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!
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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 Twitter and Facebook:

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Gain access to the Charlie Community Discord channel, where you can chat with other people in the Charlie community about… well… anything you want. Check it out! It’s free: discord.gg/FcEVHKq
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I also have an opportunity for you to JOIN the Pryor Interstellar Space Program, and BECOME A KERBONAUT! Click this link here and see this video to learn more, and register today!
LINK: www.youtube.com/watch?v=nsH-qR5RbpY

The ultimate goal of my Conquering Kerbal Space Program series is to put a fully 100% self-sufficient base (closed-loop) on the surface of every planet in the stock solar system (orbital station on gas giant). We’re running with TAC Life Support and RemoteTech as well, to spice up the difficulty here.

Kerbal Space Program isn’t your typical game, and as we’re going to find out together, it’s a real challenge, and it doesn’t hold your hand or tell you really how to do anything… and that’s what I LOVE about this!

SAVE MONEY ON KERBAL SPACE PROGRAM by buying it on Kinguin. I’ll receive a commission on this link, and you receive the full game for way less! www.kinguin.net/category/1519/kerbal-space-program-steam-gift/?r=11604

STEAM Store Link: store.steampowered.com/app/220200/
KSP Store: kerbalspaceprogram.com/kspstore/

This is a heavily modded play-through with the new KSP 1.1.3 version, in 64-bit mode! Woot!

PC SPECS:

MB: ASUS X99-Deluxe/3.1 amzn.to/2goCN7x
CPU: Intel i7-5930K OC @4.2ghz amzn.to/2gVhifX
Cooler: Corsair H100i GTX Liquid Cooler amzn.to/2h1Yn1T
RAM: 32GB G.Skill Ripjaws V series DDR4 amzn.to/2gUXuf3
Video Card: Asus Geforce GTX 1080 STRIX-Gaming (8GB) amzn.to/2h21F4Z
PSU: Corsair 1000W 80+ Platinum amzn.to/2h20VNt
Storage: 2X Sandisk SSDs = 1.3TB total amzn.to/2gCItOk

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This gaming footage contains commentary for educational purposes, and is used and monetized under the publicly expressed permission by Squad, the developers and copyright holders of Kerbal Space Program, as stated in item 1 under the Miscellaneous section of their FAQ: kerbalspaceprogram.com/faq.php. SQUAD Logo and gaming footage may be used, as stated by Squad Staff on their public forums and website: forum.kerbalspaceprogram.com/index.php?/topic/48659-question-about-youtubeksp-recordings/

End Music by Otis McDonald: www.youtube.com/channel/UCej6bRv8lR48AEbQvdb_9Cg

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Comment (0)

  1. 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.

  2. 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.

  3. 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

  4. 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
    use it!!!

    urlom
    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

  5. 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.

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