Jump to content

ManuxKerb

Members
  • Posts

    365
  • Joined

  • Last visited

Reputation

66 Excellent

1 Follower

Profile Information

  • About me
    Sr. Spacecraft Engineer

Recent Profile Visitors

3,373 profile views
  1. Thanks this fixed it. What i dont understand, why does the ckan version matter ? Does it not just pull the list of mods down and then lets you install it ? Why did it need an update ? Thanks!
  2. I cant find this in CKAN :-( Any idea why ? Thanks! (I set the game comp version to 2.0 just to be sure)
  3. Hi There, After a long hiatus i returned to the For Science release. As the game seems to be playable now. And yes it is. It has some bugs and stuff (Even some bugs that are exactly the same as in KSP1) but now i really having fun! I started a play trough of the Exploration mode. Normaly i cant be bothered with a mission report. I just have fun on my own. But Kapy Rock mission was so challenging and it was fun to fail. Just like the devs hoped for. I think. So here it is: My fist mission report for the kapy Rock mission. So i could have just build a plane an fly there. But i would waste most likely 30 real world minutes just flying. Also i don't want to fly. OK so i needed several tries to finish this, I would say 15-20 over all. What i tried: 1. Directly deorbit above it. -> Cant do it. Its not precise enough. Closes i got was 7km from it. 2. Directly deorbit with another 1.Stage to make the last km with a new rocket -> Rocket was not powerful enough. Problems with directions. Cant make manuver node when the game is paused (FeatureRequest!) 3. Deorbit with a plane and fly the rest. -> Problem here is: You need to be at Kappy rock. not moving für 10 sec to do the obersavtions. Not so good in a plane. Otherwise it was ok. I could see it for the first time really close. 4. Like 3 but drive to Kapy Rock with the plane. -> Did not work, Plane design was crap and it kept tipping over. 5. Go for the classic: Rover mission. Deorbit rover, drive there. -> My first design was too top heavy and the wheels where not powerful enougjh for Kerbian Sand dunes. The rover could not go up the sand hills with just 2 wheels. 6. Drag Racing rover. Deorbit rover. Drive there. -> This time! Mission Success! The rover had 6 Wheels. and 12 Sepratrons as boosters so i could use those 6 times to help climb kerbin sand dunes. This worked! I finally got there! Some tips: The best orbit is a 0 degree orbit (Polar orbit) to do this. You want to fly from top to bottom. Orbit at 150km. Periaps to deorbit shoud be 23 km. Anything over 25 will land you in the ocean 20 will land you on the edge of the dessert. The rover needs to have the heaviest part on the bottom. You need at least 3-5 pusches with sepatrons. Otherwise you cant climb the slopes. An autobrake is mission and for no no mod exists so you need to be aware of your brake. Use it in seep slopes. ---- I got pics but i cant seem to integrate them into the post. A diredct upload feature here in the forums would be much better. HDD are dirt cheap... Will update this with pics when i figured it out. Over and out
  4. I 100 % Support this post! The reason we did science in KSP1 was the cool little funny text you get to read when the experiment finsished. This is totaly missin in KSP2. Also The reson to go out there was to place sicne instuments. This made missions harder and more fun. Hands on sience was the reason i player ks1 for 20.000 something hours. This new mod Whre is just click and then most of the time it says "experiment alreadxy in storage" (Why do you blink then!) Well it leaves a lot to be desired to be honest...
  5. Great Mod! Very very useful! Do you plan on updateing it for 2.0? Thanks
  6. This is an awesome mod! But i believe it does not work with the science upgrade. The solar arrays are not in the nodes to unlock. Or did i miss them ? (im only in tier 2 at the moment...)
  7. This is an awesome mod! But i believe it does not work with the science upgrade. The tanks are not in the nodes to unlock. Or did i miss them ? (im only in tier 2 at the moment...)
  8. Ok here is some detailed instructions on how to run mods: Basic Mod Setup: 1. Download: https://spacedock.info/mod/3277/Space Warp + BepInEx https://spacedock.info/mod/3363/UITK for KSP 2 2. Unzip first Space_Warp__BepInEx-1.5.4.zip then UITK_for_KSP_2-2.1.1.zip Now copy everything to: <your steam path>/Steam/steamapps/common/Kerbal Space Program 2/ see: https://ibb.co/syhz85B 3. Activate the mod insertion: install protontricks and dependencies: Arch: yay -S python-vdf protontricks see: https://docs.bepinex.dev/articles/advanced/proton_wine.html protontricks --gui 4. Start the game once Now no mods are actually installed yet just the basic mod supporting structure. 5. Install mods Use CKAN for better experience.
×
×
  • Create New...