one mission (testing the S3 KS-25x4 Engine Cluster on a suborbital flight) and i got 4500 science from it? Is this normal?

The strategy system significantly over-values funds. Take the rep->funds or science->funds and you'll get pocket change.

Honestly they could probably multiply the relative value of funds by 10 and it'd be better balanced.

Tenebrais
Sep 2, 2011

Trivia posted:

The land-then-EVA-report surveys are pretty obnoxious, as there's little indication (other than a quick line of text) that actually let's you know you're entering or leaving the locale. Would it be possible to add in a distance-to-target indicator? Something similar to right-clicking then set-target.

I'm fairly sure if you've got the navigation waypoint on it blinks when you're in range of the target. But if you're right on it then the waypoint will probably be above you.

Tenebrais
Sep 2, 2011

Luneshot posted:

I've given up on the ground-based Kerbin survey contracts entirely because it's just too loving frustrating walking around to try and find the right spot. When it takes you 15 minutes to actually figure out where the survey area is because there's no visual cues (even on 4x time acceleration) then there's something iffy with the game design. You can activate navigation on the navball, but that doesn't do jack poo poo for you when you're on EVA.

Are you walking from one location to another? Why? Get in your plane.

Tenebrais
Sep 2, 2011

Count Roland posted:

I was thinking about this too. In our solar system there are some very peculiar anomolies, like Venus rotating very slightly retrograte, or Uranus's axis of rotation being almost 90 degrees from its orbital path, or Triton (large moon of Neptune) orbiting retrograde. I haven't explored the whole Kerbol system yet, does it have this sort of variety? I've only seen inclinations and eccentricities in orbits so far.

I don't think so, no. Things like funky rotational axes or retrograde orbits would be a good way to add more planets and keep them fresh. We should certainly have more than one gas giant.

Tenebrais
Sep 2, 2011

I had something similar recently, actually. I set up a manouver node to minmus, then switched to a piece of debris to watch it crash into Kerbin. When I switched back the node wasn't encountering Minmus any more and I had to fiddle with it to get it right.

Someone mentioned earlier in the thread that quickloading wasn't resetting the position of planets, etc to where they were when you quicksaved. I'm skeptical of that, but maybe there's a deeper problem here?

Tenebrais
Sep 2, 2011

Ciaphas posted:

Oh my god I can not figure out how to make planes that work/can even take off either in stock or FAR. :cry:

You might not have enough lift? I had problems getting planes to go up until I got into using more wing pieces.

Tenebrais
Sep 2, 2011

SeaborneClink posted:

So I've unlocked two inline reaction wheels but slapping it on a probe and hitting [T] just tells me there is no pilot or SAS available on the ship, what stupid thing am I missing here?

You're missing a pilot or SAS core! You need the OKTO or a better probe computer to have SAS available, or a pilot. It's not a standard feature any more. The reaction wheels just give you better turning.

Tenebrais fucked around with this message at 20:11 on Dec 21, 2014

Tenebrais
Sep 2, 2011

Ciaphas posted:

Does anyone have any advice on doing EVA surveys on Kerbin? I can take off and fly planes fairly reliably now but landing on my wheels without rocking to the side and breaking a wing is still nightmarishly impossible.

Put your landing gear on your wings. A wider footprint makes it much harder to tip over.

Tenebrais
Sep 2, 2011

ToxicFrog posted:

Can anyone point me to a good tutorial or even just high-level documentation on UKS? The official tutorial looks great at first glance, but most of the pages are either missing outright or just have "WIP" instead of content, and the ones that do exist are for a much older version of the mod and refer to parts and resources that no longer exist.

Here's my understanding of it.

The centrepiece of a station or base is the Colony Command Centre, which produces punchcards to run the other modules. Without these, the modules won't function.
The Power Distribution Unit is an optional module that provides power in place of solar panels, if you want that. It requires a supply of Enriched Uranium to function.

All the other active modules need to be filled up with Machinery before they can function, but don't consume it - it's a one-time requirement of resources. You might choose to leave without machinery if you have means of making it on a nearby base, or want to add it later on a different flight to save weight or something.
They also require a supply of Spare Parts, which do get consumed, so you'll need to regularly resupply or produce new ones. They don't need to have a filled supply, but having more means they last longer. The Spare Parts do not need to be contained in the modules themselves, but they can hold some.

