Cephalos
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Bottle Rocketeer
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So I have this problem - every time when I use time warp, every hour (ingame) warp stops, I got info that "KJR calculaters physics" and my trajectories became odd. For instance, my flyby near Mun at 25 km height become flyby at 60km, and next hour 220km high. Mods I have installed are: Kerbal Alarm Clock Ferram Aerospace Atmospheric Trajectories Kerbal Joint System Stage Recovery Active Memory Reductor Kerbal Engineer Redux Precise Node Tramsfer Window Planner Interstellar Flight Enhanced Navball Docking Port Alignment Indicator Procedural Fairings DMagic Orbital Science ScienceAlert Aviation Lights Texture Replacer They are all up to date. I guess it's not a bug, but a some feature, that I have no clue where to find and turn off...
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Cephalos replied to ferram4's topic in KSP1 Mod Releases
I have few mods installed. KAC and Science Alert are amongst them, as well as Stage Recovery and FAR, Deadly Reentry and Atmospheric Trajectories - I think the last one may be responsibe for this. Also, I noticed that every time when warp stops planets seem to stop too, so every manuver becomes a mess and can't hit a damn thing- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Cephalos replied to ferram4's topic in KSP1 Mod Releases
I've encountered bug (I think so, it may be a feature) - KJR kills my time warp now and then, without any reason to do so. Long flights are pain because of it. Is any way to switch it off?- 2,647 replies
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Hello everyone I've been playing KSP since 0.22 and always loved exploration and science gathering on different bodies. Now, when there are more biomes on every planet/moon I decided to try the career mode. But I have one problem - science progression is too fast (yes, I have mods). I used to use more biomes mod (forgot the exact name) and DMagic Orbital Science (for moar experiments, of course) - this resulted in significant increase of science harvest. Example? I unlocked whole techtree by going to Moho with science-heavy rover/lander - only 2 biomes visited + orbital science and crew reports. Then Eve unmanned rover - one biome. And cleared enitre Minimus using jumping-flying science lab. And of course some basic missions, like Mun and orbiting around Kerbin. So my question is - considering that I won't remove DMagic - how to reduce science gain? So the game would be long and epic, and not 1-flight-half-techtree-unlocked style?