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Spyre2000

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Everything posted by Spyre2000

  1. Wow this mod adds so many possibilities. Before My "reusable" launch platform got the ship up into space and then the ship had to burn to achieve stable orbit. After which I had to switch back to the launch vehicle and hope it hadn't fallen back into the atmosphere yet. I was never good enough to make a space plane that could actually carry decent size cargo into space to have it as a launch platform.
  2. Condition: Ground Base must be mobile? I got this on a build planetary base contract. However I can't figure out how to achieve it. I tried putting wheels on but it still remains unchecked. EDIT: Was able to figure it out. Turns out the wheels have to touch the ground to count. I was having issues cause I check to make sure all the requirements are checked before launching the ship so I don't waste a trip for nothing. But since the wheels are on the base, which is at the top of rocket, they aren't launching the ground during the launch.
  3. Problem is it has a bunch of parts. I'm running about 30+ mods currently and even with ATM my memory usage is a little high. I would prefer to not add extra parts unless they were really needed.
  4. Thanks Though it's click-hold scroll wheel button. Just saying click makes it sound like it was toggle option. I tried just clicking at first and then using normal rotate method till thinking it would change rotate focus point.
  5. I have never liked how when you right click on a part it puts the top of the window at the middle of the part. Since you can't scroll the camera view, only rotate it, it makes it so parts with a lot of info on them have their window go off screen. I've recently started used several new mods and I'm having the problem that several parts have so much info on their window that I can't see the full window including the current inventory or various functional buttons because they are off screen. This is very frustrating and I was wondering if there was a way to solve this? Or perhaps a mod this gets around this rather poor UI design.
  6. So I have a bunch of mods installed and some of them have items which have a long list of stats in their info tab. I know about the mouse wheel to scroll, but when there is more than one page of parts it simply changes to the next page instead of scrolling down on the part stats. I need to know how to get around this overlap in functionality with the mouse wheel since all it does is go to the next page of parts instead of scrolling down the info.
  7. I am using the Kolonization mod which uses the Open Resource. I originally setup a scanning probe around Mun and for some reason Water would now show up in ScanSat. There were 4 other resources which all showed up fine in the system but not water. Also I recently sent a probe out to Minmus to look for a site to build base. However for some reason NONE of the resources are showing up in ScanSat when I look at it's map. I can go to the Mun probe and view its maps that still show the resources but not the Minmus one. The probe I sent to Minmus is nearly identical, has a few more solar panels, because kethane scanner kept draining the battery on the one around Mun. I'm confused as to why one would work and the other wouldn't.
  8. Let me start by saying I love the additional contracts as if gives you more things to shoot far, and can actually get paid when I work on build those bases. That said any chances of getting some "Unique" contracts that help push the player to discover more? The game has some basic first time accomplishment ones to start out with and then just elevates to "explore planet/moon". But other than it just a bunch of common easily repeatable, and eventually grindy contracts. The stock KSP already has two great sources for these types on contracts. The first is the achievement system, which when it was first add I couldn't help but think how great it would be to have some of those show up as missions. Since only the ones you have done show up you can't be quite sure what they all are. But if the contract system would check and only give you ones you haven't reach yet (much like how if you go past curtain altitude on your first mission you won't get contracts for the other altitudes) then it won't be offered. So you'll get missions like gather science from materials on a curtain body in specific biome. Which encourages players to get out and explore more than simply "get science from surface" or "get science from space" which people have shown are very exploity since they just park ships there and keep sending the data when one of those missions appears for instant complete. The science from locations could be gated behind explore missions so you don't get them before you have even been to planet to begin with. The other is missions to explore the anomalies(aka easter eggs). I know they would effectively overlap the rover mission type but honestly those are rather boring and not worth my time or effort for their payout. I tried a few but just going to the middle of no where to look at nothing was very dull, plus the waypoints were so far apart it took over an hour since time acceleration causes bad things to happen to rovers. The aerial ones are nice though as it gives me a chance to work on plane designs and test them out on actually missions instead of just seeing how well some plane I made flies around KSP airspace. But the ground ones while a nice idea just feel dull. But if one of those locations was an anomaly than it would feel a bit more like sight seeing and actually worth while. Also for all of these missions you could have higher payouts since they would be one time missions. The science achievement ones I'd say have little to no science but decent rep and high cash on. The anomaly ones It think should have high payouts in all three areas since their one time deals but also to encourage players to actually do them and go sight seeing. Honestly I think a system like this would feel more real and less grindy than the endless parade of cardboard cut out contract missions. Also the unique missions should have higher payouts on average than grindy missions to encourage the player to try new stuff instead of simply doing the same easy ones over and over.
