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Atkara

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Everything posted by Atkara

  1. If it isn't anywhere on the internet, just open the readme.txt in your KSP folder. In fact, open the readme straight away -faster to get the info
  2. Congratulations on your first rescue. That's an important milestone As you get more and more orbital rendezvous under your belt, you'll become better acquainted with the navball and the more you'll understand that RCS is good for fine-tuning your approach, not relying upon it for big course adjustments. In fact, if all you want is to get within 100m off a stranded pod (a typical rescue scenario), you don't really need RCS. You'll see all these by yourself, soon enough
  3. I've driven on Moho, Duna, Ike, Dres, Eve & Eeloo. By that, I mean I got all the science I could from wherever a car could get to. That was back in 1.05. It was fun for a good while and I did learn a lot about driving these things on uneven terrain, under a variety of gravitational pulls. But it became a boring process in the end and that's not to say it would've been a lot more different, if I just hopped between biomes on a vehicle with ISRU capabilities. Everything becomes boring eventually, if this is all you do for entire playing sessions. Anyway, this time around I used Bon Voyage for the said bodies. I may drive manually again on Vall & Tylo. We'll see.
  4. It was a cold, rainy night, with the trees, bending to the will of the merciless wind -nah, it wasn't like that A friend mentioned it as a good game, but I could've sworn I had come across it's name before... Anyway, I initially dismissed it -little green people and such. Changed my tune around it's official release, when curiosity prevailed, took a look at videos & streams and began to realize it's a lot more serious on the inside.
  5. If you have little interest in going further out and are perfectly happy doing your thing on Kerbin, no, I wouldn't call the MPL overpowered. And even if you wasn't one of those people, I still wouldn't call it like that. A full tech tree doesn't make you a better pilot or astronavigator. If you don't know what you're looking at, even MJ will be like "What do you want?" I'm on the 10th ingame year on my current career and only recently I fired up my deployed MPLs. Been there before, back in 1.0.5. Anyway, this time around, I'm converting 80% of the science returns (along with 50% of contract income) to reputation. I don't expect to run out of funds anytime soon and it'd be nice to push my rep beyond 94% -yeah, the space tycoon wannabe plays with strategies too PS: Oh, the glorious necromancy
  6. I think you may be looking for Launch CountDown.
  7. It's in the changelog. I've seen it myself too -which is why I've backed up the said parts, for whenever they go ahead with this.
  8. They didn't remove them. They're still there and they're not entirely hidden either. They're still accessible under what I've come to call "advanced categories", for sandbox and any science/career save that has them unlocked.
  9. I see now. I wasn't aware kerbals behaved like that in sandbox/science, as more than 90% of my playtime has been in career. So I had to sit down and look at it. Anyway, it's pretty much like you hoped. With Kerbal Experience enabled, pilots do the piloting and engineers do the engineering. However: No matter the Kerbal Experience setting and/or game mode, scientists are always the ones with the ability to reset a goo canister/materials bay, from which the data package has been collected from. As long as you don't touch the data, any Kerbal of any class can reset either. It's basically another way to discard them if you decide you don't need them, or ran the experiment by accident -which also resets it in the process.
  10. No, you got it the other way around. Disabling Kerbal Experience, bypasses the leveling process and level requirements. All Kerbals start out at level5 and all probe cores (being treated as pilots) have access to full SAS functionality & options.
  11. Took a look at it. IF, during the creation of a new sandbox/science profile, you go to the custom options and enable Kerbal Experience, Stayputnik and any other probe core with limited capabilities (OKTO, QBE, Rovemate, HECS, etc) behaves like it does in career. On the other hand, if you disable Kerbal Experience during the creation of a new career profile, all these probes become pros. They get all the capabilities you'd normally find on a RGU -or a level 3 pilot. I believe the game makes no distinction between a probe core and a Kerbal pilot, which explains why both are affected by the Kerbal Experience setting.
  12. No it wasn't, as you correctly deduced. In fact, it had nothing to do with it.
  13. And in order to make the donut tanks not clip into each other, they had to move the anchoring point outwards. As a result, all parts, regardless of size, will use that point. What you do afterwards, is your business -this means, you're not prevented from moving the Spark you showed earlier inwards and doing your thing. What was the whole panic about?
  14. Well, at least it does what it does only on the persistent.sfs. This is the save file it loads up and writes on. Named saves are left untouched, unless the player chooses to overwrite them.
  15. Finally sat down and sent those flights to Eeloo and Jool (I always take a break after doing many fueling ops). With both transfers days away from each other, Eeloo flights were bound to do a Jool flyby as well. Technically speaking, I botched the flight lead's transfer burn (I basically got confused and somewhat panicked), but it's on nukes so there's enough DV to rectify it along the way. The rest will simply punch through Jool's SOI and with next to nothing of a correction burn, they'll reach Eeloo. I imagine Jeb is furious for doing just a Jool flyby (instead of planting a flag there, because Jeb) but the flight plan is set and doesn't change. He'll get to experience Eeloo's magnificent desolation The flights to Jool departed as planned, without problems. Minuscule mid-course corrections ensure they'll intercept Tylo and/or Laythe in such a way, that they'll enter orbit around Jool, without expending any more fuel. Then, they'll be free to reach their first destination in the system: Pol. There are also 3 flights for Dres, but the transfer window is still far away. In the meantime, there are correction burns to be made, flights to reach their destinations, others to come back to Kerbin, contracts to be fulfilled and ofcourse: the sweet, the beautiful, the glorious science, coming in from the deployed outposts Go ahead, make me leave all this behind
  16. I didn't know either -until it hit me
  17. There is a way. You have to open your Steam library and in KSP's launch options, instruct Steam to launch the external copy instead. For example: "<path to your external KSP Steam copy>\KSP_x64.exe" %command% As far as Steam is concerned, you're launching an authenticated & unlocked title, without it being bothered by the path. Steam overlay comes up and your playtime is tracked. I tried it on a hunch, a couple of weeks ago. It works.
  18. It's Kerbal Engineer Redux. Check it out
  19. For me, it's propably the parachutes and the unity upgrade. As for the rest, I'm not sure... it's not that I won't use the new parts... but I was always after doing my own thing. I was never really into re-enacting the space race era.
  20. I play on 1.3.1 and although I didn't have problems with KER or any other of the few mods I use, it was 1.3 that made me wish I was still playing on 1.2.2. My brief time with 1.4 hasn't given me any real problems so far and it's only a matter of time before mods catch up. But I'm still undecided on migrating and it's not that I don't acknowledge Squad's work on either the patch or MH. It's... I have this feeling that I'm being pointed towards a direction I don't really want to go. I don't know...
  21. That's true and thank you guys for keeping them there. From what I understood by reading the changelog though, they will eventually be removed. So I took the liberty to back them up, in case I wake up one morning and find that 80% of my ingame infrastructure (deployed, or in transit) has vanished Other than that and besides a couple of issues I understand will be addressed in 1.4.1, the update looks good so far
  22. I'll hold off for some time. It's the most sensible course of action, with the number of vessels still in transit and the number of designs that will need adaptations. And there's the issue of sending replacements for those that will need to be phased out. Not sure whether I'll send them the traditional way, or just teleport them there.
  23. They can. Been doing this for a while. Just don't expect them to EVA.
  24. That's another way to interpret the OP's question. I thought he was using an image hosting site and wanted his link to show straight up as an image (like what most of us do), instead of posting a link, leading to the image when clicked on.
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