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Everything posted by klesh
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More and more work on the Iota base I've been posting about lately. Recently laded an ore-scanning rover and found a spot 600m from my base where the concentration went from 4 to 14%; nice. Left the rover there, planted a flag so the rover could move on, and now landed a drilling ship to start ISRU operations for the base. I'm real good at precision landings now: Recently added a proper USI life support recycler at the base to solve Supplies concerns, but the crew needed more habitation considerations. Enter the Hitchhiker, with some fiddlybits added for fun. I particularly like the descent package consisting of a decoupleable structural tree, long oscar tanks, and 24-77's. This can all be removed if need be. Here it is just before connecting it to the base: Drilling at the base is great and all, but you need the other half of the deal to get anything worthwhile. Enter nuclear-powered fuel conversion unit, to be landed at the mining location. LF/O loads can then be trucked over to any ships that land at the base in the future. Here you see Bob and the ore-scanning rover that located this concentration mulling over the admittedly lame connection between the miner and the fuel generator. We need to bring a ground pylon to make this more awesomer: To present the big picture, here is a shot of the mining operations in the foreground, with the main base ~600m away: BONUS CONTENTS!1! Edit: Freshly delivered fuel transport truck with a ground pylon in the inventory makes for the more awesomer-ness.
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Bob deploys a small science beacon on Ceti before the whole gang heads back home. This mission to Ceti hit 3 biomes and has been a bonanza! After the trip, we came home. Splashdown at sunrise, boy thats pretty.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
klesh replied to RoverDude's topic in KSP1 Mod Releases
As a guy who just started using this entire suite, thats about the only thing I was able to figure out off the bat without any researching how the mod works. Go figure. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
klesh replied to RoverDude's topic in KSP1 Mod Releases
Okay I made an account there (I hate it when "klesh" is already taken!) and added an issue. I hope I did everything correctly. https://github.com/UmbraSpaceIndustries/MKS/issues/1262 -
Pm to me, I fix for you.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
klesh replied to RoverDude's topic in KSP1 Mod Releases
Hello RoverDude! I noticed the Salamander pod doesnt have a right-click "turn on lights" option. Could you consider adding that at your leisure? It might be doing something wrong as I havent fully sorted MKS out yet, if so you can tell me to stuff it. Thanks! -
Right on, Youre not in as bad shape as I thought! You never know, some cats (no pun intended) just blast off interplanetary only to find out they went the wrong way. Youre looking good, chief!
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Okay, that looks better. I was mistaking the orbit line (grey) for that relay as being for your ship. Your ship is still in orbit around Kerbin in that last shot, yeah?
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The big issue I see so far is youve ejected yourself into the wrong solar orbit when leaving Kerbin. You left in a prograde direction to Kerbin's orbit around the sun. This would be great if you were heading outwards toward Duna and beyond. Unfortunately, you want to go in the other direction. Leave Kerbin so you are headed retrograde to its solar orbit and your departure burn will have helped instead of hurt you. You can certainly add more fuel tanks (go bigger than you're showing) on those docking ports, and that wold give you a better chance. If I were you, and I had the funds, I would send that current ship to the outer solar system and make another to send to Moho with oddles of dV. Edit: you posted as I wrote my reply. Good luck!!
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Took a 3-man lander to Ceti. Cool looking place! Getting loads of science and fulfilling some contracts. First time there with a lander, I'm more of a probe guy. Last screenie is a keeper.
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Clueless on "Get satellite on specific orbit"
klesh replied to Cpt. Zeke's topic in KSP1 Gameplay Questions and Tutorials
To me that looks close enough to trigger contract completion were you headed in the right direction. The good money is your orbit is backwards, for sure. Edit, oh lookie, 1,000 posts. Yay. -
Its been asked before. There is a reluctance to do something for the steam players that the KSP store puchasers would not have access to. KSP is intended to be the same experience on all platforms. That being said, the console editions do have exclusive content on the form of achievements, but since they are required by the console companies, it is seen as being outside of the steam-ksp store-console parity concept.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
klesh replied to Galileo's topic in KSP1 Mod Releases
Just wait, I havent been there yet.- 7,371 replies
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RoverDude.
