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capi3101

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  1. Alright, thanks. Y'all be sure to mention if/when that change is ever made, purdy please.
  2. Hey @RoverDude, quick question. I've started using Angel-125's Pathfinder and MOLE mods with KSP 1.5.1. There are a few advanced EC-generation parts in those mods; I'm curious if I am going to need to adjust the designs of my warp ships to incorporate those parts or not (i.e. I want to know if I now fall under the 25x power requirement rules). From the warp drive configuration files it doesn't look like I'll need to, but I wanted to verify that with you before I launched any warp ships in this career save. Using Alcubierre Drive v.0.10.1.0 with KSP 1.5.1. EDIT: Pathfinder makes a few references to DSEV. I'd have to know what to look for to tell if they're relevant or not.
  3. Works with no issues. If you've got AVC telling you the mod needs to be updated, you can feel free to update the version file manually so it'll leave you alone.
  4. Okay. So basically everything astern of the drive is ripping itself off, with the craft in space and presumably above the cutoff altitude. What mods do you have for power generation, and what kind of power generation do you have on the craft? Would you mind posting a screenshot with your resources readout before and after drive activation (presumably corresponding to before and after an RUD event)?
  5. Without more details, I'll ask the standard "is it plugged-in" question for this mod, which is "Are you attempting to use the Exotic Matter generator and the engine at the same time?" If so, it's likely running out of power and ripping yourself apart as the warp bubble collapses. Actually, there's a reasonable amount of this mod that depends on what other mods you're using. Would you mind providing a list, and would you also mind posting a screenshot of your craft? It'll help the rest of us to better determine any specific issues.
  6. ...k. I don't entirely follow, but I think that's because I obviously need to go read up on all the changes to KAS. Apologies in advance if I ask dumb questions in the near future.
  7. So, how does it attach? Does it still come in a steamer trunk? On a similar vein - best way of getting a Rangeland hooked up to your base these days? Wound up with a launchpad on a nice flat surface moving itself up to a 45-degree angle the other day, half above the munar surface, half below... The changes to KAS (and the unwelcome deprecation of KAS pipes) suck. IMHO. At the risk of suggesting more work than it's worth, would it be possible to hard-code the old-style KAS piping behaviors into Pathfinder? Just asking about the possibility here.
  8. With a contract to conduct an Orbital Construction Survey at Kerbin, I began my day with the design of a MOLE lab craft. I have to say I'm having trouble coming up with a suitable way of poking fun of the name MOLE. Case in point - the lab craft I built was ultimately dubbed the Speedy Gonzales 7. I think I was thinking along the lines of mole sauce, which got me thinking about Mexico or something; it's a lame name in any case. Anyways, I put pilot Suly Kerman and scientist Lisbal Kerman aboard and shot the thing to LKO, where the station was officially dubbed DOH-1 upon reaching orbit. Lisbal did the experiment over the course of the next three bols; when they were done, the station was deorbited and the two kerbals returned to Kerbin safely, landing in shallow water just offshore of KSC within 3 klicks of the Administration Building. For a rocket-based launched, this is pretty close to where you want to land. Still want to nail the VAB one of these days... Shortly thereafter, the three Minnow 7 passenger ferries I launched the day before reached Mun for their scheduled flybys. With the intention of docking their craft in orbit later on, Jeb and Val both put their respective Minnow craft into Munar orbit, while the trajectory of the specially modified third Minnow was adjusted to retrograde so that its return course would put it headed back towards Kerbin; on its original trajectory, it would've left Kerbin's SOI entirely. The third Minnow did return to Kerbin safety before the day was out. It was at about this point in the re-entry that I said to myself 'it's generally unwise to perform a maiden re-entry of a craft with six paying customers aboard'...wound up being okay in this case, but still... With not much else going on until things got where they were going, I went ahead and warped ahead to the scheduled flyby of the Bloop-Bloop 7 probe at Minmus: Don't blink or you're gonna miss it!! The flyby was a success, with the probe picking up a temperature reading in high space over Minmus as it flew past. A minor burn took place after it left Minmus's SOI to get it on a return course to Kerbin; it should take another eight days for it to arrive. Retrieval of the probe is still a bit of a concern but I'll cross that bridge when I get to it. Other things that happened were the successful rescue of pilot Geofbles Kerman from LKO and the placement of two satellites, one in high polar orbit over Kerbin and the other in equatorial orbit over Mun. This morning I had a contract to establish a new space station over Kerbin and yet another rescue mission; I was able to kill two birds with one stone by making some very minor alterations to a Kerbal Tour Bus 2 orbital craft involving a pair of cubic octagonal struts and a pair of Buffalo trailer hitches, with the KTB2 already fulfilling all of the other requirements for the contract natively. Suly flew the craft up and successfully rescued pilot Gwenlock Kerman from LKO, returning safely 20 kilometers east of KSC. A third satellite was also established in high polar orbit over Kerbin as well. At this point, I've finished making all upgrades to the space center and so my focus is shifting to getting the local infrastructure up. I've got new space station contracts for Kerbin and Mun at this point, and these will probably be utilized to establish a new Kerbinport and Munport space station respectively when the time comes. I do have a contract to send a tourist out to Mun and another to plant a flag on the surface, so I may be sending a ship or two out that way in the near future. The rest of my contracts are going to have to wait until the Bloop-Bloop returns from its mission, assuming it returns safely. Looking forward to getting Bob out to Minmus for science farming as soon as I can possibly manage. Maybe today. Fingers crossed...
