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Cruesoe

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Everything posted by Cruesoe

  1. Either build a plane or set your parachutes to open at maximum height. (5000m) A light probe will take time to drift down. You also don't have to complete the experiment in one go. Little bits will eventually return the same science.
  2. You have to look in the R&D screen. Although there are many people that would like to have something like [X] science to track it more easily. Maybe one day....
  3. Why don't you just turn off Radiation if you don't like it? I'm pretty sure it's an option.
  4. Check the Kerbalism forum post and perhaps download the Dev version?
  5. I believe this is resolved now from a Kerbalism side. Expect this in the next Kerbalism update.
  6. Science is supposed to take time, and not be instant. That's one of the big points of this mod.
  7. I think the issue here is the mission planning in a long career. A player needs to know what experiments to choose in the planning stage to maximize science. You can't take all experiments on all missions, especially in early game. I used to use [X] science myself for only the 'left to complete' list. I do believe a better science check list is required but I don't know if that's a Kerbalism requirement or a better R&D mod.
  8. It doesn't break Korpernicus as such. There was never a hope it would work. It's version locked. It will only ever work on the exact version it's built for.
  9. You need to check your ship type. Make sure it's the right type for the contract to complete. Was it labelled as a probe.
  10. Korpernicus has just been updated to 1.7.1 so ensure you have all the latest updates. I'm away on leave so can't share my files right now. I'm not sure rescale works with the latest Korpernicus anymore.
  11. If you want to know all about the Alpha and what is going on with Kerbalism then join the Discord (link in the title post). But as I stated above it works in 1.7 but Kerbalism 3.0 drastically changes the way science works and the team are assessing the impact of the new science mechanisms so don't expect it to work in 1.7.1 right away.
  12. I presume you mean version 2.1.2 or do you mean the alpha of 3.0? 1.7.1 introduced a host of new features including new science. When 3.0 it's released then it will support these new features. 2.1.2 may work if you have correctly installed the dependencies but if I was you I would just wait until 3.0 is released. 1.7.1 has been out for less than half a day and the team have barely finished assessing the impact, the same goes for all mods I am sure. As I said earlier be patient and wait for the update. It will be ready when it's ready.
  13. What version of Kerbalism are you using? This mod has not yet been updated for 1.7.1, work is in progress and you may just need to be patient and wait for 1.7.1 to be a supported version.
  14. This looks fantastic. Congratulations and thank you for what must of been a lot of work! Thank you!
  15. The title of this forum says Kerbalism supports every version of KSP since 1.4 and your playing 1.3.1. If you want to play Kerbalism 2.1.2 or future versions of this mod you might want to think about updating to a supported version of KSP, there were some large changes from 1.3 to 1.4 in the KSP code I believe which means it's harder to support versions before 1.4.
  16. Would you be willing to share your RSS Rescale configs? Sounds like a fun game. I'm currently doing a 2.5x stock game with Kerbalism. I'd like to try RSS next. Do you use all stock parts?
  17. Should of been clear, this is exactly what I do now. Just wondering if there is a way to hey them to auto stage like stock fairings.
  18. Speaking of fairings.. Does it work with Procedural Fairings? (Gravity Turn is on my must have list!)
  19. You could set them to automatically turn off at low power using the Kerbalism auto tab so that wouldn't be an issue, if that's what you wanted to do.
  20. If you played the mod from CKAN then it's very fault was it was missing the science configs and therefore balance. You don't need multiple flights to do one experiment, but you can't just slap on all experiments in an early career rocket without thinking about hard drive space, time to complete and electrical charge required.
  21. Work on the next version has been in progress for some time. No eta at the moment but given 1.7 came out less than 24 hours ago I think we should give them some time to asses the impact, if any. There is no 2.2, there was a release error. 2.1.2 is the latest until the next release. 2.1.2 is currently stable for version 1.6.1 of KSP.
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