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MrCynical

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Everything posted by MrCynical

  1. The latest pre-release seems at first glance to be working with 1.1.2 (at least all craft seem to be present, transmitting as expected and not spontaneously exploding or anything).
  2. I think it does still give the simpler contracts. I definitely see the occasional "orbit Kerbin" contract even when I'm running missions out to Jool. It's just they're much rarer once the randomly generated contracts can pick any planet or moon, rather than being restricted to Kerbin.
  3. You're not the only one who made that mistake. Surprisingly the capsule and Jeb survived the subsequent spinning around out of control and crashing, although the solid rocket booster didn't
  4. I almost always use career mode. I run a lot of mods though, so the experience is rather different than in stock. With CTT there's a much longer progression (so the tech tree isn't completely filled after the first interplanetary mission). I also move the science reward slider down to 30-40%, which I find to be the sweet spot. At 100% things tend to unlock too fast. It's keeps things interesting not to have all the parts that would be useful available - e.g. needing to start on other planets before nuclear rockets are unlocked. The contracts (I do have some from mod packs) can also give some inspiration if I'm short on ideas.
  5. Does not work in 1.1 at present. The resources show up in the parts, but they're not consumed and the toolbar buttons are missing. (I'm not sure if any mods that use that toolbar are working at present).
  6. I'm also running with the 64 bit hack and getting the same message on starting a new game with KCT. I think it might be related to the bug in the 64 bit version where the KSC buildings incorrectly look like they are fully upgraded at the start. After getting the "unplayable" message I tried going into the tracking station and back out which caused the buildings to start displaying correctly as level one, and I then got a correctly functioning message about KCT setup. I've made it as far as running Mun missions without the game blowing up or anything, so despite the initial warning KCT seems to be coping with the 64 bit version so far. Of course it may go horribly wrong later, but if you want to risk it you could try toggling in and out of the space centre buildings at the start of the game to see if the display sorts itself out and KCT will load for you.
  7. I've just found the same bug, and after some switching in and out of mods it appears to be the outer planets mod, or the Kopernicus mod it depends on that's causing the problem.
  8. I find it very difficult to make a case for having the refinery in orbit. Having the ISRU and drills on the same ship is more straightforward. So long as you include a big enough engine to get it into orbit without staging and with fuel to spare it can serve as the tanker as well. That's very easy on low gravity moons - like Ike, Minmus etc. I find the ISRU just isn't heavy enough to be significant relative to a decent load of fuel and/or ore, and having it on the ground means you can always launch with completely full fuel tanks.
  9. Personally I'd prefer 3). Hiding nodes seems to be creating another point for things to break (e.g. by a prerequisite tech being missing), and doesn't really seem to add anything. With the whole tree visible there will be no problems like that, and no ugly arrows connected to nothing either. If a branch has no parts on it I can just not research it (or I can think hmm - which mods are using this, and go looking for them).
  10. It looks like Nanolathing is still missing even with the latest version of NFConstruction. I don't think its possible to research exotic alloys or the tech after it without it.
  11. Not convinced by that explanation. In every career game I've played in this and previous versions the explore contracts have appeared for every single body in a relatively logical progression, and once they're on the list they never expire. Minmus in 1.0 is the first one that's just not shown up, even with me sitting there waiting for it. Given there are other threads reporting this - and its always the Minmus contract that's reported as missing not any other body - I think there's something off with that specific contract.
  12. I don't think it's temperature - it only looks marginally hotter in the temperature display compared to an orbiter around eve, and the same panels on that ship are generating close to 100 times as much power.
  13. The "explore minmus" contract seems to be missing. The flyby, orbit etc contracts show up, but the old style explore contract never shows up in my game. The old explore contracts show up for all other celestial bodies, but it jumps straight from the explore mun contract to the explore Duna and Ike ones.
  14. Solar panels also seem to be near useless on the surface of Eve as well - the mid size panels are only generating about 0.03 energy flow even with full exposure. Is Eve's atmosphere just too murky for them now or is it a heat thing? Probably going to need fuel cells on the next lander as its taking all day to generate enough power for a single transmission.
  15. There's something specific to Pol's surface that's very glitchy. When I switch to a craft in low orbit around Pol there's a moment or two after loading where the surface seems to abruptly change position by several km. Trying to load a craft which is within a few km of the surface invariably seems to cause it to instantly explode on loading as if it's collided with this "phantom" surface.
  16. Unfortunately the SAS system is bugged and horribly overcompensates on anything other than the stability assist setting. Larger craft will actually drift away from the target trajectory and even get shaken to pieces. Plus it burns through monopropellant at a huge speed achieving nothing.
  17. OK, your rocket is only at 6 km in that image, not 50-60. You're going much too fast for that altitude which will cause you issues when you hit mach 1. Take off two off those solid rocket boosters, and aim to be reaching that speed at more like 15 km.
  18. They won't start appearing until you have at least the lowest level solar panel, which is quite a way into the tech tree.
  19. If it was an aerodynamic issue you'd be seeing a problem at 10km up, not 50+. At that point there's barely any drag and your rocket is probably on a trajectory that'll take it clear of the atmosphere anyway. Is it uncontrollable in space? That would suggest an issue with the SAS, which does seem rather flaky on the current version.
  20. There's definitely an aggravating gap in the early career where you need to be getting into orbit for the science, and at best have the LV-45 for control. The first fins that are actually any use are on a 45 science node. The fixed fins I mostly find to be a different flavour of horrible to fly. Rather than flipping over if you stray from prograde, you'll just end up stuck on too shallow a trajectory and your rocket ends up as a lawn dart. Dunno about the OP, but not even close to accurate for me. First time out I had a few issues with bringing enough delta-v, but I wasn't having to fight rockets flipping over if you stray more than a few degrees from prograde. Ditto for FAR - that was different, but I found it actually rather easier to fly with. 1.0 Career mode is just annoying until you have tier 4 techs at present as you basically have no decent control options.
  21. A couple of times I've seen debris pass within 2km in low kerbin orbit, but it's very rare even with me being fairly careless about leaving spent stages and so on floating round. I've never seen a collision or anything I'd class as a close miss so, yeah, no poll option.
  22. Seems to transmit fine - I've tried it with both manned and unmanned craft. Yes, I've got this too. I'm pretty confident it's remote tech as pulling the mod out corrects it. Only other mod I'm running is TAC life support.
  23. I'm running devbuild 323 and TAC life support on 1.0. No issues loading so far. Only thing I've noticed so far is a minor graphical error in the right click menu for unmanned ships. Anything with a toggle button overlays the text when clicked rather than changing it (e.g. getting "activate" and "deactivate" printed over the top of each other).
  24. The only thing that would be in there is the "squad" folder. All the stock stuff is in there.
  25. Seeing the same lack of life support in the command modules. It also looks like the modification to increase the electric charge they can store isn't being applied either. Everything seems to work OK replacing the module manager .cfg files with the ones from the previous version.
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