  9. I began my day yesterday determined to get some Munar flyby tourist contracts out of the way. I decided to build a new craft using the Brumby capsule and the Bigby backseat module from the MOLE mod, enabling six kerbals per shot to go up there, do their business and come down. Since I already knew I would have an exploration contract upcoming to dock two craft in Munar orbit, I decided to give the craft that capability as well. I didn't include a probe core, so the ship would require one staff to crew it. Five passengers would 'set sail' this day aboard the craft, and so the craft was named Minnow 7: Launch of the third Minnow 7 craft of the day. Three such craft were launched yesterday. Jeb took the maiden flight with tourists Richford, Afrid, Gwenmal, Mitkin and Macdin Kerman aboard. After shaking out a few bugs from the first launch, Val proceeded tourists Wenfrod, Tracan, Debger, Mitzer and Shepgas aboard. A final set of modifications took place to the third craft - this one didn't need to dock and needed carry six tourists, so the RCS systems were uninstalled, the monoprop drained and a probe core was installed. Tourists Willer, Nelus, Elidorf, Edmore, Felix and Haipont Kerman were then loaded aboard. All three craft successfully entered Kerbin's orbit (though with Jeb's flight it was a near thing, only achieving an 80x80 orbit, and that using the craft's transfer stage) and then burned for Mun. Val's Minnow 7 burning for Mun. I do need to do a comparison of this craft to my venerable Superfortress 7 ferry craft design - a lot of what it does the Minnow 7 can do. If it's significantly cheaper it might wind up replacing the Superfortress, which was definitely not my intention when I designed the thing. The Minnow does have a smaller overall compliment - six kerbals as opposed to nine for the Superfortress - so there is that. The designs might wind up complimenting one another. With the Minnows off, the time had come for me to turn my attention to the historic Minmus flyby mission. To conduct the mission, I assembled a basic long-range probe, which (since I'm now running out of names) I called the Bloop-Bloop 7: I love how my probe designs all somehow manage to look like flying trash cans... The launch of the craft was a success and the Bloop-Bloop is now on its way to Minmus, where it will arrive in a little over six days. The craft will take a temperature reading from high orbit and then return to Kerbin, where hopefully I'll be able to recover it safely as it comes in. The numbers say it should work anyways... With Jeb and Val on their way to Mun, it fell to pilot Suly Kerman to conduct an aerial pressure survey near Kerbin's South Pole, which she did aboard a Bad Idea 2 survey plane: Bad Idea 2 at sunrise approaching the pole at about 20,000 meters altitude. Suly completed the mission - including a landing on the Southern Polar Cap for one surface reading - before returning to KSC 09. Furthest south she got was about 87 degrees latitude; pretty sure I spotted where "x marked the spot" from the air. Ended the day with a pair of Beep-Beep 7 probe launches - one towards mun, one towards a polar Kerbin orbit - and completed a trio of parts tests in a single launch. As of this morning most of my extant contracts are in progress and I'm in a holding pattern. I only have a tourist contract and a rescue contract not in progress, so I'll likely be attending to the rescue later this morning. Other than that, it's all a matter of getting everything to where it's going. Going to be focusing in on Minmus in the very near future as well; Bob's already gearing up for his big surface science farming mission, which I'm sure will happen all too soon...
