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larkvi

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  1. FWIW, I was just doing a playthrough with the CTT in career mode (until I stalled out on the shipyard bug), and I would say that neither the mod nor the tech tree teach you anything about how to use or play with it. Other than the clear and well-documented USI-LS parts, everything is a frustrating matter of trial and error and you get a lot of parts at lower branches of the tech tree that really don't work very well without the refinery module which is at the end of one of the tech trees. And even with all the parts unlocked, you can't really plan out a production base in any normal way, since Kerbal star level and the multipliers from modules interacting will have such huge effects on the operation of a base that are transformative, but can also just make your base blow up due to extra heat from an engineer levelling up. You really feel the lack of any tool analogous to the habitation planner from USI-LS, which makes planning straightforward. It's also really parts-intensive. Designing a low-level supplies base with the small drills and the automated converters requires a huge amount of parts for very little return. Once you have the large drills and the Agriculture Support Module, the parts goes down to a fraction and the yields go through the roof. Even though you get the WOLF raw resources parts before the manufacturing parts, don't even try to use WOLF to deliver anything but manufactured resources, as you need so many hoppers that your base will be more complicated than just mining the resources, with the added complexity of WOLF routes.
  2. I can give it a shot. This basically killed my playthrough, and I was having no luck fixing it myself. Is there any advantage to using this over the EPL/GC systems, if it is this finicky?
  3. @Invader_guy, did you find a resolution to this? I am encountering the same problem with my install.
  4. Just another broken promise and huge disappointment to add to the pile that KSP2 is. If mods are going to be the answer to everything, what possible reason is there to play KSP2 instead of modded KSP1, which exists now? The promise of KSP2 was that it was going to do a lot of the things that flagship mods did natively, allowing us to reduce time debugging mods, but instead it does less than KSP1, does none of that well. Life support is such a fundamental part of spaceflight; it's one thing for it to be a toggleable advanced feature, and another for it not to be there at all.
  5. When I try to launch a new module using the orbital shipyard (the small one), the console suddenly starts spamming NREs and the screen transition turns black and the new ship never loads in correctly. I was able to launch a tiny ship with almost all Kontainers using the shipyard, but every time I have reloaded a quicksave and tried to launch the station segment (a few SSPX modules and a few MKS modules), it has this problem. Are there certain modules that cannot be launched via the Shipyard? logfile
  6. Thank you for the option to turn off the ring handles---they do indeed look odd in a lot of the stations I have made.
  7. At the time, everyone agreed that they hated the barn. Not sure the early game needs more grind, adding another level of VAB anyways....
  8. Is this intended? It seems like radiators should not actually work to cool probes/bases on Thalia, since they should just be sinks for getting the same radiative heat into the vessel.
  9. He means a Habitation Timer bonus. I believe the intent of USI-LS is that Supplies and Colony Supplies includes elements of entertainment, so I am not sure that this would be a desirable change, in any case.
  10. Which ones didn't change? (Asking, as my only interplanetary craft at the moment are on their way to Tellumo.)
  11. Seems to be working as intended so far--I have not had as much time to test as I would like. I noticed the same issue with decimals, which has already been fixed.
  12. @Nertea, the new parts look great. At the risk of sounding greedy and ungrateful, is there any possibility that we could get texture-switching? I often find myself trying to match the parts with darker parts (Ven's stock revamp) or lighter parts (Habtech/Cx), and having a couple shades would be nice. I would do it in Photoshop if I had the full-res textures, but I wonder if this would be something of broader interest.
  13. Does this not interact with the Strategia strategies that make contracts for a body more likely? I have not looked at the code for either. Still, fewer would clutter the strategies less, and make we want to do them when ones I need are available.
  14. Speaking for myself, maxSimultaneous makes a lot of sense. If I have a strategy for a body, it will be more likely to give me one about that body anyways, and this makes it more important to choose ones I want when they pop up. I strongly prefer the latter, for two reasons: 1) it corresponds with how antennas show up in the VAB (though I suppose I would need to calculate the combined value elsewhere) and 2) it is much easier to read without counting commas (still much better than counting zeros! I personally prefer the UI scaled down, so M/G is easier to read, and I imagine people with eyesight problems would similarly appreciate it). Thanks for looking into this!
  15. On the one hand, I worry that this would push against the low limit on strategies. On the other hand, if higher-level strategies allowed you to commit more funds to capital expenses, that would make a lot of sense. It seems different from the other strategies in that it would be essentially required to progress, not just an interesting bonus. A button is fine, though I feel capital expenses being funnelled straight out of the monthly budgets (perhaps with a slider for amount saved, from 10–50%) is more in keeping with how the mod works.
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