alacrity
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Everything posted by alacrity
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I still say for people finding science too spammy or easy try it with remote tech. The added need to launch the com satelites with limited tech makes it more the challenging enough' Alacrity
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BobCat Ind. - Colonization, exploring and research vehicle
alacrity replied to BobCat's topic in KSP1 Mod Development
I will wait for BobCat to drop the new version before folding it in, I still have thing to do in Kerbin System until then Alacrity -
BobCat Ind. - Colonization, exploring and research vehicle
alacrity replied to BobCat's topic in KSP1 Mod Development
Ok .... Getting a little confused... After playing around in career for a while I am getting ready to head to Duna and would really like to add HOME to the mix. From the pics posted I am REALLY looking forward to the inclusion, but from the texts I can't tell if HOME is ready for career... or sandbox 22 for that matter. Spaceport entry still looks tohave 21.1 which I am given to understand is the pre career version. If am am wrong can someone point me in the right direction? Alacrity -
As someone who managed to fly a wheeled Smelter (the bigger original bastard) to Duna and land it, I concur... Smaller please. And maybe a different shape, just to make it easier to design around. Engineering that thing as a deployable item from Kerbin was nightmarish and used up every parachute in my inventory. Just sayin, That said Glad EP will continue and hope you have as much devving it as we have playing with it Alacrity
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Ok so I pulled 300k off my load up and running weight after going from half to full res... yay So now I need to fill up the ram again. I have B9, and KW as my parts heavy mods along with Kethane, extraplanetary, and KAS. Running remote 2 as my hard mode addon, but no mech jeb or such. Any suggestions for future addons? Oh yeah have universe replacer with all the planets and 7 different eva suits. Thinking of a lifesupport addon and really like BOBcats stuff so thinking ECLSS, but not sure I want to spend that much time doing supply runs to my bases. Should prolly grab HOME tho. Alacrity
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
alacrity replied to asmi's topic in KSP1 Mod Releases
So there is no crossover to Kethane or EP to extract O2 from atmo's or regolith.... hmmmmmmmmmm... Need to give it some thought... not sure I want to spend that much time running supplies to the mun... and I haven't even thought about Duna with a lifesupport mod. Alacrity -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
alacrity replied to asmi's topic in KSP1 Mod Releases
Ok so here is the trick... I have a running save (remote tech2, kethan, KAS, Extraplanetary, KW) running career. I have a populated base on the Mun, but no other bases. My question. Is there anyway I can add ECLSS and get an addition to the base before all the kerbals die, or would I need to Depopulate the base, add the extention and then send more Kerbies out there? Alacrity -
[WIP] THSS - Tri-Hexagonal Structural Strut
alacrity replied to Semni's topic in KSP1 Mod Development
I have been using this mod for a long time and miss it for career mode. How is the progress on the tech tree integratoin. Alacrity -
Granted but you are owned by Richard Geer... good luck. I wish Jebediah was my best friend Alacrity
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In this iteration... Career mode plus Remote Tech 2. Mods currently used are Universe replacer, Extraplanetary, kethane, KAS, Hooligan, KW. Test everything unmanned Follow the mission profile of "find it, land it, base it, mine it, lift from it" Bases must be self supporting for fuel and extraplanetary launches. Only Duna and Eve systems are reachable from Kerbin... outer world and inner world launches need to be from there. Eeloo only reachable from Laythe launch space. Each planetary system requires a 2 Kerman (hitchhiker, plus 2 set at least) viable space station in orbit before manned landing. Space stations can be delivered unmanned or manned but space for inhabitance x 1.5 is required for more than ten day stays. Bases require resupply visits for consumables. Each kerbal consumes 3 lbs of non renewable resources, (Food, medicine, paper, chemicals for water treament, Nutela, video games... etc). These can be delivered in unmanned pods or manned missions taking replacement crews. Remote Tech Comms Relays can only be launched on unmanned missons. Kethane and Ore detectors can only be taken in manned missions as deployable probes from the main ship Alacrity
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Last thing I do after fixing all the staging, double checking chute placement and crewing the ship is fixing the abort button sequence. Basically kill all engines decouple last seperator, punch the pod out and open all the chutes. Alacrity
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I still use unmanned delivery probes with KAS container cans of replacement parts and emergency fuel. Usually to replace solar panels on unmanned and manned rovers that have flipped over. ALacrity
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I don't really keep track of hours but of launches... that said I started with the 13.3 demo and before I managed an orbit was hooked so paid for whatever version was active then... (think it was 17 or there abouts). After about 20 launches I managed an orbit that could be charitably called eliptical (As I recall it was 73 km by 560 km). Lack of knowledge of gravity turns and a tendency (still active tendency) of underpowred 1st stages seemed to really hamper me. It was another 50 or so launches before I was able to hit an orbital target height regularly. Then docking ports arrived and I had to start all over. I downloaded 10 mods (KW, Nova, HOME and other bobcat stuff, random odds and ends I now forget, and mech jeb) and proceeded to suck for a long time again. 20 more launches to get a feel for all the new parts, 10 more to figure out Mech Jeb enough to be lazy. So another 30 launches total for docking parts with mods into space. All was well, only a big tweak since then was the ASAS redo, which only had a 10 launch learning curve. That is until Career mode. I play career with remote tech mod which means I need a line of sight to mission control between all my unmanned craft to maintain control. I have since learned the joys of reaching an orbit from a loss of signal launch, and career itself being brutal (20 launches till orbit for my style of rockets). I am glad you got a a long time in before actually getting to orbit. I did too and it made the game a lot more fun. Now that you are up, check out KurtMac and Scott Manley vids on youtube for launch tips and tricks. (my vids are less instructive and more silly). Keep flying and get some vids so we can watch Alacrity
