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MysticDaedra

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Posts posted by MysticDaedra

  1. 12 hours ago, theJesuit said:

    Well, there should be a bit of science you can manage though SRB sounding rockets initially, landing in different biomes but it also makes it an interesting challenge.

    The extra aerodynamic science experiment available to atart should help as well.

    If you are set on decouplers, having a 1.25m heatshield with no abalator is something you can eject asa  staging device.  Or a probe core that explodes when the stage above it ignites.

    Are you using a hard mode, or 50% science, kerbalism or any other mods?

    I am using Kerbalism, yes. Also hard mode... but I am probably going to tweak the science returns back up a bit. The default hard difficulty science returns are a bit ridiculous. I hadn't thought to try landing on different biomes, rookie mistake. I'm also using JNSQ, not sure if that matters or not. I'll try your suggestions; I wanted a bit of a challenge, and it looks like I've got one lol!

  2. I notice nobody answered my question from last year. The way the Duna strategies specifically work (I haven't gotten to a point where I care about the others lol), it seems that you can only do one strategy per launch window. This is, in my opinion, not very efficient or ideal, since the transfer windows are years apart. 

    I selected the Probe strategy by accident, without realizing that it would soft-lock me out of sending a crewed mission to Duna. Vs the crewed strategy, which would totally allow me to send probes to Duna. Any way I can reverse this without the fine, or am I screwed?

  3. Regarding the Manned vs Unmanned contracts, do I need to only do unmanned/manned once during each transfer window? Um, that's clear as mud lol. Basically, is it possible to send a flotilla during a transfer window that includes probes and kerbals? Or would that lock me out of the manned strategy since I'll have already sent Kerbals to orbit Duna, for example?

  4. I'm getting the EVE black atmos/clouds problem, which according to the good folks on their thread has to do with missing config files. Does this mean it is a problem with SVE, since SVE is supplying its own configs for EVE? Additionally, any idea when the mod is going to be updated to the latest version? I think it is fantastic that SQUAD is increasing the support of the game, rather than decreasing it over time, but it is problematic I know for modders to keep up with all the changes so frequently.

  5. Not sure if this is a CKAN issue or not (CKAN always refers me back to mod devs about this kind of thing), but the newest version of CKAN won't allow installation of mods that don't have a matching KSP version number. Even though this mod says compatible with version 1.99.99 in CKAN, I can't install it because it doesn't say 1.4.4 or whatever. Is there a fix, or is anyone else having this issue?

  6. Is there any way to get CKAN to recognize a manually downloaded and installed dependency? I'm trying to install the Galileo pack, but every time I try to download specifically the GPP Textures file through CKAN, it gives me a 403 error (the file is from Github). I was able to download it manually through my browser, but it seems that there is no way to get it to work with the planet pack, as CKAN doesn't recognize that the dependency is already installed.

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