seronis
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Everything posted by seronis
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Dont you have a BASE bp level you compute prior to factoring in the bonus from having used parts before? That base value is what should be used. yes this will slowly allow you to generate more science per day. THAT IS THE POINT. The cost of parts goes up as you delve further into the tech tree. Your rate of learning should be going up too even if its not as fast. Id like to be able to play games where im not earning free science at all from contracts. It makes no sense to me that contracts pay anything other than money and prestige. Having it based on experiments performed and stuff built is what id like but even putting EVERY upgrade point in science gains wouldnt scale sensibly in a way that would let you make it through the tech tree at an enjoyable pace.
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
seronis replied to nightingale's topic in KSP1 Mod Releases
"You must spread some Reputation around before giving it to nightingale again." I give reputation as i see it deserved. Guess i +rep'd you in another thread i was reading earlier. Sadly you deserve more but forums wont allow- 469 replies
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- contract configurator
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Anyone (not insane) who uses mods has auto updating disabled. Shouldnt be an issue as people who use mods shouldnt be updating until all their favorite mods are updated and its easy to re-add specific alterations like this.
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Dishes only work if _BOTH_ ends are pointing towards each other. If your probe wasnt pointing towards the comsats before you disconnected it then it cant receive commands. Its best to always have omni directional antennas on probes for this reason. Then you can at least put a crewed ship in range of it (also with an omni) and as long as the other ship has connection your probe will too and you can retarget its dish.
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
seronis replied to nightingale's topic in KSP1 Mod Releases
Love these contracts. Thanks for the continued updates- 502 replies
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- contract pack
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[Texturereplacer]-Daniels Intergalactic Skybox
seronis replied to daniel l.'s topic in KSP1 Mod Releases
"Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License" That is the limit of what you need to have in your post. Have it just hyperlink to the CC page for the rest. Including the whole thing is very spammy and distracting -
Wouldnt the easiest way to accomplish that be to not even put regolith in your mods folder, and just include the whole regolith folder in tact where its supposed to be ?
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Does the collector still work when not the active vessel? What is the collection rate? If you cant figure out how to directly set altitude requirements you can fake it with EC requirements. Make the EC cost of running your refining module expensive enough that you just -have- to be really close to the sun in order for solar panels to produce enough power.
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parts [1.12.x] Asteroid Recycling Technologies
seronis replied to RoverDude's topic in KSP1 Mod Releases
Its saying "if you touch this it will probably sting you" -
Looking for a mod that autobalances thrusters on the fly.
seronis replied to Talavar's topic in KSP1 Mods Discussions
I havent tried TCA yet but wouldnt it work fine if you just turn off SmartASS in mechjeb ? -
Love the two i see here. Wish i had artistic skills to try this myself.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
seronis replied to RoverDude's topic in KSP1 Mod Releases
I had to tweak the sticks to make them massively weaker. The stick should break as soon as the rocket ignites in my opinion. If i make a launching base with 12 rockets on sticks facing in different directions (i want a cluster launch) none of the rockets actually take off because the sticks dont detach. -
I have a few related requests: 1. if you have recovered parts in inventory you can have the cost of construction reduced by the value of that part 2. have a user configurable option for what percentage of the value of the part is actually credited (maybe you want 100% credit, maybe you only want 50% credit for part reuse) 3. have a user configurable option for recovery value of parts that are officially DESTROYED Reason I want these options is so that I can configure easy/hard games that gradually allow me to manage part purchases as permanant costs. Once i buy a nose cone i wont get the money back for it, but i will be able to keep reusing that specific nosecone over and over until i do something kerbalish like crash it into the sun. Id thus like to be able to set the recovery price for items low (or nothing) but be able to sell destroyed pieces as scrap metal.
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[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
seronis replied to riocrokite's topic in KSP1 Mod Releases
New mod on my 'never play without' list. Thanks -
[1.0.5] Contract Pack: SCANSat [v0.6.0] [2016-01-19]
seronis replied to DBT85's topic in KSP1 Mod Releases
Thanks. Updating from the other scansat contracts to this since it seems to have more things to do. -
[0.90] Procedural Parts Extended 1.0 - 77 Industries
seronis replied to Azimech's topic in KSP1 Mod Releases
Posted that and your mod hadnt even been up a week? Hadnt even been up ONE DAY? Seriously petty (pathetic) attitude. No reason to try a mod with an author who has no interest in it themselves.