Jump to content

yardpup01

Members
  • Posts

    29
  • Joined

  • Last visited

Everything posted by yardpup01

  1. Thanks. It was mostly the hab time I was concerned about. I should play around with it first, before I determine that there is a problem. I just wanted to see if anyone else had prior experience with this.
  2. I'm planning on starting a career save with a 6.4x rescaled system. Is it recommended that I alter the consumption rates and hab requirements? My assumption is that some type of modification is necessary, otherwise interplanetary missions may become absurdly large due to the increased transfer times.
  3. I agree with this. I think the difference of opinions comes down to how people interpret the nonexistent canon of the game. Do you think KSC was started by a few Kerbals big on ideas, but short on cash? You probably liked the barn concept if not the actual modelling. Do you think KSC was started as an effort of the entire Kerbal society with the full backing of said society? You probably hate the barn. Similar to this: did they by the land as-is and tier-0 was minimally altered by the kerbals, or did they design and build tier-0? I think people object to the idea that the Kerbals built the barn rather than bought it. At least, that's what I've interpreted from the numerous debates.
  4. I've been having a lot of fun with OpenTree. I don't use parts packs, so I don't know how well those are integrated, but the base tree is fun and provides plenty of directions one can choose from.
  5. While I disagree with tkw's sentiment, the OP was edited January 21st, not July 21st. Unless you know something I don't.
  6. Sorry, I meant merging like the USI umbrella rather than one combined mod. Anyway, I was trying to say that they go perfect together and are both key to "fixing" career mode for me, but chose poor wording.
  7. I agree that Kerbanomics and KCT go hand in hand, and would support a merging of the two (with johnqevil's blessing).
  8. While you obviously have the final say on what this mod is and isn't, what attracted me most to USI-LS isn't that it is non-lethal, but that it has a single LS resource. I dislike how cluttered the resource panel gets with TAC, and all of the parts it adds. Snacks had that odd random consumption mechanic. And while Interstellar Flight LS used a single resource, it wasn't supported by other mods. USI-LS with the lethal option enabled is exactly what I wanted in a LS mod; lethal, single resource, and compatibility with MKS/OKS.
  9. Not quite true. GregroxMun gave a guideline in his jumbo 32 thread here.
  10. Here's an updated config to get rid of the white horizons on Kerbin. It now requires Kopernicus instead of RSS.
  11. IIRC, the Mk1 pod is no longer intended to survive reentry from a munar return, only LKO. This is so that it is more inline with the capabilities of the Mercury capsule which it is based on. Edit: Just noticed you said the pod didn't explode. I'm not sure what's up with that.
  12. You could try OpenTree. It's a new mod, but it doesn't force you to start with manned missions. Worth a look.
  13. Have you found SAS to be insufficient? I ask because I've landed a number of crafts consisting of Mk1 pod + science jr + 1.25m service bay + 1.25m heat shield. Definitely unstable. But I've found that stability assist is able to maintain stability of the craft as long as I keep it right on the retrograde vector. I should note this is with FAR and not stock aerodynamics.
  14. Interesting, because I have the exact opposite happen with FAR installed. My heat shields are redicuously stable on their own. I've found that I can't decouple them until my chutes have fully deployed as the terminal velocity of a 1.25m heatsheild seems to be ~7m/s. If I release it too early it destroys my craft as it tries to slow down.
  15. You're looking for Atmospheric Sound Enhancement.
  16. Installing mods in KSP is easy, yes. However, checking 50+ mod pages for updates and manually tracking what version you have installed is time consuming. I use CKAN to ease keeping my mods up to date.
  17. That feature won't work until RSS updates. I have no idea how long it will be until it updates though.
  18. We all have lives so no need to apologize. I'm just so ecstatic to know you're going to continue to support this mod. I consider this, along with Kerbal Construction Time, to be the two key mods to fix career mode.
  19. I am using CKAN for mod installation, and it tells me that the Modular Flight Integrator is used by DRE, so my best guess is that this is related to the other massiv FPS drops, maybe..or not...honestly I don´t know https://dl.dropboxusercontent.com/u/7314009/KSP.log https://dl.dropboxusercontent.com/u/7314009/output_log.txt keep up the awesome work my man Try installing Modular Flight Integrator manually (i.e., not through CKAN). Should fix the issue.
  20. More important than the new aero is the ISP fix which now has thrust vary with ISP. This means engines will produce much less thrust on Eve's surface than on Kerbin's. The new battle won't be having enough dV to get to orbit, but having enough thrust to even get off the ground.
  21. Since you want to play a heavily modded game, I recommend playing now. It will be a few weeks before 1.0 drops, and you don't know how quickly the mods you want will update. Things like RO with all of its dependencies can take quite a while to update.
  22. I've noticed that the stock config doesn't include the orange tank or the NASA fuel tanks. Was this by intention or did I miss something? Thanks!
  23. You can check out Kerbanomics. It implements a periodic budget and salaries for hired kerbals. Seems to fit your bill.
  24. The real challenge to an eve ascent now with the fixed ISP-thrust relation is having enough thrust to lift off at eve surface pressure.
  25. I wonder if the push for 1.0 (and therefore exposure to critics and reviewers) is making Squad reassess many of its long standing positions.
×
×
  • Create New...