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csmicfool

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    Bottle Rocketeer
  1. Hello and Thanks again for this mod! First, I agree regarding balancing. I didn't quite expect there to be a full 100% perfect reuse of water from liquidwaste, but the amount you need to mine or resupply is quite cumbersome and doesn't improve much by adding more water recycling per civilian. Ideally, technology of this scale should be engineered for near-perfect sustainability from launch. Alternative - have civilians generate fuel (methane gas?) from the lost mass and make it a closed-cycle w/ additional benefits. Pie in the sky. Transport module looks amazing. I hope there's also a smaller versions cause I'd rather not use tweakscale for a heatshield. If I have to keep this in orbit, maybe a non-cryogenic civilian passenger part (even if identical to existing passegner parts for mk2/mk3 fuselage - re-use the exteriors and IVA) to shuttle from orbit to surface while kolonizing. Would probably need some life support resource storage of it's own (3 days??) since there are no existing small tanks which would be aerodynamic.
  2. Confirmed! My kerbals are reproducing outside of Kerbin SOI Also, I really appreciate the right-click menu cleanup. My scrolling finger thanks you too!
  3. I added one more greenhouse and food storage is completely full so I know it's growing. Still not seeing reproduction after warping forward 6 months. What am I doing wrong?
  4. Those look awesome! Looking forward to that update. Are those new lander legs too, or part of the tank? I'm pretty sure I'm food positive. I have enough greenhouse to support 83 civilians and only 60 on board and all greenhouses are fully operational. You can see it's growing in the screenshot. Is there a timer for reproduction growth versus tourism? I know it takes longer but I kind of expected a countdown. Are there any other pre-requisites for civs to reproduce? - - - Updated - - - Wait - I miscalculated. I have greenhouse for 58, not 83. I'll try adding a farm or something and see what happens.
  5. I just started building my most remote base yet on Pol. This mod really changes the play quite a bit. One thing I've noticed is I cant figure out how to get the kerbals to reproduce. I have 60 civilians and more than enough food, water, oxygen but the growth rate and growth timer are stuck at 0. Is there something I'm missing on my base?
  6. Hi All, Starting to kolonize space and ran in to a concern. I've trained quite a few level 3 kerbals but every time I come back to a colony after a while all of them are back to level 1 with no skills. Anyone else experience this? When they are initially recruited they show up as level 3, but seem to lose those attributes over time. Thanks!
  7. Correct. Existed prior to the patch. Worth noting, I have a base in LKO - also from before the patch - which appears to be unaffected and rent works normally. Thanks!!!
  8. Thanks, but I'm not sure that's related. Plus, I'd expect that to result in population shrinkage. Should have taken the screenshot with resources tab expanded. Overall I have plenty of water and some capacity for waste water. I have more greenhouse capacity than I have civilians, so I'm not sure why there's an imbalance. I end up having to mine some water but CO2 and Waste Water get really close to full, though I find they never completely fill.
  9. Thanks for response! I really appreciate the support. A: Mun B: Career mode. KSP.log (zipped) Screenshot:
  10. I'm having some trouble w/ rent in the newest update. It's showing "Time until rent payment" as a negative number which keeps growing in the wrong direction.
  11. This mod is amazing. Built a huge space station within the first couple hours. Just HAD to! I'm having trouble with recruitment though. When I use the movieplex and recruit a specific class, it costs me inspiration but no kerbal is added to my crew or the astronaut complex. However, if I go to an apartment module and click recruit kerbal, it works right away and I have no choice of the class. What am I doing wrong?
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