  10. Had a decently busy day yesterday. Having downloaded the MOLE mod a few days ago and wanting to give some of the parts a go, I spent a fair amount of time building something that I wound up calling the Turdbiscuit 7 for lack of imagination - the craft consisted of MOLE's Brumby 2-kerbal capsule (a Gemini CM analogue) along with a pair of MOLE science modules, as well as a few saddle tanks from the Buffalo mod to store some extra LF I needed for a space station contract. After finally working out all the kinks in the design - and boy were there quite a few - I finally got the craft into orbit of Kerbin with Jeb and Val aboard. The two went ahead to Mun, orbited briefly to kill off a second space station contract, and then returned to Kerbin; their landing satisfied the last Explore Kerbin contract, paving the way for Bob and his Fireball 7 science lander to finally begin his historic Munar landing mission. Would've took a screenie of the Turdbiscuit but it gave me a lot of headaches. I doubt I'll be using it much in the future. Besides, it really could stand a better name... I might've mentioned doing something with Bob yesterday. So say we all! But really there's only me... ♫ And that means I'm so great! / And also there's The Ch- ♫ COPYRIGHT VIOLATION!!!! (I don't know if Bob would really know the Strongbadian National Anthem anyways...) After finishing up gathering EVA reports for all biomes in a low Munar polar orbit, Bob only had to wait another two hours for Jeb and Val to get home; upon go-for-landing, he collected surface materials, goo, temperature and pressure readings as well as crew and EVA reports and surface samples for the Northwest Crater, Lowlands, Northern Basin and Midland Craters before returning to Kerbin. His mission was a complete success, earning 1982 science for my program and enabling full upgrades to all facilities at KSC except for the R&D building at this point. The way to Minmus is now open for me, and I'll probably be launching the inaugural mission to the minty moon at some point later today. Yesterday I began a mission to conduct a temperature survey on Kerbin. Pilot Suly Kerman along with scientists Lisbal and Rodemone Kerman were loaded aboard a heavily modified Wisent 7 utility rover equipped to conduct the job. Suly was told to "just park it somewhere", which she did by driving the rover all of fifty meters north of the KSC 09 inner marker. The two scientists boarded the equipped MOLE module, the solar panels were deployed and for the next eighteen hours they just kinda sat there until enough lab work had been done to fulfill the mission. Once finished, Suly drove the fifty meters back to the Runway, where the three Kerbals piled out for a publicity shot. Wisent 7 'returned' from the mission. Pictured are Rodemone (left), Suly (top) and Lisbal Kerman (right). Couldn't even bother to smile for the shot, the jerks. But I suppose I wouldn't be happy either if I'd had to sit in a car for eighteen hours straight. Finished up my day with a Gurney 7 rescue mission, picking up scientist Roddon Kerman from LKO for contract. I also adjusted one of my Kerbin-orbiting satellites for contract. Today, aside from the launching of the Minmus mission, I intend to launch a few tourists in the direction of Mun; I've got a whopping fifteen of them that want to go on a flyby trip. Ordinarily this would be something I'd do with my Superfortress 7 ferry craft, but I'm still quite a long way off from having all the tech I need for those and in the meantime a full third of my contracts are choked up with them. I'm thinking about using a MOLE-based craft to sent them on their way. That'll teach those freeloading jerks, right? Besides, I know that eventually I'll have to dock two ships in orbit of Mun before I'll get the contract to land on Minmus, and MOLE craft are designed for that sort of thing. I went ahead and took an aerial survey contract for the region near Kerbin's south pole that I'll probably try to get to today with Jeb and a Bad Idea 2 survey plane; one of the waypoints asks for a surface reading, which should be interesting - it's been a while since I landed near the south pole. Other than that, it's mainly more early career stuff on my agenda for now.
  11. Done - that's what the issue was. SR is now running as it should. Thanks for helping me work through it.
  12. Okay...here we go: I have my configuration settings from SR 1.8: From this screenie and comparing it to my old settings, it looks like what I need to do is disable the distance override. I'll try that and report what happens. If that's not the right diagnostic step, what else should I try?
