Testing Setup and Restart
I had a few odd things happening with my chutes and contracts not being completed (when they obviously were). So I removed some mods and tried some different things and i think it is clear now.
FAR was making my Sounding Rocket chutes fail. It is removed as not critical.
I was not succeeding at the first launch contract because a sounding rocket did not count. It was fine once I used a built-in rocket. So, I simply will avoid that contract until I am ready or do a quick built-in launch to fulfill it. Either way, my contracts are messed up so it is early and easy top restart.
CKAN is reporting a new Historical Contracts, Interstellar Fuel Switch, AVC, and Real Plume for Stock, so I am updating those.
Adding Distant Object Enhancement (original config), ELP, Procedural Parts, Stock Visual Enhancements and Kopernicus.
Ready to start again!
Start Kerbal 1.1 Career and Setup
This will be a log I maintain about my first career using the new Kerbal 1.1 update. I consider it my birthday present from Squad.
To set the stage, I have played Kerbal for a while and I was interested in taking advantage of the new stable 64-bit version to be able to use many of the mods I enjoy in one context. Due to memory limitations, I previously needed to create different install of KSP so that I could experiment with different mod setups without freeze-ups and crashes. Supposedly, this will solve that problem. Let's see!
Since it is newly released, many mods I like have not yet been updated or are still considered in a testing state. Part of the value of this blog is to keep track of the mods I use and when they are added and updated to identify issues if they arise.
Anyway, I have done my first major mod install on a fresh 1.1. I used CKAN for the following mods: KER, MechJeb,[x]Science, Capcom, Contracts+, KJR, Portrait Stats, RCS Build Aid, Unmanned before Manned, Module Mgr, Decouple Heat Shields, Historic Missions contracts, Kronal Vessel viewer, Ship Manifest, Universal Storage, Raster Prop Monitor, USI Freight, KSP-AVC, Procedural Fairings, Chatterer, EVE, RealPlume, Scatterer, Planetshine, FAR, DMagic Orbital Science, RealChutes, SCANSat, Tarsier, SpaceY Heavy Lifter and Expanded, MKS/OKS, USI-LS, Karibou Rover, Karbonite, Sounding Rockets, Mkerb Science, and a couple others that were installed as dependencies.
I manually installed the following (some are testing versions): Kerbal Alarm Clock (Trigger Tech), Community Tech Tree, Toolbar, KSP Achievements, Ambient Light Adjust, Launchpad Countdown (Athlonic), Infernal Robotics Core, KIS, KAS, and Tweakscale.
I got Interstellar Extended and the Part Rework for Robotics, but I am holding on them. They seem unclear on how up-to-date they are and they are not critical in the early game.
Some mods I really want for a variety of reasons are simply not updated so I will wait for them. They are not critical early game either, but I don't want to launch any Kerbals until I get Final Frontier (for example) so I don't lose the history. Some others I will watch heavily for include: Transfer Window Planner, Texture Replacer, Hullcam VDS, Octosat, Near Future set, Surface Experiments, Taurus HCV.
There are some other nice-to-haves, but that list above do some unique things that I miss until they are added. Others are more for 'plussing.' Part of that is other worlds and I am waiting for those to update as well.
Now, the moment arrives when I start this monstrosity and create a new career!
Fingers crossed...
First 1.1 Contract and Missions
Well, things seem to be mostly working. No sign of Tweakscale though. Could be the items I am using. I have set many things up, but I'll tweak the interface for a while.
Anyway, ready for my first contract. Very simple. Collect science. Easy enough. I'll use my first sounding rocket for that (no launch). I'll simply get the temperature reading at the pad.
I have received two achievements for getting more than $100K (which I started with) and completing my first contract. However, the ship fell over with only one launch stick attached, I will try three for balance.
Next up is first flight and 2 contracts. The Nazi A-3 contract and the "get something to fly" contract! This should be pretty easy with the sounding rocket.
Odd. The rocket launch went off and an achievement was created for a first launch but the contract did not appear fulfulled. Also, the parachute came out, but provided no braking so it crashed. The A-3 contract was fulfilled. After the crash, it went to a weird orbital view. Okay, it looks like there are a couple bugs...
Rocket height achieved was 11,870 meters. It was called "First Sounding Rocket." 743 m/s V in one stage. NO science, but no parachute either!
So, I tested the parachute that comes with sounding rockets a bit. It actually seems to act as extra weight! Very odd. I am trying to remove FAR and/or RealChute and see if it then works right (is it a conflict?).
First CKAN updated both Planetshine and Contract configurator. Now I removed both FAR and RealChute to find the problem. If it still fails, then I don't know.
<"Getting started".>
First test it looks like FAR screwed things up. Rocket did not go nearly as high either. Also, I cannot get rid of the First Launch contract. I feel like the achievement thing is in the way. Very odd. I think I want to restart without FAR and maybe the achievement thing to see if that is the problem.
New test, no FAR, no Achievements, RealChute returned. I can live without FAR since I don't do a lot of airplane stuff anyway.
Coming Soon…
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