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Botch

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Everything posted by Botch

  1. It's likely just me but I can't seem to find ckan.exe in latest build. I'm starting with newly DLed clean version of ksp on windows and DLed the .zip version from github
  2. you really only need one nuke if you're already in orbit. So use your booster stages to push you, your liquid fuel, your lander and of course your one nuke into orbit. Wrap the unaerodynamic parts in a fairing to get into orbit. Gently aerobrake when you get to duna. If you can set up a very close approach very early in your flight (like as your launch) Consider leaving parts of your craft, like empty tanks and some, most or all of the lander behind for the return trip. Watch out for martian pox.
  3. You joined the forums when I did. You've missed career mode. It really changes up the game play and, if you're like me, will force you do try alternative designs from those you might have used in sandbox. Playing until you max out the tech tree is a fun exercise. But as others have said, you might as well wait till 1.0 comes out.
  4. I'm dumb and confused. What will the new model 'feel' like in terms of a typical rocket launch, say the Kerbal X? I know I could experiment with the mod but I'm interested in what people who understand this stuff have to say. So far I've got 'harder' and 'more realistic' which explains little. Harder just means use moar boosters and more realistic just sounds like a synonym for harder.
  5. I seem to have this problem as well except it was after upgrading my astronaut center with all of my kerbals assigned to a single ship. I looked over the fix but honestly am not sure what i'm looking for. I fired the original 3 early in the game but no one else has died or been fired. I'd guess it has something to do with the twelve kerbals assigned to a craft or else the fired original 3. What should I look for?
  6. I didn't find this when I searched so here goes. It find it silly that the rescue missions are always and only a single kerbal floating in space above kerbin I'd like to see a variety of rescue missions with: multiple kerbals inside ships and stations (docking required) that require you to refuel and/or pilot the craft to be rescued on and around various planets and moons.
  7. I love the look of the parts in this mod and the implementation seems promising. But has anyone done long duration missions, Duna there and backs, with it and if so how? Back of the napkin calculations lead me to believe that I might need twelve each of the big O and Co2 tanks to get 3 crew to Duna. I just tested a 3 kerbal ship with 2 of each kind of big tank and 3 regenerators. That gave me about 3 days of normal air and 10 days regenerated. By extension, a typical there and back Duna mission might take 50 or more tanks. Something wrong somewhere.
  8. Got this mod and played with it for a while. I really liked how it made the game seem new again. However, I got annoyed with the lack of ambient light in space. At times it seemed like playing the game with the monitor off. Wish you could toggle that feature on and off.
  9. I have a ship I'm working on now which seems to be kraken bait. It is a modular, assembled in orbit design which consists of six or so modules (including two independent craft) all hooked together with docking ports and quantum struts. Every once in a while when I load it up from the space center or by selecting "switch to" in the map view the ship will just explode. It seems like the only surviving parts are single parts ... no assemblies. Reverting to quick saves have allowed me to continue my mission
  10. I'm working on a Duna mission now which includes 6 modules put together in orbit via docking ports and stabilized with Quantum struts. I also did a separate launch for the full crew. a nuke tug 2 fuel tanks for the tug a hab/science module an orbital tug a lander I made it a bit trickier by only including command stations for the orbital tug and lander and then launching and assembling the various components in what might be called a non-optimal order. I've been to Duna and back many times. It is no where near this hard.
  11. I like science and the tech tree. It gives you some goals and constraints and prompted me, at least, to play around with different designs and parts. I've had the game for a year and have landed everywhere (but Tylo--forget Tylo). Career mode gives me a new way to play. I think criticizing the tree for not giving you all the parts you "need" at first is off base too. For me one of the daunting things when I first started playing was picking parts. The tree allows new players to learn them in a pretty structured way. And as you get more and better parts you can start planning the more involved missions while honing your skills. Sure we can quibble about tweaking stuff ...
  12. Does anyone know what the T button on the top right of the MJ windows does, if anything? It looks like the C (clipboard) and E (edit) buttons but I don't see any result when I foolishly click it.
  13. Had it been a search for surprise features and/or .23 easter eggs, and they're were any, this thread would have been OK. But as it is it is just a sort of illustrated change log. Possible example: I think they changed the color of the first small stock parachute from orange to yellow.
  14. In the Resource poll/rant thread he posted a few days ago, pretty much on the back of the resources discontinued announcement, that he was going to be expanding the Kethane mod
  15. Quick dumb question. How do you see or interpret the data from the ore scanners? Is there a visual readout or something akin to the Kethane mod?
  16. This is really good news. I've used prev versions of Kethane and I look forward to crashing all over the solar system in search of Resources! and Science!
  17. The is some quality nerd rage in this thread ... and that's too bad. I'm not particularly interested in MP either, BTW
  18. Also, from one of the twitch streams, science logs and significantly improved performace
  19. you can also use struts to stiffen radially connected parts by anchoring one end at the edge of a part and dragging it to the edge of the connected part. In some cases you won't get a good connection but with a little fiddling you can get the struct placed correctly. If you're using symmetry you can place struts all around your parts in one action.
  20. nope, you'll get full value in the case you outline. Experiments only count as "completed" if you've either transmitted the results or recovered the craft. Lost data doesn't count against you. BTW, you can transmit all of your experiments and get good science points out of them so unless you're doing it for RP or challenge reasons there is little reason not to transmit all your stuff and then attempt to take home one set of data too. Given a connection to KSC (been using the remotetech mod so this is not a given) I typically xmit until I get bored or the returns are paltry and then run the experiments but save the results for the return trip home
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