for those who are new to this mod, i find that it is easiest to start your gravity turn not at a specific altitude but when your speed surpasses about 110 m/s (for me thats usually between 1km and 3.5km)
im really liking how this mod makes me build really cool/realistic rockets (and actually making me think about what im doing) http://imgur.com/mriGtq1 i also found out that its better to use more of the smaller engines rather than the mainsail or skipper because you can get more thrust per area (note that the above picture demonstrates this fact)
i just tried this with the Alternis mod (that changes the planets in the kerbol system around) and i am glad to say that they play nice together! atmospheres and oceanic samples seem to be functioning properly on at least kerbin laythe and jool, and all the thorium and uranium is still there too
im having an issue and would like to confirm that it is infact a bug: when orbiting eeloo my gamma ray spectrometers are not picking up that there is either uranium or thorium anywhere on the planet, i sent down a lander to make sure it wasnt an altitude issue and still got nothing. im getting uranium and thorium everywhere else in the kerbol system where it should be and ive tried reinstalling the mod.
so.... i landed a probe with the liquid cromograph on Eve and was really suprised at its ocean's compisition (not going to outright say it because of spoilers) does anyone else find it strange?
power to ya man, I see many modders simply giving into making a game "easy", it takes all the fun out of getting around a challenge. (even squad seems to have possibly succumbed with the info concerning the tech tree and .22)
power to ya man, I see many modders out there who give into people trying to make a game "easier" (it also seems to be happening with squad and .22 considering theyre not trying to make the game more challenging in any way with the tech tree)