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Stamp20

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Everything posted by Stamp20

  1. KIS and the stock inventory are completely separate. If you want to transfer parts between the inventories, you have to drop them on the ground first. If you want to use KIS containers with stock construction, you can use Kerbal Inventory for All to add slots to modded containers and pods.
  2. 1.12.2 revamped the LV-T45 Swivel and Reliant engines, and like with other part revamps the old parts were hidden but are still in the game files to prevent craft from breaking. Sort by part manufacturers in the advanced mode in the VAB with the arrow in the top left of the part menu, and the old Swivel should be somewhere in there.
  3. 1.12.2 revamped the Swivel and Reliant engines, and like with other part revamps the old parts were hidden but are still in the game files to prevent craft from breaking. Sort by part manufacturers in the advanced mode in the VAB with the arrow in the top left of the part menu, and the old Swivel should be somewhere in there.
  4. I heard about KSP somewhere on Steam, and after watching several Matt Lowne videos, I bought it in 2018.
  5. I rescued a kerbal from the Mun's surface. I also redirected an asteroid.
  6. Once they've been mined, there's no practical use for asteroids. You can terminate them in the tracking station or you can try to land them to use as a very expensive decoration for the KSC.
  7. Link to the original Ultimate Challenge thread by Just Jim Link to the first continuation thread by HoloYolo Link to the second continuation thread by IncongruousGoat This is the fourth version of the Ultimate Challenge, a challenge created by Just Jim. The goal is to complete a grand tour of the Kerbol system, landing on every planet and moon in one mission and returning to Kerbin alive. Rules: 1. Mods are allowed, but only mods that are closely balanced to stock parts, like the Near Future mods. Additionally, life support mods like Kerbalism are allowed for additional challenge. If you're unsure if a mod is allowed, ask. 2. No cheating (debug menu, KAL overclock, kraken drives, etc.) for obvious reasons. You can use the debug menu to test designs, but it is not allowed in the final mission. 3. Every landing must have at least one kerbal present. You can have as many or as few kerbals as you want, as long as there is at least one. 4. Planet packs are allowed but will be in a separate category. 5. LKO assembly is allowed and encouraged, however once any part of the mission leaves LKO you can not launch any more vessels to assist your craft. Additionally, you can only have one active vessel when leaving LKO (your ship must be one giant ship, not a collection of small ships leaving at similar times). The only exception is launching a crew vehicle at the end of the mission to retrieve your kerbals. 6. The rules are flexible and subject to change. If you're trying to do something that might bend the rules, ask me. When submitting an attempt, include a list of mods, version, and any DLCs installed. Additionally, provide a video or screenshot album showing your mission. Completing the challenge will grant you the official challenge badge, as well as a spot in the Ultimate Challenge Hall of Fame. Official challenge badge for your signature: Ultimate Challenge Hall of Fame: @18Watt 1.12, Stock+DLC - Single launch mothership with ISRU and a few landers. Creatively used modules for the main lander for Moho and Tylo instead of a completely separate lander. Link @Alpaca Z 1.12, Stock+DLC - The first single stage grand tour ever done in stock KSP, using a craft made by @Lt_Duckweed. Link @camacju 1.12, Stock - A low mass grand tour, completing the challenge with a craft that only weighs 14.4 tons. Link @fulgur 1.12,Stock+DLC - A grand tour done entirely with one spaceplane, except for the Eve landing. Link @camacju and @Ultimate Steve 1.12, Stock+DLC - Another low mass grand tour, halving the mass compared to the previous one at 7.6 tons. Link Modded Hall of Fame: @king of nowhere 1.12, Kerbalism, OPM, Near Future Electrical - A third grand tour using Kerbalism spanning 6 real life months and 324 in-game years. Radiation, stress, part failures, and KSP weirdness resulted in a very close mission that nearly failed several times. Link @jimmymcgoochie 1.12, Snarkiverse, Near Future, Kerbalism - A grand tour of the stock system, except it's rearranged by the Snarkiverse mod. Kerbalism is present too, adding another layer of challenge. Link @Leganeski1.12, JNSQ (1x rescale), GPP, GEP - A very long grand tour of the JNSQ enhanced stock system, Galileo's Planet Pack, and Grannus Expansion Pack. Link @king of nowhere 1.12,Kerbalism,RSS,NFLV,NFE - A grand tour of Real Solar System, but with Kerbalism and only stock parts (except some NF parts). 49 bugs, RSS with stock parts, and Kerbalism make this an extremely challenging mission. Link @king of nowhere 1.12,Whirligig World - A grand tour of Whirligig World, with 44 total landings and a lot of gravity assists. Link
  8. I did another attempt with the KAL exploit and went all the way to the Mun.
  9. Yes, they show up as anomalies. They show up on SCANsat maps too.
  10. I attempted this challenge and set a new height record. I also tried using the KAL overclock exploit for more height. Edit: Did another run with even more ludicrous KAL settings, got even more height.
  11. Banned for using the word ban too many times.
  12. Are some of the wheel's motors reversed? You might have to set some of the motor directions to reverse instead of normal.
  13. The Wolfhound engine has very good efficiency, but it's locked behind Making History. If it takes 15k DeltaV to get to other planets you either have a massive craft or are wasteful with your dV. To save dV, go interplanetary at transfer windows instead of going right after you launch. Kerbal Alarm Clock lets you set alarms for transfer windows, telling you the optimal time to launch. Transfer Window Planner is another mod that goes very well with KAC, which provides more details for planning interplanetary maneuvers, including showing the angles of the planets. The transfer window times for going from Kerbin to another planet also apply to returning to Kerbin.
  14. I don't think people who were last active in 2013 will respond. @Spaceman.Spiff
  15. The new panels look great! They remind me of Near Future Solar. Will the old OX and SP panels be revamped to match the new panels? Edit: Apparently they are getting revamped, I didn't read the post correctly.
  16. -insert funny way of saying no here- @Spaceman.Spiff
  17. Just recently hit 1,000 hours after playing since 2018.
  18. Dacott Kerman was recently sent to Duna to test drive the new rover, named "Stupidity". He wasn't given proper training before leaving, so he flipped the rover on the first turn. Isawise Kerman - Incorrectly timed landing burn.
  19. Hangar Extender gives you more space to work with in the VAB.
  20. You can go into the persistent.sfs file for your save and copy/paste your kerbals to a different spot on the list. Open it with a text editor like Notepad and scroll until you find the category named ROSTER. From there, find the kerbal you want to move, highlight everything between the word KERBAL where its definition starts down to where the next kerbal starts, copy and delete it, then make a new line after the kerbal you want it below, then paste. To avoid messing things up, it's best to make two named quicksaves, one which you edit and then load, and the other as a backup.
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