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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1506653 times)

Glloyd

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Wait, do subassemblies not work in our old saves?

LoSboccacc

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ah! you can have the needed 5 science without killing poor jeb.
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Graknorke

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...how do you get science?

EDIT: Never mind figured it out. In the process Jeb left some harsh words on the research building roof.
« Last Edit: October 16, 2013, 05:29:34 pm by Graknorke »
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ank

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So I thought I could send multiple crew reports back, like during lanuch, from low orbit and high orbit, but it seems when you send back reports they overwrite each other.

Also, my second launch didn't have any landing legs, and when it fell over it destroyed all my goo!
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Putnam

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Just failed a mission to mun because the LV-909 doesn't output electric power at all, so I ran out of power halfway through the landing.
And so a valuable lesson is learned: Never rely on rocket generated electricity!

Difficult when there's no other way to get or store electricity in the early game.

Glloyd

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Yup, sub assemblies do not work on previous save files. This is really depressing.

BigD145

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I use too many mods. I think I'll go back to sandbox.
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IronTomato

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1: Takes 2 hours building a space probe and putting it around the Mun
2: Figures out that it doesn't actually do anything
3: Goes onto Bay 12 to share the funny story
4: Finds out update was released earlier that day, which will make it no longer pointless

IronTomato has become enraged!

The bullet strikes IronTomato in the head, tearing apart the muscle, jamming the skull through the brain and tearing the brain!

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Girlinhat

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Anyone seen how tech levels can be modded?  What files or folders are they located in?

Leonon

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Each part has what tech it needs in its file. I couldn't find the tech tree file though. There's a ScienceDefs file but it seems to only contain data on how to get science points, not on the tech tree; though I did as little looking through said file as possible, so I may have missed it.
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BigD145

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Anyone seen how tech levels can be modded?  What files or folders are they located in?

I've been trying to get mechjeb in but with no success. MAYBE I have to start a new game with modified files. Not tried yet.

Necessary things:
http://forum.kerbalspaceprogram.com/threads/53025-Science-and-mods!

You need:
PART {}
TechRequired =
entryCost =

Spoiler (click to show/hide)
« Last Edit: October 16, 2013, 06:08:48 pm by BigD145 »
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Putnam

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IIRC, Squad has said that you can't add nodes to the tree yet.

BigD145

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Someone got mechjeb working. http://forum.kerbalspaceprogram.com/threads/52600-How-will-22-Effect-Mods/page2

Oh, okay. I'm using an old mechjeb. That could be one problem.
« Last Edit: October 16, 2013, 06:16:25 pm by BigD145 »
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Graknorke

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ah! you can have the needed 5 science without killing poor jeb.
Why would you have to kill him?
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Putnam

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ah! you can have the needed 5 science without killing poor jeb.
Why would you have to kill him?

Yeah, you could just have a single-part ship, have Jeb leave it, get a soil sample, then come back in. Or, you could send him up with the basic fuel tank + the basic thruster, get some science while they're fairly high up, then turn on the parachute.

I would put it as far in the tech tree as possible, tbh. I have too much fun manually piloting smaller ships to use MechJeb on them :P
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