lordcirth
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I recommend Bob's Panic Box to automatically abort when things go boom.
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The dev version does have engine ignition. But it would have helped to specify.
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Have you researched Miniaturization? There's an upgrade there that gives the storage container more slots.
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2.5x is only 58% harder (sqrt 2.5). Most people who scale things up with Sigma do so because it increases the challenge. I also like it because I get to build bigger rockets. However, if you do want to improve the rocket parts as well, there was a mod to do that... whose name I completely forget now... sorry.
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[Most 1.12.x] Near Future Technologies (August 26)
lordcirth replied to Nertea's topic in KSP1 Mod Releases
No, you open a github issue, you fix it or someone else does, and then you play. I play Kerbalism with over 60 mods. https://github.com/Kerbalism/Kerbalism/issues/461 -
[Most 1.12.x] Near Future Technologies (August 26)
lordcirth replied to Nertea's topic in KSP1 Mod Releases
Yes, Kerbalism does universal background simulation, which inherently ends up stepping on a lot of toes. -
That's why I like Sigma Dimensions - the planets and parts are the same, so it doesn't break nearly as much stuff.
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I play with Probes Before Crew and Sigma Dimensions on 4x. My first big science spike is when I manage to land a tiny probe lander using the Ant engine on the Mun, sometimes before getting the seismometer. That usually gets me enough to unlock the seismometer and do it again, which gets even more. I usually land these on the Mun and Minmus around the same time that I do my first manned orbit, and then I start doing manned Mun flybys. Mun landing returns are very difficult on 4x scale, and manned is even harder, but it works. I play on around 150% science and funds due to the 4x scale, though.
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How much shielding did it have?
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IIRC, you should be able to configure the Hitchhiker with a radiation treatment option.
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The R&D tab that shows experiments should tell you, I think. Experiments can often take longer than their normal time due to data transmission not keeping up, power loss, etc.
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Not sure about docs, but you can configure them on any probe core.
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For atmosphere, make a basic plane and let it fly level for a while. Or use a chute tuned to open at the max of 5km. Or ignore them and go for space.
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What KSP version, Kopernicus version, and Sigma Dimensions version?
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You need to edit GameData/Sigma/Dimensions/Settings.cfg, there is no GUI for it. Resize and Rescale should be 2.5, everything else leave it as is.
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But running out of EC is also deadly?
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[Most 1.12.x] Near Future Technologies (August 26)
lordcirth replied to Nertea's topic in KSP1 Mod Releases
CKAN -> Settings -> Compatible KSP Versions. -
In your toolbar, in flight or KSC, you should see a button with a heartbeat/EKG logo, as shown below. That shows a list of craft, you click the sat to expand, cfg tab, disable notifications for connection and electricity. If you do not have this button, then you do indeed have a problem with your install.
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And if you disable electricity and connection warnings for that craft in the cfg tab, it should stop doing that. Did you try?
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Yes, alerts about the state of your craft will stop warp. You can disable this per-craft in the 'CFG' tab of the Kerbalism menu. I think there's also a global disable, but I wouldn't recommend that.
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What's the key tech node that you weren't able to get? A basic manned orbit gives you tons of science. Are you playing with PBC or another probes-first career?
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Ok, so I made a new KSP install for this. KSP 1.7.2, with both DLC. Enabled 1.6 and 1.7 compat in CKAN. Installed Kerbalism + the default config and dependencies. New career with defaults. Accepted the first two contracts. Flight 1: Mk1 pod with goo + Bob, on the ground. It has just enough battery for both with Bob. 4.7 science. Flight 2: As above, but Flea and fins. Should have turned the thrust down but I forgot. Pop chute at Ap and set max opening altitude of 5km. Got 10 more science just from milestones. Goo 10s away from being done, lol. Now at 26.8 science. Etc. So far this seems reasonable. What mission are you stuck on?
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Are you using any other mods? When 3.0 was first released I tried a career without too many other mods, and it wasn't hard. In fact I believe 60% science factor is recommended to get a good balance. I can start up a career and check again, though.
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Kerbalism does use the stock comms system. Any changes to data transmission are covered by Science.
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