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  2. And even if not as quickly as with top-tier contracts, you could also park a station with a science lab in orbit above Minmus (or I suppose even just make it a science-lab-rover) and have it churn out loads of science from the data, which you've told the Administration Building to convert all/most of the science directly into funds.
  3. Two Questions: 1. In order to simplify the circumnavigation, Can we do the equator instead of the monument? Keeping a straight line will be tough on that inclination. 2. You say we can use a hopper as long at it stays below 100m... how big can these hops be? Let's say each hop is half an orbit, is this acceptable as long as I can fly below 100m? If the answer to these questions is "yes," I will probably give this a go but I don't really want to spend hours driving in arced lines chasing the monument.
  4. While funds were important in KSP1 in the early game, once you get about halfway through the tech tree and start taking on tourist contracts...not so much. In fact, in my current KSP1 career game, I completed a round-trip mission from Kerbin to Duna/Ike and back that generated 3.5 million in funds. Single launch, no orbital construction, to Duna/Ike. I gathered science in orbit of both bodies, landed on both bodies, and returned to Kerbin. 10 total contracts (8 directly related to the trip, while 2 were related to tracking asteroids that I already had going before this trip), 3.5 million in funds. So yeah, once you hit a certain point, funds are pointless as you can simply generate what you need quickly and easily.
  5. Or pigeon bombs! (but with the pigeons replaced!). Way easier to train, but extremely hard to deploy... (could work to the japs, however...)
  6. They need to stay alive, the launch business will never make anyone meaningful amount of money right now. The total global launch market is chump change. Anyone thinking they are pushing Mars for money, this is underpants gnome level nonsense... It took a "skilled" reporter to figure this out? Starlink has a nonzero chance of making more money than the launch market, which can NEVER make large amounts of money until something like mass tourist spaceflight is a thing (airline level prices and airline level traffic volume—so incredibly unlikely). Total available launch market is on the order of $10B. That's it, about a week of Amazon revenue—so of COURSE "anything else" would be a revenue stream. The goal is to make money to pay for Mars. Of course. It's crazy. But if they wanna spend money on Mars, good for them—I'm happy to watch. If it's not economical to do it, it's not going to happen unless someone does it with their own money. I tend to think it'll be a combo of stuff like SpaceX, and the somewhat more prosaic goals of Bezos. Moving some industry to space, getting resources from asteroids, etc. This creates some economic incentive for capability in space, which can bootstrap efforts to move humanity off Earth (any who wish this) assuming such a move makes economic sense. The longer such a move takes, the less required people are, however—automation. Course what comes with intelligent automation is the ability to build stuff so that humans need only show up. Companies have to exist to make money at all, which requires cleaning house sometimes, and optimizing.
  7. I will be curious how they will make it so you can't just timewarp in order to have infinite resources after setting up supply delivery routes, money does make things more finite, I would suggest they should keep "Exploration" mode without money for people who don't care for that restriction (i.e. me ) but they should add a career mode that does add money, I did see a good looking mod for a money system for KSP2, I'll link it below
  8. Not all companies do or are even allowed to make money. SpaceX is a private company and could readily spend every dollar they earn on the owners pet projects if they so choose. As far as I can tell, the entire purpose of SpaceX is to make a mars colony a reality, and if they go bankrupt the day after the colony reaches self-sufficiency, then that will be considered a win. Funding that colony is the reason starlink exists, and if needed, other space-based companies may be founded to help. They are even getting government funding for some of the development costs by bidding on side-projects that NASA wants done which are within the capabilities of the planned interplanetary craft. I expect there to be major financial issues, but the richest man in the world seems intent on using both his fortune and his business accumen for this purpose and I am not going to complain about that.
  9. So this is interesting. After playing for 1 hour, the Funds disappear from top right of the screen, and in the VAB I get Kapitalism error after trying to launch vehicles. I love this mod too much, so I am pretty disheartened to try again and have the same thing happen Can you please have a look? .ckan file is here: https://1drv.ms/u/s!AucfyQV7bniVhckZYr8Ez1vdQxochQ?e=FKQCc9 And save file is here: New New New Beginnings.7z Thank you for any advice! EDIT: After starting a new campaign, same issue present. Kapitalism gives error and does not show Funds.
  10. There have been theories (in real life) that when [if] we reach widescale adoption of nuclear fusion as an energy source, we could become a post-scarcity society where money wouldn't really matter anymore. I believe that fusion (energy, not just engines) might be coming in some future update (Colonies? Interstellar?), which might be why no money in KSP 2. The constraints that will be placed on players though are regrettably 3 roadmap milestones away... Colonies > Interstellar > Resources / Exploration... With Resources, the thinking right now (I believe) is that while you could launch basically as much as you want from the KSC 'for free' (at least of the somewhat more basic/common building materials/fuel-types), once you want to start using larger and/or more exotic fuels/parts and want to produce them off-world (unconstrained by Kerbin's gravity well and atmospheric drag), then you need to have an adequate supply of funds resources at that colony in order to do so, as well as in order to start/expand new colonies.
