Tekaoh

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About Tekaoh

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  1. With this mod, you should just get 100% science no matter your signal strength. Normally, signal strength just gives a bonus of up to 40% over the base transmit value. Since this mod modified the transmit value to 100% of the base value, there is no more bonus to give. So signal strength would no longer make a difference.
  2. Actually, I remember troubleshooting this with you when Breaking Ground came out. Remember, surface experiments kept jumping up to like 7000%+ completion and breaking contracts? Also we were getting zillions of notifications continuously. We thought it had to do with the Science - Full Reward mod but it later ended up being a bug in the expansion that got patched a little while later haha. So it's safe to leave them out of your exclusion. All that'll happen is that your surface experiments will compete to 100% instantly (Or in the case of the seismic sensor, the first thing that crashes into the surface will give you 100% completion). Edit: My bad, that might not be what you're talking about. That's deployed surface experiments, not surface features... /facepalm I'm not sure I fully understand your issue... Science - Full Reward and Full Transmit are both working as expected for me. In any case, your issue likely has to do with one of those two mods or else a conflict with something else. [X] Science I don't think really cares about those values.
  3. It seems to be working okay for me... Unless there's something different about your setup. Any other mods installed that might be causing a conflict or something?
  4. I'm curious, what's the purpose of the last pass specifier in your PR? I was thinking, if it's important, do you want to add it to my fork as well in case Mac isn't around for a while? It's already configured to install on 1.8.1 with ckan as well. You've been really active and helpful. I should just give you write access to full reward continued and full transmit in case anything else comes up haha
  5. Actually, @Jognt submitted a PR to the continuation that ignores the deployed science as well. Works on my system, anyways. https://github.com/tekaohksp/Science-Full-Reward/blob/master/Science-Full-Reward.cfg In any case, no reason we can't work together for the time being, then! Welcome back to KSP! (Just in time to look forward to KSP 2)
  6. I'm so sorry, I posted a continuation of your mod a few months ago... If you'd like to resume maintaining your mod, would you like me to withdraw my fork from CKAN or anything? It was yours first, after all.
  7. New launchsite biomes already work, I believe. Breaking ground science doesn't seem to yet, but that would be super awesome.
  8. Thanks for your blessing! It's been one of my essential mods for a long time, and I'm glad I can make it easily available for players on newer versions.
  9. Yes, it's on CKAN. You could typing "reward" in the "filter by mod name" box. If it doesn't appear, you might want to try refreshing CKAN or making sure your filter settings are correct.
  10. Welp, time for a new computer. My current computer chugs just to run the current low quality textures and shaders.
  11. It always amazes me when people spend 2 years or some other long period of time on some KSP project. That's a lot of stick-to-itiveness! I wish I had that attentio... Well done! Hereby nominated for TOTM (if I can figure out how to do that)
  12. Collaboration Space Station is a popular one. Each collaborator designs and builds a module, launches it, and docks with the rest of the station. It's fun because the parts you build will actually encounter and interact with other people's work.
  13. There are strategies for instantaneous one-time exchanges in addition to the steady income ones. Or I suppose you could make believe by using the Alt+F12 menu to add and deduct science and funds at the exchange rate that you feel would be good for you. I still don't really understand the use case. Seems to me like science is pretty easy to get access to by just running experiments. A Minmus biome-hopping mission is fast and very scientifically enlightening. I'd personally never want to spend precious funds on science points. The tech tree caps out pretty quickly and then science isn't that useful anymore, other than for gaining funds (or rep, if that's your jam). But there are always unlimited uses for funds. But hey, everyone plays KSP differently. Alternatively, maybe you'd enjoy bumping your science rewards up a little if you're playing at minimum. Or try something like Science - Full Reward or Science - Full Transmit or both if you want the science to roll in a little more quickly.
  14. I can't help but wonder: What is it about strategies that are not working out for you? I'm also surprised that you'd want to buy science with funds. In my experience, it seems pretty easy to just about max out the tech tree in just a handful of missions within Kerbin's SOI. I'm usually in more of a hurry to sell my science points for funds. Funds are far more valuable in career mode, IMO.