  13. Three posts up, but I'll still say 'dammit' to my own idiocy... Still not seeing it though - is the Settings option on the game's main menu (where you can see Jeb making sand castles on Mun) or the one on at KSC (when you hit the Esc key)? Checked both; didn't find it in either spot. I might need pictures, coffee, both... EDIT: Futher idiocy on my part detected 11:46 AM local; the info at the top of the Settings Master mod was helpful in the detection. Let me go look...
  14. Well now, this is interesting - I can't get to the settings...or rather, the button that is supposed to let me get to the settings isn't showing up (which I'd wager is the underlying problem). Okay, so probably not a StageRecovery issue. Guesses as to which other mod it might be/which thread I should go to next? Blizzy's toolbar and Toolbar Controller are both also yours unless I'm much mistaken.
  15. Was out of town without Internet for much of the past week; my activity log has gotten a bit on the long side once again... I've done a good amount of LKO rescue missions over much of this past week using the venerable Gurney 7 rescue craft; rescuees have included pilots Alder, Suly, Patrod, Gregald and Rodhat Kerman, scientist Dilbur Kerman, and engineers Gemlorf, Ceri, Janbles and Jergar Kerman. Of the missions done, only Suly's ran into trouble - her craft was in a high and inclined orbit, and the Gurney ran out of fuel before it could deorbit so it was necessary for her to get out and push. The rest were easy pickings. A site I saw a lot this past week. Patrod damn near got the capsule back right on the money. I also spent a fair amount of time fiddling with the 1.5.x version of Pathfinder and getting used to how the mod is actually intended to work. I got a viable base-seed rover designed finally and launched the TBD 7a in my litterbox save with Jeb, Bob and Bill aboard, sending them on a test deployment of the base rover to the Munar midlands just northwest of the Twin Craters. The shakedown run has had a few hiccups along the way related to the mod itself but the base is slowly maturing. Certainly helps when the site has the correct mix of on-site materials to manufacture Equipment through an IronWorks; the other ways take too long... I also designed a utility rover to conduct a pressure survey contract in the vicinity of KSC; originally I had intended to use a Scimobile for the job but the Buffalo mod parts were available, so I went with them instead. Next priority for KSC upgrades - parking. Lisbal looked for whole seconds and couldn't find anywhere else to park besides Gene Kerman's spot... The little rover that I constructed worked so well that I decided to keep a hold of it as the Wisent 7 - originally, it was just an unnamed one-off craft. Last Tuesday saw a redesign of the Boop-Boop 7 probe craft to eliminate the need for a fairing; one was launched to a high and inclined Kerbin orbit for contract. Jeb conducted a flight of the Kerbal Tour Bus 2 with tourists Marman, Mitney and Geoffrey aboard, and Bob returned safely from his flyby of the Mun, unlocking the next exploration contract to dock something in Kerbin's orbit. Jeb also conducted a two-and-a-half hour circumglobal flight to clear five aerial survey contracts using the Bad Idea 2 survey plane. Jeb flying over the peak of Mt. Killakerbal. He's showboating when he really should be trying to get on the damn glideslope... Didn't get around to dealing with the docking contract until yesterday, when I designed a new Agena Target Vehicle craft and launched a pair of them to LKO. After docking them in orbit, I returned both probes to the surface about twenty klicks east of KSC, undocking them after chute deployment just prior to splashdown. And at night. Gotta have at least one crummy screenie, right? If you look real hard you can see the other Agena back and left. With the docking mission done, it was time to send Bob back to Mun, this time aboard a Fireball 7 science lander. Forgot that the game makes you return a craft from orbit before letting you land, so I'll be dealing with that little factoid later today. Meanwhile, I also did a parts test, Jeb did a three-point aerial survey 600 klicks east of the KSC along with another parts test, and scientists Lenbal and Rodemone Kerman were loaded aboard a reconfigured Wisent rover to run a Pathfinder temperature survey in the vicinity of KSC; that's still ongoing as of this morning. At this point I've got much of the 90-tier science unlocked and all of KSC maxed out except for the SPH, Administration and R&D, the three of which are at Level 2 at least. Still have yet to land on Mun, but hopefully that's coming up today. Bob's already arrived in a polar orbit and is conducting low-orbital EVAs for science, having finished up all the biomes except for the larger craters. Hoping to get on to some more interesting things SoonTM.
