For those that complain that it's not 10% science like "VAOS HARD MODE" - while Mike "only" went down to 30% he did also reduced down fund and reputation rewards which VAOS didn't! And parts pressure limits, G-limits, kerbal G-limit and plasma blackout. So, easier in one way, harder or way in many others - I actually think this might well end up being even harder in the end, funding at 30% really comes in under "cruel and unusual".
Tip for whoever will pick up contracts to test SRBs in flight (or on a Kerbin SOI escape trajectory), you don't need the SRB to be 100% fueled in order to test them, they can be just 1% fuel, this way it's easier to haul them to the test conditions
And now remember the Moon landings, where they had to do a rendezvous in moon orbit after ascending from moon again... without a Navball or relative speeds to target.. that still is the true masterpiece for me
I found a funny "hack" to complete this contract without having to get your resource harvester back to Kerbin: 1. Mine the ore on the Mun (or Minmus or wherever) 2. Once you have mined the correct amount, go back to KSC and create a ship that has ore containers, and fill them with the correct amount 3. Launch that ship a few meters off the launch pad and then let it land 4. Contract complete! I know, I know, that's not the point. But thought it was funny that there's a way to exploit the contract
Great to see you play some zomboid Mike! I taught myself to aim a lot further away from my character, you definitely do not need to aim over a target directly! This helped my survivability a lot when I had the same control issue you are talking about 😉
Yeah it's a surprisingly fun game. Very customizable too. You can turn down the probability of being infected with a bite, even down to zero. I may do that in a private game if I can't teach myself to survive better.
@@MikeAben I'm an old school tabletop roleplayer, got published a few times, and I've always been annoyed at how computer games work more like D&D than later, more advanced systems. Even Kerbal Space Program uses a class system. So seeing a system which is pretty clearly a point-build perk system with disadvantages caught my attention.
This is an interesting looking game. There are obviously many open avenues you were not yet able to explore in this video. It kind of looks like you have to play it very conservatively to have a chance to survive. I think it would be interesting if you made a least a few more.
@@MikeAben i just found your mod vid that cleared some of the questions i had, i could not have gotten this far into the game without your tutorials, there extremely helpful (i also did not expect you of all people reply to such an old vid). hope you the best :)
When I saw the thumbnail, I thought it was VAOS's first hard-mode vid. Folks on his channel are suggesting a colab. 🇨🇦🇺🇸 Oh, and personal parachutes are pointless if you can't EVA off Kerbin yet.
Cool, I just started a hard mode my self like 5 days ago for the 1st time. Almost the same settings. I checked revert flight and quick load "never done hard b4, I don't know what to expect" Also I had no negative funds. "What I got is what I get". I checked require signal for control and for that reason I allowed other launch sites. "Revert flight saved me here a couple off times so far". Didn't move any sliders. Plus I am pure stock excluding DLC no mods at all. I all so have some rules, like no biome map cheat, I'm not allowed to simply orbit a body and eva that shit. "makes it to easy". I am going to try and make a RU-vid video series "try" so you might see me in action, maybe". I just rescued a tic tac from the mun orbit, next step land on mun. Good luck to us both I say.
The problem with just going the extra grindy route is that the limited stock parts get really boring fairly quickly. That's what I liked about your RP-1 series - the progression was nice and slow, but there was plenty to do at each step. Haven't seen T.U.R.D. before. That's really cool.
Yeah, the issue with RP-1 in my experience tends to come a bit later when you have 10+ different possible engines for each stage, each with multiple variants and upgrades - and you end up either running a lot of the same (which also saves tooling costs) OR spend 5 days tweaking the rocket to squeezing out 1% extra delta-V for a mission which then takes 5 minutes screen time (and even showing the build doesn't add much to that). Which IS kind of realistic for real rockets (even minor tweaks of an existing design is a massive process) but... doesn't translate very well to live streaming. Yes, curated streams you can in theory cut all of that out (which he did) but... it can easily end up in a situation where you spend days (or weeks!) of work to make a 10 minute clip which isn't really sustainable... You can contain a bit by deciding "I'm doing an XXX design, and ignoring the dozens of other options" but even that tends to just move the issue forward by a few game years. Kerbalism can have similar late-stage issues making films about though there it comes from the life support requirement for longer manned missions.
I can’t believe I missed the stream. And I took the day off for an appointment. I’ve seen you lurking else where in the KSP universe so I should have known. Hello Mike, nice to “see” you. I’m looking forward to this.
Great stream! An idea for next week: you might be able to put the Mk 1 command pod on top of the round pomegranate command pod to be able to complete the tourist contract. Just put your pilot in one and the tourist in the other. Also useful for 2 crew missions without unlocking the 2 seater pod. (Pilot + scientist or engineer)
That's similar to what has become my favourite way of expanding crew space on the Apollo-style capsule (the Mk1-3) - the Pomegranate pod fits on top, for a total of 6 Kerbal crew! I then use two radial chutes instead of the nosecone one.
I’ve built this craft too. A fully pimped out version of The 1 +3 is great for taking tourists to the mun and minmus. I’m thinking about a runabout version. Just not sure where to put the docking port or the spine of the pod.
Just hold 'Alt' key while placing the part with symmetry off, and it will automatically center itself !!! Simple as that.... but keep in mind that sometimes you may have to adjust the orientation of the said part with W A S D keys before placing it.