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Musuko42

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Everything posted by Musuko42

  1. Ah, thank you! I'll have a play around with it and see if I can find a sweet spot with the reduced range.
  2. Ah! Is the rangemultipler the value I need to change? For example, if I double the densitymulitplier from 1 to 2, and half the rangemultiplier from 1 to 0.5, would I see denser scatter in a smaller area? For my rescale, I take it I would want a densitymultiplier of 100 and a rangemultiplier of 0.01?
  3. @Gameslinx you magnificent creature, I wonder if you might be able to help me; I'm playing with the scatters set to 15x because I'm using a 10 times rescale. The scatters should be at 100x but that just kills the computer. 15x seems about the most I can get it before performance starts to get hit. I've had a look in the ctrl-P menu, but confess that I don't entirely understand it. Is there a good way for me to increase the density of the scatters closer to that holy grail of 100x, perhaps with the range of the scatters reduced correspondingly? If there is, I'm not sure which settings to adjust. Even with the reduced density, though, it's just...so very, very good. You are a wizard.
  4. That...looks complicated. A bit outside of my ability to understand, I think. If you figure out how to make it work, though, and can describe how to do it, that would be awesome!
  5. I play on a 10x rescale, and even with the scatter being spread out (I managed to push it to 15x before the performance started to drop too much) it looks amazing! It really does not seem like the same game at all. I did try putting it to 100x at the start, and the game simply didn't want to start, which was understandable! Is increasing the PQS MaxLevel something that I can do, changing a setting somewhere, or is it more involved?
  6. I was dubious about installing a mod like Dangit, but THIS mod I really like the look of, because it adds in some interesting strategy options: I've just unlocked a new engine which is better, but not yet reliable, so do I risk the unreliability, or invest the time and money in testing it to make it more reliable, or do I stick with my older, less-advanced, but more reliable engines? In short, do I go the NASA route, or the Soviet route? And having that choice is GLORIOUS! Idea for you, in case nobody else has mentioned it (not gonna check through eleven pages!): Make the repair function have a success rate, affected by Engineer Kerbal stats and the base reliability of the part. A level 0 Engineer, or a Pilot or Scientist, has a base percentage chance of repairing a failed part. A levelled up Engineer has a better chance to repair it. And a part that has a higher reliability also gives a better chance to repair (reflecting the better familiarity they'd have with the part). Then, if you're feeling fancy, separate out the repair situations, with some more randomness. For example, a failed engine might have a 20% chance or successful repair from the cockpit, and a 60% chance of successful repair if performed via EVA interaction. You could also add in a chance that the part will be irrevocably broken by an unsuccessful repair. Again, better familiarity with the part and better engineer training would reduce that chance. And finally: you could add in a time delay for the repair, depending on the severity, reliability of the part, and the Kerbal performing it: some repairs might take seconds, some minutes, hours or days. You could add some randomness to this, but display an estimated time to repair before you press the repair button...and once again, the accuracy of that estimate could depend on the reliability of the part and the Kerbal performing it. So much scope for coolness with this mod! Thank you for making it.
  7. Why not set science/funds/reputation rewards low, but give yourself extra initial funds, to avoid the grind trap needed to upgrade the launchpad at the start?
  8. Not a problem, then. It only really makes a difference in the early game anyway. Looking forward to giving this a try!
  9. In career mode at the moment, you're limited to how many parts you can have by the upgrade level of your hangar/VAB. So if this mod allows you to build large wings with a single part, instead of the multi parts you'd need with the standard wing parts, it cheats the limit a bit. Is that the case? And is there any way around that?
  10. How nicely does this mod play with the part count limit in the hangar/vab in career mode? Does each wing counts as one part or, preferably, does it scale the part cost in relation to the size/complexity of the wing?
  11. Just did a test: on day 60 I fired Bob and hired Mitney and Macmal, then fast-forwarded until pay day. Bob got his full pay (1065). Mitney and Macmal weren't in the list. I fast-forwarded again to the next pay period: it was still paying Bob, and not paying Mitney and Macmal. So, something's not quite right.
