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larkvi

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Everything posted by larkvi

  1. FWIW, I was just doing a playthrough with the CTT in career mode (until I stalled out on the shipyard bug), and I would say that neither the mod nor the tech tree teach you anything about how to use or play with it. Other than the clear and well-documented USI-LS parts, everything is a frustrating matter of trial and error and you get a lot of parts at lower branches of the tech tree that really don't work very well without the refinery module which is at the end of one of the tech trees. And even with all the parts unlocked, you can't really plan out a production base in any normal way, since Kerbal star level and the multipliers from modules interacting will have such huge effects on the operation of a base that are transformative, but can also just make your base blow up due to extra heat from an engineer levelling up. You really feel the lack of any tool analogous to the habitation planner from USI-LS, which makes planning straightforward. It's also really parts-intensive. Designing a low-level supplies base with the small drills and the automated converters requires a huge amount of parts for very little return. Once you have the large drills and the Agriculture Support Module, the parts goes down to a fraction and the yields go through the roof. Even though you get the WOLF raw resources parts before the manufacturing parts, don't even try to use WOLF to deliver anything but manufactured resources, as you need so many hoppers that your base will be more complicated than just mining the resources, with the added complexity of WOLF routes.
  2. I can give it a shot. This basically killed my playthrough, and I was having no luck fixing it myself. Is there any advantage to using this over the EPL/GC systems, if it is this finicky?
  3. @Invader_guy, did you find a resolution to this? I am encountering the same problem with my install.
  4. Just another broken promise and huge disappointment to add to the pile that KSP2 is. If mods are going to be the answer to everything, what possible reason is there to play KSP2 instead of modded KSP1, which exists now? The promise of KSP2 was that it was going to do a lot of the things that flagship mods did natively, allowing us to reduce time debugging mods, but instead it does less than KSP1, does none of that well. Life support is such a fundamental part of spaceflight; it's one thing for it to be a toggleable advanced feature, and another for it not to be there at all.
  5. When I try to launch a new module using the orbital shipyard (the small one), the console suddenly starts spamming NREs and the screen transition turns black and the new ship never loads in correctly. I was able to launch a tiny ship with almost all Kontainers using the shipyard, but every time I have reloaded a quicksave and tried to launch the station segment (a few SSPX modules and a few MKS modules), it has this problem. Are there certain modules that cannot be launched via the Shipyard? logfile
  6. Thank you for the option to turn off the ring handles---they do indeed look odd in a lot of the stations I have made.
  7. At the time, everyone agreed that they hated the barn. Not sure the early game needs more grind, adding another level of VAB anyways....
  8. Is this intended? It seems like radiators should not actually work to cool probes/bases on Thalia, since they should just be sinks for getting the same radiative heat into the vessel.
  9. He means a Habitation Timer bonus. I believe the intent of USI-LS is that Supplies and Colony Supplies includes elements of entertainment, so I am not sure that this would be a desirable change, in any case.
  10. Which ones didn't change? (Asking, as my only interplanetary craft at the moment are on their way to Tellumo.)
  11. Seems to be working as intended so far--I have not had as much time to test as I would like. I noticed the same issue with decimals, which has already been fixed.
  12. @Nertea, the new parts look great. At the risk of sounding greedy and ungrateful, is there any possibility that we could get texture-switching? I often find myself trying to match the parts with darker parts (Ven's stock revamp) or lighter parts (Habtech/Cx), and having a couple shades would be nice. I would do it in Photoshop if I had the full-res textures, but I wonder if this would be something of broader interest.
  13. Does this not interact with the Strategia strategies that make contracts for a body more likely? I have not looked at the code for either. Still, fewer would clutter the strategies less, and make we want to do them when ones I need are available.
  14. Speaking for myself, maxSimultaneous makes a lot of sense. If I have a strategy for a body, it will be more likely to give me one about that body anyways, and this makes it more important to choose ones I want when they pop up. I strongly prefer the latter, for two reasons: 1) it corresponds with how antennas show up in the VAB (though I suppose I would need to calculate the combined value elsewhere) and 2) it is much easier to read without counting commas (still much better than counting zeros! I personally prefer the UI scaled down, so M/G is easier to read, and I imagine people with eyesight problems would similarly appreciate it). Thanks for looking into this!
