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The first thing I would do is look at are the difficulty options Squad added some interesting new
features to it.
You can ignore the Comm Network since you are using Remote Tech
In the advanced section once again you can ignore Comm Network.
I turned on Kerbals Level up immediately because I Like having them on long extended missions
making several stops so why wouldn’t they get experience in the field? I don’t like bringing them
back just to get them stars.
And “Kerbal G limits” is a very fun feature most tourist contracts will fail if the Kerbals pass out due
to G limits.
This option will spawn some tourist contracts where the Kerbals want to pass out adding a little more
thrill to their adventure
Most parts of your craft will explode if you exceed 50G when you turn on Part G force limits.
Speaking of contracts you will always get one explore “insert celestial Body” and if you accomplish
that you will get the next so you won’t have more than one of those contracts at any times.
Contract penalties are different now they come in 3 different stages. If you have not seen a contract
because of time warping or something like that you will not get penalized. If you have seen a contract
but not clicked on it you’ll get a small reputation penalty when the time expires and you didn’t take
it. If you click on a contract and read it you’ll get a bigger penalty if you let it expire without taking it.
Toggle option “Autohide Navball in Map View” is not accessible through the pause menu but from
the main settings menu.
Kerbnet is another big addition in 1.2 all probe cores have access to it but only if you have a
connection to the KSC. I hope this works with remote tech.
Some probe cores only show a height map of the celestial body they orbit others can show a height
map or a biome map which is very useful.
Here is a biome map around the south pole of the mun. You can manually refresh the map or you can
set an Autorefresh.
Probe cores can also scan for anomalies which are displayed by a question mark and you can set
waypoints which you can then target in the map view. Anomalies are usually Easter eggs sadly most
of them are just monoliths. One of my favorite Easter eggs is on Vall.
Different probe cores have different chances of detecting an anomaly. You can check the chances in
the part description.
The Narrowband scanner shows you the ore concentration through Kerbnet
Here is my custom hud next to the Navball. If you put down a maneuver it shows you the exact burn
time if you compare it to the stock burn time you’ll see a big difference since I had the engine thrust
limited on the previous burn. KER is always exact since it updates the burn time immediately after
you make changes to the thrust limiter and burn times work even across stages. Next I like the time
to maneuver burn because then I can burn when this number is at 0s. Maneuver Angle to prograde is
useful if you are using transfer window planner.
If you have advanced tweakables enabled you can set fuel flow priority to your tanks and determine
which tanks drain first (higher number drains first). By default every tank in the same stage drains
equally so you want to look at your staging first because if you change the staging your fuel flow
priority will change too. Most of the times you will not need fuel lines anymore because you can set
decouplers to allow crossfeed. The only problem with this KER will not calculate delta v correctly but
you can look at the fuel flow overlay to see if the fuel will get to the engine. KSP has two different
modes to display fuel flow. If you right click a tank you’ll get fuel delivery overlay, but I don’t find that
very useful I always right click the engine and select fuel request overlay. Radial attached tanks didn’t
allow crossfeed in earlier versions of KSP but now they do, so you won’t need fuel lines as shown in
the screenshot below. As I mentioned KER isn’t able to calculate it correctly, but I hope in a future
update of KER this will get fixed. For now I just add fuel lines to calculate delta V and then I remove
them once I’m ready to launch.
Without fuel lines KER shows only 1050m/s which is not correct.
When I add fuel lines to the radial tanks KER calculates it correctly, but they are not needed once I
launch.
Autostrut is another advanced tweakable. Use it with caution especially when you autostrut across
clipped parts it can, in some cases, rip apart the craft. If your craft explodes due to autostrut try
autostrut to grandparent part. This is safe in most cases at least I haven’t encountered any problems
with it yet.
An interesting new part is the science container which is very useful for probes you want to bring
back to the KSC. Squad added a 0.625m heat shield which fits that part very well.
This part serves as storage for science experiments. It can collect and store the science on the fly.
Imagine on a mission to Duna you can collect science around the sun, high and low orbit science of
Duna, atmospheric science of Duna and high and low orbit science around Ike. Previously you needed
to transmit the science giving you a penalty or bring multiple thermometers, barometers, etc. Of
course it can’t reset mystery goo or the materials bay so you still need to bring multiple of those if
you want that science too, but it can collect the data so you could leave the heavy materials bay
behind and still get the science back to the KSC.
Have fun exploring the new stuff and I’ll see you on your next stream.
Greetings b0_bo
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