  9. Sorry no log. I recently added some mods, and when I do I make a backup of my gamedata folder just in case. Well I did some comparisons and found out the toolbar's settings file managed to somehow get cleared out, as it it was 0KB in size. I'm not sure if something similar happen to Alarm Clock. I just replaced the whole gamedata folder with my older one and reinstalled the mods I had recently added and everything is working fine now. I suspect something similar happen with Alarm clock because right before the crash all of my alerts vanished. I reverted to launch and suddenly they were all gone, so i hit revert again and that's when it crashed. Given that two separate mods were effected I don't it was an issue with the mod itself but you are right there was some corruption to some files. At least KSP saves Waypoints by default now. Just had to go to all my ships and re-add them since alert data was lost.
  10. Everything was working fine and then suddenly the game crashed. When I reloaded the toolbar was gone and I can't figure out how to get it back. I tried deleting the toolbar folder and reinstalling the newest one but still doesn't work. EDIT: Luckily I had a backup copy of gamedata folder from a couple days ago when I added some new mods. I did a comparison and it seems the toolbar-settings.dat file got cleared so it was empty. I copied over the old backup file and the toolbar is back.
  11. I was playing when KSP crashed and now Alarm Clock doesn't show up, also the Toolbar mod's toolbar no longer shows up either. I took the opportunity to delete the old Alarm Clock version and install the new ver 3. Also well as deleting and reinstalling toolbar. Yet there is still nether is appearing in that or any of my current or previous campaigns.
  12. How do I get MechJeb so show the CORRECT current Delta-V? I am currently trying to build a lander that has parts for my Mun base on it. Except I want those parts to decouple after the ship is landed. But MechJeb shows me what the Delta-V is for Stage 0, as in AFTER they have decoupled. But I want to know what the Delta-V is for Stage 1 while they are still attached so I know if I have enough fuel to successfully land but instead it shows 0 Delta-V for that stage. I also have this problem when in flight as non-fuel related parts which are set to decouple in the following stages as MechJeb just assumes them to be acceptable to dispose off so it shows the Delta-V of the stages after you have ejected them, thus you don't know how much Delta-V you really have left in the tank.
  13. Ah thanks. I am playing with free automatic R&D purchases off so I only buy the parts I can afford or need to complete a design. I had unlocked the node but not actually purchased the Copula Command module so it didn't show up in VAB. It's that cockpit I often use for stations, but like so many parts I don't recall their name since most are just a few letters and numbers. Instead I remember what they look like and what they do since VAB display is icons and not words. I recommend playing at a higher difficultly. When I first saw your post my reaction was, "What!? 100K for aerial survey I get closer to 50K". I started a new campaign with .25 because I added a bunch of new mods to the group of mods I'm using and my old game felt too much like creative mode since I had 9M in the bank and full tech tree unlocked even though I hadn't yet discovered this mod, that was purely on stock contracts. I found getting science to be extremely easy even before contracts. So for the new campaign I have it set to 50% income on Funds/Science/Reputation and 500% Penalty for Failure to ensure I actually only take contracts I'm going to complete. I also have it set so I need to buy each part from R&D before I can use it. The science income one also effects your science parts and not just contracts so R&D is a lot slower. I play with about 30 mods so I have a lot of extra parts to purchase in the tech tree and have not had enough money to buy all of the ones I've unlocked for a while now. Also still not unlocked the full tree yet, normally by this time I'd have the thing completely unlocked. I'm sure I could use the strategy center to convert funds to science and unlock the tree but I quickly dismissed that idea since I need the Funds to actually unlock the items once the node is unlocked. But overall there are a lot of easy contracts with high payouts. I think part of the reason is it's also suppose to be balanced for people who don't revert flights so they could loss tens of thousands in funds if not more from a few mishaps. But if you do allow reverts than odds are every mission is going to be successful and thus earn you a decent profit.
