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fritobandito

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  1. Well, i've been playing KSS from the start career wise for a week now, hoping to get to the point of exploring the other stars. There's a few small issues: Duna's moons both have a science modifier of 1 on the surface, Jool's atmosphere starts above the 'low in space' line. The Mun is eating vessels in orbit. Has happened 3 times but I never know when until I go back and see them gone. Hasn't occured with any other bodies, and I don't seem to have any mod conflicts (no other planet/body mods). Performance in general. The Mun science modifiers are set to 1/2/3, lower than stock. Actually, I think most stock-bodies are lower than stock but i'm not going to check them all. Laythe and Jool and Duna were low too. Contracts are completely F'd. On the bright side, you can accept a $99million-upfront contract to fly-by The All, The Creator, Krakatoa, etc. Giving atmospheres to 'pressure-less' bodies destroys timewarp. Great for 'realism', bad for gameplay. Any Life Support mod without minmus is exceedingly difficult. (My choice to use life support, but lack of near-kerbin science availability is an problem overall). All minor issues, mostly. But taken together the Kerbol system has been rather frustrating. I'm sure having a small galaxy is fun to play around in, but I feel the Kerbol system needs some TLC. I lost big time on the most recent moon kraken, so I apologize if i come across poorly here. Thanks for all your hard work. Just seeing the stars in map view + distantobject is amazing. Ninja Edit: This is what the persistent file records for kerbals that are lost around the moon: 2 = Orbit,Mun 3 = Flyby,Karkua 3 = Die So i'm not going crazy.
  2. 0.7.3 , Fresh install today. I saw the fix? in the above posts, but wasn't bothered to try it. Thanks for the clarification on Eve. Though, a balance between realism and playability is always good.
  3. New user here. I just dived into eve, and i'm currently at 24km altitude descending at 7m/s. I should reach the ground sometime tomorrow. This is not amusing. Is this working as intended or did i mess something up, possibly a mod conflict?
  4. Playing through a CTT career with MKS, and it occurs to me that MKS's CTT.cfg was built seemingly by putting parts in the 'correct sounding' tech node, rather than tech nodes that actually make sense for game progression. For example, most Duna and Tundra modules (2.5 & 3.75 alike) are all in the same 'long term habitation' node, even including the pioneer. All three ranger hab modules are in the same unlock. Essentially the career CTT player currently goes from "can't build anything resembling a colony" to "build absolutely whatever you want" with one or two tech node unlocks. Any chance we could get the CTT progression for MKS a bit more 'fleshed out'? I feel solid progression, as with MKS itself, would be ideal (Basic ranger -> Advanced ranger + Basic Duna -> Advanced Duna + Basic Tundra -> Advanced Tundra -> Etc). Perhaps this will also help reinforce the "Start Small/Simple" philosophy.
  5. The Ground Construction mod includes an ISRU patch that enables Ore -> Material Kits. It's extremely unbalanced.
  6. What's the deal with the MPUs everyone is talking about? I've just spent a hour trying to figure out what it is and why I couldn't find it in my parts list. Zero documentation beyond a single table in the wiki. Turns out you only get it if you download MKS from github; the spacedock download doesn't have those parts. Different versions?
  7. I did a bit of troubleshooting last night and found that the warp menu simply wouldn't show multiple beacons, which i think is a byproduct of the issue @TMarkos is talking about? I assumed it was just a mod incompatibility issue, but I removed them all in groups and the issue never resolved. Today i wanted to try again from a new install. My test setup was 5x lb10 each around a different moon of the same body: 'A' warps only to B, and B warps only to A. However, C,D,E only warp to A. If A is deactivated, B warps to C, C warps to B, and D,E warp to B. No matter which order they were turned on/off, they returned to the original configuration, which i think was ordered by MET. Note that Gravity/body interference and low fuel both work appropriately.
  8. Are there any situations where a Beacon will send to another identical beacon, but the receiving beacon can not send back? I'm having an issue where I have a lb100 at Kerbin, Eve, and Sarnus. Identical setups in terms of power generations, addons, etc. Kerbin and Sarnus can send both ways, yet neither show Eve in their context menu. Eve is able to send one way to Kerbin, and Sarnus does not show in its warp menu.
  9. Is there any plan to change the dynamics of the warp drive? Currently, i see absolutely no reason to ever go faster than the slowest speed. Even at the smallest percentage of C, you can cross the system near-instantly with the use of time warp. Additionally, constantly using the slow speed allows you conserve your exotic matter to easily make multiple quick jumps in order to align your trajectory with an aerobraking maneuver. Between this, you can easily fly to jool/eve/duna regardless of orbit position and use only minimal Dv to adjust the braking PE. Seems rather unbalanced. Min-maxing: 60 AM collectors in kerbin orbit. 20 per launch to LKO, then pushed out to 900km. Not pictured is a small tug with enough dv to ferry AM back and forth to LKO 4-5 times. 10,000% easier than labs or jool freighters. 10 Labs to Moho. I plan on pushing more at a time in the future - upgrading the original power system will allow 30+ additional labs to be attached without their own power generation. I've noticed that this mod requires your ships to be extremely interchangeable and multi-mission capable, else you risk losing your science investments.
  10. Having a lot of fun with this mod. I've noticed that generators, while needing to be attached to a reactor, don't actually have to draw from the reactor they're attached to. It also appears that generators [aboard a vessel] can share a combined max output, which is achieved so long as just 1 generator is activated. Is this intentional? It has caused a bit of a headache when using ships with multiple powerplants aboard. For example, I can pull 8+ GW out of a 62.5cm generator attached to a nuke reactor - all that extra power is being pulled from an antimatter reactor elsewhere on the ship - even with that AM's generator turned off.
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