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Everything posted by MaltYebisu

  1. Thanks a lot! It was intuitive and easy to use. Combined with alarms, I can save my SCANsats long enough to complete the scans. If only the game mechanics allowed KOS to work with unloaded vessels, making a maintenance script to work in the background every couple of orbits could be fun.
  2. I'm playing a game in the stock solar system to familiarize myself with Principia before (hopefully) starting a RP-1 game. After losing two SCANsat probes trying to map the Mun I'm searching for a way to know if a vessel is dropping below a certain altitude or the perigee is lower than a certain distance. How do you guys do it? Any mods that are able to give that kind of warning would make the game a lot less about babysitting my satellites and more about going new places. The Kerbalism mod have a setting for warning you about a vessel entering atmosphere, but I couldn't find anything about going too low. I guess most people don't have to worry about orbits not being stable, because they play without Principia. Any tips would be appreciated!
  3. Hi and welcome to the forum. I'm no expert on RP-1 or Principia, however, @NathanKell is currently playing with Principia and a dev version of RP-1. I haven't seen the entire playlist, but I think all missions are supposed to be doable with Principia installed. If you skip ahead in the playlist and videos, perhaps you can see how he did the missions where he needs to position a satellite. I hope it can help you. @SquirrelBomber I don't know anything about how to troubleshoot Principia, but the experts will most likely help you when they have time. I hope you figure it out soon!
  4. Thanks a lot for clearing that up for me. I've not yet decided if Easy or Normal is the best for my first play. Longer time to complete contracts will probably save me from going bankrupt because of my poor planning skills. I played RP-0 the most, but I tried RP-1 a little bit before my old computer started having problems with larger crafts. The low frame rate made it too much of a chore. My new computer should be able to handle it when it arrives. I saw the new series on @NathanKell 's Youtube Channel. The Launch Complexes dev. branch seems interesting, but I'll just use the quick install in CKAN to avoid spending too much time trouble shooting my poor install.
  5. Hi, I have a question about RP-1 and the difficulty settings. I'm planning to play RP-1 for the first time in many years and want a bit more wiggle room for failures and a bit less grind. I don't want to compromise on the realism of the physics, only the career aspect. Will selecting the easy difficulty break the game progression or is it fun and playable? Should I adjust any other settings in the difficulty meny? If you have any other recommendations, please let me know.
  6. @Athlonic I tried it again just now. I installed the mod from CKAN on a new install like last time. You were right, if I answer 'yes' to the check-for-updates-prompt it starts without any message. If I answer 'no', I get the same message I showed you.
  7. All I did was to install the mod using CKAN on a new install of KSP. Maybe this is a bug with CKAN? I'll try again later to confirm.
  8. Yes, but since it might be confusing and easy to fix I thought I should mention it.
  9. The newest version give a warning when starting KSP. KSP Version: Installed Modules: Chatterer 0.9.96 A MakingHistory-DLC 1.7.0
  10. If you do that on macOS, you will not get the option to merge. You only get the options 'stop' and 'replace'. If you choose 'replace', the entire GameData folder will be replaced entirely (deleting the Squad folder and any mods you have installed). I suggest to open the downloaded GameData folder and follow the Case 2 setup for Mac users.
  11. Great tutorial, I think it should be pinned to the mod releases forum. A small typo in the beginning: quiet → quite
  12. For everybody trying to install RP-1 for 1.6.1: @Bornholio made an install guide you might want to check out. It is still WIP, but I think it is worth a look. The Golden Spreadsheet Mk1.6 is also useful.
  13. @dakhr If you want to make sure you install the correct versions of the mods for a 1.6.1 RO install, the Golden Spreadsheet might help you.
  14. There are over 500 commits to master since the latest release and what looks like a 1.6.1 branch of RP-1 was created a while ago. Is there a Golden Spreadsheet for 1.6.1, or should we just play the release version from December last year? I know most of the action in the RO-community is on Discord and Github, but it would be nice to see some updates and news or discussions on the forum as well.
  15. This is a great idea. More lights and a light switch in the editor could be the theme for a new release.
  16. As far as I know, the latest version works fine with 1.6.1, but in CKAN the Max KSP Version is set at 1.6.0. Is there a reason why the CKAN setting is set like that? I can force CKAN to install mods by changing the Compatible KSP Versions setting, so it is not a problem for me. I am just curious.
  17. This is important. You should add a line or two about it in the first post. I was naive enough to think that kOS would not be able to do any harm outside of KSP. There are potentially a lot of people like me who thought the worst thing that could happen with a kOS script was a the game crashing. Perhaps a link to, or an explanation, how people can set up a VM to do "Twitch Plays kOS" stream safely would be nice to add in the docs or the first post.
  18. I suggest adding an experiment to all probe cores to avoid KSC science hopping in the beginning. RP-0 have telemetry report/ analysis, and it helps a lot. If you make flying low and space low biome dependent, then gathering science with sounding rockets becomes an alternative to KSC science. I also would move batteries to the first node. There is not enough electrical charge in the Stayputnik to send science, and that makes the first flight a science only or a flight only mission. For me, the idea of putting something on the launchpad just to measure the temperature and barometric pressure is not a fun way to begin a space career. I think reaching space is a little bit too easy, and I was able to reach it without even spin stabilising using only three fins on my first (real) launch. I didn't install FAR, but I still think reaching space should be harder than that. Maybe the small liquid engine and Oscar-B tanks should be moved and the first solid-fuel booster could be made less effective by making it a bit heavier or something.
  19. If you are balancing the science and tech-stuff, then I hope you find a way to make the early game possible even on hard without the KSC science hopping.
  20. Wow! Congratulations on the release! I want to try it right away
  21. Principia is a lot of fun. I had to learn how to do rendezvous again when I tried it, it was great! The only problem for me is that it was too demanding for my computer. This might be because I use a Mac, but 2.3GHz and 8GB RAM is not enough for the Principia mod. Everything works except timewarp being too slow to do any interplanetary missions. If you try Principia, you need to start a new game, because it moves the planets around. You might also want to disable astroids to make timewarp a bit faster. Principia Wiki - Installing & FAQ I recommend just starting playing RP-1. It is easy to install for 1.3.1 on CKAN (RP-1 Wiki - Installation) or if you want to try it for 1.4.5 then you should have a look at the KSP 1.4 Golden Spreadsheet. I agree with @hypervelocity! RP-1 and Principia is like playing a new game. It is fun.
  22. There are also a lot of duplicate engine and pod-parts if you install different part-mods. It would be nice to have a convenient way to prune duplicates and unwanted parts to make KSP run smoother and clean up clutter.
  23. It's beautiful, but you need a powerful computer to play with visual mods. (At least mine is not powerful enough) If clouds become stock, they need to make it a setting you can turn on or off. I hope they do though. Maybe they will find a way to make it less demanding on the system.
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