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Kerbal space program rocket flips
Kerbal space program rocket flips




  1. Kerbal space program rocket flips mod#
  2. Kerbal space program rocket flips upgrade#
  3. Kerbal space program rocket flips mods#

Before we spend anything, let's grab some more science.Ħ. You will have completed the "Science from Kerbin" contract by delivering those experiments and should now be at 109,745 Funds and 28 Science. Take an EVA report, return to the capsule, board it, and Recover. Now head south, onto the grass, and down the hill. Take another EVA report, return to the capsule, and store the data. Once you get to the raised gray tracks you will leave the "launchpad" biome and be in the "crawlerway" biome. Hold shift to run and use time acceleration because Kerbal legs are short. So reports and experiments from different biomes and situations are fine, but trying to store two reports from the same biome will prompt you to discard one.ĥ. Your pod can hold an unlimited amount of experiments, as long as there aren't any duplicates. Now jump down off the ladder and perform another EVA report (" from the launchpad") and store that, too. While he's still hanging on the ladder of the pod, perform an EVA report (" while flying over the shores of Kerbin") and Store the data in the capsule.

Kerbal space program rocket flips upgrade#

Order your kerbal to EVA from the pod (which you can only do on the ground until you upgrade some buildings). Each time you get a diminishing amount of science points so it really isn't worth running more than two of these experiments per biome.Ĥ. Note that the Goo doesn't give you a "full" bar of science because it (like the materials bay, gravity, seismic, and atmosphere sensors) can be run multiple times in the same situation/biome. On the launch pad, perform a Crew Report and observe both Goo containers. We'll not be going anywhere just yet, so you don't need any engines. Next, head to the VAB and put together a very simple capsule: Mark 1 command pod and two Goo canisters. You can only hold two active contracts at the moment and can't cancel this initial batch.Ģ. First off, head to Mission Control and accept the "Scientific data from Kerbin" contract and only that contract. I feel like the weakness of the kerbal modding setup is that it is so modular that there aren't any grand, widely interacting overhauls (at least that I am aware of).ġ.

Kerbal space program rocket flips mod#

I also wouldn't mind an X-Com-esque rest period for kerbals so the rotating roster is more useful (I think there's a 0.9 mod that isn't updated yet that does this).

kerbal space program rocket flips

Or possibly a very rare Apollo 13-esque catastrophic equipment failure mod (possibly tied to strategies so you can invest in superexpensive redundant checks and get outstanding quality or seat-of-your-pants high chance for explosive accidents). I wouldn't mind a bit more in-depth electricity management (I think one of the patches was supposed to lower the electricity return on solar panels out past Duna, but I may be imagining things). So there's at least flexibility of "send the kerbals + enough total supplies" or "send the kerbals + supplies and the material for recycling those supplies".

Kerbal space program rocket flips mods#

There are some life-support mods that also include recycling and base-building, so in that sense they at least go beyond a weight tax in the late game.

kerbal space program rocket flips

Had it been stock with no life support, it wouldn't have been nearly as fun - I would have just built a normal interplanetary rocket and flown it to Duna after timewarping to a transfer window. It wasn't a launch transfer window, so I had to do a really inefficient flight path to get there ASAP. He didn't have enough life support to wait for me to build AND send a rescue mission, so instead I launched an SSTO which was already built, refueled it in orbit by docking with a future interplanetary mission that wasn't originally designed as a fuel tanker, and then flew it to Duna to save him.

kerbal space program rocket flips

You have to think.įor example, I once had to rescue a Kerbal from Duna orbit. It's when you combine it with other realism mods that it really shines.īecause if you do mess up a mission, you can't simply render the mistake pointless by building an instant rescue mission. What does this have to do with construction times?Įssentially, adding construction times in isolation isn't that interesting a mechanic. Interesting points about life support! Yes, they amount to a weight tax, and a punishment for fucking up transfer windows.






Kerbal space program rocket flips