AlSlea
Members-
Posts
21 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by AlSlea
-
I wonder if anyone else has noticed the issue where, the moment your periapsis drops below the safe value for a gas giant, the game becomes unresponsive? Usually this happens for me when I'm trying to slow down an ion probe that already passed the planet itself, but is still in the SOI.
- 1,967 replies
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
In case anyone else comes by and wonders, I'd like to report that this mod still works splendidly! I had accidentally forgotten to put a decoupler between my two probes, and this allowed me to separate them in a super easy manner. Didn't even have to do a clean install, and this is my 71st mod. Great stuff!
-
Please don't rush on my account! Just setting infinite electricity is a very easy fix, and lord knows we're all super busy with real life these days. Thanks again for this awesome mod!
-
I'm having an odd issue where Bon Voyage doesn't recognize the power generated from NFE fission reactors and RTGs. It recognizes power from solar panels just fine. I know I must have done something, since they used to work a few months ago. I'm running entirely too many mods at the moment (Kerbalism, KSRSS, plus lots more). I just now removed and re-downloaded the Bon Voyage mod from CKAN, so it should be fully updated. Apparently the easiest way around is just to set it for infinite electricity. Can't believe that didn't occur to me. https://imgur.com/a/3Nb95tN
-
I see snow from orbit in mine. I've got no visual mods running at the moment - it took me a while to figure out what was causing my chutes not to work, so I kept removing anything I could live without. Turned out I just had to click the button to open the service bay the chutes were in. Otherwise the animation of them opening happens, but they don't slow you. If I ever get the tech to fly there, I'll let you know what it looks like from the ground.
- 1,967 replies
-
- 1
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
Pretty sure you're having the same problem I did. When you install things manually, you want to put the correct folder in Game Data - it's not the top folder labeled KSRSS. It's one nested within it. So it's an easy, if not intuitive, fix.
- 1,967 replies
-
- 1
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
Is anyone else having the issue where Katniss Cape Canveral seems to be entirely liquid? Even on the launch pad, I sink into the ground a bit, and right next to the runway looks like land, but then the game treats it as water. I know I saw someone asking about this earlier, but having no luck finding it in the thread. Thanks!
- 1,967 replies
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
Does anyone know where the 1.25 Service Bay is in this mod? I found the 2.5 one. Thanks Never mind! It's in Interchangable Parts.
- 470 replies
-
- totm jan 2022
- bluedog
-
(and 3 more)
Tagged with:
-
The challenge has been met! All it took was some tooling around in the old science plane, a Kerbaled landing on Minmus, an orbit of the Mun, and an accidental 30 years orbiting the Sun (with a safe return!). The Minmus landing! Easier than I thought it would be. The secret to getting far in caveman seems to be MOAR STAGES. I later found a way to add one more to this, and it came in handy in the generational trip around the Sun. Honestly, the tricky part is not being captured by the Mun. My Mun close orbit. Did not have the oomph to do an actual landing here, even with the new stage... But somehow on the way back home, I got flung out into deep space. L1 scanners are garbage, I tells ya. They just LIE about orbital paths all the time. My hat's off to King of Nowhere for somehow doing Jool under these conditions. Finally made it back, with some judicious use of the Ant engine and a lot of patience. Valentina spent 30 years staring into the black. I'm fairly certain she's become the Sky God that they all feared at this point.
-
This is the funniest thing I've read today - Kudos! "Help, help! I'm low on snacks ... you want me to go to the Mun? OK..."
-
Yeah, I can probably just do the Mun thing. Not being able to get out of the capsule is really frustrating! I hadn't realized that would be a thing. I'm currently flying through Kerbin on a little science plane - grabbed another 90 science or so from that. My target was to fill up the available science tree, like you said. Maybe I'll do that and stop, or maybe I'll go for another planet flyby, like you mentioned. I have been learning a lot more about the game from doing this than I expected to starting out. More people should try this!
