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zedsdead

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  1. Per Ardua Ad Astra Campaign Intro So I’ve been playing KSP since 0.25 but never really got past the Mun. This has been largely due to gaps in my playtime, updates, other interests and so forth. However, recently I’ve devised a style of play that suits me, will guarantee I follow through with my game goals, and will let me post updates in a leisurely fashion: real time. That’s right, a game without time warp. Fear not Kerbals, the furthest interplanetary transfer is only six months of your life. Now, since I’ve started playing that I’ve always wanted to log it in some fashion, as us geeks are wont to do. So here it is; the diary of the digitized descendants of Apollo I. A few explanations and ground rules: as I am making this as realistic as I want it to be, I’ve installed the following mods and am following these rules for 1.0.2: Capsules, Probes, Orbiters, Landers, Rockets, and Station Parts must first be tested in ground, flight, suborbital, and orbital flight to the extent possible (i.e Station Parts will only have a ground test before being flown up) For my own amusement I will only fly IVA in manned vehicles with RPM mod and hullcam POV for probes but can use the orbital map to simulate mission control’s viewpoint Send probes before Kerbals for exploration and landing Due to the plentiful supply of Kerbals, unmanned testing has not been invented at the start of this Space Program Progression will be done with Programs that have their own missions with specific goals/flight plans to be accomplished (i.e. what NASA does) Game mode is normal but with no tweaks (recoverable Kerbals, reverting etc) Mod list: SCANsat Station Science UKS Hullcams Tarsier Space Tech RemoteTech MechJeb2 RPM TAC LS (configured for Mk1 pod-1d of supplies and 2h of electricity; 1h supplies EVA) KCT (build time set at 0.1 of normal so this is still feasible) KIS KAS Universal Storage Final Frontier Vessel View StageRecovery DMagic Orbital Science Docking Port Alignment Background Processing EVAFuel Contract Packs for ScanSatLite and RemoteTech DangIt (oh, yes I did) I wanted to add some science mods like FieldScience but they’re still in 0.90 so these will do quite nicely. I may add or remove some depending on their performance and impact but only in extreme cases. Also if anyone knows a mod that simulates non-active vessels’ orbits please let me know. Enjoy the ride! Every mission will have a briefing, description, and after-action report with pictures. I’ll probably get around to one mission a day, no doubt slowing down the further down the tech tree I get (due to KCT). The Space Program's Mission Statement is as follows Founded to learn all scientific data in the Universe as well as establish Orbital and Surface Bases on all available Celestial Bodies, capture Unknown Objects for study, create a Solar Communication Network, and explore the depths of Deep Space. Is this all very long term? Yes, but with plenty of excitement along the way. First mission will be uploaded soon.
  2. Kind of. My problem is that time does not pass in any state (for ongoing missions) unless I am in the tracking or in-flight mode.
  3. Before when I was not in the tracking station or in-flight (or even when I minimized the game) when I clicked back in to either of those modes the vehicle would have moved in space and time. My problem is that now it does not (it only moves in space and time when I am in tracking or in-flight), which is very frustrating as far as multiple missions and time management is concerned.
  4. KSP Version: v0.24.2.559 Windows 64-bit What Happens: Flights do not update when not in tracking station or in-flight Mods / Add-Ons: All Stock Steps to Replicate: 1) Launch a flight to orbit 2) Do something else outside of tracking station or flight control 3) Come back to flight or tracking station Result: Flight not updated (applies to multiples as well) Fixes/Workarounds: Needed! Please Help!
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