
Kerbalism - S04E15 - Deployable Science
I've fixed the random crashing issue but dropping the new shaders option to medium (seems an issue with some AMD graphics cards) and had a drive around Minmus to get some science. Now, lets look at the new science that Kerbals can deploy to the surface.
Kerbalism 3.1 introduces new game mechanics to Kerbal Space Program that will change how you plan and execute missions in space, especially in campaign games. Science isn't generated by clicking on a button anymore, it takes time and effort to complete experiments.
Kerbalism Discord: https://discord.gg/9fede7B
Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/172400-1
Kerbalism Wiki: https://github.com/Kerbalism/Kerbalism/wiki
Go beyond the routine of orbital mechanics and experience the full set of engineering challenges that space has to offer. This mod extends KSP by simulating the crew, components, resources and environment in a more complex way. All mechanics can be configured to some degree, or even disabled if you don’t like some of them. A big part of the mod is fully data-driven, so that you can create your own customized game play with only a text editor and a minimal amount of espresso.
ModList:
Better Burn Time
Camera Tools
Community Category Kit
Community Resource Pack
Easy Vessel Switch
Environmental Visual Enhancements
Kerbal Attachment System (KAS)
Kerbal Engineer
Kerbalism (default configs)
Kerbal Inventory System (KIS)
Restock & Restock+
Spectra (configs only)
Kerbal Alarm Clock
Alternate Resource Panel
Trim Indicator
Distant Object Enhancement
Outro Music: "I Feel You" by Kevin MacLeod (https://incompetech.com)
#Kerbalism #KerbalSpaceProgram #KSP
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