Yeah I lost an Eve EVA, along with a panel. Sure I should have quick saved but it was after a number or tricky retries and I was pretty pleased with myself. Pride goes before the champagne cork kerbin.
XT yep; I loaded up a game last night and MechJeb was toast.
The new interface is taking a moment to get use to. The Parts list is now down the top left part of the screen and a series of sorting options is now where the part tabs used to be. I haven’t tried to weird buttons that are around there either.
A new, compatible MechJeb was released yesterday.
Sweet! I know what I’ll be doing tonight when I get back to my room. ![]()
I’m enjoying the new stuff. It makes everything quite a bit more challenging (in career mode), especially the need to upgrade KSC buildings. I’m enjoying the new Kerbalnaut roles, and I really love the new part gizmos. The new contracts are well done.
I swore I wouldn’t play though another career mode, but now I am, and it’s been very fun. Also, each time I do, I get a little better at the game.
How is the stability ( of the game , not your rockets )
Both are fantastic.
I did experience one glitch last night, when I failed to separate the parachute staging from rocket ignition. I may or may not have reverted to pretend that I didn’t just slaughter Jebediah on his first sub-orbital launch…
Oh, the game. Yes I did get a weird graphical glitch that required relaunching the game, but otherwise it’s been stable. 6 or so hours of play.
Good lord, I’m not sure if I should be thanking KSP career mode for making me a tight fisted but more capable flyer or if I should go back to sandbox mode. I haven’t quite mastered the contract/upgrade/rocket design piece yet. I’m always checking part counts, mass and money.
It’s awesome. 
So here’s the deal with EVAs. If it’s your pilot going on EVA, and there’s no other stability assist (scientists and engineers can’t do it), the odds are that his going on EVA will upset the apple cart (so to speak) and he won’t be able to hold on. You’ll need to use the RCS system to get back to your craft.
On the other hand, if you include a separate SAS, such as probe core that includes it, or leave a pilot in the craft, it will remain stable and the Kerbal on EVA shouldn’t lose grip.
It’s a mechanic I approve of, actually: giving the Kerbals specific tasks that they’re good at, and leaving you a bit handicapped if you choose poorly.
The building upgrades certainly give you something to spend all that money on, which feels worthwhile to me.
By the way, I notice you can move Kerbals on your roster back into the applicant list, via the Astronaut Complex screen. Maybe you could do that before, but I don’t remember it. Maybe I just never noticed.
I’ve developed a few appropriately Kerbalish technologies - one tested in the field, one only at the KSC.
First, an air-droppable science probe. Since some of the new contracts ask you to conduct science in difficult places like mountains or oceans where it is difficult for a reconnaissance plane to take off again, I’ve created a science pod that fits under the plane that will deploy a parachute just before impact and land safely. All I need to do is fly overhead and drop the probe before flying back to base, then use the tracking station to take control of the probe do whatever I need.
Second, a rocket assisted grapnel. I intend to use this to make asteroid missions more awesome: instead of slowly sidling up to the asteroid with RCS to grab it, I intend to fire anchors into it from forty meters away and winch it in.
I’ve also started using the Texture Replacer mod with these suits and these heads. Now it’s much easier to tell the difference between a pilot and a scientist.
Anyone else getting excited about the imminentish release of Kerbal Space Program v. 1.0?
Yes, just 7 days to go. I have been out of KSP for a while, waiting for 1.0 and, if I can wangle an upgrade for my work laptop , I will be back at it ( home system is fine, but a lot of my KSP time is when traveling , which I do a lot, and my current lap top is really struggling)
For those only casually following, here’s the official list of new things coming now that Kerbal Space Program is leaving “early access.” It’s exciting stuff: it’s going to be kind of a new game with all these goodies. A couple things I don’t see on the list but I believe will be included are reentry heating, including parts of heat shielding, realistic Mach effects, and a few other details. The link is the “unofficial” list.
Silly but cute pre-1.0 release video.
Also: Scott Manley’s look at 1.0.
Is it me or are the aerodynamics better? As in, you can use the body of the craft itself as a lifting surface, even if you don’t have wings.
Woohoo! I’ll probably be checking for the latest MechJeb and reloading this for the weekend. I’m going to watch Scott tonight to see what he’s got to say about the first full version…bet he’s seriously excited. ![]()
The 1.0 release notes indicate that aerodynamics calculations are much improved, and specifically noted lifting bodies.
Your observation seems to support their stated intent. It’s probably not you.
I have a board meeting tomorrow, how will I be able to do that if I spend all night investigating 1.0, Squad want me fired damnit!
Then again, that would free up time to get fully back into KSP.