Jump to content

autumnalequinox

Members
  • Posts

    380
  • Joined

  • Last visited

Everything posted by autumnalequinox

  1. so i've been playing with dang it for quite awhile now, about half of my career mode. this may be intentional, but i have noticed that the failure rate (the % rate) of fuel tanks is very high. I have had multiple (4+ tanks) fail within a few minutes, with spacecraft only 15 minutes old. other parts failure rate is a bit more rare (once a week, or even longer). it got a bit ridiculous, with nearly guaranteed tank leakage making unmanned probes useless. (an automatic miner could not operate independently for more then a week). while this is realistic, there is of course no way to design a better tank. as a feature request, I wonder if it would be possible to allow the failure rate (the check made during clock ticks, I am assuming it's a variable or %) to be something we can mess with in the config. of course i could simply be unlucky, and this could have been chance, but without knowing the chance of failure on a new part per check, i can't be certain. if i wasn't building extensive infrastructure and STS it might not hurt as much, so the ability to make tank leakage rare would be a playstyle change for myself (and others who run massive 30+ active vessel auto/manned programs) versus an actual criticism on the failure rate itself, which as I said is actually rather realistic right now. another possibility.. maybe a different kind of tank failure? catastrophic versus slow leak? i know the reason we have yet to build orbital propellant depots is the loss of fuel due to evaporation and heating. a slow leak could be more common, and result in a single or multiple instance of 1 or 2% fuel loss, not crippling but definitely noticeable, versus an actual puncture (micro-meteoroid, bad design) that would be very rare.
  2. Oh you're right I didnt think of that. I think my recylers have been running at such a load that im not seeing waste build. Glad to help tho!
  3. hugs please!! arrgh my fleet is so delicate right now i can't take any sabotage i have been running a karbonite mining operation and poor Jeb has had to repeatedly fly down from a maintenance station in a tiny lander to repair my automated miner (my dumb ass gave it four engines with four fuel tanks). i'm glad i could help tho i think my modlist is just about set too. i'm looking at possibly adding the mod that forces you to wait for rockets to be built but only after i see if it is compatible with dang it! but i am almost content it's running good with 30+ mods on x32.. only had one stack crash with weeks of gameplay. everybody is getting along and the party is HOPPING. oh and minor bug with the new TAC life support. The waste tanks can rupture, but Dang it simply says "the _ tank is leaking" and of course nothing happens, cause who cares about waste (and the tanks are generally empty). so if anybody wants to copy/paste this little fix for the config. // TAC Life Support ignore = Food ignore = CarbonDioxide ignore = Waste ignore = WasteWater
  4. ohh wow this project looks very interesting. it seems all the various planet editors have sort of folded into this? i can't wait to make the Kerbin system more...interesting. subscribing.
  5. I like where this mod is going. I was going to actually start working on something similiar myself to fill some holes in the economy. So far I have been working the numbers out manually and editing my Kerbalollars myself. With the wages being paid out like this, how about an annual budget as well? I use my reputation score as a guideline. Higher rep = larger annual payment. This represents the public's support and the support of your various space-oriented Kongressmen. I set a baseline of 10,000 per annum (I play with Dang it!, TAC, and other time sensitive mods, so I need to maintain my fleet). It then varies up and down based on my current reputation score, which acts as a percentage. A reputation of 900, for example, adds 900% to the baseline. This may not be for everyone, however, as you could easily spam money by just time warping unless you use time sensitive mods. That would hurt me, for example, as I will end up with tons of broken equipment in orbit and dead Kerbals out of life support supplies So perhaps it could be an option? Just an idea. I may get around to doing it myself eventually once I have some free time. I need to tackle some basic modding anyways.
  6. i know i have been gooing all over this mod since it came out.. but i am going to do it some more. it has become a core component to my game and my play-style now. combined with antenna range, deadly re-entry, and real-chutes (along with like 30 other mods) i finally have the quasi-realism i have been looking for in KSP. now i have a reason to keep a few Kerbals permanently stationed in LKO (a repair team, to maintain my fleet of com-sats, that I need to keep communications up). i can even finally build my little RCS sled for my mechanics to ride around in, intercepting sats and repairing systems. and the failures are just infrequent enough to be realistic but not a headache. also, i can no longer just dump gear in orbit for use years down the road without considering the costs of future repair missions. oh and redundancy.. it's no longer just for OCD "feel of realism" anymore. now that extra battery pack or backup engine may actually save my butt, especially when on a probe out at Jool and your primary power storage fails. i finally feel like i'm running a virtual space program.
  7. arrgh now i see. thanks! time to get editing. i hate asking stupid questions i apologize that is what i get for trying to get into a new mod minutes before bedtime.
  8. i just picked up this mod although i've had my eye on it for nearly a year now. where are the ribbons and info saved for each kerbal? i can't find it in my save file and i've dug through the mod folder. i loaded it in the middle of a career game (impatient, been working on it for weeks) and i would like to award my prime crews with some ribbons so they won't seem "green".
  9. i wasn't aware of it, but am now! wow so many complementary mods. well MCE did it first
