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Metalsand

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    Bottle Rocketeer
  1. Yeah, I feel contracts is nice but it could use some work. For instance, "testing" parts and making money in-atmosphere means doing multiple contracts at once, which I liked. Using a spaceplane and testing the Mainsail engine in 80,000 Kerbin orbit net me a profit of 10 times what I paid (contract gave 400,000 to test, spaceplane cost 40,000 to launch because landing was rough and broke half the parts off) and gave me 128 science. An in-atmosphere test may be difficult, but it only takes 8 minutes usually. You don't need a YEAR to complete them. I realize that Duna/Jool missions will take up to several years to accomplish, and in real-life they have tons of time to accomplish missions but...I'm accepting missions ahead of time so I can stack them, and I end up nearly having the experimental technology unlocked by the time I get around to testing some of it solely because I have so much time to do so. I have 1,668,000 funds so far and most of the science unlocked so far and I've only done 3 missions to the Mun and 1 mission to Minmus and to get similar results before in Science mode, I would have had to explore nearly the entirety of the Mun to get similar results. So for starters, Science values should be tweaked per mode. In Career mode, the game is actually several times easier to progress because science is so easy to unlock from missions. I'm having missions that more than double the science I get when I stack them making most tech unlocked before I've even gone past Duna/Eve. Missions may be fun and challenging, but some of them are reeally easy and come up too often. I love the rescue missions, but I rescue one Kerbal to have another rescue mission pop up to take it's place. Finally, I feel that spaceplanes need to be revamped after this update. MK3 fuselage and MK1/2 fuselage still don't come with liquid fuel parts, meaning I have to jerry-rig space planes together if I want to use them. And finally of course, mission times need a bit more tweaking so that people can't just take on so many missions and not work on them until they get tech that takes away the challenge of doing them. (Don't get me wrong though, I LOVE this update and have been playing tons of KSP again since it came out, I just feel like there are some adjustments needed to make it even better)
  2. Messing around with it more, the tech tree mod appears to automatically detect new tech tree stuff whenever mod files are modified and request a restart for update. The mod is TreeLoader (required for Interstellar and several other mods in Career mode), perhaps some sort of possible conflict, if the mod AND TreeLoader are both recognizing the updates, and interfering? It's a possibility albeit slim.
  3. It's a common bug in R&D; a bug I've been trying to figure out how to fix in my install. From what I've seen, sometimes the game does not even generate /GameData/RemoteTech2/RemoteTech_Settings.cfg and one time that I deleted it in an install with a similar problem it suddenly worked: but another KSP error forced me to reinstall. What's weirder is that glossing over both files, there weren't any giant chunks of data missing, it looked like it was more or less the same. It's not like it randomly started working independant of that file being replaced (as I had previously spent HOURS restarting KSP attempting to find the error) but still...it's weird. Oh, and if you are curious, the error is: -RemoteTech 2 exclusive parts do not show up in VAB or SPH. Not in the tech tree, not available for vehicles, nowhere no how. It goes so far as to even say that they don't exist, and that vehicles made with them have invalid parts. Sandbox works perfectly fine. -HOWEVER, any ships already launched with said parts (in career mode) will retain them, and I even loaded up a ship that still had it's communication dishes, it mostly appears that the game *thinks* that they are an item that doesn't exist for selection purposes, but not for gameplay.
  4. I actually once on a small aircraft, stalled the aircraft for an ejection landing (for science!) and to my suprise, it stalled, came back down...then came back up...? It basically floated up then floated down then floated up, then floated down. It was a jet-powered engine using the basic jet engines with a basic design, it's 12 degrees from pointing straight up. I even took a minute long video of it, which was promptly interrupted by a friend steam-messaging me.
  5. You're right, I just tried it with science tools and I got nothing. All I could do was take surface samples. High orbit around Kerbin gave me +60 science.
  6. How is the research calculated? I brought an asteroid within 1500k meters of Kerbin which is still high orbit materials study which nets 60 science points. I'm assuming that bringing it closer to Kerbin nets more science? Also, can you use any scientific instruments on asteroids?
  7. If you already opened up your game pre-hotfix, you'll have to do what it says in this thread but with your quicksave file, and rename the quicksave file.
  8. It doesn't, I already tried it. If you follow these instructions though and use your quicksave, you can recover it from the last quicksave. I am SO GLAD that the last time I quicksaved was the last maneuver I performed. I might have to do an orbital rendezvous with Duna again, but it's much better than exploring the ENTIRE MOON AGAIN PLUS OTHERS.
  9. There are/were a lot of problems with older save files working with the ARM update, the most common which was that career mode files would be converted to sandbox. It may or may not be patched with the latest update.
  10. That...would be a very nice thing to have. Usually with large ships I HAVE to dock them with Sr's and I can't dock them in parallel unless I turn off all SAS and don't move.
  11. Does that mean we are playing a simulation of Futurama? I mean it's not too far off, I do end up by the end of career mode being a delivery boy for refueling stations more often than I land on moons and planets haha.
  12. I'd definitively agree with that. It's basically function over form, it has nearly everything you'd need, it just isn't as pretty or well-designed but it's brilliant for the price.
  13. Completely agree. Sending probes with only science might be good for planets where bringing the probe back will be difficult without refueling stations such as Venus, but for places like the Mun there aren't really any excuses to not run manned missions. The Mun is ridiculously easy to land at, in fact it takes roughly the same velocity to (stably) orbit around Kerbin as it does to go straight to the Mun and orbit it. Plus, you get 2-4 times more science depending on how many scientific instruments you have. Plus it's challenging which is fun in itself. On an ON TOPIC note, this patch is going to be brilliant. I've estimated based on several googling runs that it might be available within a week, but no longer than 2-3 weeks. I hope it doesn't go over 2 weeks, it will start to run into finals week.
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