guto8797

Members
  • Content Count

    169
  • Joined

  • Last visited

Community Reputation

10 Good

About guto8797

  • Rank
    Spacecraft Engineer
  1. Hello! I am faced with the same issue. Maybe it has to do with time-warp? Need further testing. Funny thing is that I got that contract, reloaded because of losing the engineer, and now I can't get that contract since it seems I already have one (bob I believe). Also, any change of some compatibility with MKS's new classes? Then again, if you reach a point where you need them, you probably can afford them anyways Xd
  2. SETI seems nice, but it also looks like it wouldn't play very well with other mods, including contract packs. Any major mods that are incompatible or just unbalanced? (Like starter manned contracts when the mod focuses on unmanned)
  3. Got it, its initial contracts, made by the guy behind SETI i think. It kinda looks interesting, the SETI mod, would anyone recommend it?
  4. I'll try to find which pack does it, but starting the game with only a 18KM altitude contract and no record contracts is a bit odd, Be back in a bit EDIT1: Its not advanced progression
  5. Is it just me, or using this mod remove's the record default contracts and the "launch a new vessel contract"? The only contract I can do in the beginning is the 18KM and that is tad difficult
  6. I believe that currently just loading the Astronomers pack takes over 3.5 GB RAM, the limit at which KSP gives up and crashes Also, can anyone install TAC life support? I just get an error and it doesnt go to the changes menu
  7. I get a CKAN.ModuleNotFoundKraken if i try to select TAC's box, and it doesnt register in "go to changes"
  8. So is there any reason to use ATM? Perhaps with a lot of mods?
  9. What the hell is going on? I use CKAN and a stock 1.2 KSP uses about 1.8GB ram, with ATM on, it uses about 2.0GB. What?!
  10. Hello magico! Just started a campaign, probably temporary until more mods update. Either I am doing something wrong, or is there a way to increase the time contracts stay available? And how much time do building upgrades take? I find myself unable to get some good contracts because, you know, 8 days to build a rocket. Any way to increase contract availability from 4d to say 10? Thanks anyway, the mods is looking amazing!
  11. Thing is that these rockets have rather well balanced ISP's and trusts, but thanks to FAR givin them near to 0 drag and the fact that they are actually huge (put a science package next to a capsule and you will realize their real size) they get to space in a jiffy, using fins now I resort to having 2 scientific experiments in a single rocket
  12. I found out why the rockets are actually performing better than what I was expecting. They are huge. I was thinking that a single stage one would be 2kerbals height, but the science package is the same height than a capsule, so the rockets are actually huge.
  13. The sticks do have a tiny issue, because they take a little while to drop they cause the rocket to curve, tiliting the fins can counter this, but then you come down sideways,
  14. Issue with FAR is that if the rocket tilts Chute first its gone. It hits the ground at about 500m/s. You need to place the fins near the bottom to try and shift the center of mass, but that causes a ridiculous ammount of lift, and I've had the rocket go upwards after the cutes deploy.
  15. I cheated. I got two science packages on a single rocket by using the fins as landing gear. They explode and the science stays safe. Very easy to flit tough