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aazah

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    Bottle Rocketeer
  1. Yeah same here OP, I had a memory-related launch issue back in .18. ... Funny how "bug-fixes" were the #1 overall fan demand of 1.0 and yet everyone points to mods when pressed for specifics. I hope people understand that perplexed posts like this stem directly from the poisonous forum atmosphere they have cultivated.
  2. @Dagobert Yeah I don't think Kerbal sync is implemented yet. This is the last mention I can find from godarklight himself: http://forum.kerbalspaceprogram.com/threads/79111-DarkMultiPlayer-0-2-2-0-KSP-1-0-Alpha?p=1822069&highlight=kerbal#post1822069
  3. Hey all! General advice question here, sorry if this has been answered and I just can't find it: What is everyone using as the general workaround for MP Career? Is anyone manually syncing Contracts? Manually syncing everything (Science, Funds, craft files, etc)? Completing a contract and/or recovering Science and then manually editing values to "give" the other player some of the rewards? Something else I haven't thought of? Fixing to get a run of this set up and just wondering how everyone else is managing the Career aspects. I think we'll be doing the revert-heavy design/testing stuff in an offline sandbox just to be on the safe side, though I understand the best practices. The kerbal persistence issues (re: XP, Rep) seem to be significant. Any advice appreciated, much thanks.
  4. So it's always 5 science per data, but the amount of total data is affected by the list RD laid out. This talk about "scientist bonuses" and "stars" buries the lead IMO that without scientists you get NO science. I'm not so sure about Terwin's "courier" (aka OSUNightfall's *second* option); recovering science on kerbin through Recover Vessel is no longer an option. Having the lab's location affect data bonus is a little counter-intuitive. Is it optimal for me to ship my mun experiments out to an eeloo science lab? Or a train of eeloo science labs? If so, why? And was it your intent to repeat every experiment twice (or bring two), one for raw transmitting and one for processed transmitting? Appreciate the help all, and especially a big congrats and thanks to RD for this release.
  5. "Parts of it." Just to clarify, KospY says in that thread winches, pipes, hooks, etc (aka "attachments") will stay in KAS and that'll be updated for 1.0 separately. KIS sounds like more like a breakout mod than a KAS 2.
  6. Thats great news toadicus, thanks! Just found out about this today... I guess this is KasperVLD's favorite mod!?
  7. Karbonite does this with Rare Metals, near as I can tell it's just a small mining byproduct. The value makes recovering a container of it more than worthwhi
  8. Put my name in the hat, this sounds like a really cool take on "multiplayer KSP". God help us all though if I draw Rover Design though.
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