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CYoungCS

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  1. What are some good mods to use that add rockets, SRBs, plane parts, and other stuff to flesh out the engineering tech tree, without being overpowered? I have bluedog design bureau and a bunch of others and bdb's faq says it's designed for a slightly bigger solar system. I have spaceY heavy lifters and can almost get a pod to escape velocity with it, with some 300 ton boosters. SpaceX seemed way too OP. Or do the costs balance it out? I'm using Kerbal construction time, as well. Just want more than stock parts but want it to stay well balanced.
  2. I mean, I kind of want to be punished for inefficient rocket design, because it seems that it's really just too easy to get away with some terrible designs. This could be just me being lazy though.
  3. So, the more I think about this, the more I think I want a balance that regards playing career as a private corporation where investing in speed, over time, feels rewarding. Considering the payout of contracts at 100% seems fine when the time taken to build a rocket is taken into account. Maybe also where ship mass is weighted heavier. I want to feel like the costs of buying points feels like investing into a massive factory (albeit off-site and somewhat abstracted) where building time actualy truly matters, like where actual efficient designs actually shave off an appreciable amount of time to build. Also wouldn't mind a way to get test flight to work with my parts mods. I'm ok configuring that as necessary but the idea of needing to test would be cool. I have a mod that gives experimental parts which might overheat but there doesn't seem to be a way to correct it over time. I want my space tourism with tourism plus to be difficult but rewarding to pull off. Using the engineering tech tree.
  4. Yeah, I looked, and couldn't see any generated. Its ok though, because I discovered the issue is that clickthroughblocker isn't installed properly despite i followed the instructions on that, but that's ok. I just worked around it for now by installing an older version. Thanks for the work on this mod. It doesn't seem necessary on the surface until you start messing with things like kct.
  5. That's an idea. I'm looking for ideas on how much initial funding would be granted, mostly in kerbal-esque terms, rather than for realism sake. Just something reasonable I can put down in my balance sheet. I can say with kct that each point is 100,000 funds, and I think it's reasonable to say that whatever entity funded the program would be adding more as it goes along (get more points as you go along the tech tree, with this mod). I mean I think of my own personal ksp as a private corporation and its not unreasonable for a government to favor one particular business (like it has quite literally happened several times throughout history even with america and it's so called capitalism). I do like the idea of destroying them and repairing them. How do I go about doing such?
  6. I mean, from a hypothetical level 0 (non-existant), to the level 1 you start with, what would it have cost the Kerbals to build each building? I'm keeping track of my finances and would like to be able to know what ROI I would be getting if I had taken the original building costs into account, just for fun.
  7. Yeah, clickthroughblocker isn't working despite it should have been installed correctly. I worked around this by just downloading an earlier version of KRASH and it works now.
  8. Thanks. I may mess with that, after awhile, as it is the stock setting seems ok. 4-6 days to build a sounding rocket is ok I guess? I'm an accounting student and want to keep track of my finances in a spreadsheet and just need to not be launching 30 missions in a day for that to work. As an aside, how did you get KRASH to work? It won't work for me. There doesn't seem to be an output log and I'm reasonably certain it, and its dependencies are installed correctly, but I get no simulation button to test my craft out.
  9. Not sure, still new to ksp. Default settings actually seem good, I just changed a few things though.
  10. So I am having trouble having the sim button pop up to run simulations. I am using kct, and some parts mods, along with crew r&r and a other support mods but none of them should conflict. I did a clean install of just KRASH and its dependencies, and still nothing. I have no output logs where they should be, or at least, I am unable to find them. I am running windows 10. Any ideas on how to go about troubleshooting this? Will gladly bring an output log if I can find it (followed the tutorial on where to find them, they're not there)
  11. When recovering a launched vessel that has jettisoned its boosters / engines, i am left with nothing more than the probe. Is there a way to fix this because all i get is a box telling me to save edits, cancel edits, or fill tanks. It will not let me go in to import a ship to add a new set of boosters or engines. Also playing with the ett and about 120,000 science points. Lots of mods. Any good settings to balance this?
  12. Yes, im sure. Im an accounting student soci decided to try a gsme where i track funds. In balancing the books after one flight i noticed a weird discrepancy in what i had vs what was reported and decided to investigate. Narrowing down vessel recovery and excess funds, i built a vessel at cost of advance. So 560 funds. I crashed it, and my cash on hand was the advance, milestones
  13. So i set my funds to 50%, and did the first.mission, "launch our first vessel!", With a $560 advance and $1,040 in completion for a total of $1,600. Taking it and completing it i get the $560 advance, th3 $1,040 payout, and the $1,600 as if nothong was ever paid out. Essentially a $1,600 contract became $3,200. Is this supposed to happen?
  14. Thanks. I figured it was build rate but wasn't sure what all of the numbers meant and didn't want to mess it up.
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