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Location
The land of lost socks.
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Rapidly, hilariously disassembling flying toys of all kinds.
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CKAN now shows this mod, and click through blocker as incompatible with the latest game. I had another issue and cleared out my data folder and am re-installing mods I was running yesterday. These are the only mods I was running yesterday that CKAN now shows incompatible. I am running the latest 1.9.1 something (Steam latest). I will download and install manually, but I thought you might want to know. Thanks for all you do @linuxgurugamer EDIT: I downloaded Click through, Toolbar Controller and StationKeeping and manually installed them. They work fine on KSP 1.9.1.2788, 1.9.1 Making History with 1.4.1 Breaking Ground. CKAN just won't permit it.
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Thank you. I had been sitting here for 10 minutes before I started searching for a solution. The dialog popped under the main window to ask me about metadata and I never saw it. I could have been sitting here all morning, waiting.... Now I get to try out the hot newness of KSP 1.9.0! So, thanks again and happy Saturday!
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I find driving to be the most challenging. I have at least 4,000 hours in and have built bases on minmus, the mun, Duna and am building a tour (complete with amphibious lander) to Laythe. Planes are my first love. I started building RC planes in 1985 and pop was an engineer for Northrop. Whenever I start a new game, I build an F-20 Tigershark for pop (RIP). My last sandbox included a ship called Duna or Bust which had 2 landing science stations one for Duna and one for Ike, 2 landers with wheeled science equipped rovers one for Duna and one for Ike, an orbital refinery with dropship miner and 6 relay sats (3 for each body). The main ship carried up to 120 Kerbals without putting people in the landers etc... No problems other than a few broken solar panels... But I keep rolling/crashing the freaking rovers in low gravity! :~ I have a U2 that can circumnavigate Kerbin at 22k meters that I can land on any runway in the game with ease using nothing but keyboard and mouse controls, but I can't drive a rover 2 clicks on Duna or Ike to save my life... KSP is true to life in this regard. It is far more hazardous to drive than fly... even to the Mun. Moho is notoriously hard because it is so small with such little mass and so close to the sun Kerbol. Try The Mun, Minmus and then Duna in that order. Moho is one of the most difficult so don't judge yourself on that one if you aren't hitting Dres.
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Sepratrons... Good point and I use them TONS. Loved the suggestion earlier about using Fleas like Sepratrons on HUGE builds too. Thanks @Jodo42.
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I have been looking for a thread that details why I would use SRBs and this is the closest I can find. Reading this thread, it seems to me that SRBs are used because they are cost effective. Since I play science or sandbox, I haven't found a use for SRBs where liquid fuel asparagus isn't more efficient. With almost 4,000 hours in game I can probably count on one hand the number of times I have used SRBs. Now there is a whole update where KSP adds a ton of the things. I almost posted this question in the general forum and if that would be more appropriate, please let me know. But it looks like from this thread that we have much of the information and expertise here to compare SRBs to liquid fuel rockets and answer my question. With liquid fuel asparagus available, why would you ever use SRBs?
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Which are the best players you remember?
CranialRectosis replied to Signo's topic in KSP1 Discussion
Thank you all for introducing me today to Cupcake Landers... My whole week is shot now. Just shot! -
KSP 2 will ruin the original
CranialRectosis replied to Thelizard's topic in Prelaunch KSP2 Discussion
KSP2 will ruin me. I have something like 3800 hours in KSP. If I start playing this too, I may never leave the cave. ;) -
Just downloaded and started playing 1.7 last night. I love love love the new skybox. Love the new altitude switch from sea level to ground level. I do wish the munar base could make it to PC. I agree with folks who say it would be a cheat to just turn it on like Woomerang or Dessert for the same reasons I turn off the extra ground bases and build an actual sat network to effect comms. Instead of a fixed lunar base, I would LOVE to see the ability to build a launch pad on whatever rock or station I choose (without a mod). Put the parts high in the tech tree so people can't just cheat out of Kerbin atmo in science mode and make it cost a HUGE amount of money in career mode. IMO it should be hard to build so it becomes an investment and be accompanied with a larger solar system. I like to play the outer planets mod. I like to build sat nets around Sarnus and explore the moons of Urlum. Played this way, I wouldn't see off-planet launchers as cheats but as a more realistic means of exploration of far away places. Anyway, thanks SQUAD and Private Division for the update and you for reading my $.02.
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- release notes
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
CranialRectosis replied to cybutek's topic in KSP1 Mod Releases
Loving the new look and feel. I do miss the mach speed indicator in HUD2. Is it gone or am I just missing it in the editor? Thanks for the mod and for the timely updates. Running KER 1.1.5.4 and KSP 1.5.0.2332. -
[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
CranialRectosis replied to Galileo's topic in KSP1 Mod Releases
I am playing in sandbox mode for the time being. Something tells me I am gonna want more practice with the gravity assist. I think I need big relays in polar orbit around every planet out to Plock.- 471 replies
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
CranialRectosis replied to Galileo's topic in KSP1 Mod Releases
I must be missing something. I think the RA-100 is the biggest radio in the game and out by Sarnus, the signal is pretty sketchy. Having just today figured out the gravity assist, Plock here I come!, I'm gonna need a bigger radio. Am I missing something or should I be putting in relays around Jool. Fantastic mod Galileo. Really digging the re-playability you add.- 471 replies
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Kerbal Space Program update 1.4 Grand Discussion thread.
CranialRectosis replied to UomoCapra's topic in KSP1 Discussion
With a bit over 2,500 hours in game (Steam) and having gone through updates from 1.0 to 1.4.2 I just wanted to give a shout out to our mods and the Squad guys. OuterPlanets and Kopernicus, the whole USI suite, Kerbal Planetary Base Systems, scatterer, OPT Space Planes and Galileo88's and PoodMund's graphics mods make the game for me. You guys really take KSP to the next level. It's never the build of a project, it's the maintenance. IMO the turn around on the mods to handle this update has been fantastic. Just wanted to say thanks for all that you do. -
The Elkano challenge (all versions accepted!)
CranialRectosis replied to rkarmark's topic in KSP1 Challenges & Mission ideas
Check out the Dakar 2017 challenge. I have learned so much about building rovers in a month and what a fun way to do it. -
The Official Kerbal Dakar 2017
CranialRectosis replied to Triop's topic in KSP1 Challenges & Mission ideas
Got a link to that? -
The Official Kerbal Dakar 2017
CranialRectosis replied to Triop's topic in KSP1 Challenges & Mission ideas
Gotta build a car with a way to flip it back over.