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Flock of Panthers

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    Bottle Rocketeer
  1. Ah, great, thank you. By the way, I found the Surface Sample stats inside the Command Module parts. Looks like you'd have to change every one of them, but it can easily be done. Edit: Ah, no, that's just the crew reports and 'store experiments'. Doesnt give the module for EVA. I don't know where to look for that.
  2. A small idea, but: what if science gathered for an experiment was influenced by the number of crew? Obviously it can't just be a multiplier, I don't know the kind of supermath needed to work out a solution (the (data*value)/(0.2*crew) kind of math). It's just a a thought given how my entire .22 career was played with mk1 pods. It was never worth the weight to send multiple Kerbals. We'd still need a couple of space station styled experiments, but suddenly space stations have a niche as being "those things with 10 crewmen". It would also encourage taking larger crew and living space on interplanetary trips (job spent 2 years in a mI pod) Edit: actually, that math would needlessly penalise anyone who sends one man, and scales too quickly. It was only a rough gesture, but it's pretty far off the mark. I still like the basic idea though. How about if it was modelled more like bonus science points for additional crew? So... (Data x value) + (value x extracrew)?
  3. Could anyone tell me what I need to change to make transmitting experiments from certain parts impossible? I want to set it up so that Goo/Samples/Science Jr's have to be returned to get anything. Thank you
  4. Re: bigger antenna I thought that that was basically what it currently does. The only difference is that the larger ones transmit the same data/science quicker, with heavier energy costs?
  5. Now, I actually like that the repeated transmissions take time and energy to perform and transmit. For the interplanetary probe I sent to tour Jool and it's moons, it made it quite difficult to manage my high/low orbit scans during short windows of time (not enough dV to circularise anywhere, just gravity assisting around the system) and needing to make sure I was on the light side of every body to do them. It would have felt grindy if it wasn't so tense. But that was a probe with just thermometer, gravity and barometer (for the, ahem, 'landing' on Jool). All sensors that just need to transmit their readings. What I'd like to change is to basically not get the ability to transmit Goo, Science Jr or Surface Samples. If those three needed to be returned to be worth a damn, I'd find planning return trips a lot more rewarding. Just my opinion, but I think making that tweak would give probes a niche (don't have the tech/patience for a return trip? easier ((lighter)) to send a probe than a manned ship), and give you good reasons to make return trips. That's the low maintenance mod that I think could be made with just a few lines of code removed (hopefully just cutting off the ability for certain parts to transmit). My more advanced fantasy is to make the Science Jr part heavier (so most small landers couldnt have multiples), and then have a Hitchhikercan-like part that can store experiments. Basically so that it becomes more appealing to plan an Apollo style mission where my landers actually detatch from the orbiter, land on the surface, then return to the orbiter. On Mun, with it's half dozen biomes, this could mean landing the same orbiter in multiple craters during the same mission. Last thought: Oh! Maybe the larger command pods can carry more samples? Just to have a reason to use them. I did all the time in .21, but I've never used anything heavier than the mk1 in career mode.
  6. Hello! I had the same problem last night, trying to shuffle things at the station. I had a drone lifter that had been built with a docked hitchhiker can (mun rescue, basically), and I was trying to leave the can on the station while using the drone for another job. It wouldn't let me detach the can from the drone while docked with the station, so in the end I detached from the station and dumped the can. I tried this first without any luck, but it might be worth giving a shot. quick save (in case it goes wrong), go back to the space centre, go to the tracking station, go back to the station and try it again.
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