There are two tiers of modules. The first one is concerned with life support.
The Kerbitat is your basic food production module. It turns Biomass into Food, and Waste into Compost. (Your kerbals, naturally, turn Food into Waste). This requires a Habitation Ring or Habitation Module - one of the inflatables - to do so. Kerbals need living space!
The Aeroponics module is the other half of the life support. It recycles Carbon Dioxide into Oxygen, Wastewater into Water, and Compost into Biomass. It needs an Agriculture Module inflatable to do this, since it's the plants doing all the work there and they need space too.

Also on this tier is the Biolab, which turns Substrate and Water found in-situ into Biomass, so you can generate food from local resources if you need to.

If your station or base has a C3, Kerbitat, Aeroponics, habitation and agriculture inflatables, and a power source, then your kerbals are good for a long time. They won't need any supplies. The modules will eventually run out of spare parts, though, and break down. That's what the second tier is for, the production tier.

The production tier is based around chemicals, polymers and metal. The Orbital Refinery turns Biomass into Polymers, Ore into Metal, and Minerals into Chemicals. Biomass is made in the Biolab, Ore and Minerals are found on planets. It will also produce small amounts of rare and exotic materials that are not useful, but considerably valuable, so you can take them home to Kerbin.
The Fabrication Module then turns each two of these materials into useful parts - Mechanical parts, Electronic parts and Structural parts.
The Orbital Repair Shop turns these three parts to make Spare Parts to top up your other modules.
Nothing is ever wasted on a base, and all the consumed spare parts are turned to Recyclables, which the Repair Shop will turn back into Polmers, Metal and Chemicals.
You also get the Machinery Plant, which turns the Mechanical/Electronic/Structural parts into Machinery so you can set up new bases without hauling so much up from Kerbin.

Once you have a colony set up and as expanded as you want, there is no need for further mining. Your first tier will fully recycle the life support materials, and your second tier will fully recycle the spare parts. You only need to produce more raw material if you're making a new base or plugging into EPL and using it on rockets.

Finally, there is the Science Lab, which enriches uranium for the PDU. Power is the exception to the "nothing is wasted" rule on bases. The Science Lab can turn Depeleted Uranium back into Enriched Uranium, but you'll only get half as much. You will need to supply it with found Uraninite to get more.

Tenebrais
Sep 2, 2011

ToxicFrog posted:

Ok, one more UKS question before I go to bed: are there any plans to add six-way OKS hub connectors, and if not, is there a mod that adds them? I'm reduced to riveting radial attachment points with docking ports on them to the 4-way hubs and weeping quietly.

There's a stock part that does that, the HubMax. You get it at the end of the tech tree, under Metamaterials. As far as I can tell the purpose of the 4-way hubs is so you can arrange space stations before you get that far, while not making the part totally useless by just letting you do it 6-way anyway.

Tenebrais
Sep 2, 2011

karl fungus posted:

By the way, here is the big dumb rocket that got me to Mun three times and now to Minmus. Please tell me how dumb it looks.



That is a preposterously powerful rocket for going to the Mun.

Awesome.

Tenebrais
Sep 2, 2011

massive spider posted:

I briefly installed NEAR and getting to orbit with rockets suddenly became way easier. De orbiting spaceplanes on the other hand seems to tend to cause them to flip out and explode. Is this a common problem?

Yes, in the sense that that is exactly what NEAR is designed to do. The thinner lower atmosphere makes rocket launches much simpler, and your spaceplane is presumably not properly designed for real aerodynamics. You might also want to pay attention to things like your angle of attack.

Tenebrais
Sep 2, 2011

I've got to say, working out dV and TWR became so much easier when the VAB started giving a mass readout. Now all it needs is to also show dry mass, and total thrust. And total Isp. And dV and TWR.

Tenebrais
Sep 2, 2011

karl fungus posted:

Is an ion engine enough to return to Kerbin from the Mun with?

A single ion engine has enough thrust to lift about 1.2t of mass on the Mun, including itself and its fuel.

So basically, yes, as long as the engine isn't actually carrying anything.

Tenebrais
Sep 2, 2011

What do survey stakes actually do in EPL? I haven't used that mod in quite a while.

Tenebrais
Sep 2, 2011

Turks posted:

It's not particularly stockalike (or balanced imo) so probably not. As far as I remember squad are still not 100% on if they're going to implement resources?

Maxmaps posted two pages ago that they're putting resources in the next patch, along with aerodynamics.

Tenebrais
Sep 2, 2011

Maybe with a higher reputation you get astronaut applicants with levels to start with, or even unique specialisms.

