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Mapoko

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Everything posted by Mapoko

  1. Thanks. I will look into FAR and DRE, although I would like to make it as game realistically as possible, not hell. Therefore the remote tech is game-realism, as regex pointed out. In real life we do not do that, but we wait years for proper alignment of the celestial bodies, using automation (like MechJeb) and so on, but it is a game after all. I would like to be in charge of the fine things like maneuvering, corrections, nail bitting landings and so on. AFAIK remote tech have option to enable/disable delay ? But seems like I was almost right on the spot. Only missing 2 key mods you guys pointed out. Will also look into dangit and kerbal mechanic to see if that added difficulty will be realistic (to me) or just making the game tedious chore of repairing satellites. Now I need to figure out what kOS is too. Mech Jeb like autopilot ?
  2. Hello, After completing my goal - visiting every planet, landing, every research done, no dead or stranded kerbals and so on on vanilla on hard I think I need some additional stuff to make my game even more challenging (and interesting). I am kind of out of ideas what more can I do now, except overly complicate my miner complexes /orbital stations. So I am thinking about moding up. First mods that pop in mind from 0.90 are : 1. Remote Tech - a mod that I have never used before and frankly combined with Hard Career it may be the biggest uphill, but that's what I wanted I guess. 2. TACLS - The only LS I tried and used to. Probably a greenhouse too for Jool stations as I do not want 40% of my ship weight to be food and 40% fuel. 3. KAS/KIS - realism means kerbals can do stuff on EVA besides collecting samples and experiments data. 4. SCANSat- I think it is redundant now with the new way of ore finding, but it is still good for terrain altitude mapping, easter eggs and others ? 4.1 SCANSat contract pack - May make my life easier and less tourist grindy at the beginning, but still keep it real, right ? Not sure if the income is balanced though ? 5. Stage recovery - Hope it fixes the non-opening parachutes in vanilla ? 6. Background processing - Sorry, I have not checked mods for a month(full vanilla), hope this works now? 7. KER - should help me sync my satellites ? I am only using the hangar part of it now. Those are the first ones that come to mind as long as few more (balanced to the game) command pods and parts. Anything I am missing ? Maybe malfunction mod with reasonable durability on the parts? I do not want to have to change satellites after every mission. Maybe I will have a kerbal engineer stationed and stocked with supplies to repair them, but do not want that to be my primary gaming. Which one do you suggest if any ? 8 - EVA Parachutes ? Realistic or not ? Honestly for hard mission and if I put malfunction mod I rather have them and not need than simply watch my kerbals plunge into Kerbin oceans with malfunctioning parachutes. Keep Fit
  3. Okay, I will just pretend some debris landed on the archives and blew em up. Not game breaking, but still. Sorry for bad submission.
  4. I noticed similar problem, but it happened after I upgraded R&D to lvl 3. Everything vanished. Probably has to do with new contracts available? Like mine xxx ore from yyy planetary body [h=1]Contracts gone after upgrading R&D level 3.[/h]
  5. I get 2.6 science per day (or so it says) it fills the 500 in 70-80 days rather than ~200.
  6. Hello. I have a stranded kerbal on the Mun and I picked up few Mun related contracts. Then I realized i have enough funds to upgrade my R&D to lvl 3, so I can unlock Graviolli detector to rack up some science for my LKO lab. All things were good, but when I met with the one of the rescues I realized I have no contracts. The pod was still there and the kerbal was inside, but this happened : I am playing on Hard mode and trying to roleplay, so disappearance of contracts and more importantly - the list of completed and 1 canceled contract is GONE ! So there was a fire in the archives ? But on the serious note - is there a way to fix that ? It is Hard Career, so loading previous save is not an option. Also this bug with part list (note the "experimental" color) Also after saving the kerbals from the missing contracts and I stop tracking the pods they are still showing on my map, which is more than annoying for me.
  7. Well, to be honest I was planning to RP some cleaning up crew waaay later in the game when I am out of ideas. But in reality isnt blowing up debris leaving big amount of smaller debris ? Not in the game ofc. In any case having a way of classifying them as debris, so their orbit lines do not ruing my experience on the Map worked well for me for now. And about KAS/KIS Those are 2 of my favorite mods, but they make the game easier and I will add them much later in the game when I feel complete, because now I am trying to make it as hard as possible, although I am reluctant to install TACLS. In my new save Jeb and Bob had a mishap while taking off the Mun they went out of fuel on 6-2 orbit, but luckily enough they managed to achieve 6-6 orbit on EVA thrusters, so I launched rescue mission to save them in a hurry. But when I did send my lab with barely 4600dV (and no parachutes, because who needs parachutes on LKO Lab, right ?) I had unlucky white shirt on board. I started my tilt 1km too early and it flipped. Poor Soul. I hope I will have funny and tense moments when I de-orbit stuff later, when I have good amount of funds, full research and no idea what to do next. But for now what fixed my problem is the reclassifying from Tracking Center !
  8. Thanks, I am aware of that, but I am trying to stay stock in my hard save. Only using EVE for joy of the eye, KER for building. not in flights. and Window Planner. I used KAS/KIS in 0.90 and probably will in my normal save someday.
