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KSP2 Release Notes
Everything posted by KawaiiLucy
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Rational Resources 3.0.2 [Sep 24, 2024]
KawaiiLucy replied to JadeOfMaar's topic in KSP1 Mod Releases
How should I proceed to only keep the more sensible resource distribution, without adding the new resources like amonia etc. and converters?- 1,054 replies
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Is there a workaround when using KIS/KAS to dissassemble parts with decals on them (with a kerbal on EVA)? They count as "child parts", but cannot be select/hovered over, therefore blocking the dissassembly.
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- totm july 2020
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Just here to report that the 5m fuel tanks don't show up while sorting by function, when having ReStock and ReStock+ and NFLV installed.
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Launching a 44t payload
KawaiiLucy replied to Anonymous49's topic in KSP1 Gameplay Questions and Tutorials
You only need 3600 m/s of dv to reach orbit, and that is with a a margin. I usually design a auncher in three stages if you want to rendez-vous, Lower Stage with 2600 m/s dv for ascent, upper stage with 1500 m/s of vaccuum dv and then if you want to rendez-vous one stage with 1000 m/s dv, which is overkill, but gives you an error margin. If you tip over, ascend straight up and initiate a gravity turn at about 12 km to 20km. It doesn't hurt that much to have a slighlty inefficient launch trajectory. -
[1.11.x] KSP Rescue Contract Fix v1.1.0 (2021-01-22)
KawaiiLucy replied to AgmMaverick's topic in KSP1 Mod Releases
Better early tree only gives you the jetpack in a later node, until then no kerbals have access to it. I believe it's the space expolration one. -
[1.2.2 / 1.3] Career Evolution Contract Pack
KawaiiLucy replied to pap1723's topic in KSP1 Mod Releases
How does the mod cope with progression to other bodies? I wondered how it would perform with StarCrusher's Galaxies Unbound, as it adds systems that are way beyond reach until very late career. Is the progression hard coded, based on transfer windows, or just on relative distance to kerbin orbit therefore proportional to dv requirements? -
Some feedback from trying this in a hard career mode: As a player who deeply despises driving around the KSC, it is brutal in the beginning. You get barely enough science to unlock SAS, and from there it eases the progression a bit better. Although I was using Interkosmos' experiments, I had only one of them available until unlocking basic science, therefore not impacting science gain in a very noticeable way. One thing I would consider though, is moving the mystery goo down into the "manned technologies" node, as you unlock a huge amount of science parts in that node, a bit too many in my opinion, although if not using Interkosmos and DMagic science this change would be kind of irrelevant (but seriously, who plays without those mods!). I have to admit that I only built rockets, branching out and roving around or flying would've maybe granted me a few more points here and there, but the time spent on those kinds of missions is dramatically higher than from simple sounding rockets. I believe it took me around 5 sounding rockets, 4 unmanned, 1 manned, before my first orbit, which was manned. From there one unmanned orbit of the mun (without patched conics) and then a manned Mun Landing. From that point on I had basically reasearched all 45 science nodes, and the most important 90 science nodes (propulsion, fuel tanks, exploration, miniaturization and electrics). Totalling a playtime of 3 hours. A true refreshing experience for early career though, it makes you use parts you wouldn't have before, notably the .625m booster, and the Stayputnik core. being forced into the SAS-less Onion capsule also comes with its challenge. A good point is that you also get a LES along your first capsule, while not forcibly used, is a more sensitive placement in the tree than stock and ctt currently implement. It definitely gave me some flashbacks of RO/RP-1, while being more fun to play, but also easing in manned launches by first doing uncrewed ones. Overall it makes up for a very original and challenging start! N.B I thought the flea booster would be irrelevant, but the missing science still made me do at least one flight with it.
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I've tried out your patch for adding kOS to probes, but somehow it doesn't add it to drone cores and and the rover probe. Do you have an idea why/ how to fix it?
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It's probably because loading textures etc. takes very long to load. If you delete (don't know about zipping) all the files you don't want to use, it loads much quicker. With only 3 Systems and a whole bunch of other mods it takes me around 15 mins, without the system and just keeping the visuals its about 6 mins.
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[1.12.5] Restock - Revamping KSP's art (August 28)
KawaiiLucy replied to Nertea's topic in KSP1 Mod Releases
I am not entirely certain this would be a ReStock bug, but rather a KSP bug in the first place, but the landing legs behave weirdly when in contact with the ground, especially when turning up the damper settings. https://i.imgur.com/F3tgzaO.mp4 Edit: Ksp bug, tested with no mods and got the same effect ocurring -
I'd recommed giving exploration plus (contract pack) a try. My testing so far leads me to believe, that it always gives you Eve as a destination after Minmus, and eases the progression towards more distant bodies. I haven't gotten very far so can't confirm tho. When going interstellar you probably won't be dependant on contracts anyway I suppose.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
KawaiiLucy replied to RoverDude's topic in KSP1 Mod Releases
Stupid question: has the KSPedia entry for MKS been deprecated? Or am I imagining there was one, although there never was? -
Hmm I just completed that mission without a problem. Just need to make sure you launch two separate vesssels?
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- contract configurator
- contract pack
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
KawaiiLucy replied to RoverDude's topic in KSP1 Mod Releases
Wouldn't that be doable by just changing some names in the cfg files that are already there? i.e changig lfo for the fuel you want -
[1.12.5] Restock - Revamping KSP's art (August 28)
KawaiiLucy replied to Nertea's topic in KSP1 Mod Releases
Restock 1.3 has been made compatible for KSP 1.11. Mods are generally not retrocompatible, so you'll need to download a version for KSP 1.10.1, which is ReStock 1.2.1. You can find it on SpaceDock under the changelog tab. -
[1.12.5] Restock - Revamping KSP's art (August 28)
KawaiiLucy replied to Nertea's topic in KSP1 Mod Releases
Yeah, but I never trust part clipping... Never know when explosions can occur o.O -
[1.12.5] Restock - Revamping KSP's art (August 28)
KawaiiLucy replied to Nertea's topic in KSP1 Mod Releases
I am in love with the new escape tower junior, but may I suggest to add, just like it's senior version, a version that fits on the docking port jr? Except if it has already been ruled out of course. -
Is this the reason for Orbits massively changing when going on eva with Kerbals?
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The issue with MKS modules persists in the 1.11 update, only one 3,75m and only one 2,5m modules have their side logos actually working, the rest have black squares instead.