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EliasDanger

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Everything posted by EliasDanger

  1. Did a rescue mission to LKO. Returned and unintentially landed right next to the runway. What are the odds? (Not a spaceplane. Just picked random spot to retro burn to 20km and let the air do the rest.)
  2. The way I look at it...if revert flight isn't cheating, nothing is.
  3. I just hope we get an adequate heads up when it will released. Been hearing its pretty close. Don't want steam to update before I get a chance to save my most recent progress.
  4. Scott Manleys kerbal space program career mode guide videos on youtube really helped me figure out how to do docking easily. I don't need docking port alignment mod.
  5. Awesome series! I subscribed, hope you can stick with it up until present day, thatd be one hell of an accomplishment.
  6. Created a new career yesterday with a bunch of mods I finally settled on. Yesterday was gathering science and setting up a comms network around kerbin for remote tech. Today, I sent valentine up with two pods. She rescued another kerbal in orbit, and then the two stayed up there for 7 days to fulfill a contract. I did an altimetery scan of the mun. Now I'm going to set up a communication network for the mun. After that, I'll probably be multitasking the same stuff for minmus while I also start really exploring the mun. Probably send a couple kerbal to orbit the mun first, then a probe to land, and then finally a manned landing...and then do that all over again for minmus.
  7. Whackjob, that is definitely the best toast to septarons that could exist. Impractical but massively awesome.
  8. Never bothered using them until today, and now I'm in love with them. Strap them to every stage and point them away from your main vessel, have them engage when you decouple....soooooo satisfying to watch your empty boosters and stuff launched the heck away from your ship in an instant. It helps with your last stage to orbit...if you happen to just circularize, it'll send that useless debris back onto a suborbital tragectory. Also your last stage on reentry can safely be decoupled without worry the empty tank and engine won't hurdle back and hit your capsule.
  9. I suppose I could do what I just did, which was try it. Started a new career with the 10th scale rss...and it did change kerbin to earth in the contracts...suppose that answers the question. Hopefully it works like that for the rest of the planets and moons!
  10. Oh nice, thanks! Another question, if you're using some version of RSS, will regular contracts and contract packs that were designed for the kerbin system become incompatible? Does it automatically adjust them so contracts to Duna become contracts to Mars, or do you need to have specific contract packs for the real solar system?
  11. Thanks! So elaborating a bit, I suppose I could use the 10th scale RSS mod, cuz really the main thing is having all the real planets and textures....but having the real distances would be nice too, but I'm not sure stock or add on parts are capable of making it those distances practically while following a career progression that doesn't require realism overhaul.
  12. Hi, everyone. I've been playing KSP since 1.0. Love it. Been trying to narrow down what mods I want to settle on for a long term career. I'm very interested in Real Solar System, but I created a new game with RSS and Realism Overhaul and all that...but all the new engines and parts and game play mechanics is too much for me. So, anyone have suggestions on the best mods to use with RSS in a career mode without realism overhaul. Will the realism progression career work ok with more stock-alike parts and no realism overhaul? Or would other career contract packs work okay in RSS without real progression or overhaul? Just looking for thoughts or advice for the best career experience I can manage. If I should downgrade the solar system a bit for a better experience, I'd be willing to do that.
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