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Tewa

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Everything posted by Tewa

  1. Hello! I have a question about this mod. I'm trying to get the drills to drill for something other than Ore (such as Silicates or Minerals from MKS, for example). I saw that there was a MKS compatible MM inserted for this early on, but there's no option in-game to change what it drills for, whether in VAB or after launch (even with an engineer). I did try adding Configurable Containers, which was suggested to use with this mod, but that didn't open any options either. I did find a post saying you can make it happen with OSE Workshop, but frankly I'm not understanding the connection there (if true). I think I'm missing something obvious here but I'm not sure what it is. Any tips, or is this restricted to Ore only? Thanks.
  2. Hi everyone! I just wanted to confirm this... I can update KSP to 1.9 and still play my 1.8.1 career game? This is my first patch that's come out during an active game I was playing. I wasn't expecting to be able to do that... Thanks!
  3. I've actually been wondering the same thing, the discussion feels like WOLF is out, but I just can't find it, so I'm wondering if I'm just being dumb or if it's not released yet. If it's not released yet, cool. (I'm also thinking of getting back into KSP. I last played about a year ago. I actually have to play very sporadically because KSP sucks me in like no other game I've ever played. But I've got some time off over the holidays so figured I'd indulge.)
  4. That was awesome. As a new player, thank you.
  5. Fins are probably the answer you're looking for. As the rocket goes up, the wind is pressing against it from above. Fins catch the air and use it to keep the base of your rocket closest to the ground. The reason your rocket doesn't spin until later in the flight is that the rocket is heavier at the start, because it's carrying all that fuel. As you burn fuel, your rocket gets lighter and is more prone to being knocked around by winds. Since you go faster and faster as you go up, that makes the problem even worse. Both of these are totally expected and not something you should try and fix... you just need to learn how to deal with them. Try putting some fins (3, 4, or 6, depending on your rocket) at the base of your rocket. See if that fixes your problem. (Some fins, like the Delta Deluxe Winglets, also have steerable flaps that give you even more control. But even the "basic fin" will give you some stability.
  6. Looks like a diving platform, but somebody forgot to build a pool! Hopefully Wernher von Kerman will start building one ASAP.
  7. OP, you might want to head over to youtube and search for "ksp career tutorial" and watch a few episodes of Scott Manley's guide. It's a pretty popular guide for new players and shows off a lot of what the game's about.
  8. (BTW regarding the spreadsheet talk, they aren't really necessary. If you want to fine-tune a rocket you can do it, but there are also mods that do the calculations for you if you just want to build, launch, and explore.)
  9. The bad: It's too addictive. The good: Everything else. I had 2 weeks of vacation over Christmas, 4 months ago. Halfway through my vacation, I decided to pick up KSP on Christmas Day, and started playing. A week later, I was kicking myself for not buying KSP at the START of my 2-week vacation so I could have had another week to play before going back to work. Now I have over 1000 hours in the game, and still play for hours every night. I can't wait to get home and log on for my next session. It's that good. It does have a steep learning curve. Here's what I did, which I would suggest: 1. Start with Training. Do everything from "getting started" to "science basics". Just to prepare you, that's an evening's play right there, maybe 2. The game is pretty complicated but the training scenarios are great at taking you through it. But it will take some time. That's a good thing because you'll be ready to go afterwards. 2. Start a Career game. It will gate the parts you have to work with and the things you do. There will be missions for you to perform and you will unlock more rocket parts as you proceed. This will guide you through learning more about the game. Do NOT start with sandbox; in sandbox you have all the parts to work with at the start and it will overwhelm you. 3. Once you've puttered around on your home planet for a few days, go back to the Training missions and do To the Mun! through From the Mun. This will teach you how to, well, go to the moon. You'll then be able to play with your home planet's 2 moons for a while before you need to learn more. 4. At this point you might be ready to start getting some basic mods. (For me, this was 3 weeks after picking up the game.) Mods run the full spectrum from adding additional useful info (like putting stuff on the pilot screen you normally have to flip to map mode to get), to making purely cosmetic changes (like "mission control" radio background noise while you play), to adding new features (like resources to mine and ways to build moonbases and space stations). I'm 48 years old and have been gaming since the dawn of digital games. In fact, I've been in game design for 20 years professionally. KSP is a unique masterpiece.
  10. The game shipped. Everything from here on should be a purchased expansion. That's how business works. They'll fix bugs for free, of course, maintain the product. But if you're expecting free new stuff, then you're looking at a monthly subscription model (like World of Warcraft) or something with hidden money pits (like most phone games).
