Kerbal Space Program [1.1.3] - Ep 64 - THE BIG LOAD! - Let's Play
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http://hottipsmedia.com/2016/07/29/kerbal-space-program-1-1-3-ep-64-the-big-load-lets-play/ Conquering Kerbal Space Program EPISODE 64: In this episode, we're hauling up the heaviest cargo we've ever flown up to space on our Mark IV Space Plane, the PII Scimitar! This is the load this plane was built to haul, weighing in at 62 TONS! It's gonna be fun! 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. ---------- New Website: http://hottipsmedia.com Support HotTips! on Patreon: http://patreon.com/HotTips Conquering KSP Playlist: https://www.youtube.com/playlist?list=PLsBoF66x4ZmAMbs-BAIYv6rjs5txolj6m New Episodes will be posted here when they are edited and available, and may take different forms and pace as time goes on. A link to a full post covering the episode will be linked as the first thing in this description if available. 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! http://www.kinguin.net/category/4265/kerbal-space-early-access-steam-key/?r=11604 STEAM Store Link: http://store.steampowered.com/app/220200/ KSP Store: https://kerbalspaceprogram.com/kspstore/ I hope you enjoy this series as much as I do. This will be a heavily modded play-through with the new KSP 1.1.x version, in 64-bit mode! Woot! Mod list is located at http://hottipscentral.com/ksp-mods/ and may change as time goes on. The mod list will always be updated to what I'm using in the latest recording (not upload), and may not actually reflect the mods active in individual videos. PC SPECS: MB: ASUS X99-Deluxe/3.1 CPU: Intel i7-5930K OC @4.2ghz Cooler: Corsair H100i GTX Liquid Cooler RAM: 32GB G.Skill Ripjaws V series DDR4 Video Card: Asus Geforce GTX 980ti Matrix Platinum (6GB) PSU: Corsair 1000W 80+ Platinum Storage: 2X Sandisk SSDs = 1.3TB total Follow Charlie on Twitter and Facebook: http://twitter.com/charliepryor http://facebook.com/charliepryor Like HotTips: http://facebook.com/HotTips On Twitter: http://twitter.com/HotTipsCentral ---------- 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: https://kerbalspaceprogram.com/faq.php. SQUAD Logo and gaming footage may be used, as stated by Squad Staff on their public forums and website: http://forum.kerbalspaceprogram.com/index.php?/topic/48659-question-about-youtubeksp-recordings/
Comments
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Hey, what mods do you use? Can you give me your mod list?
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@29:35 You merely adopted calculating your own orbital mechanics... I was born in it, molded by it, I didn't see Kerbal Engineer until I was already a man...
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Use a heat shield to enter and help slow your decent or make wings foldable in some way
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Do a face cam
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+HotTips! Actually, the simulation technology was state-of-the-art for the 1960's
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+HotTips! Ummm 18k views. Yeah...
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why not just put some srbs on that?
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Glad you decided to play some PA, love the series. Scott Gordon made the series by the way
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rcs ports are good at the wingtips because they get better leverage and you get more efficient controls
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have you tried saving everything but the cockpit as a sub-component and re-creating it?
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What mod adds the clouds?
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What wings are you using?
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can someone make a video explaining how to get things like a probe out of your cargo bay without mods.
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thats not big nor heavy... thats normal sized.
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Is there a mod list ? :o
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Clicked on the video, saw non-stock parts, leaves.
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Well...damn, completed a misison in my own playthrough to catch up to this episode as far a sprogress, and got the magical "cant leave space center facilities" bug :( Guess its time to restart my career~
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are the city textures and clouds modded?
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WOAH! which graphical mods did u use for that sun??? and those mainsail sound, and graphical FX???
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It doesn't seem hard to add remote-tech functionality to a part. Open the part's cfg file, go to the bottom, type
MODULE {
name = ModuleSPU
}
This will add default remote-control capabilities.
Or add a cfg file in the remote-tech folder to auto-patch through Module Manager. With contents something like.
@PART[B9_Cockpit_MK1_Control_ACU]:After[Mk4_Spaceplane]:NEEDS[RemoteTech]
{
%Module[ModuleSPU]{}
}
...Actually, you should probably check here, https://remotetechnologiesgroup.github.io/RemoteTech/modders/modules/
or look around your mod folder a bit and see how it's done, etc.
Anyways, the point is that patching things like that yourself is entirely doable.
36m 26sLenght
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