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Found 5 results

  1. I wish there was a simple KCT. Don't get me wrong as I like its awesome choices and modability, but not the issues like KK connections. Anyway. Please hear me out for a simple more stockish feel. Basically the game goes to pad and then timewarps (possibly manually) to the build time when the ship appears. If there is anything on the pad then yes, explosions happen. Tie this into a KAC alarm so that launch goes to pad, but adds an alarm so that you can do other stuff before coming back. Crew are assigned and not available when the craft is bwing built as they are 'training' for the mission Length of construction is based on size of VAB or SPH against say number of parts. When the KAC alarm goes the craft appears on the goto the pad. No science stuff unless the same style. No build points. No faster for multiple ships. EDIT from below: The launch button doesn't go to pad, but instead just generates the KAC alarm. The craft then doesn't spawn until the KAC alarm is triggered in which case the craft appears when KAC offers you a 'go to craft'. This would allow for multiple builds even on multiple pads, either MH or KK. Crew are assigned to craft when craft are 'launched' and so won't be available for other builds. Rational being that they are training for the mission. Thoughts?
  2. Hi all, Since a few months, I've finally joined the RSS/RO/RP-0 club. After years of playing "stock-ish" KSP this is a great change/challenge. I quickly learned about RP-1, but was scared it was unstable. Other players (on the RO discord) have shared a great GameData folder, for easier RP-1 (RP-0 Dev branch) configuration. I started a few days ago with it, including KCT and TestFlight. After a few months ingame, I feel I have problems with KCT's RP-1 build rates. Or that I just miss understand something. Even worse than in RP-0, I feel build rates are really low. Starting at about 0.05 in the VAB, and IIRC about 4.2 for the R&D. First sounding rockets take about 10/20 days to build, plus a few days to rollout. This seems ok to me. Lanched a few different versions, grinding some science allowing nodes unlocks, allowing a few more build points, allowing to raise VAB to about 0.2bp/s. But first rockets with an A4 engine push me to about 140 days of build time, this seems huge. And it only has about 4/5k DeltaV, so still far from reaching orbit. I only have about 200k $ in hand, so I cant even spend it all on buying build points (30k each). First sub-orbital capable manned rocket with X-1 cockpit was (IIRC) about 250days of build time. This is without even mentioning that each early tech-nodes take about 150 days to unlock. Seeing an old post from @Bornholio (bellow) I see he was able to get a total of about 65 points by September 1951 and still have about a half a million $ in hand. I started with moderate difficulty with 400% cash rewards, that seem to be the recommended settings in RP1. If I continue the way I am doing now, I feel I'll reach 70's tech in 2000 or so... This seems wrong. So my question is: what am I missing or doing wrong? How to unlock faster R&D research speed and faster VAB build rates to have reasonable progression? Best to all!
  3. Good afternoon folks- I am not looking for a magic answer, but am wondering if anyone else has experienced this. I am (well, was) in year 23 and playing at a steady serene pace. Suddenly however when I went back to load the game it will start to load bits of the first screen (the KAC window, and sometimes the KCT window), but then freeze and never load anymore- the KSC never appears, the screen stays blank. I went to a back-up save and renamed it as Persistent to try to get it to load, however the same thing happened. I have since started a new game. I have 2 theories about what might have caused it to hang up- first, that I was "rolling out" a rather (but not extremely) complicated rocket, and that the game didn't like the fact that it was saved during the roll-out. Secondly, I wonder if it has something to do with having landed new Kerbalism parts on Duna. I strongly favor the first theory, but am wondering if anyone else has had experiences that could shed light on this?
  4. Any way to edit the game files if needed to manually adding upgrade points? My KCT is a bit buggy.
  5. Playing with KCT on science mode with the "Upgrades from Tech Tree" turned on. Each time I unlock a new tech it says I got a new upgrade point but when checking the upgrade points amount it still stays at 0, does anyone know how to fix this?