  14. I got a request to build a station that contains "a viewing cupola at the facility". I haven't the slightest clue what that is. Can anyone help?
  15. That's actually a lot more than just enough science to unlock stock tech tree in local Kerbin space. I recall on one of my Earlier Campaigns I got a few of the KSPI nodes unlocked as well. I just needing to send some probes to get science in orbit around a few of the inner planets and I had Warp Drive unlocked. Before you had to go to every little biome to achieve that but now with contracts it's even easier to get all the science you need. You can toil away with lots of local contracts to get the science you need to unlock the later tiers. But that wasn't really the point I was making. I was saying that once you unlock all the tech nodes science serves no purpose. Increasing the cost of the nodes only delays this inevitability. Funds are the only resource that maintain some value, since every ship you make requires funds to build. The only thing to do with science after you unlock all the nodes is change your strategy to convert science into funds or reputation for contracts, and running science equipment serves no purpose other then getting the achievements.
  16. I don't think there is one yet. Personally I just manually went to the part cfg files and edited them to use stock techs. Now they show up at the stock nodes. I put most of the parts in nodes that don't see much traffic, like nanolithing, experimental science, and others that only had 1-2 parts to begin with that really weren't worth getting. I suppose if one knew how they could also edit the science cost of those nodes, since they are pretty much worthless nodes to begin with. In terms of difficulty I know what you mean. I went a step further than hard and decreased it from 60% to 50% on all income. It does pose a bit of challenge as unlocking the nodes is not the only issue but also paying for the parts. I have like 30+ mods and thus far several nodes have had 100-400K worth of parts to unlock. So I have to choose wisely which ones to get. When it comes to science though the ultimate problem, as I see it, is that the tech tree ends and you ultimately have no real need for science beyond that point. Having the really high cost of the Interstellar nodes only post pones the inevitable. It makes things feel longer by putting off that final part behind a rather high cost tech node, but once you reach it science becomes like reputation which is a fairly worthless commodity as far as I can tell. Strategies help reduce this issue when it comes to contracts, since you can convert them into funds, but science from science parts becomes worthless. As for cheapening the stock parts I haven't played KSPI Lite that long and only really glanced at them in an old save to ensure my cfg changes were done properly so they showed up in stock nodes. But one thing I did notice was some of the parts seemed rather cheap. The A-Drive for example only cost 25K while in KSPI it cost millions. In my old save before Difficulties I have 9M in the bank so building a couple of those wouldn't be too hard. In my new campaign I've earned at least 1M but spent a large part of it on unlocking parts, however once the tech tree is done I imagine I will be rolling in the cash as more profitable contracts seem to appear later in the game. Combined with lot better parts being marginally cheaper that doesn't really put much choice into which way to go.
  17. Not sure how this one applies. Any "Test Part" missions you get it automatically unlocks the part for you to use until the contract is completed, I've actually found it a useful trick to get access to parts you haven't yet researched. Also from my experience you don't get offered missions you don't have the possibility of completing due to missing parts. Some parts make missions easier by allowing better designs but unless you have the pay for each part in R&D enabled then cash and research don't effect each other much. But that's only enabled on harder difficulties or if you have it enabled in custom difficulty.