  11. There is also a 7-crew Voyager bridge- You can find them both in use on my current release. I am designing 3 new bridges - the one attached to the above footage has 6 seat stations on the bridge and another 35 seats throughout. There is going to be a 12-seat that has 6 on the bridge and another 6 down the hall in the ready room, I have both of those rough models (I didn't design them just converting them) Both of these require a lot of work and you won't see them for 8+ months. Lastly, I have a 4 person tactical fighter bridge which will make its debut in 0.7 in the Federation Strike Fighter. To get early access and alpha test stuff as it's "Flying" Join my Patreon for free.
  12. This is the start to a reddit guide that is quite helpful. Headings allow you to scroll to the sections that pertain to the feature you wish to use. would start this progressively with the guide. It will allow you to have the foundation of knowing the UI & specific features that may play into advanced use of the add on. I HIGHLY recommend you learn to do each aspect manually before replacing that activity with automation. But this is personal preference. The guide does a much better job than I can about articulating the specifics. Ascent Guidance is the part that gets you to orbit.
  13. KSP2 is just not clicking for me. I see the potential but the UI and part window just turn me away so fast. I cannot stand the fact that there are no funds in the career mode. There is no challenge. You can add a billion planets and colonies but without an economy there is no depth whatsoever. For KSP2 a supply network would be awesome between colonies if you dont need to keep it running. Automatic supply lines would be a great addition then but what's the challenge in that of there is no funds to limit your craft choice. I need to supply a Duna colony from kerbin? Great. I need to build a rocket that can get 2tons to duna for the cheapest price possible. The player is then required to play the flight once manually to record it and then the game will automatically do it at every launch window. Life Support is hard-core but let's be honest. It would add so much to the game. A generic resource like Supplies would do it. More star systems will not add anything to the game. It doesn't matter what star the planet is orbiting. Same #### different day. With funds, supply missions and basic life support you can add the fundamental game features that mods can build upon and more importantly more depth.
  14. Today
  15. I agree with you totally, @tuxkiller. My opinion though, reading between the lines of how this launch went not as well as expected, is that I think that Take Two has an emphasis on adding to the player count. People like us who bought the game and are frustrated with the bugs are not going to purchase another copy if they fix the bugs, but if they can greate some hype (like they did for For Science!), they can move a few more copies to people new to the franchise. I'm not sure Take Two has done the math on how players like us, who are frustrated with the bugs currently, might reccommend the game to others if they fixed the bugs. Also, I'll admit I've never run a games publishing studio before, so I could be totally wrong, but in the jobs I have had where the task was to sell a product to as many customers as possible, we didn't sell objectively broken merchandise at 80% full price with capybara stickers all over it, lol.
  16. That post cited another post, which is actually a bug report (Solid fuel engines not producing reported thrust -- March 12)
  17. When the following criteria are met: Good modding support Thriving modding scene for the game, something at least close to the passion found among KSP1 mods Game breaking bugs only on a very rare level Possibility to build huge vessels with good performance Good UI Now, these criteria make up the basis of my own personal dream for what KSP2 should be so I don't think we'll ever see the game in this state. If we're playing with hypotheticals for a timeline I'm guessing it will be within 3 to 6 years. But I'm leaning more towards that the game will coexist with KSP1 much similar to what we have today, but with some form of orbital construction possible and accompanying bugs we will be waiting for to be fixed. I can't see how it could go further than that with the current track record and perceived velocity. I would love to be wrong but I would feel stupid trying to tell myself anything else at this point.
  18. I've been using this mod for a while, it just suits perfectly for my ST-themed creations. However, I do notice two problems that may or may not be caused by accident: 1. Impulse engines' hover mode can't be turned off. Even more, the takeoff mode gives a TWR of slightly larger than 1 and the landing mode has a TWR of a little less than 1. I think it would be better to have the ability to turn hover mode to off or to make TWR in different modes customizable, probably via a slidebar or something alike. 2. The bridge of Constitution-class ships have no IVA. Now I know you might just not have the time to do that, but there's already an existing one in ScifiShipyards. You could probably re-use it.
  19. For the record, the following were/are inspirational: How to build and pilot your own EVE SSTO!!! Leave Nothing Behind - EVE SSTS - Success! It kind of grows on you!...
  20. Wow that's fantastic! Still, the original bridge model for the original Enterprise NCC-1701-Nothing is great. Hope you get that one working in-game soon.
  21. Hi, I just started playing KSP w/ RO. I've never used MechJeb before this week, and I'm wondering what resources you know of to help me get started with MechJeb. I prefer textual help over YouTube videos. I have found some things on my own but I wonder what forum members use. Right now I'm trying to get a simple satellite to orbit around Earth. If you could suggest some input I could put into MechJeb for getting to orbit, that would be great! I was following a tutorial from Carnasa on YT to build my first RO orbital rocket, but in the tutorial he doesn't use MechJeb to get to orbit, and I'd like to do that. Thanks! Ben
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