  10. oh and is it possible to still keep an open ended satellite mission? i've been using them to build depots in high orbit and not bankrupt myself. unless you are adding back in the old "bring fuel into orbit" mission, then all is gravy.
  11. yesss can't wait. i'm so strapped for cash i need my old "infrastructure" type contracts to pay the bills. i miss the old routine missions to pay for the really big pie-in-the-sky stuff that always results in a net loss (like 3 launches for a mun colonization mission, fuel pods, resupply stations, other insane stuff). plus i was always able to hop through the random missions, building a veritable STS network and just barely staying in the black (what do you mean this propellant depot isn't a space station? it's got a docking port. give me my 200k) i also miss the old MCE part recovery system.. nothing like recovering your entire first stage Space-X style. http://www.extremetech.com/extreme/186764-falcon-9-performs-another-perfect-soft-landing-spacex-now-confident-it-can-land-back-at-the-launch-pad-video
  12. just stumbled upon this thread and I want to say I greatly agree with it. It matches my own play-style and expectations. I play KSP as a space program simulator, less a flight sim. I too have had some disappointment with the contracts, but have found it improved slightly with MissionControllerExtended and Fine Print, both of which add a variety of missions (from sat launches to base building). Still some issues, though... Otherwise I absolutely agree in your vision for the game, and hope at least the framework can be laid for it to be accomplished with mods if not in the core gameplay itself. I have yet to play hardcore mode, however, and instead use MCE's penalty button which deducts funds for reverting flights (basically you pay for a "simulator" and still have to pay the crew and costs of the simulation). I also play with Dang it! which adds random part mishaps, ala Apollo 13.
  13. i've gone about halfway through the career tech tree now and have been using both fine print and mission controller to spice things up. the only thing that has been bugging me is the same simple part missions, displayed over and over. the lure of easy science and $ is too much when i am strapped and so i do that decoupler mission, on the pad, for the 4th time. i don't know how hard coded it is but i wish the missions would be one-shot. i'm cruising through science points and waaay further ahead then i would be if i was using 0.23.5 MCE and career mode.
  14. just to clarify, being forced to alter my entire engineering thought process is not a bad thing at all. in fact, i love it, it's like a whole new game. just had my first in-flight failure in atmo while part testing with a VL rocket plane. lost SAS and started banking with my fuel load shifting, had to fight to an emergency landing (no way to repair in atmo). still completed my mission.. loved every minute of it.
  15. treeloader works fine on 0.24 x86. science is a bit less grindy now on career even if you have to do the same ridiculous "landed at ksc" part tests. things move a bit quickly now, i'm thinking of tweaking costs up for myself.
  16. argh i should have read a bit more close. just noticed the variable repair costs while playing. and i sometimes forget i have my game set up to extend into the near future (2050 or so) and keep thinking of late hypothetical tech. honestly the failures that happen far out on probes encourage a level of redundancy in my construction i have never needed before (but pretended anyways). it's forcing me to consider primary, secondary, and tertiary systems for automated craft. this mod really cranks up the engineering side, hell it's made me reconsider the whole way i've been doing payload for months now
  17. I have yet to delve too deeply into my new game, and have only experienced a single failure so far. I am assuming each part can fix a single failure? 100 repairs possible with a command pod? I almost want to be cruel to myself and trim that down to less then a dozen or so. I definitely don't mind additional containers, as there should be a penalty of sorts to trying to be prepared for everything. I do love having more to do on EVA. Any possibilities of an automated repair system? Such as the using robotics or some such from another mod to allow tele-operated repairs? Of course I do see the reasoning behind needing a kerbal as it gives a good solid advantage to manned missions over unmanned. It also gives me an excuse to place a repair crew on my LKO station to manage my com-sat network (finally building RCS powered tenders has a purpose beyond satisfying my insane desire for realism).
  18. Haha thanks! I will totally upload a picture of one of the cards if I can find them. She wrote them up, labeled "Khaos Cards", and I just filled in the effect (kill your batteries, cut engine immediately, etc). She waited once until I performed my first IP burn in a 3-module interplanetary cruiser I built and told me to cut my engine (I was being loud about it). I lost my transfer window for the next 1.5 years...
  19. I actually created a deck of cards of "random failures" that I gave my girlfriend for when she was pissed at me ignoring her for KSP. She could deploy them at me and watched to make sure I followed through. This mod replaces her function . I love that all of my old skewl "paper and pencil" work I used to do with KSP (costs, space program management, antenna ranges/capacity, random failures) have been replaced with awesome mods and/or game updates. My notebook full of KSP worksheets sits unused now and i'm not sad.
  20. same issue here, x64 windows. i'm assuming same? i'm going to go through the config but this feels like something else.
  21. i was literally just starting to build my own personal twin custom story missions in mission controller when this update came out. i have finally worked out my tech tree. as others have stated misison controller can definitely fill in some glaring gaps i've seen. i think it's interesting how the stock contract system resembles mission controller at some core levels (auto-loaning, and such). i still see a future in sandbox mode, as not everyone wants to do the tech grind but still wants to run a space program. absolutely loved this mod it has been integral to my entire approach to ksp as an engineering and strategy game.
×
×
  • Create New...