  11. It's like your car's gas mileage. Note that engines work differently in space and on land, which is why an engine's listed ISP for ASL (at sea level) and vac (in a vacuum) are often different. Some engines are better for lifting off, others work better in space.
  12. So you were fine until the internet told you to be paranoid. Where have we heard this before? Oh yeah, everywhere.
  13. Not anyone in this thread, just as a general idea. There are people who complain about paying for DLC. There are people who give large sums of cash (relatively speaking) to watch other people play games. Now imagine a group of people that fits both descriptions. There must be some, surely. But anyway, this is just a general reaction I have to people questioning whether to spend $15 on DLC for any game. Because $15 is trivial.
  14. I'm playing 1.4.1 due to the landing gear bug and it's going well. And 1.4.2 mods seem to be working fine with 1.4.1. (And there are people who pay streamers $500 chunks....and I just imagine the same people raging at a $10 DLC, and I really don't get it.)
  15. I don't get why some people think $15 for a game expansion is like the end of the world. I have zero interest in the mission builder (which is the primary focus of the expansion), but bought it anyway just to support the people who brought us this wonderful game. I've only been playing since Christmas but have over 1000 hours already, for a game I got on sale for $20. That's a ridiculous value for the dollar. Some parts of gaming these days are in this really weird space, where people complain about paying $15 for DLC, or $40 for a title, but think nothing of giving $50 to a streamer to watch them play the game. Seriously. What's happened to gamers that they got to this bizarre place? Is it phone games convincing people that everything should be free? Entitled Millennials? I really don't know. But the fact that people are more willing to give money to streamers, to watch them play the game, instead of to the people who actually created the game.... that's just wrong.
  16. Taking on an actual, real-life, worthy cause would require them to get out of their chair. But taking on video game publishers on reddit? Boy, that's right up their alley.
  17. If it bothers you that much, I sincerely hope you don't have a cel phone, then. Or (heaven forbid) a credit card. Since they do far worse with your data on a daily basis. (And, you know, actually DO THINGS with it, unlike the paranoia about what an "evil video game publisher" will do).
  18. This is just in the last 24 hours, too. Yesterday the recent reviews were "very positive" and I only saw 4 anti-EULA reviews. Now there's a ton. I had assumed some streamer was stirring people up. But reddit... well, that explains everything, doesn't it? The funny thing is that the EULA changes were, what, 2 months ago? And people are just now getting their pants in a twist.
  19. "Mun" like "monkey" when I remember to. But usually I slip into "moon". However, I do usually use "munar" instead of "lunar".
  20. Similar question, has anyone tried this 1.4.2 version with 1.4.1? The versions on spacedock & curseforge jump from 1.3.1 to 1.4.2 with nothing in between. I'm still running 1.4.1 due to some 1.4.2 bugs so just curious... Thanks in advance if anyone knows!
  21. OK, thanks! Thought I was just going crazy. What are folks doing for their mining without it, any tips until it's fixed?
  22. The bug where contracts won't complete seems to be caused by right-clicking communications notifications to make them go away. With 1.4 the communications notices were changed slightly. Instead of the tiny "envelope" icons from before, they're bars that you can right-click to dismiss. But doing that started making my contract segments no longer complete. About a week ago I started dealing with communications the old-fashioned way, opening them up and clicking the trash-can delete icon. I haven't had a single problem with contracts ever since. (This is on 1.4.1 still, haven't upgraded to 1.4.2.)
  23. I can't find the MEU-500 Pulse Drill in the tech tree anywhere. Was it removed? Running KSP 1.4.1 Community Tech Tree 3.3 (latest version, from March 22) MKS 0.55.0.0 (latest version) The MEU-100 is in "Advanced Science Tech" but I can't find the MEU-500.
  24. Hi! (First time poster.) I'm trying to find a 1.3.1 version that fixes the bug with the drills (where all the options are there but then scroll off immediately). I've tried a whole bunch of different versions but all have issues: v0.55.0.0 is for v1.4 v0.54.1.0, which is the one that says it fixes the "swappable converters" (which is what I think I want?) is only for v1.4, although it doesn't say that on the GitHub page, I've tried loading with 1.3.1 and it says it's incompatable and to use 1.4 v0.54.0.0 is for v1.4 v0.53.2.0 drills don't work (March 6) v0.53.1.0 drills don't work (March 6) v0.53.0.0 drills don't work (October 8) Am I supposed to be using the 0.54.1.0 version in 1.3.1? Would really appreciate any help on how I can run 1.3.1 with proper drills. Was really enjoying the mod until I built my first base and found out mining didn't work. Thanks!
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