  16. Got an issue to report with Stage Recovery 1.9.0.1 on KSP 1.5.1. At least in my local build, it's looking like the stage recovery percentages due to distance and speed aren't being calculated properly: Latest log file. I have verified that I installed the mod properly. You can see in the three screenies above that, regardless of where it happens, I'm getting the same abysmally recovery percentage when a stage is successfully recovered. Figured I'd report this and see if anybody else is seeing this same behavior. I can also provide a list of installed mods upon request. Should mention that it was doing this both after overwriting the previous version of the mod, and a clean install did not correct the issue.
  17. Missed that you were running 1.4.5 (and Pathfinder 1.29?) in your initial post. Yes, I saw the same issue as you when I was using 1.4.5; the issue's been fixed in Pathfinder for 1.5.1. In 1.4.5, the Tundras will work if you need to reconfigure them and you can save the Equipment Buckboard and EC Buckboards off of the Starter Base craft as sub-assemblies; you can't reconfigure them but they'll still work in those specific modes. Printing up a new Claimjumper did the trick on ore, and then later on when I wanted Slag, a third Claimjumper jumpstarted production. Anyway, yes, I was able to reproduce the issue I reported earlier with a new BrewWorks Hacienda: Curiously, though, it appears to just be a case where the wrong labels are appearing. Selecting "Make Equipment" above resulted in making Liquid Fuel and Oxidizer; the "Smelt Metal" option here was making Oxidizer for me, which you can see in my resource readout. It wasn't just BrewWorks that was affected - my Claimjumpers showed "Make Equipment" as their option, but flipping the switch turned on their Prospectors. I have yet to play the game today to see if a restart fixes the labels; in any case, this is what I'm seeing. Using Pathfinder 1.31 in CRP mode with KSP 1.5.1.
  18. I'll have to let you know. The restart worked - I've got a working IronWorks now but no ore to print up Equipment with it (for some reason I'm not making ore on sight despite having a ClaimJumper for it; printing up an upChuckwagon for ore to see if that does the trick), and not enough Equipment on-site to deploy yet another Hacienda at the moment. I may have just had some bugs going on with my build in general yesterday; it was doing something else to me on the restart but I don't remember what it was off the top of my head. Which mode do you have the mod in? Buckboards are re-configurable in CRP or Classic Stock only, and for CRP to work you have to fire it up once in Pristine mode first. See above. Lite Blue's why the other modules aren't working for you either.
  19. Got a pretty substantial bug to report this evening. Just tried to reconfigure a BrewWorks into an IronWorks using CRP mode in Pathfinder 1.31.1 in KSP 1.5.1; the resources and the decal switched over to match an IronWorks but the converter set remained that of a BrewWorks. I then printed up a new Hacienda and left it in the default IronWorks configuration; upon deploying it, the converter set was that of a BrewWorks - this is particularly annoying as I actually managed to find a spot where I could make Equipment with an IronWorks for once... Log file. I plan to go back into the game momentarily to see if it decides to behave.
  20. https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/releases
  21. Has anybody else noted that you can't reconfigure Casas, Pondarosas and Haciendas in the VAB/SPH without inflating them first? I've seen this the last couple of days as I've been reworking the TBD design. Haven't tried Docs or Chuckwagons to see if it's happening to them to. It's not something that's rendering the mod unusable, just something that wasn't going on before now. Using Pathfinder 1.31.1 with KSP 1.5.1.
