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Zalym

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Everything posted by Zalym

  1. Started a new career recently. Today we tested a Panther engine and flew a round-trip to the North Pole for an evening's worth pressure observations using what counts as a 30-part plane right now.
  2. How well does MKS scale with Career Mode Funding and the Community Tech tree in terms of the gameplay? I've read elsewhere that the parts are fairly well positioned with the CTT. But, does working through the tech tree help "teach" MKS--a seemingly quite difficult/complex mod--in a sensible manner (from just getting supplies slapped on a capsule to later on opening up the ability to recycle/mine/build baes etc) ? Or could it be better to just open the tech tree via cheats and have all the parts available to work out how they function via trial/error and the helpful guides in say Science Mode for example?
  3. Thank you both very much. I'm just getting into this (I tried it a long time ago, but bounced off). I've been watching Mark Thrimm's videos, they are helpful for sure! I'll be on the lookout for your WOLF videos.
  4. Is anyone running a current let's play/tutorial videos for this mod? I've found some videos for MKS on YT that are a few years old (and of course there is the wiki with a huge guide from 2020 ) but I was hoping there might be some videos out there for the current version. Unless of course the older videos are not terribly outdated in terms of basic gameplay/concepts then, never mind. Thank you!
  5. I've mostly just used CKAN for my mods in the past and and still have plenty from there. But, I'd love to try out the latests USI suite when I start playing again after the holidays. If I install the bleeding edge from October manually and use CKAN to load the rest of the updated mods and launch the game is everything going to be recognized as expected? Sorry, if this is an obvious question it is just something I haven't done before.
  6. I have the same sort of issue on sandbox. The (tiny) plane's front gear (the small steerable nose gear) would blow up on spawn-in and that was just setting down on the runway. The smallest retractable gear did not explode upon setting down, however they would explode when I attempted to take off at around 117m/s and pulled back on the stick. But that would only occur on the flights that I could get down the runway successfully. A majority of my take-offs would would lead to 1.) Nasty yaw/nose gear input using the non-retractable steerable gear at about 50m/s that would ultimately flip the aircraft 2.) violent shaking using the smallest retractable gear that wouldn't flip the craft as quickly but would drive it off the runway. I can't imagine what the stresses of landing would be like on those gears if if the stress of taking off is too much for them...hopefully they sort this out soon.
  7. Got it! Here is Bob and Hanmon celebrating my parallel universe’s first interplanetary landing!
  8. Learned that engines don't work with ship parts too close the the exhaust which rendered me confused for a bit, and my first interplanetary mission attempt a failure shortly after LKO docking. Oh well, I got the crew back and thankfully the tug has a second (larger) docking port at the bow of the ship. So my remaining tasks today will be performing a quick redesign of the lander, so it mounts to the front of the tug (which will happily save some weight for new and unplanned for experiments), then heading, hopefully, on over to Duna. Live and learn I suppose.
  9. On man, thank you for this fix! I had not played since .22/.23.5 and when I EVA'd with .25 the other day, I thought I was losing my mind. I checked part placement around the door, tried to remember if this always happened and I just forgot....it was getting kind of squirrely. Anyway, thanks again and I hope this is something the devs are able to fix in the future - it's no good slamming into solar panels just because Bill wants to practice his handstand, triple twist with a flip for the Kerbal Olympic diving team while he's popping out of a tiny capsule into the void space.
  10. I am having this issue as well, have you come across any solution by chance? Thanks.
  11. Glad to hear that on both accounts. I will go grab the beta version then, thanks for the heads-up.
  12. I've always wondered if KSP was going to have failure levels for components and was waiting anxiously for them to implement it (selectable through options of course ). But now as look at this download, I have Jeb on one shoulder shouting, "More fun! Do it!" and Bill on the other telling me, "Um, boss, I'm sorry but your designs typically explode and break, all on their own, remember?" Oh what the heck, *downloading*, thanks for the mod! Now, I'm just hanging on for Kerbal Alarm Clock to be updated and I'll be back on track.
  13. This is fantastic and it should be featured somewhere! Send it along to the Dev team as a thank you. Now we just need an alternate version with music as well. Great work Geschosskopf!
  14. This fixed it! Thanks a lot for the work you've done. I couldn't figure out why KER was freezing up in the VAB and during flight after this last update. I was not looking forward to changing to a different mod for this functionality (that really should be incorporated into the base-game anyway). Resuming flight operations. Thanks again!
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