Tenebrais
Sep 2, 2011

How long until KSP supports telemetry data as control input?

Tenebrais
Sep 2, 2011

Fina posted:

Yeah, It was the right one, highlighted in green in the parts menu. It was also one of the massive decouplers when I was still on the earliest tech stage so it looked stupid stuck on my rocket.

Did the contract definitely need to stage it? Or was it one of the ones where you Run Test in a right-click menu? I don't know if they fixed stage-able parts getting right-click tests in release.

Tenebrais
Sep 2, 2011

massive spider posted:

Ok so, I'm using mechjeb to view potential delta v on a rocket im building. Why when I add nuke engines does d v shoot straight down rather than way up like it did pre 1.0? I try removing the oxidser from the tanks but that only gains a little back.

How much fuel does the rocket have? Nuke engines are very heavy; you won't get good returns unless you've got a lot of fuel to vaporise.

Tenebrais
Sep 2, 2011

Inside Outside posted:

Is there a way to match inclination with satellite contract target orbits beyond eyeballing them? That's what I tried to do yesterday since they can't seem to be targeted and even with Mechjeb I ended up too far off to correct it.

The Ascending/Descending nodes are marked on the target orbit.

Tenebrais
Sep 2, 2011

haveblue posted:

You can't transfer tourists at all so her only hope is for you to pick up the entire cabin and return it to Kerbin intact.

You absolutely can. Yesterday I transferred some tourists between two docked Hitchhikers.

Tenebrais
Sep 2, 2011

Noslo posted:

I am utter shite at docking. I found a mod awhile that kinda helped, it brought up a HUD alignment grid when you get within 2km.

I'd like some tips on docking as well. I've practiced on creative mode before, with like 20 objects in a low, circular orbit. But I still haven't been able to successfully dock a single ship :saddowns:

Patience and time acceleration are your main tools for docking. It sounds like you can do the rendezvous okay? Once you're near your target in the same orbit (ideally within 2km or so) you want to move slowly toward that target. If it's taking too long, don't speed up - time accelerate. The only reason to go faster is if your orbit is curving you away before you can get there.

Once you're within visual range, slow down to as close to a stop as you can. Right-click the port on your craft to "control from here" and your target one to "set target". Press V until your camera is in Locked mode, then rotate your craft so that your docking port is at the angle it will be when it's docked (you'll have to eyeball it; you can make corrections later). From here you want to do your movement with the translation controls (I/K, J/L, H/N). Move your craft so that the docking ports are directly facing each other (pink target direct centre of the navball). Then slowly - very slowly - move in to the target, making little adjustments as necessary. Once your craft is pullings itself in, disable SAS so that it doesn't wobble your ship off again.

Scott Manley's tutorial is how I learned.

Tenebrais fucked around with this message at 01:54 on May 4, 2015

Tenebrais
Sep 2, 2011

How much do you want your assembly mod to depend on MKS? One the one hand rocket parts make a great purpose for all that heavy industry mature bases have, but on the other hand it then makes a big hassle if you don't want to build colonies.
I guess you could just make getting rocket parts out of high-end colony supplies more efficient than casting them out of ore, or something.

Also, please do add a launchpad part like the little valvey thing EPL had. Orbital construction!

Tenebrais fucked around with this message at 20:55 on May 7, 2015

Tenebrais
Sep 2, 2011

While we're floating ideas, I'd have the recipe be generated based on mass, VAB category, and tech level - that way you can account for modded items since they all need those qualities. Require greater refinement at higher tech levels - the very lowest objects could be made out of the raw materials and the highest need either MKS integration or a stock of specialised parts shipped up from Kerbin.
Category telling you which of those resources you need and mass telling you how many.

It could be a good compromise for how much infrastructure you want your engineering to need. You could make your very basic rockets with just a drill and a launchpad, but advanced stations for advanced engineering.

Tenebrais fucked around with this message at 13:16 on May 9, 2015

Tenebrais
Sep 2, 2011

Jack the Lad posted:

Doing it with the pod behind me has let me make a node that gives me a 130km approach, but that's the best I can do.

How are you guys getting <10k?

Drag your maneuver node around your orbit and watch the close approach markers to guide you to where on your orbit to make your burn.
If they don't get anywhere close, right-click the node and fiddle with the grey buttons. These set the node to be on your next or previous way round the orbit, so if you need to circle a couple more times to let the target catch up to you, you can observe the changes that will give you.

