Daveroski

Members
  • Content count

    568
  • Joined

  • Last visited

Community Reputation

335 Excellent

1 Follower

About Daveroski

  • Rank
    Garden Shed Alchemist

Profile Information

  • Location My shed. In my Garden.

Recent Profile Visitors

2033 profile views
  1. [1.3] - Modular Kolonization System (MKS)

    Ok.. so back to the question I led with..?
  2. [1.3] - Modular Kolonization System (MKS)

    So if I have a farmer, geologist, biologist,technician,quartermaster and scout all in Hitch-hikers in a base on a planet, will they still get the Planetary bonuses or do they have to be in the relevant parts related to their skills for the Planetary bonuses to accrue? If the former then I can work with that. If the latter, having a 'crewed base' at each resource site while may be entertaining if you plan no further than Kerbin SOI but the personnel logistics and habitation timers when looking at other worlds and minimum-time-of-assist... every site where people are would need a staffed 'psychologists office' to reset the timers. Going from outpost to outpost tending to crew would become tedious for me. I try to work on minimal life support for each mission as this takes up most of the dry mass of the mission. I currently send unmanned miners and converters to sites and let them crack-on with the idea that; if I have all the main ingredients in PL before a crew arrives on site I decrease the chances of failed colonies due to the lack of a given resource. Colonisation still takes a long time. eg. First Launch Window : send Surveyors and communications. No point in sending anything else until we know what bounties the world holds. Next window Send Automated miners and converters. This can still mean several launches and 'clumping' can become a problem. Once all are established I can proceed with the next phase. Next window Send Infrastructure. Farming and Industry. Once all are established I can proceed with the next phase. Next window Send Habitats and Crew. Will also try to launch any 'ground construction' designs which may be built on site at this time. The problem with 'ground construction' is that by the time you can *do* it, you don't *need* it.
  3. [1.3] - Modular Kolonization System (MKS)

    I tend to make as much use as possible of the Planetary Logistics so I don't have any large stockpiles at bases. I aim to make the bases as automated as possible with as little need for personnel as possible. I still don't really understand these 'bonuses' how do they work?
  4. [1.3] - Modular Kolonization System (MKS)

    So that's a 'no' then. As I tend to get more of the regular crew than I can reasonably use from 'rescues' and the specialised types don't provide anything over and above it seems a bit pointless forking out for the other guys.
  5. [1.3] - Modular Kolonization System (MKS)

    Is there any situation where it is better to have any of the other classes than one of the main three? Is there any situation where a kolonist is required or better at anything than any of the above?
  6. Back In My Day...

    Back in my day, I was in my local fish and chip shop and watched the run-up to the first moon landing. Oh how I wanted that to be me. I had a lump in my throat and tears in my eyes. My sleeping dreams were made of this. I almost forgot to get salt and vinegar on my chips.
  7. Any reason why mechjeb would try to land on the exact opposite side of the Mun to that targeted?
  8. [1.3] - Modular Kolonization System (MKS)

    Changes things this does. Thanks.
  9. What did you do in KSP today?

    I sent the Rescue/Runabout GriffamusMk5 to Mimnus to rescue some downed Kerbonaughts. And added a new module to the Mimnus Station. New pic when it gets to Mimnus.
  10. [1.3] - Modular Kolonization System (MKS)

    Alas, as I have been fortunate enough not to experience this problem I can be of no help. I seem to recall it being suggested in previous pages that the 'constellation' download is available on get-hub, that everything in it is current and up-to-date. I don't know if this is true for every incarnation of KSP but if there was a version of this 'constellation' for my version of KSP, I would probably try downloading that.
  11. [1.3] - Modular Kolonization System (MKS)

    So if I drop an unmanned Hitch-Hiker with a power coupler and then turn on the habitat, the 'habitation' it provides will be shared with the base?
  12. [1.3] - Modular Kolonization System (MKS)

    If you had read from my first post you would see that I am ignorant of many things. Which system are you using? manual or Ckan? Ok for example.... I land within 150m of a base in a tin-can with no on-board L/S or habitation. Will this craft share the L/S and habitation of the base?
  13. [1.3] - Modular Kolonization System (MKS)

    Would the lander have to have local logistics ability in and of itself or some other specialized module?
  14. [1.3] - Modular Kolonization System (MKS)

    So if I land a guy with the lightest possible lander, it should show up in logistics as having the same 'habitation' as someone in a module with a hab-ring 200m away?