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mike5brown

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  1. What was trimmed out of the MKS install of GC?
  2. I would lean towards nerfing the Poodle’s ISP as a short term fix. In the long term make it a purpose built landing/ascent rocket. The Appolo rockets didn’t use the LEM’s rocket to get to the Moon. In KSP the Poodle is basically my do everything once I’m in orbit (I could very well be wrong in my play style).
  3. I could be very wrong but wasn’t one of the biggest problems physicis wise with the poodle is that it was to efficient for the size of the bell? I have a very tenuous grasp of how it all works. So I could easily be very wrong.
  4. I have to ask as someone who is new to manufacturing is there any advantage to creating a new resource, Replacement Parts? There are already a lot of other available, Material Kits, Machinery, and SP, and the descriptions behind each part should satisfy requirements for replacements. Also if overhaul doesn’t return to “100% part health” it does a great job of showing jerry-rigging. That and I don’t want to have to have another component to manufacture. —-edit— You mean soonish I will be able to create a DIY kit at a duna base and I won’t have to import them. That will make the trip to Duna easier, maybe.
  5. Ah so it does, I was reading the wiki page. That description contradicts the wiki “The separator slots in drills can all be configured for a single resource or multiple resources. The total efficiency of the drill is divided equally across the separators.” I think I can trust the description over the wiki. Now I need to design a mining rig for one of the industrial strippers. Those things are obnoxiously large, then again 1 separator replaces my entire rig of 100s. What’s the rule of thumb for cooling needed for one of those things?
  6. Quick question about drills. I’m working on a mining base and trying to figure out which drill(s) to take. Are the efficiency percentages per separatator or per drill head? If it is for drill head I’m trying to see the advantages of taking a 500 vs a 100. On part wear I don’t mind a life span but we need a part overhaul function to off set it. I can downcheck a part and have it fully offline for a time period and consume parts to get it online good as (almost) new. Grab time and resources costs from ground construction as a starting point. Although GC is material kits only from my understanding (need to figure out mining and production first).
  7. So 2 agro modules act like 3.47 agro modules, sounds good I'll leave the settings alone then. That makes more sense.
  8. How do efficiency parts work? Current scenario, I've got a Minmus base with two ranger ago modules, I have currently have one set to Dirt and the other to greenhouse. What does the eMultiplier of 3.47 actually mean for the math of Dirt cultivation? Is it actually providing an output of 3.47x for same input resources? ---edit--- @voicey99 thank you for your help, The mission is only on the Mun so I think for now I'll just tag the crew of that mission as vets and make mental note to rotate them off instead of resupplying them.
  9. I'm having some trouble with Karibou rover and hab time. As far as I can tell the crew cab isn't getting the multiplier it should be getting. I've got a screen shot of it not applying a 3x multiplier to my set up https://imgur.com/a/fYKKL (final version will not have the ranger hab, that was just a test, I'll just have the hab and the rover cab)
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