Tenebrais
Sep 2, 2011

Dongattack posted:

Is funds income a huge bottleneck in the "late game"? It's a fun challenge for now, but i can see it being that maybe. If so, any moneymaking tips?

I haven't found it to be so. I'm consistently on a couple of million in the mid-to-late game. I just tend to let contracts drive my missions, and combine them when possible. It's rare for the cost of a launch to even approach the profit from a contract.

Tenebrais
Sep 2, 2011

Deuce posted:

Should I basically just start a really slow turn right away on liftoff?

This is exactly what you should do. Sharp turns kill rockets.

You still want to be going 45 degrees at 10km, you just do it gradually from launch now.

Tenebrais
Sep 2, 2011

Dongattack posted:

I'm trying to use the Mobile Processing Lab like i used it last time i played, hopping from biome to biome, processing the science and transmitting it, but i'm running into something new. The Lab fills up with "Data", what's that all about? How does this work now?

Labs were overhauled last patch. Rather than giving you a better ratio on transmitting, they generate wholly new science out of data (which is not consumed).

Tenebrais
Sep 2, 2011

Panfilo posted:

I'm curious about the uses for some equipment:

Vernier engines: Better deal than monopropellant? It saves you the need to carry monoprop tanks/fuel, but they appear to be unidirectional and I'm not sure how much fuel they guzzle.

RCS engines: I heard the ant engine is more efficient, so why would you bother with an RCS tank/engines when an ant and Oscar tank could do it better?

Ant engine: I feel the little orange engine one step above it is a better deal. When would an orange engine, weighing .1 tons, be too heavy?

Liquid booster vs solid? Which is better?

Shielded solar panels and docking ports: So far I haven't found heat effects to be too brutal. Are these worth the extra weight and cost?

The Not A Clampotron device: Not sure what this is for.

Heat shields: at what point do these become necessary? You can stuff vulnerable parts in a service bay.

Vernor/Monoprop engines: Their main benefit is only needing to carry one kind of fuel. Monoprop definitely gives you better maneuvrability.

Boosters: Solid is much cheaper and generally thrustier, but liquid is much more controllable. Crucially, you can use liquid fuel in asparagus staging, so you can get away with much less volume of fuel for the same delta-v, though I don't know how that compares to solid financially.

Unshielded solar panels can't be retracted, so the main benefit of shielded ones is that you can pull them in.

The not-port is a structural element, letting you build a tower horizontally off something else.

I find heat shields useful once I'm coming in from beyond the Mun or so, but it really depends on what you're trying to protect.

Tenebrais
Sep 2, 2011

Most notably, you can use it to attach parts that don't normally attach radially, like fuel tanks or probe cores.

Tenebrais
Sep 2, 2011

SquadronROE posted:

Yep, that helped. Still running out of fuel before I get to orbit. 146,000 m and 1100m/s is pretty much my top, even with 2 stages of liquid engines.

If you're just going to orbit, don't put more than one engine in your main trunk. It's dead weight.

Tenebrais
Sep 2, 2011

Koobze posted:

Has anyone noticed any weird rotational drift since 1.0? I have an L-shaped station orbiting minmus and point it somewhere like at the sun or at normal/antinormal and over time it drifts away. Makes it especially annoying trying to dock when the dock I lined up to point antinormal ends up almost prograde. It happens around Kerbin as well, I was trying to launch some comms relays at Duna and set up a maneuver node, fast forward, and after a few days I am no longer pointing in the right direction. It even makes mechjeb pop in and out of timeaccel to reorient.

This seems like normal orbital drift to me if it's over the scale of days. If something is facing the sun, then half a year away it will be facing directly away from the sun, because Kerbin is on the other side of the sun.

Tenebrais
Sep 2, 2011

Red_October_7000 posted:

I think I hosed my savegame. I was trying to rescue a Kerbal from orbit, botched the approach, and pressed-and-held F9 thinking it would reload the autosave made as I got into orbit. Instead it loaded a save I made from my first Mun probe. None of the saves are anywhere near where I was in the game; is there any way to un-gently caress my save here? And how do those drat autosaves work?

"persistent" should be the file from the last time you switched scenes, assuming you haven't done that since quickloading (though you probably have if you're posting here now).

Tenebrais
Sep 2, 2011

Nalin posted:







How much must you ask of me??? Be reasonable, I'm trying here!

Are you going the right way round the orbit?

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Tenebrais
Sep 2, 2011

Luneshot posted:

From Reddit:




KSP crashed on ignition of this thing but that might have been unrelated.

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