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Could you elaborate? I've never tried Orbiter, and dont know how it plays. If its got the whole solar system, whats limiting?
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
klesh replied to Galileo's topic in KSP1 Mod Releases
Wanted to pop in and thank you guys again for such a great mod. Its so gorgeous and I've been having a blast with it. Have a few probes headed way out to planets I have yet to look at closely on the map view. Trying not to spoil myself with RD's stream. Got me an inner planets grand tour contract last evening and I'm psyched to try and sort this one out. GPP's got me fired up to keep playing KSP. Thanks a bunch.- 7,371 replies
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Atmosphere deployment
klesh replied to cowboycomando54's topic in KSP1 Gameplay Questions and Tutorials
Yes. Set the cockpit of the plane as the root part of the vessel in the spaceplane hangar via the re-root tool. This will keep you controlling the plane even after you decouple. Set the parachutes on the rover to deploy at the same stage as you decouple the rover. This will have them open automagically on their own. Lastly, circle the rover as descends on its 'chutes and do not fly more than -some number- (I think its 25km these days, or maybe ~2km when in an atmosphere). Should you fly the mothership beyond that range, your rover will be removed from the game. Poof! Good luck! -
Needed to bring supplies down to the Iota Base and drop off another scientist for the lab. Had plenty of fuel and crew + Life Support supplies on an orbital farm station, so away they went in the 5-man lander. Gratian, Otho, and Gael in the background. Coming in for one of those Hollywood landings at the base. This is so satisfying to do. The rover I brought before ended up finding a high concentration of ore in a new biome 600m away from the base. EVA'd over to it to plant a flag, this is the return hop.
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Jettison Resources Please!!!
klesh replied to g00bd0g's topic in KSP1 Suggestions & Development Discussion
I can get behind this. -
Xbox one saves just disappeared
klesh replied to COBRA CC's topic in KSP1 Technical Support (Console)
High five, mane! -
How To Have Submarines Work Correctly On KSP.
klesh replied to Julian.'s topic in KSP1 Suggestions & Development Discussion
I Almost Lost It Reading Red Iron Crown's First Post. Lol -
Xbox one saves just disappeared
klesh replied to COBRA CC's topic in KSP1 Technical Support (Console)
The latest we've heard was "early 2017". Unfortunately, we're a little over a month away from the middle of 2017, but we've not received an update yet. People are generally feeling more positive with the new porting company than the last. Thing is, with this game, the 200 hours you've spent were not fully wasted. I am sure you've learned invaluable thing about actually navigating and the orbital mechanics of it all. Thats knowledge you can't buy or pull out of a hat. You're farther ahead than 90% of my steam friends who own the game and cant reach an orbit of Kerbin for instance. Additionally, the game has a bunch of cheat options, such a give funds, give science, and set ships' orbits so that in theory it will be possible to recreate to some degree your previous save. Give yourself science points and unlock the nodes you had prior. Give yourself $ and upgrade the buildings to where they were. Its not perfect, but it will save you some grinding and let you have a day 1 new save semi-representative of what you'd achieved earlier. Its a really great game as you've come to realize. I hope you can stick around till when its fixed. Its some of the most rewarding gaming you can find these days. -
Xbox one saves just disappeared
klesh replied to COBRA CC's topic in KSP1 Technical Support (Console)
Yup, the console versions have innumerable problems with corrupted or simply lost savegame files. It is a huge frustration on a game where you sink so many hours into your progress. Honestly the best advice is don't invest much into your saves until the new porting company Blitzworks' update comes and hopefully fixes things. -
No, separate puchase on a yet to be announced date. Bonus Vostok 1 picture from Kerbal.edu, I hope ours looks better than this!
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I'm curious if there will be historically accurate clouds in the expansion. For reference, they can be see in this photograph, in the area of the sky.
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