-
The first robotic mission was - and we say this without irony or hyperbole - GREAT SUCCESS! Not only did we land on the Mun, we even managed a flyby of Minmus on top of that. Getting close enough to send the data back home took a while (did you know that limited probe control sometimes lets you ignite engines? I did not!). But hey! ten years well spent. Let's start with the craft design of The Spear That Threw Itself: Straightforward enough, right? Well, my neolithic crew had a bit of a brainstorm. The best fire is in the hut, right? So what if the final state engines were INSIDE the payload bay? Let's get a better look, shall we? Here it is approaching the Mun And an undignified landing! Getting this thing upright again took a few tries, but eventually it was managed. With no sign of the Sky Gods anywhere on the Mun, the decision is made to push for Kerbin's other notable wandering star - Minmus! This took a *while* Sadly, we had no control over the craft as it passed over. But in the end we were able to get the science back. These rocks get better all the time!
-
She did manage a brief flyby of the Mun - there was some momentary panic as she realized she had blundered into a collision course at first, but thankfully a small burn avoided this. Now two projects are happening roughly at the same time - a plane has been built to first tool around KSC and grab science, and then to tour around the whole planet And second, we're trying to figure out exactly what sort of stones need to be banged together to allow for an un-Kerbaled mission!
-
I was thinking that a lander for the inner Jool moons would have to be completely covered in fuel tanks or something to let the crew live long enough to land, plant a flag (Maybe a robotic hinge to allow for that?) and get out. But that might depend on what level of difficulty you run. For me, Earth's radiation rings are more than dangerous enough, and those RDUs haven't been as helpful as I hoped.
- 38 replies
-
- jnsq
- exploration
-
(and 1 more)
Tagged with:
-
I've done several grand tours. Still haven't figured out how to dock. I mean, I know in theory - but never felt it was worth the effort to really learn. I just get close enough to EVA my Kerbals over to the new ship instead.
-
I just wanted to say I'm a massive fan of this series. If it weren't for these videos, I'd have given up on JNSQ/Kerbalism, rather than just put it on pause for a bit. Looking forward to a full Grand Tour!
- 38 replies
-
- 1
-
- jnsq
- exploration
-
(and 1 more)
Tagged with:
-
Oh, and a small note- obviously I will not be able to complete the No Contract challenge while doing the Caveman Challenge, as No COntract requires an upgrade, while Caveman forbids them. No worries! I want to see how far I can get with a completely illiterate space program! Valentina - granddaughter of the murdered wise woman - has just completed what was very nearly an orbit. Had these poor souls known anything about piloting, she would surely have made it. Nonetheless, that's money, science, and increased drive for revenge in the bucket! Not sure why I can't insert images the usual way (perhaps I have to do my 5 posts first?) but anyway, here are some links to them: Really digging being able to use the new Parallax 2.0 mod on this - it did NOT work on JNSQ. Such pretty grass. https://imgur.com/gallery/NJDaBNN
-
The banging rocks together crew has come up with some impressive achievements! The first atlatl is launched - this one teaches the tribe an important lesson about air resistance, but it does allow the pilot to return safely, at least. In the process, some useful science is achieved. The Sky Gods will feel our wrath yet! Also: I've decided to go with a Medium Difficulty Career for this one, as without contracts, Hard (and Diamond) is not even possible, to my understanding. And in any case, I don't want to lose the ability to revert. https://imgur.com/gallery/zn9vpGg
-
The sky burned bright that night. The night it took our wise woman from us. Ever since, we have sworn revenge against it - we will bang rocks together until we find a way into the sky, flying farther and further until we wind the gods responsible. Then we will have our revenge. Welcome! This is my first post on these fourms, but I've been around for years. Currently I am doing a Kerbalism/JNSQ run, but all of the complexities of trying to make Kerbals not die on short trips into the Black were giving me a headache. So that's when I found the Caveman Challenge! I love it! No thinking involved - just brute force, patience, and luck! The No Contracts addition was obvious to me, as by definition a Caveperson isn't going to be able to read. Plus, I've done a Grand Tour (or nearly one, I forget if I gave up near the end) with No Contracts before. Here's a link to all of my mods - AFAIK, none of these affect gameplay. So hopefully I should qualify for both of these challenges. https://imgur.com/gallery/iWyFbyk