![]() ![]() If I wanted to play KSP, I should probably just load up a backup of the game at 1.2 or thereabouts and play in my eternal frozen sandbox. #KERBAL SPACE PROGRAM CONTROLS 2018 MODS#I looked at a list of "must have" mods for me, starting with KSPRC (the eternal "Unofficially Officially released" graphics overhaul), MechJeb (obvious), and moving on to the mainstay parts packs: K&W Rocketry, Kosmos, B9, Near Future, etc., to more esoteric stuff like the Kerbal Shuttle System.Įnough stuff is missing that my enthusiasm dampened. Not that the game doesn't need updating, of coruse, but the problem persists. This has been a reoccurring point of distress for me, and for the modding community: a few of my favorite mods were discontinued simply because the creators grew tired of updating. Once I unlock rover autopilot on mechjeb I'm going to screw some new wheels onto this forklift and have it lumber its way across the Munar surface while I play Dragon's Dogma or something, waiting for it to get to a spot that has water for drilling, whereupon I'll start setting up a complex for long-term habitation.Īfter looking up the latest update, I was attacked by an overwhelming urged to reinstall the game and start my Sergey Kerbolev from scratch in 1.4.1 (?)-at this point, there's pretty much no recovering my previous career, or even my previous rocket designs, from 1.2. Next task is to make some more money, then send a stupid commsat with like 8 RA-2 relay antennae to Duna because I have a probe there that wants to do science but can do fuck-all right now since apparently one isn't good enough to talk back to Kerbin. ![]() ![]() And then I realized that, while I had a lot of power on the thing, I didn't really have quite enough to last the entirety of the blackout period of the Mun.Īnswer? Build a fuckoff electric tower with parts for more batteries packed in! And have the forklift use its grabbing arms to attach to it, because that technically counts as 'docked', so they'll share electricity! Of course I forgot to put lights on it, and I was trying to land in pitch blackness with only the indicator of the forklift to guide me, but I think it worked out alright, ay chaps? Unfortunately, I was significantly off target of the only water source on the Mun, so any stay there was going to necessitate a long journey. So I built this monstrosity:Īmazingly, I got this thing all the way to the Mun and managed to land it pretty damn near perfectly with its engines still having some fuel left over. Before that, though, I needed to build a 'forklift' to move these various parts around and put them in place so that my engineers can weld them together with KIS' drills. While waiting for Duna to get into an ideal transfer spot again, I've been working on getting a Mun-base constructed - or at least the skeleton of one. Is there not just an easy to understand window that'll display the range of combined comms on a vessel? Once I started getting those, operational costs of my space program are no longer 'oh my god one failed flight could be the end of everything.' 3-star Tourist missions are cash money. Valentina has to pull a The Martian and disembark and make an EVA rendezvous with a rescue capsule burning hard to try and get to her. 20 KM out I get the distress notification that electricity has run out in her pod. Valentina had to swap out with the stranded VIP, then get rescued herself by a separate flight. My first rescue mission was fun when I realized that I had a pilot in the command capsule. ![]()
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