  22. Spent my weekend my new career save after making the transition to 1.5.1 from 1.4.5 late last week. On Friday I was able to verify that the few remaining mods I hadn't been able to get working on Thursday were all up and running. The version of Protractor I had found was from 1.1, which certainly explained why it wasn't working properly. Wound up just copying the directory over from 1.4.5 and it fired right up. Still getting messages from AVC but they're nothing I can't live with for the time being. I also spent time on Friday removing deprecated KAS parts from my extant craft catalog and replacing them with the new pieces. Surprisingly, I didn't have that many KAS craft left - just the Hellhound 7 rover and Spamcan 7 lander variants, six craft all told. I also spent some time getting used to the Pathfinder mod in 1.5.1. Now that the mod is working as it should, I'm having to get used to playing it by the rules - no more putting up three Hogans (they're called Castillos now) at once because the Equipment isn't being expended, stuff like that. It means that neither the earlier TBD 7 seed rover nor the Boot Hill 7 outpost craft have sufficient Equipment to inflate all four of their base modules at once, so I'm having to revisit both designs. Didn't have as much time as I would've liked over the weekend to work with these craft. I did experiment with the Buffalo trailer hitch and a trailer wagon full of equipment, but the stupid thing had a tendency to blow all the wheels off of the TBD and itself upon docking. Why wheels in KSP are as explosive as they are, I will never know... Anyway, Jeb made Kerbin's first orbital spaceflight on Friday, collecting orbital EVA and barometric readings from low over Kerbin. His craft didn't have sufficient delta-V to make it to a high orbit over Kerbin and still return to the surface, so he deorbited after collecting his last set of readings, which were for Kerbin's Badlands. The general career game began after his safe return. I did several parts tests afterwards in a single flight, most of which involved hauling parachutes of various types up to various altitudes in the atmosphere. On Saturday, I adjusted the design of my basic Beep-Beep 7 probe such that the craft no longer required a fairing and so that Stage Recovery could retrieve the parts of the booster intact. I wound up flying two of these probes over the weekend, one to a high polar orbit over Kerbin, the one to an ever-so-slightly-inclined high equatorial orbit over Kerbin. Bob was loaded aboard the Munshot 7 flyby craft and sent towards Mun, picking up the missing high Kerbal science contracts as he went. Val flew the Bad Idea 1a survey plane to perform a temperature survey in the vicinity of KSC, and managed to land the plane intact from the rear gears forward - one of these days I will manage to land a Bad Idea 1a intact, I swear. Val also flew with tourists Hudemy and Barfrod to LKO aboard a Kerbal Tour Bus 7 Light craft, damn near making it into a stable orbit in a single burn (final orbit after launch was 104 x 61 k), which I attribute to screwing up the ascent but doing so somewhat helpfully. The three Kerbals attained a stable orbit and then returned safely to the ocean a hundred klicks east of KSC. Two parts tests two place and two rescue missions were launched as well, with scientist Rodemone Kerman successfully retrieved before the day was out. By the end of Saturday, all of the buildings at KSC were at Level 2 except for R&D and Administration. Yesterday my probes were put into their final positions and three more kerbals - engineer Beamon Kerman and scientists Frovan and Lenbal Kerman - were rescued safely from LKO. After upgrading Admin and R&D to Level 2, Lenbal was tasked with taking surface samples at the various KSC biomes aboard the Scimobile. In the process, he also finished a three-point EVA survey in the vicinity of KSC and did a few more science experiments in close proximity to the space center. Bob also finished his flyby of Mun and is now on his way to his apoapsis over Kerbin, where he'll burn to put his periapsis on a sub-orbital trajectory; he'll arrive there in three days. At this point I have two space station contracts - one for Kerbin and one for Mun - and an outpost contract for Minmus. I also still have the Mun exploration contract, two rescue jobs and an aerial survey at higher altitudes than I can reach. Really hoping to get where I can get Mission Control fully upgraded in the very near future so I don't overly clog things up too early...
  23. Man, I'm having to get used to this mod again - the stuff I got away with in 1.4.5 I'm definitely not getting away with in 1.5.1...
  24. That is a brilliant idea - consider it stolen......
  25. Ah, okay. I don't use those mods. Was going to report Omni Storage unavailable in CRP mode, but then I looked through the thread and saw Angel's post from October 17th, so I'll live with Omni's unavailability. Kinda like the idea of having individual upChuckwagons for everything anyway. That does mean I'm going to have to go back to the drawing board on the TBD 7 - in 1.4.5 she had a Tundra 400 set for Omni with a maximum amount of equipment and a minimal amount of materials kits; it looks like it converted to Construction in 1.5.1 but I don't really need the on-board ore. Probably going to have to sit down and calculate the new equivalents. Not a big deal; just going to have to remember to put the Twitches back on when everything's said and done. Hoping to wind up not having to replace its booster/transfer stage at that point. Like the new Side Mounts, BTW; I'll probably wind up using those a fair amount. EDIT: Omni Tundra on the TBD 7 had 2018.25 Equipment and 681.75 Materials Kits, and as I recall I didn't need that many MatKits to start with. Probably could get away with a standard-sized Buckboard full of them. Equipment is something of which I need moar...at least 3k to deploy that Claim Jumper Hacienda.
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