Mandella

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About Mandella

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    Rocketeer
  1. I would say that your playstyle sounds suited to MKS. I've done much the same myself, and now that I feel reasonably confident with basic KSP play I've started an RSS game from scratch with MKS added, and so far so good. I think MKS is only daunting if you are trying to be really super efficient with it. Me, I just over-engineer everything with plenty of spare capacity and sit back and let it run.
  2. When updating to the latest CCK or USI tools should we always delete the old or is it okay to just copy over? Actually, typing this, I'm pretty sure "always delete" is always the correct answer, but I'm going to leave the question just to make sure.
  3. Is there a downside to running it in Windows 10 with DX9?
  4. Just for future reference, you can use Notepad to open .cfg files.
  5. I *did* know that, just trying to stay away from generic ore in this particular game. I'd rather actually use Karbonite. I'll take some time tonight and watch the tutorials on it.
  6. Thanks for the quick response. So just to be clear, if I'm going to manufacturer rocket fuel on the Mun (or Moon, in the RSS game I'm setting up) I'm going to need Karbonite? Kinda sad about that as it goes against the whole "real" thing, but hey, I'll deal. I haven't read up on the mod yet since I wasn't thinking I'd use it, but can you tell me what real world resource Karbonite is supposed to represent?
  7. So with MKS giving me so many real materials to mine and process, do I really need Karbonite in my RSS game?
  8. The thing with the Orion is that it is, relatively speaking, kinda low tech, which means it should go pretty early in the tech tree, IMHO. Which would *really* change the flow of any game using it -- not that that's a bad thing! It also depends on whether you think whatever political system Kerbals adhere to could handle the fallout (ha ha) from surface launching these babies.
  9. Just a note that it looks like the PSA Greenhouse is in a dev hold, if not abandoned, and hasn't been updated with the latest USI configs.
  10. Putting together an RSS install from scratch and I'd really like to include SMURFF, so the questions: Does SMURFF play nice with SETI -- Unmanned before Manned? and Is there any issue with also running KSP Interstellar Extended? Thanks for a super great mod btw.
  11. So are Near Future and KSPI-E not very compatible? Is it best to run one and not the other, or are there just some issues that one can work around?
  12. I'm glad you brought that up. I'm about to start a new (my first) RSS game and was looking into SMURFF over RO. Does SMURFF play nice with MKS and USI-LS? Anything I need to know?
  13. I had this bug a while back, and it seemed to have something to do with an improper Kopernicus install. Or at least when I fully uninstalled (as in deleted the folder) and then reinstalled Kopernicus it cleared up. It's been a while, but if I remember correctly I might have somehow had a duplicate Kopernicus folder inside of Mechjeb. Before I cleared the bug, I did come up with a workaround. Hit escape the instant you undock and quicksave. Go all the way back out to the main menu, then reload the save. Everything should be all right then, although the errant part will still have picked up a few meters per second difference in velocity. Oh, and in my bug, the falling part could well have a command pod too, so it's not just for space junk..
  14. When I began my own base building projects I agreed with you, but soon I discovered that a webwork of interconnected KAS tubes connecting a sprawling base was just too much of a Kraken lure. After one memorable attempt at fueling resulted in a SpaceX-like "anomoly" I saw the wisdom of Roverdude's more abstract approach. I just assume that my bases now have buried pipes and power cables, and some supplies are simply physically transported (which is born out by the fact that piloted rovers extend the supply range tremendously). By the way, this is in no way throwing shade on KAS (or SpaceX). Both are dealing with a harsh and unforgiving underlying physics code that can sometimes cause unpredictable reactions...
  15. You might want to try this fix quoted from earlier in the thread: I was having the same rollover problems, and that fixed it. (Note: haven't tried it on the latest update, which I haven't installed yet.) That said, airships are *very* touchy as far as balance issues, and not always intuitively. There are some nice tips throughout this thread, wish I had time I'd bundle them together somewhere, but you can pick up a lot just skimming through.