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Senior Slaphead

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Everything posted by Senior Slaphead

  1. I redesigned the Gold Return Vehicle in the light of this landing, also incorporating a Hitchhiker so I can do a full crew rotation on Minmus (2 scientists, an engineer and a pilot) every time I do a gold run... necessary, as Kerbalism is irradiating my crew badly even with shielded habitats. The vehicle pictured here costs 206k but is 80% reusable (I only lose fuel and the drop tanks, then do a powered return to KSC after one orbit). So the mission costs in the order of 40k. It's the best I can do until I have the 2.5 mil necessary for an R&D upgrade. It returns seven gold tins, so slightly over one million funds. Info about the launcher HERE.
  2. So it turns out that 50+ tons of gold is not very buoyant. High five to the recovery team for scraping Bill, Bob and the loots off the sea floor. Word to the wise... if you are doing a heavy return like this you are going to need drogue chutes (I had to bring some up and do KAS attachment).
  3. In career mode ships end up being a mix of new and redundant tech... the Nuclear Carryall has already done half a dozen other missions, I've just plugged different stuff into it for this mining operation. However... an upgrade is on the way...
  4. Totally agree that it's not worth Dewar fiddling with if it requires a complete rework. I can however see how it will be very easy to escalate mining once you are established. Then funds basically become a non-issue in the mid to late game. Ideally you should always be struggling with Funds, Rep and Science at every stage of the game... but balance is a bast-ard, right? I think the original intention here - correct me if I'm wrong - was to offer a different kind of busy-work than doing contracts. It shouldn't be more or less difficult, or more or less time consuming... just a different option.
  5. Medium tanks I guess if the radial ones are small... I don't have the tech for the large ones. Due to Kerbalism I have to rotate the crew regularly anyway so the Carryall will always bring a loot container. I didn't know that stock resources are limitless and I'm not a fan of this. Maybe you could look at how Kethane did it.
  6. While you are busy nerfing the gold I've spent 700k of my remaining 800k on one mission... and due to some docking port losses the bits are in the wrong order... to paraphrase Admiral Tarkin 'I'm taking an awful risk Dewar, this had better work!' The nuclear carryall used to have a docking port attached to a winch but that got destroyed. Then I forgot to put an antenna on the Pure Gold Return Section, so I'm going to have to *deep breath* use KAS to move an antenna, decouple the PGRS and mining rig, move the docking port from the bottom of the rig to the bottom of the underslung Power Plant, dock the rig there, then dock the return section back on the top. What could possibly go wrong... Well nothing, apparently...
  7. Makes sense. I'll leave it to Dewar to explain whether he has considered this stuff. Is gold minable off asteroids? Given that the return fuel costs off a captured asteroid is presumably negligible (another thing I have not done since getting back) it wouldn't really matter whether it was ore or refined gold.
  8. If I understand you right you COULD give ore the same or greater value than gold but that doesn't really make sense to me... surely simpler just to remove it as it is spawned in a new vessel, assuming there is an event that can check for this. And the stock resources not depleting bit makes me a sad panda. Kethane definitely got this right.
  9. To fulfill the stated aim it does indeed need resources in the Kerbin sphere of influence. I've not used stock resource gathering at all having previously used Kethane (a couple of years ago) but I imagine the ideal would be to have nothing on Kerbin and a low frequency of high density sites on the Mun and Minmus... enough to get you through the early funding issues, but then it should run out so you have to look elsewhere. Incidentally... since no-one has mentioned it yet... does this need a script to remove gold ore on new ships spawned at the launchpad? Otherwise I'd assume it's exploitable. Why anyone would do that when they can just use alt+f12 if they really want to cheat is beyond me, but...
  10. All fixed, cheers. If you learn how to do partical effects can we have glitter sprinkles on the drill? Because... well just because.
  11. Confirming we've had the same issue. Maybe it's because Kerbals (and tourists?) are a shared resource whereas contracts are not... but I really don't know how it works, tbh.
  12. I did have an issue getting the tanks to attach radially with the logo pointing outwards... but maybe that's just becuase my VAB knowledge is lacking. Any tips welcome...
