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About ble210

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    Rocketry Enthusiast

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  1. Thank you for sharing your thoughts and future plans. Very sorry to see you go, but very glad to hear of your new project; thank you for all your time in making KSP a better experience, and I wish you all the luck in developing the app. A couple of questions if you have the time: from what I gather, there is a bug in the current SY 1.1.2 that has to do with KRASH, and you recommend using 1.1.1 until a fix is out. Is 1.1.2 ok to use if I don't use KRASH, or will the issues still arise? If I do go back to 1.1.1, will that be compatible with the current version of Oh Scrap?
  2. Thank you, I'll delete the config. I wonder- is it possible to increase the build limit for the Tier 1 VAB and SPH (from 30 parts to, say, 40)? I'm not sure if that is even possible to edit, but if so it might address the effects of the increased number of parts needed for early rockets, while maintaining the facility upgrade costs. If so, I'll try and create a config and test it out.
  3. Thank you- I didn't realize I needed to pull up the UI (I am still learning how these mods work). I just want to say that this mod is really fantastic and adds a great deal of depth to the game. Thank you for developing it!
  4. I just want to say that this mod is really fantastic. Getting into space on the first few launches was very easy with stock, however now it is a challenge just to get to the upper atmosphere in the early game. I have to really think about how I construct my early rockets, and it is has been a really enjoyable experience. One question- on the front page of the mod, it says it is optional to switch the construction costs of the VAB and launchpad (and spaceplane hanger and runway). However, it appears that the switched costs is actually default rather than optional. How do I disable this feature? I prefer the standard costs for these buildings (although I understand why you changed them).
  5. How do you "test" parts? I try to launch my first rocket, it fails and remains on the pad, so I recover it. However, in the VAB it says the rocket is "untested" and now gen 2 (and it takes roughly the same time to build). How do I use those prior "tested" gen 1 parts? I've seen other videos where, after the same type of failure, the new rocket is "tested" and only takes an hour or so to roll out. What am I missing? Thanks!
  6. Thank you all for the thoughtful input- I appreciate it! Based on your experiences and thoughts, I am going to give FAR a go with my new career.
  7. Thank you for the input, I appreciate it. If you don't mind one last question- in your experience, is the decrease in dv required to reach orbit significant? I think this is my main sticking point prior to jumping into FAR.
  8. I am very curious to try this mod, and I'm curious as to other players' experiences with it. I've heard that it makes flying planes harder (naturally), but that it makes rocketry easier, in that it takes less fuel to reach space and orbit (especially with larger rockets). Is this true? I fly very few planes, and I would like to make my rocket experiences more realistic and more difficult.
  9. I'm curious as to whether anyone compared the life support usage between TAC and LS; for example, how do they compare in their rates of consumption (does 1 ton of food/water/oxygen deplete in the same amount of time as 1 ton of USI LS)? I'm wondering if I should make my TAC life support usage rates higher than stock. My understanding is that the mod creators determined that Kerbals are 25% the size of humans, and so should use LS at 25% of the rate. But it seems to me that perhaps that isn't balanced right (as the Kerbal rockets perhaps are more than 25% the weight or real world analog rockets). Curious as to other people's thoughts.
  10. Does this work ok in 1.6? I've seen conflicting reports throughout various forum topics, and figured I'd ask here.
  11. I've been curious to try Exploration Plus. Career Evolution has also been a good one. I am very excited to see this mod's development- there has been a long absence of a true UBM successor.
  12. Everything seems to be working just fine in the install location you recommended- thank you again!
  13. Thank you for the advice- I will follow it and install the to location you recommend. Out of concern of potentially other files being erased as well, I'm going to do a clean reinstall of both the base game and my ~100 mods. Thank you Steve_v for your assistance in all of this over the course of a number of days, and thank you Linuxguru gamer for the help in where to locate a clean install (plus as I look at my mods I realize you are responsible for maintaining a huge portion of them- so thank you for that as well!) It is really nice that, for such a great game, the community is so great as well.
  14. I spoke too soon- the persistent.sfs file is now gone from the Program Files KSP, but it still remains in the new C: folder. Fingers crossed it stays put!
  15. Well, for whatever reason the persistent.sfs file exists today, and wasn't deleted. I created a new folder in C: and copied the game there, and I'll continue to observe both the KSP in the "Program Files" and the new copy. I'm totally stumped as to what has been going on, but hopefully the problem either resolved itself or the C: file will work. I'll let you know what happens. Now I'm wondering if I need to delete all my mods, reinstall KSP, and reinstall the mods. My worry is that windows also decided to delete some other file at some point. But man, it'll be a lot of mods to reinstall and custom configs to rewrite. Thank you for all your help and guidance in this process- I really appreciate it!