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[0.22] Extraplanetary Launchpads Legacy Thread
alacrity replied to skykooler's topic in KSP1 Mod Releases
I am using remote tech... HAving to do extra launches at each hurdle to keeps comms active. Alacrity -
[0.22] Extraplanetary Launchpads Legacy Thread
alacrity replied to skykooler's topic in KSP1 Mod Releases
Experimental.... SIGH...That is gonna take a minute Alacrity -
[0.22] Extraplanetary Launchpads Legacy Thread
alacrity replied to skykooler's topic in KSP1 Mod Releases
Here seems to be the question of the hour. Is there a way to fold EP into the tech tree? OR is it already in there? I havevn't worked my modded version much past 1000 science pts so I may just not have reached it yet. Thanx for the help Alacrity -
Loaded Hooligan and hyperedit the same day... nuff said Alacrity
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I have been playing in career mode since 22 came out but Real lazy so haven't unlocked that much. Questions for the Apocalypse 1) Kethane and the like don't seem to be linked into the career mode so I assume this is a sandbox challenge. 2) scoring: there seems to be little detail other then 1 kerbal equals and pt and 1 base equals a point. Are you taking suggestions for other scoring. 3) orbital stations count for points?? Alacrity PS (scoring ideas) "I can see my house from here" - 10 pts - Orbital manned station "Gerbils are people too" - 1 pt - Each kerbal in a space station "It's a fixer upper, but the schools are great" - 25 pts - Manned Stations on planets "Canned air is still air" - 2 pts - Each Kerbal in ground base on planet "The neighborhood sucks, but you can't beat the view - 15 pts - Moon Base "Lunatics are doin it for themselves" - 1 pt - Moonbase Kerbal "Can you hear me now?" - 50 pt - One time bonus for using Remote Tech to connect all bases "Parking ticket" - 10 pts - Provide Rover/LESS vehikle/Rocket pogo stick or other conveyance for a base (Once per base) "Blew up the world and I still gotta go to school" - 10 pt - Have a dedicated science 'building' at you base (Once per base- not for orbitals) "Want frys with that?" - 5 pts - Dedicated food supply module (from a mod or created from parts) at base (once per base) Alacrity
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I'll call this the "Satan, please steal these mods for the main game" list Kethane... All of it... and give that man a job Remote Tech Modular Wheels NukeMOD 1/2 meter parts JARFR Tri-Hexagonal Structural Strut Extraplanetary Launch Alacrity
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even my love of british scifi couldn't get me there. Did a good job onthe likeness tho... Kudos. Alacrity
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1. I spent a long time setting up my Geo sats and the 500km sat ring at Kerbin and after it was all said and done I decided perfect placement is never going to happen. Instead I have just added chores to my list of Kerbin things to do. Along with my flights to all my stations for refueling them, checking on my kethane plants, I now go in a tweek my satelites every so often. This is even more fun in that I don't have the really small engines on any of them. When I finally get my tech to Ion drives I am going to launch a whole new set that I can get better fine control of. ALacrity
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I would say as far as mods go Kethane - For really complex mission objectives and long term mission planning nothing beats it. Remote Tech - If you like to build small with dedicated purpose Remote tech is the way to go. New ship types - Firespitter and Hooligan labs. Discover the joys of propellers and lighter then air craft. kOS - Programmable Flight computers FERRAM - Realistic aerodynamics... Not sure if adds difficulty or removes it but a lot of plane pilots swear by it Alacrity
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some simple questions. 1> How are people figuring their mass without mech jeb or something like. I it simple paper and pencil maths, or some other mod that will fork over the info? 2> SMART stands for what. Again is this another mod I am not aware of or just a rover/probe with unmanned control? 3> No bonus points for landing the gang at Duna first to confirm the map on the side of the face? (** "With my own eyes: +15 points. Land at least one Kerbal at the face of Duna to confirm the Vall markings before landing at Val. This Kerbal must return from Duna and lkand with everyone else on Duna. ** "Turn the keys at the same time: +5 Land a Kerbal at the Face at the same time as you have a crew on Val. That way some one is there to see if the face changes from the activities on Val.) Alacrity
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Kerbin's Gone Kablooey! What about the astronauts?
alacrity replied to Borkless's topic in KSP1 Discussion
I recently started a Remote Tech career main. The outlook would be grim. My advancement is about at 1973 Nasa. Just finished a few manned Mun landings, no permanent orbital platforms, hab units and docking clamps just added to my inventory. My heavy lift gear is very limited, capping out at poodle engines. The Kerbal race would be very doomed. Given another two years in game time and I could have some semi serious presence on the Mun, maybe even limited Duna habitation. Maybe if I went into full emergency mode I could make a real go. Multiple launches and missions going together. The remote tech hard mode might slow things down a bit tho. Alacrity