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CabbageFoot

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    Bottle Rocketeer
  1. I think... The admin building is just to imbalance for be to even use it, It just ruins the balance of the game. The contracts don't give tooooo much science normally, but combined with the admin building its definitely imbalanced. I think I'm going to leave everything the way it is with the exception of dropping a payload into the admin building to put it out of commission ;b Squad, if you want to end the senseless slaughter of office worker Kerbals you need to give me a disable this building in the game start options ;b
  2. Does this also zero out all science from the Administration building that lets you funnel 90ish% reputation and 20ish% funds into science? Because I REALLY hate that you can do that, I can literally stay in kerbin's orbit and research warp drive tech because of that exploit...
  3. Ooooo, Contract Science Remover. Thank you, that solved everything ;b I have a ton of mods, DMagic's was just an example to outline my frustration. I'm basically aiming to recreate my own Intergalactic quest like Scot Manly has on his youtube channel but for personal use, the science from contracts was making the game to easy for me. Thank you for the solution to my problem ;b Actually... There is some ambiguity as to whether these mods remove admin building modified science rewards... I'm going to have to shop carefully and make sure to get a mod that removed all science completely from contracts in all forms.
  4. I had a spacecraft flip out due to terminal drag and was spinning out of control, but through timed burning of the engine i slowed down the spinning and got the nose opining up and landed the entire rocket without breaking anything ;b
  5. So because of the new admin building I have found a game breaking exploit that I can't quite figure out how to re-balance for my own enjoyment (I can make one core mechanic suggestion though that would fix it). I have figured out a way to get THOUSANDS of science without even going to them moon or setting up a DM magic research station. Basically what you do is commit 20% of your income to reputation, get it really high, then commit 80ish percent (the higher the better) of your rep to sicence, continue rebuilding your rep with your income and once you re-establish it convert that 20 income to rep to science, and viola, 1000's of science from high profile missions and you never have to leave Kerbin's orbit. This exploit RUINS the game for me because I am no longer pushed to explore the universe in order to find new science data, I have no incentive to set up orbital research stations, nor do I really have to do any actual research experiments any more because the amount you get from missions is staggeringly high compared to what you would get. Just as a quit example, I did a mission to send a gear bay to orbit around Kerbin and "test it" in the contextual menu at a certain elevation in orbit, FOR MY EFFORTS I GOT 2000 SCIENCE!!!!!!!!!!!!!!!!!!!!!!!!!!!! To fix this MASSIVE exploit, I think getting science from contracts should be REMOVED COMPLETELY! It doesn't even make sense that you get science through contracts. That's like being a plumber, but then every once in a while calling in a different plumber to do your job for you and still getting paid for it. How can other organizations on kerbin possibly give you science data when KSP is the only space program on the planet?
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