What settings for the campaign are you all playing on? Personally I found progress with the default settings to be much too slow with too much grinding science so I set science gain to 200% and funds to 150%.
It looks like you have time acceleration on?
That would probably do it. The physics gets...excited when time acceleration is on.
How did you do this - without it feeling grindy?Hah, I've got every node of the tech tree unlocked and I've never even been out of Kerbin space yet! Now I should really be able to build some fantastic rockets!
How did you do this - without it feeling grindy?
Did you farm all the science from around the KSC?
How did you do this - without it feeling grindy?
Did you farm all the science from around the KSC?
Interesting, thanks. Still, feels a bit like grinding to me - like if I was to start a new game with career mode I'd have to do basically the same things to scrape all that science.I'm not far off and I haven't yet biome hopped around minmus...
I've only just (at 220 hours into the game) managed my first Duna-and-back mission (the Duna satellite I mentioned was launched at the same time). I love me a good gravity assist (in Kerbin SOI it's always fun) but the most useful thing for other planets has to be Protractor. Without it you're just guessing (eyeballing) and wasting significant amounts of dV.The other planets time will come, but I probably still want to scrape science from minmus and maybe experiment with ore mining/scanning. No idea how to deal with transfer windows, or gravity assists etc. should be fun.
Is there a way to refresh the applicant list in the astronaut center? I need some more scientists!
It's being worked on and progress is being made. No ETA though.
They didn't start until May 13th so it could be another month or two yet. Some games managed to port in 4 weeks but the physics change a bit in U5 and obviously that's kind of integral to KSP so might take more time.
Proper 64 bit support on windows and better physics will be great though. With the ability for more mods to use more memory it will really help with some things.
No idea what U5 will mean as far as DX 11 or 12 goes as the game runs in DX9 currently.
Is is a stack of parts or is it a bit spread out?
When you engage time warp it stops calculating physics which is why the Pe and Ap stop moving.
One option cna be to turn off SAS in case its that causing your wobble.
2.5m should be more stable than 1.5m though.
During the transition to the Mun, it was just a stack. Nothing other than 2.5m parts, no docking ports or anything mis-matched. I had asparagus staging set up on the ascent portion of my heavy lifter, but after everything was peeled off and only the center tanks remained was where I really noticed the wobbling. I never tried to shut off SAS, I shall try that, next time, and see how it goes.
With long craft,SAS can make wobbling worse as it can be slow to react and adjust, so the wobble can get worse and worse.
That makes sense, as soon as I separated the two huge tanks, everything worked wonderfully, which is why I assumed it was the Rockomax decoupler causing the wobble.
Finally got my station to the surface of the Mun. Loaded it up with science and got my Kerbals reasearching, and I think I found a bug. When I increase time warp, the battery drain ramps up, from 5, up to 500 at 100x, but after that battery usage drops to 0, and research keeps happening, event though the batteries should be long dead. when I slow it to 100x, batteries drain as normal and I go dark until the sun comes back, but if I turn warp up fast enough, it doesn't use any power.
Holy crap, I go away on vacation and everything pops off. I did not see this one coming at all. KSP will be released on PS4! Wow.
Holy crap, I go away on vacation and everything pops off. I did not see this one coming at all. KSP will be released on PS4! Wow.
Precise Node and Kerbal Engineer to take a lot of the guesswork out of the game.Hey guys,
I've just both the game and done some looking around here and reddit.
Is there a recommend list of mods for the current version (1.0.2?)?
Perfect, thanks!Precise Node and Kerbal Engineer to take a lot of the guesswork out of the game.
You'll want Kerbal Alarm Clock and Protractor when you start going outside of Kerbin's SOI.
Non-essentials I've got installed: Chatterer (adds those missing sound fx which greatly improve the game), Hyperedit (for simulating missions - testing landers and that sort of thing), Navball docking alignment indicator, Planetshine, HotRockets, ...
So the new Contract Pack stuff is fun, but I've discovered that including RemoteTech makes them really very challenging indeed. Just having RemoteTech in a regular career game would be difficult enough...
Yes indeed remote tech can make things far more complicated.
There is a contract pack for Remote Tech that will help a bit in paying for it all.
Also please try out my SCANSat pack!
I have both installed (I have *all* of the contract packs installed) and the ultimate combination of them makes the game *very* challenging indeed. I just* put up my first three-satellite comms network using only (some limited) T4 techs so I could finally try to send a probe to the Mun to complete some of those missions. I did the first SCANsat mission which seems a little ... buggy?**, but was still fun.
I've had one of the extended missions bug out on me - sending a tourist into orbit. It was all green, and I'm *pretty sure* I got the reward, but it's staying in my contracts list... (and I still have the limit of 7...)
The Comms mission I'm attempting is pretty cool tho - provide comms coverage for Mun or Minmus. I need it anyway, since I'm trying to send a probe there for science (and money)!
* it took me all bloody night, actually, to get three almost-capable*** satellites out to a somewhat-similar**** orbit so they can cover launches from KSC and the Mun or Minmus.
** I launched the satellite just fine, but then I noticed that the map wasn't updating when the satellite was out of comms. But switching away and time warping it updates just fine :/
*** I only have the very basic solar panels, so they only just generate enough power to keep three antenna operational, so one for KSC, one for the ring and one for Mun or Minmus. The fourth is useless because apparently I can't add up power usage
**** Money is *very* tight, so I've not unlocked any levels in the tracking station yet, so no conics or maneuver nodes for me!
... and I ended up giving up on RemoteTech, at least in career mode and I'm so new to it. I just couldn't get it to work - I finally got to the point where I could send a probe to the Mun (still only had level 1 tracking ugh thanks to all the money I had to sink into the comms network) and then for some reason the comms network just stopped working reliably. No idea why so I've disabled that mod until some other time, probably not career mode, to try and play with it. In "reality" you'd have several tracking stations across Kerbin able to communicate with probes. You wouldn't need to set up a goddamn communications satellite network *as the first thing you do in the game*.Ah ok, I'll have a look at that one. Though it sounds like its doing what it should with remote tech installed. If its not got comms with KSC then it won't scan. I'll double check though.