Jump to content

Johnny Wishbone

Members
  • Posts

    223
  • Joined

  • Last visited

Reputation

330 Excellent

Profile Information

  • About me
    Rocketry Enthusiast
  • Location
    Psychic from the island of St Croix
  • Interests
    Solving crimes in Beverly Hills...

Recent Profile Visitors

2,812 profile views
  1. I see the "missing Ap and Pe markers in career mode" bug that was introduced in 1.12.0 still has not been addressed. Awesome.
  2. Little late to the party, but just downloaded 1.12.1. Thanks for an amazing run, KSP.
  3. Returning to the game after a brief hiatus. Last version I played was 1.9.x. Now trying out 1.11.2 and immediately noticed that when I use the fuel slider on the Flea SRB to adjust the amount of solid fuel in the booster, it is now moving the slider in chunks of 14 rather than one at a time. It looks like they changed from the old slider that was percentage based to a new slider that takes out pre-determined quantities from the total fuel amount. For example, the slider now starts out with 140 units (instead of being at 100%). When I grab the slider to start removing fuel, instead of counting down 139, 138, 137, and so on, the slider now just jumps to 126, then to 112, then to 98, and so on, removing fuel in chunks of 14. I assume this is the same for all the SRBs and probably liquid fuel tanks now too? I'm sure there are totally logical and worthwhile reasons why this change, which is why I want to know if it is possible to go back to the old way? Is there a setting or something that can revert it back or am I stuck with doing it this way now?
  4. My typical career mode starts off like this: Mission 1) atmospheric launch to about 7500m, splashdown in Booster Bay. Should get me 54 science and about 134k funds along with rewards for the first 2 basic contracts. Mission 2) launch into high kerbin orbit. do EVAs and other science and return to kerbin. Mission 3) launch a 3 kerbal spacecraft into Mun orbit; do various science and EVAs and return to kerbin. Mission 4A) launch a "spaceplane" to do a 2 kerbal rescue mission for a scientist and engineer so I have 2 full crews. Mission 4B) launch a probe/satellite to do at least 3 satellite contracts on a single launch (4 if possible). Preferrably leaving the satellite in orbit around the Mun to act as a comms relay for future missions. Mission 5) launch a single kerbal lander to the Mun. Land at Armstrong Memorial. Plant flag, do science, and return to kerbin Mission 6) launch 3 kerbal, Apollo style CSM/LM to Mun using "prime" crew (Jeb, Bill, Bob). Do multiple landings on different Mun biomes using all 3 crew in different configs. return to kerbin Mission 7) launch 3 kerbal, upgraded Apollo style CSM/LM to Minmus using "prime" crew. Do multiple landings on different Minmus biomes using all 3 crew in different configs. return to kerbin Mission 8) launch 3 kerbal, even more upgraded Apollo style CSM/LM to Minmus using "backup" crew (Val, 2 rescued kerbals). Do multiple landings using all 3 crew in different configs. Then go to Mun and do multiple landings on Mun using different crew configs. return to kerbin. Mission 9) launch 3 kerbal, fully upgraded Apollo style CSM/LM to Duna using "prime" crew. Do multiple landings on Duna and Ike. return to kerbin. This is usually where I lose interest in my career and start over. Once you get to Duna, you can pretty much get anywhere in the kerbol system, and at that point I've unlocked pretty much the entire tech tree and I'm sitting on a ton of funds. For me, the fun is in the buildup to get to this point. As far as the original question asking for tips: career mode doesn't have to be super grindy. learn to work with what you have available. As other posters have said, you can do a lot with the basic parts from the first few tech nodes in the tree. A lot of people slam career mode because they think you have to spend a ton of playtime grinding for science on/around kerbin or keep doing contracts over and over for funds/science. As you can see from my mission plans above, I'm orbiting the Mun on my third launch without grinding away on contracts and I'm landing on Duna in less than 10 launches. I spent a lot of time playing this game using the basic/low level parts and learning how to get the most out of them. It also showed me how to be a better pilot and to be more efficient in my flights and missions and also in my rocket/ship designs. Building up those skills helps you overall become a better player and less reliant on things like MechJeb, which I feel a lot of early players use as a crutch. I personally find myself having a lot more fun when I'm actually playing the game instead of sitting back and watching a mod play it for me, but I'm digressing now.
