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Squelch7

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Everything posted by Squelch7

  1. It's another Apollo-Soyuz Test Project mission! This is somewhat less a historical replica and more a bit of Cold War comedy. There are a few surprises along the way--see if you can discover them. I hope you enjoy it! For extra immersion, grab the Apollo-Soyuz mission patch; drag the Flags folder within the mission to your GameData folder. Download from KerbalX Known issues: (Note that I started and finished this mission before I played Lupi's excellent version. Both are worth playing!) Comments and constructive criticism are welcome.
  2. I really enjoyed this, but has anyone else had a problem with the end node not activating? I'm sitting right on top of the final "Landed Vessel" location, but it's not giving me the end screen. Was quite a challenge for my mediocre plane skills!
  3. With regards to your question about dialogs: there is a “pause mission” button in the dialog settings. That will mean the mission will wait until the user dismisses the dialog (although the game itself will not pause). So that’s all you need to create a chain of dialog boxes.
  4. Returning them to Kerbin (that is, recovering them) does indeed remove all radiation.
  5. There are two Kerbalism installs on CKAN. One is the mod, and one is the profiles. Did you install both? (Disclaimer: I don't use CKAN so this suggestion is just an educated guess.)
  6. It looks like the new configs for the Earth and Moon biomes didn't make it into the zip, but the PNGs did (alone in the RSS-Textures folder).
  7. Another vote for keeping the inclination change optional. For me, it's not just about visiting Kerbal planets with new skins, but the whole shebang--a real solar system, as-is, that you can visit with stock rockets. Related to that, was your change of the orbits to be more stock-like simply about fixing proportions (i.e. making the orbits 1/10 size as well), or was it an aesthetic choice (put Mars where Duna is, etc.)? Thanks again for your hard work.
  8. STOP TEASING US MUST HAVE IT NOW take your time. You both rock.
  9. @pap1723that's amazing! Count me as a vote to include it!
  10. Which profile are you using? I've started a bundle of careers under Kerbalism (even under SSRSS in one case) and I've never had any trouble running out of electricity in the early game (including orbit). I think he's already moved the first solar panel and battery to earlier nodes.
  11. "Phobos crashed into Phobos"? What did THAT look like?
  12. And you're sure you've downloaded the latest version of Kerbalism? The 10 food/5 oxygen makes it look like the very first version... Apart from that, and checking you have Community Resource Pack installed, I'm out of ideas.
  13. Do you have the latest version of ModuleManager installed?
  14. That looks really cool. My ship to Duna wound up killing all three Kerbals aboard because I miscalculated oxygen requirements (or possibly lost it due to that old time warp bug, I'm not sure), but I think they would have died from radiation sickness before getting home, so yeah--terribles!
  15. There's a new special Kerbalism tab on the VAB parts display; they're not there?
  16. Are you using OpenGL? @lCristol created a new set of Scatterer configs for OpenGL which fixes this issue. It's linked a few posts back.
  17. Try opening up the gravity ring and starting it spinning and see what that does to your values. IIRC, it doesn't actually provide entertainment until you set it to work. I might be mistaken, though.
  18. Working like a charm on Earth. Beautiful! Going to try infinite-fueling it to Venus and Mars. Edit: Yep, crash-landed on Mars to check the full extent--looked perfect all the way down.
  19. @lCristol: Just wanted to pop in and say thank you from a fellow Mac user. Can't wait for the official release of your configs. I'm doing a combo SSRSS/Kerbalism save right now and it's really exciting, but the atmosphere artifacts are driving me batty.
  20. Are you starting a new career? Some of the science nodes are switched around; the materials bay comes later now, switching places with the barometer. Likewise with the mystery goo and the thermometer.
  21. The capsules all come with a significant amount of oxygen and scrubbers. It sounds like you don't have ModuleManager installed. (Several of us have fallen for that.)
  22. Two quick questions: Does Courage/Stupidity affect a Kerbal's likelihood of breakdown? Could be a fun variable at the margins. The wiki isn't entirely clear about this: if I, say, have a command pod with no shielding and a Hitchhiker with significant shielding, do I need to move my Kerbals into the Hitchhiker for protection? And piling on: thank you so much for your hard work and patience, @ShotgunNinja. It's a beautiful mod.
  23. Yeah, it switches the thermometer and atmospheric pressure gauge with the mystery goo and materials bay, IIRC. That's pretty much it, though.
  24. Wait, what? Kerbalism doesn't switch to unmanned start. Or were you talking about BTSM?
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