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Invader Myk

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Posts posted by Invader Myk

  1. I've been using this for a week now in both sand box and early career modes, and here are my thoughts and observations.

    Space weather is amazing. I was in the signal corps, so this was an important part of my life for years. I'm glad to see it implemented.

    I'm glad you're working on RemoteTech compatibility, It adds features that your mod doesn't and vice-a-versa. I want them all.

    IMO the happiness-sanity mechanics are something that should be stock in any space exploration simulation.

    I am a bit concerned about the food and oxygen. It appears that there are no waste resources. This makes for difficult fuel planning as I'm not sure what the mass of a craft will be during the maneuver node. It also creates an exploit due to the Oberth effect. Additionally this makes greenhouses effective white-holes spewing matter (and therefore mass) into the craft until the tanks are full, and Kerbal digestive tracts become black-holes. Both of which grate at my aesthetics.  But I might have looked over the waste resource, in which case please ignore this point.

    It seems this mod makes Scientist Kerbals obsolete by making all science transmission worth 100% of the potential science. I don't like that to the point that I won't use the mod in a long term game. Even if you adjusted the science values so that you needed a fully experienced Scientist to get full value on transmitted (and even recovered) data I would be happy. An option to turn off that part of the mod is also acceptable.

    My two cents on any part failure mod. Make the failure rates reduced (preferably significantly) when an Engineer is aboard with the failure rate being inversely related to how experienced he is.

    Finally, I still think greenhouses should work as scrubbers. Very low volume-output efficiency scrubbers, but scrubbers none the less. The work I've found suggests that (very roughly) 80 cubic meters of fast growing crops provides enough oxygen for one adult human.

    I'm impressed with how active you have been on this mod in the week since I found it. Keep up the good work. Iom really excited about the potential this mod has.

  2. :) I seriously doubt you want to dig through my mod list..... I'm up over 50 mods at this point :) so some issues are bound to pop up from time to time. But if you are interested. My mod list is up on my thread linked in my signature.

    With just a casual glance it looks like you're using a lot of mods that I'm not, and not using many that I am. That will help immensely on narrowing down the culprits. Hopefully I can get a minimum mod list to reproduce he bug over the weekend.

  3. Hm seems like you don't get the contract completed unless you bring home the experiment in a KEES container?

    I had it in a kerbal's KIS inventory and though i got the science for retrieving the experiment, the contract was uncompleted

    in orbit recover the PEC and experiment tray into a KIS container

    then land

    then mount the PEC followed by the experiment

    just be sure the ship has come to a complete stop and you mount the PEC where the wieght change won't cause the ship to roll

    a slow roll caused the PEC to explode on me

  4. I've been playing with KIDS for too long. The first 1.0 vanilla rocket I made was intended to be a LKO mission and had enough DV to intercept Duna.

    From one flight, it looks like I am going to say goodbye to most of my game play mods. TAC-LS and USI mods being a notable exception. I'm keeping all my retexture mods though. There's just something about atmospheric planets that don't have clouds that makes me ragequit.

  5. Is this thread even about KSP anymore? It seems to be about creating as many garbage posts as possible as quickly as possible.

    Which I'm totally okay with.

    Choo choo!

    This thread is about creating as many garbage posts as possible for the greater glory of 1.0

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