  18. Get more contracts types : http://forum.kerbalspaceprogram.com/threads/88445-0-25-Fine-Print-v0-59-Resource-Harvest-Contracts-Configuration-%28October-7%29 It's a great mod with more contracts to do. As for stock I always found it extremely easy to make cash. If you "decline" a contract with X button it is instantly replaced with a new contract. You can do this to cycle through and find the contracts that are easiest for you to do. I assume you are very early in the game as some of the easier contracts have not shown. I'll break down some of the easier contracts that I "grind" to get money. 1) Test part while Landed. These are free-be contracts. Just put the part on the launch pad and active it in stage mode to complete contract. After that just retrieve the ship for full money back. 2) Kerbin rescue. These have fairly high payout and cost little to do if done right. I built an unmanned ship with 4 Mk 1 Command modules, each with a tiny fuel tank and small cheap engine. When I need to rescue a kerbal I just have the ship rendezvous with him, he boards and then decouples one of the pods and uses it to return to the surface. I can complete four rescue contracts with one ship. You have to do it this way because you won't get another rescue contract until the first one is completed with the kerbal returning to the surface. 3) Mun/Minmus Flag & Science Missions. I often get return science from mun and plant flag on mun, but less frequent for minmus, and one ship's round trip easily solves these contracts. I've never left a Kerbal on Mun but I suspect an easy exploit might be to leave one there and just plant new flags each time the contract is offered. Never tried it as I'm unsure if like the rescue mission there are some hidden restrictions, such as you won't get offered flag while Kerbal is on Mun, but that's just a theory. 4) Test Part in Orbit often have big paydays. Even so I often try to get 2 or more of these active before doing them. Just get the parts into orbit on a single craft and then activate them as need be when they reach their appropriate altitude. Those are the four main groups of missions that I grab a lot and I manage to get up to 6M funds in my game. That was back in before the .25 patch though and it seemed as soon as I returned a kerbal I'd get another rescue mission practically straight away, got a bit bored with it after a while though but was good cash. In .25 I started a new campaign with several mods, included the additional contracts one listed above, though I have the settings set to 50% income on funds/science/Rep and you have to pay to unlock parts once you do the R&D. Funds are a bit tighter than before but still not that short on cash. There are some general tips though for maximizing income. First off try to have each launch setup to complete at least 2 or more contracts if at all possible. Next try to recover as much of the ship as possible as it helps reduce cost. Also Pick contracts with big payouts and little hassle, for example sometimes you'll often see part tests of flying at curtain altitudes and speed but the payout will be very small which often means it's not worth the effort or cost of rocket. And lastly build your rockets on cheap, as in don't use more than you need and try to use cost effective parts. When it comes to building cheap rockets, solid fuel is the way to go. Under the new system asparagus designs are not very economical. The liquid fuel and engines cost a LOT more than solid fuel rockets. I've managed to cut the cost of getting a ship in orbit by half with more focus on solid fuel rockets. That is say the ship cost 30K but launch rockets cost 100K as liquid fuel rockets but say solid fuel rocket version only cost 50K, which makes the difference between a ship that cost 130K and one that cost only 80K. Plus if I recover most of the main ship I will get 15-30K back depending on distance from KSP Center. So the overall cost of the mission was about 60K and checking real quick my old save the flag Mun mission is 13K Adv / 70K Reward plus Science from Mun surface mission is 12K Adv / 82K Reward, so total income from those two contracts is 177K. That's 117K profit per mission to Mun. The later design I use for the Mun runs was a bit bigger and cost more, but it had lots of science modules on it and was going more for the science than the cash, even so it was still a net profit as that one cost about 150K but used a single stage liquid fuel rocket platform that cost about 110K but it has a probe and parachutes. So once the ship is out of the atmosphere and separates the main lander fires it's rockets and goes into stable orbit. The I switch back to the launcher before it enters the atmosphere and the game deletes it so that I can control it and have it land safely. I then recover the launcher for about 60K return. When combined with recovery for the lander upon it's return from Mun the cost of the mission was fairly low even if the ship's launch cost is 150K. Ultimately it did end up costing close to the solid fuel rocket setup but it's easier to handle and less bluky. Part of the reason I started a new campaign with .25 though is I finally decided to get FAR and Deadly Re-entry a try along with a bunch of other mods and that ship, plus most of my others, just don't handle well in them so it's back to the drawing board on nearly all my designs.
  19. TAC LS calculates the LS resources used since the kerbal appeared. I have had several Kerbals INSTANTLY die when I got within 2.3Km because they ran out of supplies. So sure you can wait YEARS to go rescue them but once you enter range and LS updates they die. EDIT: I do recall the mod thread mentioning this problem when contracts were added and I thought the mod author said something about increasing the supplies on a kerbal to allow for extended EVAs. But unless something else changed in that lastest TAC LS patch kerbals for rescue mission die if you wait to long to pick them up.
