Jump to content

Snillum101

Members
  • Posts

    111
  • Joined

  • Last visited

Reputation

9 Neutral

Profile Information

  • About me
    The Friendly Mutton Chop

Recent Profile Visitors

1,488 profile views
  1. This mod is fantastic! It's really breathed new life into my latest playthrough. I'm actually spending time testing and re-testing my rockets to make sure they are safe for my Kerbals A couple of questions/suggestions if I may: - I'm a little confused about the difference between "Flight Experience" and "Quality" does one effect the other? I've not seen any way to check how much flight experience a particular part has. - Using the test bench I'm able to get some of my often used parts to well over 100 quality (Some have 250+ ) Is this intentional? At the moment it quite possible to make a craft that uses a bunch of untested parts but because it has one part with very high quality the overall reliability of the craft is decent. - I saw in the manual that quality checks are called whenever a part is used/throttled up etc. Might I suggest adding a short cooldown to those checks to prevent message spam? I'm seeing a lot of messages saying Jeb managed to jury rigg reaction wheels and RCS ports whenever I turn my ship anywhere. Again thanks for your work on a great mod
  2. Yeah . It surprises me this has not been changed by Squad yet. It seems from the wiki link that this feature has been disabled for quite some time
  3. Ahh OK right. So the text is just a bit misleading. I'm about to launch my first space station so I'll be sure to put a science lab on it Thanks for the replies!
  4. Just returned to the game after a long break, decided to start a new career with a few mods (mostly engineer and contract configurator). I habitually take a scientist on most missions as their description says they boost science return on the vessel they are in. As an experiment I decided to work out how much extra science it was making from my typical Mun mission with and without a scientist. To my surprise I found that my level 1 scientist (its early game OK! ) was not boosting the science return of my vessels by the advertised amount (5%) and the science return was the same no matter my crew composition. I have already tried the same test in a new un-modded save with the same result. Have I misunderstood the scientist description text or am I doing something wrong? Cheers.
  5. I'd like to update my signature with new badges but I'm having difficulty finding where to change it. Can't see any way to do that in my profile... I must be being a noob. Edit: I was. Found it.
  6. One of my must have mods. Glad to see it updated in time for my 1.3 playthrough!
  7. Fingers crossed that this all works out for the best
  8. Question. Is this designed to be a complete replacement for the contracts system, or just used along side it? Just wondering if it would be completely unbalanced if I used this with the Mission Controller mod. Thanks for the great mod regardless!
  9. That's a shame. I too got the impression from the announcement post that there would be a way to plan/customize missions for career mode from within the game (which would be AWESOME! ). Just wishful thinking I guess Regardless I'll still keep a close eye on the forums for more info closer to release.
  10. I'm also getting this behaviour when launching and when exiting the VAB. Not 100% of the time but often enough to cause issues. Really like the premise of this mod though.
  11. Does this work with Real Fuels any more? I've got a weird problem whereby the tanks will be OK to fill up with the real fuels propellant, however the tanks then automatically fill up with stock LF + Ox when I change scene. Is there any way around this? Cheers.
  12. This is definitely one of my must have part mods. Looking forward to the update
  13. Sorry to hear that Ted. Maybe this move to Unity 5 will be a chance to fix some of those long standing bugs in the game? Looking forward to 1.1!
×
×
  • Create New...