  15. On the one hand, I worry that this would push against the low limit on strategies. On the other hand, if higher-level strategies allowed you to commit more funds to capital expenses, that would make a lot of sense. It seems different from the other strategies in that it would be essentially required to progress, not just an interesting bonus. A button is fine, though I feel capital expenses being funnelled straight out of the monthly budgets (perhaps with a slider for amount saved, from 10–50%) is more in keeping with how the mod works.
  16. Ah, I assumed that functionality was moved to this mod, and had missed that it is through the KCT interface (which obviously makes sense). Many thanks.
  17. I am having this show contracts for relays for every planet in the GPP system, despite never having done a flyby of any except Iota and Ceti. Is that intended? Also, if possible, abbreviating the power to G/M would make it much easier to read. Counting zeroes is tedious.
  18. I have been playing with this mod in my current career save, and I have been enjoying it quite a lot--career's implementation of funds was always annoying and limiting. That said, there is this weird balance issue, where I have 50% reputation (on hard mode settings for funds/science/rep) which is not enough to upgrade level three buildings, but is essentially an unlimited amount of money for building rockets. I can build twenty 2-man orbital rockets or thirty satellite/probe missions to either of Gael's moons with my monthly (I have it set to quarterly) budget, so it seems like too much, except for the need to upgrade facilities. I wonder if significantly smaller budgets but the ability to assign some percentage of the budget to infrastructure (upgrades, repairs) might be a good fix. I would just use the amounts as annual, but then I would have to timewarp through a year every time I upgrade a facility, and unless I drastically extend timelines in KCT (already at 5x longer than normal), that doesn't seem like a great solution.
  19. Just dropping by to say that I have been using the dev version and scrapyard in my 1.3 career play through, with no issues (with KCT--Scrapyard is understandably a bit opaque to me at the moment). This is a favourite mod of mine, as it restores some sense of time to the game (even if I am still finding times a bit short with a 5x multiplier atm). One small feature that is annoying: if I click on a ship in the queue and choose 'warp to' it still stops at every intervening finished reconditioning/vehicle (possibly because I am also using KAC?). Is there a way to warp without stopping for the higher-queued items?
  20. Am wildly making things up or am I correct in remembering that the previous KCT implementation would save complete vehicles that were landed on the runway for relaunching? Is there any possibility of putting vehicles back into the SPH queue for relaunching, so that we can refuel planes and rovers and test bases without reconstructing them (even at 1/4th time)? Maybe a short maintenance timer and then we can relaunch it?
  21. Well, I think that the intent/level of failure was poorly communicated, and the mod was put in 'release' before it was out of beta, giving the appearance that it was more finished than it was. It is great idea, but the the gameplay and implementation seem like they need a lot of work and tuning, and the settings do not communicate intent well ('Very Easy' isn't, by the numbers). FWIW, I cannot get the newest version (1.3) to work properly, as my ships have tons of reliability in the VAB but always start out poor on the launchpad. It may simply be a mod conflict, but it seems from testing that it is the dev version of KCT (a suggested mod) that is incompatible, since integration is not happening.
  22. You will see a page or two above that I ran about ten missions (plus a number of test-bench launches with the same hardware), all with 100% failure rate to orbit (as well as the mod killing three of my kerbonauts in training, all in a short time span), so I am trying to understand what the actual play intent is. It seems that a critical component of quality is the manned bonus and the ability to repair, but for probes and other unmanned missions (I have an entirely unmanned program at the moment, with the first manned launches in the KCT build queue, but I currently have BARIS part failure off because it was making the game literally unplayable). So, that is why I want to know about intent and how your play style is informing your production. Do you only run manned missions, where there is a quality bonus and the ability to do repairs? Do you run hundreds of test fires before launching a single rocket? What is the intent?
  23. I have a question about the intent of the cap: 2 years means that all my relay probes will fail constantly. Do you not use relay probes? I suppose I am curious how such dramatic failure rates actually work into your gameplay--do you only run manned missions?
  24. I was testing it on the runway, and all I seemed to be generating was the amount of recyclables directly corresponding to the amount of machinery used, and lots of rocks. This was with abundant dirt and a large crusher attached, as well as storage for a variety of resources. What should I be looking for? Is the runway too low in resources to test? (I thought it was normally fine for figuring out if things work.)
  25. Does this mean that the Regolith Sifter is useless if we are not using ART?
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