  20. The "problem" with rescue kerbal missions is that if you have TAC LS installed you can't do anything more than orbit around Kerbin because the Kerbals would die before you arrived there. However this does bring me to some other mission types that are also sort of rendezvous. 1) Besides Kerbals can you spawn in ships? If so putting a Kerbal in one of those would potentially be great for TAC LS issue. 2) Have rendezvous with an adrift probe that has some science part on it and docking port, you have to dock and transmit it's information. 3) Can you use existing ships as reference points for a contract? For example say previous contract was to setup a station and now are offered one to expand it's crew capacity, add research module, add science equipment, resupply(aka dock so it's total fuel/food/water/etc increases to curtain level) and so on. 4) If you can't do orbits on Kerbals can you just drop them on a planet so we have to land and pick them up? 5) Taxi/Ferry missions... can you have it so you have to take kerbal to someplace other than Kerbin? So you have to get the kerbal then take him to specific location on another planet. Variety is the spice of life though. Doing the same or similar thing with different objects gives a bit more variety. Otherwise like with the probe missions I pretty much built one cheap probe design and just keep sending it up into orbit. Thus far the only shake up I've seen is it once required me to have a Goo container on board and I didn't notice that because after half a dozen probe launches before it hadn't change. You say you want people to learn from the contracts, or at least imply it with talk of learning how to do orbits on probe missions, well necessity is the mother of invention and if you change up the requirements it forces people to build new designs. That said I think the send a probe out of the solar system is a bad mission contract because it's practically a free-be. In the stock game there are 2 types of missions I accept every time because they are free-bes. First is test part while landed, just put on launch pad thrust at 0 then active and collect reward. The second is part test escape trajectory from kerbin, this is because you just slap an unman probe control on a bunch of cheap solid state boosters plus the part that needs testing and launch straight up. I think the developers intended you to do it the normal way of going into orbit then leaving put this way is more fuel efficient and it doesn't matter where your going you just have to be leaving orbit. After that you test the part and collect your reward. The probe out of solar system is basically the same thing, throw a ton of delta-v on a ship and go straight. No real challenge or interesting gameplay there. Now if you could actually track individual ships on some level that opens up options. So if the leave the solar system mission was more a voyager style endeavor that would be great. So it's mission is to do a fly by within a curtain distance of a couple planets or moons before leaving the solar system that could be interesting, try to teach people to do gravity assist maneuvers as that will be the more efficient way to accomplish the contract. I have quite a few ideas for contracts but not sure how feasible they are given what you may or may not be able to keep track of and do with the contract system.
  21. So I did a search for all interstellarTech* items in the mod's folder. I found 12 part files and changed them to stock nodes. This worked for "most" of the parts but there are a few that still don't seem to be showing up even though I tried multiple nodes. The Antimatter collector, Antimatter Tank, and Antimatter Reactor. For some reason these 3 parts don't show up regardless of what node I try to move them too.
  22. I have played KSPI in the past but am trying a new group of mods and figured I'd give KSPI Lite a try to see the differences. However I noticed that with treeloader missing it causes some issue. I've unlocked all the techs and noticed the Alcubierre Drive is missing, I'm guessing it's still in Lite just buried in one of those missing tech nodes? Also is there a way to unlock the missing parts? In KSPI they revert to the default tech tree but in Lite they don't according to other post in the thread. So I was wondering if anyone has made changes to the files to move them into stock nodes.
  23. I just found out about this mode and got it for .25. So far it is great, however I am having one issue related to the number of mods I have installed. When I go under ALL/Storage tab the list of storage types is so long it does off the screen so I can not see them all. I have about 20+ mods installed, included KSPI Lite, Kolonization(+ authors other mods including Karbonitie), and others which add new resources and thus new storage types. Can you make the tab scrollable? Or perhaps check the screen resolution and if need be have multiple columns.
  24. Any chance this mod could add Tweakscale support? Given all the mods I use it would be nice to have them cut down on parts list clutter.
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