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yafeshan

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Everything posted by yafeshan

  1. I wanted to get to ernus. I am making sun heating experiments. It is safe to say it is impossible to stay alive around long time in orbit even with fully heat shield covered ship.
  2. I think it is better to update your ckan availability. It still says ksp version 0.90. ckan is great tool for installing/removing mods.
  3. I am trying to get a working ksprc installation. i did what people told but i am geting same problem i got since the first time I got a new kerbal installation, put ksprc in it without kerbaldata, kittopia, ddsloader and realsolar. I updated the rest with latest versions. Game starts good, i start a new game, when i click any building, game just stops. Nothing works, i can not enter anybuilding, can not even quit properly.
  4. It is not a good approach to ask for every mod should stay but itself. There are already some dependencies for kspi-e, there is no harm having ctt as one of them. If it requires more science, actually it is a good thing because getting endgame kspi-e reactors and engines should not be easy. Collaboration between modders is a very healty thing for ksp community, dependencies like these gives us opportunity to discover nice mods.
  5. I am using this great mod for a long time. I do not start new versions of game without it. I have a request. Many people use mecjeb for easing their life. I do not see it as cheat but an essential part of game. When we have a far away probe, signal delay becomes important but mecjeb use completely ignores this. I know there is a flight computer for making timely burns but it is not as precise as mecjeb. Is it possible to force mecjeb to have remotetech signal delay or better, give flight computer mecjeb maneuver node burning precision.
  6. I sometimes fear that Aptur will hit Kerbin. It comes so close. That causes another problem, most of the time it is hard to get in Aptur SOI without kerbin interference. I thought Aptur would be as easy as stock Mun. Definately not.Having good time with heavyly modded hard career in new horizons solar system. I wish i could install a stable ksprc for visuals. I know some tweaks needed for it to work on 1.0 but my game is already very unstable with dozens of mods.
  7. I hope this one works for ckan http://pastebin.com/4EZE5eXy but it is better you request adding to ckan repository, I did not do anything like it before
  8. I checked ckan thread and how to add mods I guess this is the ckan file that is responsible for the old kspi mod https://github.com/KSP-CKAN/CKAN-meta/tree/master/KSPInterstellar It seems simple enough to prepare a file like this. I can use this as a template and write yours if you don't have time.
  9. @Snafu225 I started with completely new career, new install. I am installing last update now, lets see how it goes
  10. I am playing career.It is on very early stage and I see weird minmus contracts which still think its still close to kerbin. I can barely reach Sonnah and they want me to go eelo. I am not using the last version but I did not see any specific fix for contracts in changelogs?
  11. Generating science out of experiment analysis is fine but doing it again in another lab is completely broken.
  12. will it be possible to build free-form experiments. Example I want to investigate the geological structure of duna rocks to determine mining potential. I have all stock science tools and Dmagics awesome science pack. I go to duna, take surface sample with my kerbal and put it to experiment module. Start heating sample with laser( laser tool), until it reaches a certain temperature(temp tool), then i run my spectroscopy and get data for its composition. Do this in a certain area and few times, we will have a better estimation of mining potential and some science to adapt our mining equipment to duna. At this point i have another idea, do not know if its possible. is it possible to collect specific science like geological, meteorological, astronomical science so only a certain type of science will unlock a certain tech node in tech tree. Example, geological science unlocks mining, meteorological science unlocks plane parts etc.
  13. Prices are high for a reason. At the end of ksp-i career game you can build ships that can go anywhere in solar system that can do multiple high paying contracts quite easily. One ship have potential to get millions of funds. In this case those equipments (reactor, engines, warp) should be expensive since they allow such trips. It is absurd if you can make a cheap ssto that can go to eve, duna, laythe and come back safely without refueling. Such long voyages should cost you a lot, and they are. If you want there are tips to make money fast.
  14. Blue star really looks nice, Do you have any plans to add multiple star systems, if you do you can use other stars on those. I would very much like that since end game modded(high dV) ksp need some new frontiers
  15. Thanks for this challenging and different kerbal experience. I started on hard setting and it became quite a thing
  16. I am a long time ksp-interstellar player but did not try solar sails before. I am seriously considering it now. It would be great for those sat positioning missions and relays for remote tech through the solar system.
  17. Freethinker, great work on Vista engine. Those changes definitely answers most of my concerns on the engine. @ToastyOats Since KSPI makes your life much easier and fun think about using Far, deadly entry and remote tech.
  18. I really love this mode, one of the mods i can not start career without. I tried dev 323 and its looking fine. I tested science through relay thing, it works for me.
  19. Great mod. Rule of thumb for finding good mods. If you find a very good mod, check other mods of that developer. You never disappoint me Dmagic.
  20. Thanks for nice picture. I believe realism is not the issue here, but fun is, the sense of challenge. struggle to reach next cornerstone in space etc. If i feel overpowered again, I will find a multiple solar system mod and use the mod with its name, truly interstellar.
  21. My proposal was not about decreasing the initial dV. It was about decreasing efficiency of power generation for long time missions, say 10-15 years long missions. You can keep the awesome ship you make but in time its efficiency will decrease, in time you will not be able to power up your engines. I respect your view, I did the exact same things to reach those awesome reactors and engines because after that I would go anywhere do anything I want. You know what, at that point game started to become boring for me. There was no challenge left, no more detailed planning to accomplish something. You can simply say that i should not use the mod if It makes me feel bored at the end. However, I like the interstellar mod, want to play with it but I also want it be challenging even I reach the end game.
  22. The new stock model is good but not adequate. It is still far too easy to reach space than orbit. I played very rarely without FAR and I do not want to start game without it again. I am reading very good stuff about this new nuFAR. I have read Ferrams explanation on new features and my mind blown out
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