  5. Fair point. I missed that as I was only looking at the floating one on the right.
  6. I think you're making "one giant leap" by assuming its chocolate in those wrappers. The bars are simply labeled "snacks" and the color of the wrapping doesn't necessarily imply chocolate. They could be granola bars, or energy bars, or even simple crackers. It could be something like taffy/toffee or even bars of that freeze dried ice cream (blech) that real Astronauts eat.
  7. Surprising that there is no love for EJ_SA in this thread so far. I'll add my voice to the Macey Dean chorus. I enjoyed his stuff a lot, and I don't usually go for the role-player kind of content. Sad that he's abandoned it, though I do understand why. Actually, its sad so many of the OG KSP Tubers/Twitchers from years past have moved on from the game. I enjoyed a lot of that content and I honestly don't feel like the stuff being done today quite measures up. Such is life; oh well. I know this will probably trigger a lot of you, but I've never really been impressed by Scott Manley. I don't dislike him or his content; it just never resonated with me for whatever reason.
  8. I never claimed it to be "clean". However, as other people have pointed out, "locking down your hosts file" only works as long as they don't change the servers they are phoning home to. By also removing the DLLs, you're gaining some additional protection by not allowing them to even run in the first place (assuming they contain the "phone home" code).
  9. When you set up your game, under the Advanced difficulty settings, there is an option called "Resource Transfer Obeys Crossfeed Rules". You need to disable this if you want to transfer resources through a Klaw. You can change this setting in your game by bringing up the Settings menu, selecting the Difficulty Options button at the top, and then selecting Advanced settings. ETA: if you disable this setting, you'll find that resources will now also transfer through your docking ports (the ones attached to structural beams that you are having trouble with in the first place), thereby eliminating the need for your tanker vehicle with the Klaw.
  10. For what its worth, I've done some testing and found that you can remove the following DLLs and still get the game to load and run (at least as far as the main menus): Unity.Analytics.DataPrivacy.dll Unity.Analytics.Tracker.dll UnityEngine.CrashReportingModule.dll UnityEngine.CrashReportingModule.dll.mdb UnityEngine.PerformanceReportingModule.dll UnityEngine.PerformanceReportingModule.dll.mdb Looks like it does require these 2 DLLs to load up and run, though: Unity.Analytics.StandardEvents.dll UnityEngine.UnityAnalyticsModule.dll ETA: I think combining this with host file blocking/DNS redirecting should keep your game pretty well locked down, even for the most analytically paranoid among us (myself included).
  11. Many moons ago, when KSP was but a young lad, SAS was a mighty force that would hold a craft straight and true. Then the “moar realism!” crowd started screaming and complaining and SAS eventually got gimped into the weak, pathetic, almost useless feature we have today. The ironic thing is that most of the people who complained about SAS being “too powerful and not realistic” also use MechJeb to fly their craft for them. So, they never really used SAS in the first place (just substituted MechJeb for it), but they made darn sure to screw it up for everyone else by whining and complaining about it until they got their way. Yeah, I’m a little bitter. How could you tell? :)
  12. Scroll to the bottom of that article. "This article was last updated on 5/30/2018" So, it was last touched about 2 months after the whole "KSP is spyware! Oh noes! Redshell!1!!!1!eleventy!!1!" nonsense started and subsequently died off. Nothing to see here. Move along.
  13. I started playing KSP back in early 2013, and I've never modded it. I happily play 100% stock to this day.
×
×
  • Create New...