  9. Thank you very much ! I will clean those up some day, but did not want to cheat. Reclassifying from Tracking station worked ! Well, there are various ways to do it, but as I mentioned I do not have the extra funds (or time) to do it at this moment.
  10. Hello. After gaining enough confidence in the game and a little mishap (Reinstalled - Lost everything.) I started over and I no longer have Normal Career. Only one on Hard. I am trying to keep the realism to as much as I can, so when I rescue a kerbal I tag the capsule as Debris before I save it. Some day I am planning to organize a "Triple C Team" (Cleaning Claw Crew), but nowadays I have other priorities and not much excess funds. *Writing this I am realizing I also lost all my screenshots* http://imgur.com/a/c2XfY (not sure how to post imgur album, please a mod help me) So, there are kerbals stranded on modules that are not command ones, so I can not tag them as junk and their orbital lines are starting to interfere with my good gaming experience. I know there is the option to simply destroy them from the tracking station and I did that in my Normal save, but now I will not. So, Except CCC deorbiting them is there another way ?
  11. Well, Thank you guys for the suggestions, but there is not a simple one and I do not think it is worth the effort. I already had a mun and minmus landing on the new hard save, so it is all about time now. thank you very much for the help !
  12. That might have been a great thing, but the reason I reinstalled was that I moved few of my steam games to my SSD, so the path (and the folder) are not the same anymore.
  13. Thank you. I will try and if I fail today I guess I will just start new Hard career and hope for the best. I did not achieve sending Kerbal to Duna and back, so not that great of a loss progress wise.
  14. Steam > Delete Local content. he whole folder is gone an none in the RBin
  15. Hello. I decided to reinstall the game My saves are local. Or more likely were. I made saves.rar before uninstalling, but foolishly it was left in the game folder. Now the whole folder is gone with the saves.rar as well. Is there any way to restore ? I do not really care about my normal save or mods. Was using only EVE KER and Transfer Window planner anyway. But on my hard save I had pretty big base on Minmus as well as refueling orbiting station. Few of my orange shirts had pretty close calls with the death, but was not lost. Should I just start over and try to get over it ?
  16. So basically the 88-88 seems the worst ? Sure, it will transmit the data from the lab faster. It is really slow with c16, but I had no faster one at the time, so I will send a module with 88-88 some day. But aside that I do not see any reason to bring more expensive and heavier antennas than c16. In vanilla that is. iirc in the mod where you need to have signal they have different ranges.
  17. All in all it seems to me that commutron 16 is the better one than Comms DS-M1, while it is not ? To me it seems : Both packet sizes are 2M Both use 12ec/M One has faster rate of 1.2M/s and other 0.7M/s Or I am wrong about it ? Sorry for not comparing the 88-88, but I recently started over on Hard and I am not there yet.
  18. I forgot to upload the craft file, did I ? http://s000.tinyupload.com/index.php?file_id=09886213506917155006
  19. -=The Bee =- Features : Stock Low-ish Science requirement 308, 248(without airbrakes), (158 if you change the landing gear too) Stable - You do not really need SAS or airbrakes, but they are there for extra safety. Maximum stable (no SAS) altitude - 12,000m 325m/s maximum vertical speed. (250 at max altitude) Extra safe - 2 layers of parachutes. Can be flied both manned or unmanned. Drawbacks : A bit nose heavy before 90m/s Tested only in 1.0.0 aero and not 1.0.2 Action groups : (Only requires basic action groups) (G)ear - basic gear controls (U)Lights - Gear lights. ®CS - Activate engine (B)rakes - Landing gear brakes as well as airbrakes. Can tap in flight or toggle for complete stop on the runway. (<-)Abort - Closes intake, shuts down the engine and deploys the mk16 parachute. This will bring you down to 10m/s. There is extra set of parachutes to bring you down to 6m/s, but they need to be deployed by staging if you need to land on a slope and fear you will not hit wheels.
  20. Nothing new around this base lately, except I managed to roll one of the debris tanks away. Although unrelated, but ... I had a long burn and I decided to go to the bathroom, leaving it on full throttle. The result : And solar panels are not helpful anymore.
  21. OK, Thanks. I am just afraid of the 1.0.2 aero, but I guess once I get some courage (and stupidity ) your mod will be one of the first I will get.
  22. Well, on Minmus low gravity the wheels do not have much of a traction and I have to sometimes use horizontal RCS to speed up or stop fast. So there is no way to actually map them to the same buttons and only use RCS when it is activated ? There is reverse steering on the motors, but not reverse motors option. I am looking not only of way to fix the current rover, but my future rovers as well. EDIT : I actually found out that on the big ones there is the same problem. Maybe map my I and K in reverse and learn to hit back for forward wheels ?
  23. Basically somehow I did put my RCS backside and I had no problems earlier, because I used WASD for the wheels and just did burn RCS in different directions, but now I switched my wheels to IJKL and now there is a problem. That problem will be fixed for the next rover I launch, but I do not want to scrap this one ... yet. So, Basically I do not use any mods yet and I know that KIS can rotate my RCS blocks, but can I do something to fix it in stock ? Mapping my keys backwards is not going to work, because I do not want to screw the other vessels instead.
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