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Regiampiero

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Everything posted by Regiampiero

  1. That's what I'm trying to do, but it's not working. The numbers in the facilities fields should have been 3 for all after maxing them out, but for some reason they're still at 1.
  2. I was checking it out. Now I'm trying to edit the save file to salvage/revert the damage.
  3. I just found out about it and was just checking in out, wasn't trying to cheat.
  4. Unfortunately no. I'm doing an hardcode mode with no quick saves, hence why I need to modify the save file.
  5. I've accidently clicked on the Facility button in the Alt F12 Menu thinking it was going to open up a dialog window and instead it upgraded all my facilities to the max. Is there anyway to modify the save file to bring them back to the way they were? I tried editing the Facilities section to a different number, but I was expecting them to be at 3 and instead they remained at 1.
  6. Is there anyway to shut them off? I think that starting at moderate difficulty those ground relay stations should not work, forcing players to establish their own comms network. Thoughts?
  7. That's the biggest thing I need, so thank you.
  8. Yea, but I've noticed that SAS and RCS don't get along in 1.2
  9. Hello everyone, I'm a very casual KSP player for the past 4 years and for the life of me I can't remember how to make the EVA controls work like they used to. I remember that once on EVA and RCS got turned on, the kerbal would auto-orient him/her self facing away from me and normal to my screen. Now once the RCS kicks in they just stand there, and I have to manually rotate the camera to make sense of which direction I'm headed. Up to this point I can still manage with a little extra work, but my biggest issue is that lack of X and Y rotational axis. When in orbit things aren't always planner and I might need to rotate my self fazing the Z axis, but I can't seem to figure out how I can do that. Right now the only thing I can do is go into EVA, switch back to the ship/station, rotate it to orient the doors on the same xy plane as my kerbal, switch back to the kerbal and then get it. Very annoying.
  10. I don't know, but I can tell you what you're not doing and that's reading. Last I checked I was allowed to have an opinion and a point of view. Plus selling even a million copy of a game in the span of 6 years isn't exactly a success when you put in prospective.
  11. One reason could be because this addition is sort of meh from the sound of it. At least from my prospective, career mode is the only thing that interests me for about 2 weeks out of the year and I forget I even own the game. Until more love is put into that, and mods become integrated this game will struggle imo.
  12. Co-Op is definitely possible in KSP I'll be it in a different manner that most new comers might think, but possible non the less. One approach that could work to some extent is the same approach EA took with SimCity and how different Cities can interact with each other despite being on different years. Its definitely not a simple thing to do, and if it ever happens a lot of realism will have to be sacrificed. Not impossible though.
  13. Exactly. Also you shouldn't be able to use it as a relay satellite or accomplish another lateral contract, whit the exception of the Record Keeping Society Contracts. Also I would really love to see private space stations (already in orbit and to be placed in orbit) and paid re-supply runs.
  14. There's been a lot of talk in the past regarding contracts that would require us to place pre-made satellites into orbit as well has having other procedurally generated service missions, but I've yet to see any of this being implemented in game. Is this something that just fizzled out, or does anyone know if it's something that's been worked on by the devs or the mod community. I think this sort of addition is crucial to make career mode feel more realistic and challenging. After all, NASA, Sace X and ULA don't lunch satellites they design.
  15. Sure, but it makes no sense to me given a that planes are far better at those speeds. Plus you can get there faster (then a low thrust rocket), slow down quicker and remain at altitude longer with a plane. It is possible with a rocket? Again...sure, but why stick a round peg in a square hole?
  16. Did I miss something? What's wrong with planes, they work just fine for me. Also the only way to go to Duna and Eve without a whole lot of dV and come back home. The only contracts I complete with planes are the ones that make no sense with a rocket. Like test Mk 16 parachute between 1000-8000 ft and 40m/s-180m/s. Or test a radial decouple at 40,000 ft while going 200m/s. Essentially anything that you need to go slow for, I'll use a plane, but everything else its a rocket, or a rocket with wings.
  17. Impressive, but there shouldn't be any way that can survived Kerbin re-entry.
  18. Resolved, I'm an idiot! I'm having issues with loosing flights after leaving them in a stable orbit and returning to the Space Center. I've seen some youtbers having the same issue in the pre-release of 1.2, but This is the first time its happening to me. Has anyone had the same issue? You can see in the screenshot below that both probes are still there (and they have a connection to KSP), but they don't register as a flight and therefore I can't switch to them. I haven't had any issues with space junk , so I've been able to square bracket from the junk to the probes every once in a while. I'm on Windows Version: 1.2.0.1586 I'm only running MechJeb Dev. Build and only on one of the probes, the other is standard. I'll be happy to post my logs if I knew which one to post and if they would be any help.
  19. By depth I'm referring to creating ecosystems where re-stocking isn't necessary, but at the cost of perfectly tune the in/out of the life cycle. I like USI because it plays well with some greenhouse mods, but I'm not sure if there's the same support for TAC. Also combining Ioncross with USI you essentially get a more detailed version of TAC, but I need to really give all of them a try. Just wondering what everyone uses and why they like it.
  20. Hello Everyone! I've been looking to add another element of difficulty to my KSP game-play (career mode), but there's a lot of information out there and more than half is outdated. I've so decided to start a new thread for the various mods to be discussed. I personally am looking for a nice mod that adds an extra layer of difficulty, but in a matter that makes sense. I've looked into TAC (the most popular), but a lot of aspects just don't make sense to me. The tonnage of food vs. the time it last is off. The necessity of having a special module on aircrafts to convert air to O2 makes no sense, and it feels forced. The fact that Kerbels will die after 60 days of not having food, but only 2 hours of not having O2 or electricity is very contradictory. One aspect is too lenient and the other is too drastic. Lastly, the textures and sizes of the each compartment is just too off for me. I've seen space stations that are taken over by the sheer amount of stuff needed to keep things running, I mean if the boys and gals at the ISS needed the same amount of food the ISS would be twice the size. Other mods like Snacks, USI just don't seem deep enough, but provide a nice starting platform to which you can other mods to round-out the experience. I think I'm going to try SUI in combination with Ioncross and some sort of greenhouse mod next. What do you guys think?
  21. Does this mod currently work in v1.2? Also is there any mods that compliment it (green house and such) that are also v1.2 ready?
  22. The first thing I did in this game was figure out a way to land on the Mun and come back to Kerbin using the 2014 Demo. No mechjeb, no KER, no manuver nodes, hell no landing gear! That thought me a lot about space flight, that and YouTube. Mostly KurtJmac because Scott Manly confused the hell out of me with all the mods he had/has.
  23. Tanks for the response, but I was wondering if there was a new mod everyone is using. I know the calculations for delta-V, but I really want avoid making the game feel like work. As anyone heard when the updates for MechJeb or KER are supposed to come out?
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