  12. Just a thought about how salaries are calculated: does it do a regular (daily?) check on the Kerbals in your roster, then pay them pro-rata when the payday comes up? Or does it check their status once when the payday arrives and pays them for the quarter? If the later, is there a loophole where you could fire your kerbals just before payday and rehire them after? If there's no easy work-around, what about making their pay get calculated and deducted weekly, or even daily, with an option to toggle on or off the payment notification message? I think I like the idea of them having daily pay. Seems very...Kerbally. They get sent home with their chocolate coins or whatever funds are at the end of each day. And when Jeb's on a mission they put his pay in a piggy bank. XD Maybe have the pay period toggleable between daily, weekly, monthly, quarterly and yearly?
  13. Given it another test. New button looks lovely! The wages are working again. It still doesn't correctly recognise their mission status: if I send Jeb on one mission and then recover him, the next wage alert will have paid him double for the entire period and will show him as "on mission" when he isn't.
  14. Johnsonwax, as you say: you'd need to run shorter missions whilst waiting for the long ones to complete, which is my hope for this mod. It means that long missions ARE long, in gameplay terms...rather than just exactly the same as short missions, but with more fast forwarding. You wouldn't be able to just fast-forward and get the instant science payoff. You'd have to wait for it, as rightly you should. Balancing things so that you're never crippled will be important. Johnqevil's already included a menu that lets you set the wage levels, so that's good.
  15. Thing is, you can do that kind of thing with loans in real life...so it is a viable tactic, but one that will come back to bite you in the long run. Maybe have it so that taking out any loan incurs a reputation penalty (which makes sense: makes you look like you're financially suffering). And the bigger the loan, the bigger the hit. So you could use that tactic...but it'll come with a cost. And, of course, if you're dinging your reputation every time you take out a bigger and bigger loan, you'll soon not have enough reputation left to take out any more loans. It'd be a natural cap to that kind of tactic.
  16. Can the mod "see" the status of the various buildings? If so, why not tie the number of current loans you're allowed to have to the level of the admin facility? Level one = 1 loan. Level 2 = 3 loans, and so on. If the building gets destroyed, you're still stuck paying off your existing loans, but can't get any new ones. I would take out the option to make additional loan payments: make loans a fixed thing with fixed repayment schedules. That way, you have to plan around them, and taking one out is not an easy decision.
  17. Given it a test. Loans work nicely, as does the menu. Only allows one loan at a time, though: I assume the ability to have multiple loans at the same time will come later? The salaries aren't paying correctly, however: paying 0 for all Kerbals.
  18. Latest test result: the button shows now, but still doesn't seem to do anything when clicked. The other functions appear to work as before.
  19. Is it possible to turn off the warnings about parachute deployment not being safe?
  20. I'll run the test again tonight (12 hours from now) and make more detailed notes. If you can, let me know what elements currently should be working, and in what way, and I'll check for them.
  21. It certainly looks to be on the right track! It might be showing the button, but with a white icon on a white background (I get a white square up at the top right). The mission/standby seems to be trapping Jeb in permanent mission status even after he's come back from the mission. But if that's not part of what you've done yet, then okay!
  22. I've given the mod a test. My results: The button doesn't appear to show up: there is a white square, but it doesn't do anything when clicked. If I fast forward past the 106.5 days mark, I get a notification: Payroll is processed. Current staff, Jeb, Bill, Bob, wages paid 532.5 for each. Received funding -2500. My funds have changed to 25902 (starting from 25000), so that's working correctly! I then gave myself infinite fuel, sent Jeb on a jaunt to get him up to level 1, and fast forwarded again to the next notification: Bill and Bob still cost 532.5, but now Jeb cost 1065 in wages. However, it stated Jeb was on a mission (he wasn't at the time), so I think it might be doubling all of his wages because he went on a mission in that quarter. It's also not changing him back to available in the subsequent quarter after fast forwarding again. It looks to me that the base mechanic is working. Amazing work so far! EDIT: This was with all other mods stripped out, so otherwise stock.
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