  13. Looks good so far... I've been busy making different drop modules for my lander: Scanner, Hab & Power, Gold Mining Rig, Loot Container etc. I'll post some vids and feedback when I've been at it for a bit. GOLD MINING RIG: CREW HAB, POWER & LIFE SUPPORT (KERBALISM):
  14. Just what I was looking for. May as well be gold as anything else since who knows how common this is on Kerbin. Plus... it's gold!
  15. I'm not going to 1.2 yet but I had a look at the newer stuff in the 1.1.3. SpaceDock download. I like the way you have done the Glenn legs seperate from the radial mount so they can be destroyed individually.
  16. ...or some EVA peril... accidentally bumping into red-hot radiators or charged solar pannels has to be a bad thing right? Me mate KiToban did some work on this... we called it 'Kerbal Frier' From a gameplay standpoint it's probably not kosher to just zap Kerbals, but stunning them or giving them a damaged suit might be interesting... e.g. 20 seconds to get back in the ship.
  17. Thanks ShotgunNinja... So it's giving me EC at all times that I'm in the craft because Minmus is not occluding the sun (due to this stock bug)... but it is doing it correctly when I'm not in that scenario, hence the EC disappearing. Makes sense now. I'm going to have to plug in the mother of all battery packs.
  18. Minor issue but I have a Science lab on Minmus that processes science all day and night if I sit in it but when I'm elsewhere it runs out of EC almost immediately it is in shadow. When I switch back it then starts regenerating EC as though it were in daylight... I did a search to see whether the lab was supported in Kerbalism and apparently so since v0.9.9.9. I'm currently running v1.1.4. Checking first whether this is a known issue or just unsupported. If not I'll try and replicate it without other mods. Also, I'm getting the warning message that another craft has 'ran out of oxygen and all the kerbals have stopped breathing'. The craft was originally attached to the dropped science lab in this vid, has oxygen tanks (now empty) but is now probe controlled, with no kerbals. But I keep getting this message as though there are kerbals in it. Modlist: Dark Multiplayer, Module Manager, Toolbar, Kerbal Engineer Redux, Kerbal Alarm Clock, Kerbal Inventry System, Kerbal Attachment System, Docking Camera, Docking Port Sounds, Chatterer, RCS Sound Effects, Rover Wheel Sounds, TAC Fuel Balancer, Real Plume, Real Plume - Stock Configs, Smoke Screen, Cool Rockets, Engine Lighting, Planet Shine, Distant Object Enhancement, MemGraph, Memory Monitor, Editor Extensions Redux, RCS Build Aid, Kerbal Reuseability Expansion, Trajectories, SpaceY-Lifters, Kerbalism, Community Resource Pack, Persistent Rotation, Kerbal Joint Reinforcement, Indicator Lights, Better Burn Time, PWB Fuel Balancer, Rover Science Revisited, Ship Effects, [x] Science
  19. Anything that can provide more predictable outcomes when players are maneuvering in close proximity gets my vote... as is, DMP mostly consists of 'hold still while I do this to you'
  20. D'oh! Concerning the legs... stock legs have always seemed a bit meh in KSP because they either blow up, fall off in one piece, or don't break. This unrealistic effect is just amplified in the case of this mod because the legs are so big. Compare this to stock wheels, which have a damage model. If someone could come up with legs that have an alternate deformed damage model (with compacted/bent geometry) that means the craft might topel over, this would be much more realistic and satisfying, whether they stay attached to the craft or not.
  21. I've been using this with Dark Multiplayer... can't report any obvious problems thusfar but I may be deluded on this point. I was previously an acolyte of TAC Life support, which is genuinely great and more detailed in respect to the resource management... but what sold Kerbalism to me was the all-in-one, part failure, psychological needs and environmental hazzards stuff.
  22. Love this pack. I need it for the later stuff in my KSP Dark Multiplayer campaign. It's that good that I'll accept the memory hit on those players with limited resources. Tempted to ask for a version that uses stock textures but... I haven't broken anyone's KSP... yet.
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