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SilentWindOfDoom

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  1. I'm not too bothered, just concerned. I trust mods will evolve to give me the masochistic experience of manual supply runs and antimatter farming before I can set off for the outer planets, nevermind other stars. Its just that I see a lot of people in the thread theocrafting about all these intricate mechanics and features that are assumed will be in the game as if we're getting KSP:Interstellar and not KSP with interstellar parts. There are a lot of unknowns, a lot of hype and eye candy but structurally, do we know how the game will actually play?
  2. I watch these updates with some concern As someone who has played KSP with the modded techtree and the Interstellar mod there is simply no way in my mind that the developers of KSP2 will require anywhere near the amount of grind or effort to gain the use of these advanced technologies that the somewhat masochistic developers of these mods had in place. While that is perfectly fine in a vacuum, unmodded KSP should be the baseline experience on which to base development of its sequel after all, how are these technologies not going to be immensely overpowered when used in a more domestic in-system setting, both the Kerbol system and the ones you reach afterwards? Are we going to be required to venture off-world to fuel our proverbial Epstein drive or will be just be able to slap fusion pellets into a container in the VAB and blast them off into space? How do you provide a roadmap to the stars without trivializing the road to Jool? Where is the challenge to be found when you reach the other stars and you already have the peak level of technology unlocked? I am very concerned about where this seems to be going. Maybe my questions have been answered already, in which case I'll eat crow, but I'd rather hear about performance than how big the game will be.
  3. I can confirm this is correct. When the two part names are interchanged the "Basescan" contract triggers as it should. For some reason the Contract Configurator menu (and thus the debugger) do not appear so I will run through the contract chain to see if it continues to function from scan > rover > base build and update this post with the results. After completing the high resolution scan the scout (rover) contract was offered.
  4. Thank you for the answer, I thought something was broken. Perhaps I'll try to mod it down later, but this gives me some peace of mind.
  5. Does RT interact in any way with the deployable science transmitter from Breaking New Ground?
  6. Hello friends, intermittent KSP player here. I have a ton of mods installed, including Kolonization and USI. I wanted to do a sanity check before I continue. With a full Mark 1-3 command pod I get 7 days of Habitation time. I was shocked that when I added a hitchhiker the habitation increases to 227 days, that seems a little much, but is it correct? If it is, what would be the best way to make it more difficult? I thought to adjust the hab multiplier but it won't accept a value under 1, thank you in advance.
  7. I thought there was something wrong with my install when I couldn't find those swanky NFE batteries I was used to seeing but after manually downloading it (opposed to relying on CKAN) I guess i missed the art pass! it might be worth putting a disclaimer on the IMGUR links in that they might not match the parts currently in the packs.
  8. Thank you, this is fantastic. I just got a new joystick (X52) after the old one broke but it suffered from major input lag, not when using this!
  9. This mod is pretty sweet, I love having a reason to fly around, designing a VTOL capable of going up K2 kept me busy for days. That said It would be nice if the missions became a little harder/diverse: - multiple kerbals in the water - kerbals on different peaks / mountains - Wilderness expedition contracts ( Bringing six-odd kerbals to some god forsaken place in the desert/mountains) - Increased distance for contracts
  10. After making the post I tested it some more. the supplies kontainer is laying about, unpowered/uncrewed as a single part and I was able to transfer from it using the local logistics window. It is s scavenging that doesn't seem to work.
  11. Yes to both questions, the configuration is seen below. I attached a supplies tank to the top of the kerbitat using KAS so the base had something to pull resources into but it didn't transfer, even after several restarts. The kontainer is parked right next to the base. Edit: I can transfer resources manually through the Dashboard, it just doesnt happen automatically. This may be irrelevant, but. Out of sight here is a lander, I cannibalized the life support tank from it and attached it to the kerbitat. Maybe that somehow messed things up, because the base and the lander were considered to be the same entity as far as usi was concerned? Just spitballing here.
  12. Going by the documentation I thought that a resource consumer, in this case the kerbitat would automatically pull resources from any warehouse enabled container within 150 meters if storage for $resource is >50% empty, it isn't doing that. The container itself isnt powered or manned/controlled. Is that the issue?
  13. Hello, i'm trying to build my first proper usi base. I'm experiencing some difficulties getting the Tundra Kerbitat to pull supplies from a nearby container, is there any reason why the situation in the screenshot provided shouldn't result in a transfer? My only guess so far is that I have to mount a usi "supply" module on the side of the kerbitat, rather than a random life support tank? I've tried powering the containers to no avail.
  14. I will look into that, thank you! I generally have a fairly low TWR of 1.6, but I suppose I may have the wrong idea about how much of an impact FAR is making. I read about that little factoid waaaay back before KSP stock had its atmosphere tweaked so I suppose I just think its a bit too easy now, regardless of FAR. My bad.
  15. I had a quick question. I am looking to nerf the global atmospheric isp for all rocket engines in order to offset Ferram Aerospace's thinner atmosphere while using the stock-size solarsystem. Could I potentially use this mod to achieve that?
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