Kerbal Space Program [1.1.3] – Ep 84 – Interesting Choices Part 2 – Let’s Play Conquering Kerbal Space Program EPISODE 84: In this episode, I’m sending up our Workshop stuff to Minmus, and we get our satellite around Duna with lots of cool gadgets ready to go to work for us! —– Conquering KSP Playlist: www.youtube.com/playlist?list=PLsBoF66x4ZmAMbs-BAIYv6rjs5txolj6m Mod list is located at hottipscentral.com/ksp-mods/ Support Charlie on Patreon: patreon.com/charliepryor Follow Charlie on […]
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Remote tech completely replaces kerbnet.
About the space camp issue you mentioned in Ep 83: I have the same contract mods installed (in 1.2.1) and they never show the accepted marker even when the time is long overdue. However it still works! Once the time is up (I always set a custom alarm) you can land, recover and the contract will be successful.
Landing before the time is up doesn't work though 😉
Contract pack kerbal academy (I believe) has interesting display bugs as well – The 'bonus' you get in advance for accepting the mission gives you negative funds! Also just a GUI problem – once accepted your funds do go up.
The most recent update to RemoteTech disables Squad's stock communication network. The initial update to RemoteTech for KSP 1.2 gave a option to disable or enable the stock communication network, but the latest update to RemoteTech permanently disables the stock communication.
You can decide if you are going to use stock or remote tech, at the moment RT doesn't use stock, "new" antennas, they are working on integrating those on future versions.
You can save on the Urlum Network, using some of Elon's Ideas, you have Space Y, try some Boosters Rehusability ,with probes and landing on the KSC (runway or closer, you will only pay for the fuel and you also can do multiple launches ) I used and it works. When you figure it out how to land it, of course :p
Eve, just for the challenge of getting of the surface, but my favorite object it's Laythe, I can use Jet engines!!!!
i moved my 1.1.3 save to 1.2.1
failing contracts are do to missing mod objects (target of contract)
you been told of RT
i still have lots of discrepancy's from the move, but it will go away over time and money 🙂
parts that moved to a new node, new node in the t-tree
i use USI-LS and it changed lots of things
i had to edit the hab time of the kerbals in my duna mission
"(spoiler) I'm actually now within physics range" .
hardly a spoiler. that was my opinion for the reason for the drop
use scansat zoom map !!!
its better then the map view and will give finer ditayls
i disained a multi sat CV to urlom for ~ 990000
it has 12 com sat`s, 2 LR comsat to connect the locals to kerbin and 2 sci-sats whit all the scanners and ~8K dv using ion engean
so you can make a profit from that contract
alas its not at the top of priority
i need more $ for the kerbaled craft and the supply
after that is built ill spend $ on the sat network for urlom
Always look forward to your videos! Still giving me the desire to do my own kolonization. Even went to far as to rebuild my rig for some of those larger part launches. Hope you get to that 10k subs soon!
Also, I'm running KSP 1.2.1 with mostly the same modlist as you and I can't see my target in vessel mode either. No idea what is causing this.
mods list is broken. Can you fix it 🙂
did you find out what did this do your Survey scanner?
I have the same problem.