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funkcanna

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Everything posted by funkcanna

  1. I confirm the issue with being fired into the air when the physics loads. Pretty funny, but also wrong Also when I deploy the ladders, I also get fired into the air.
  2. I havent tried world firsts yet, ill check it out.
  3. Ok cool - thanks for the explanation!
  4. That doesn't make sense. How many months? if each month is 30 days, that would be 14.2 months.
  5. Hi Ive just noticed that in the 1.1 version of ship manifest, I can't add crew to an unmanned ship from the Roster.
  6. Also one more question - when working out Supplies, does the amount of mulch produced per day also reduce by 70% when using a lab for recycling? This will impact the amount of mulch available to input into the Greenhouse.
  7. Sorry if this has been asked before, the thread is huge and the search wasn't much help: What is the formula used to calculate habitation time? In the life support status window in the Editor I have lots of info, but I'm not sure where it all fits in. Im trying to build a habitation module but I'm unsure on how to calculate it. Im not sure what the "Months" numbers mean (why is it showing 1?) Is there a standard formula I can use? Thanks! EDIT: Ok, think if found out the formula but still not sure what the "months" number means. All I know is that if I make it the same as the number of crew I get the same figures as on the USI LS wiki. However these numbers don't correlate with the numbers in side the Life Support Status Window. For a habitation module with 1 cupola and 3 hitchhiker bays I do: 30*13 = 390 Base Days 390+1125 Extra Days = 1515 1515*2.76 = 4181.4 Days Habitation Now in the USI-LS wiki it states that a Kerbal-Month is 30 days, so this gives me 11.61 Kerbal years - but I don't think this is correct. I think an actual Kerbal Month is 35 days? This would give me 9.96 Kerbal Years (for one crew member) - which is what is shown in the Life Support Status window. So - I'm still confused about what the "months" number means in the Life Support Status Window, and also why a Kerbal-Month is 30 days in the calculations for Habitation days, but is actually 35 when working out the total in game time for habitation.
  8. Hey, when I installed Planetshine on 1.1 I could not access any building, other than the VAB. Since removing it, all is working again.
  9. Hi guys, I've been playing KSP since 0.9 and I truly love it. One of the only games in my life I can say that about. Theres been a couple of occasions I've left the game for a while, but I've always came back with the same original excitement. When 1.1 PreRelease was released I came back after a few months (6-7) away and I'm in love all over again...except the contracts system STILL sucks sweaty balls. My main issue is that theres no depth, no substance. No POINT (other than science) to do missions. They don't feel like they're PART of my Space Program, more like little add-ons. What I want is the "Space Program" part of "Kerbal Space Program". There are some mods which attempt to address this and most do a decent job, but its still only surface deep. The closest mod to creating a true space program I feel is Strategia. This is a step towards making a realistic space program in game. At the moment the contracts seem totally random, unstructured events - and I'm sure thats because, they are! In real life, when Kennedy said the USA was going to the Moon, the NASA Space Program became ALL ABOUT the moon. Every thing they did was geared towards this goal (generally, I'm sure they did other things, although I'm not sure testing a parachute while splashed down was one of them). In Strategia, you get to CHOOSE a goal for your space program. For example, "Plant Flag on Mun" - this gives more incentive to land on the Mun, while penalising any other planets / moons you land on while this goal is active. This is kind of a start, not ideal but a start. What I suggest is implemented, and I don't think this would be too much work as its just a rejig of the current system: 1) We choose our Space Programs Goal (lets say landing on the Mun). From that point ALL contracts are geared towards that goal. Lifter tests, Kerbin Orbits in the proposed Lander etc. 2) We can have a few different categories of Space Program Goals - Exploration, Probing, Terrestrial for example - Exploration is our chosen goal to explore somewhere, The Mun for example (as in point 1). Probing is our goal to send a probe somewhere (maybe unlocking that location for a possible Exploration goal once complete) like Duna. Terrestrial goal would be getting data from and around Kerbin. 3) While science is great for unlocking the tech tree, I would like to see it linked to unlocking future goals also. For example, we can't choose Duna as an Exploration goal unless we have enough science from Kerbin, or the Mun etc. In practice this is how I see it working: Beginning of the game, we can only choose a Terrestrial Goal: Get to Orbit. This will give us contracts like, test Lifter, test Launches, Test Launch Escape System, Leave Atmosphere, Get to Orbit. GOAL COMPLETE. Now we're in space we can choose an Exploration Goal and a Probe Goal. Exploration Goal would be Land On Mun. Contracts then appear like, Build Lander, Test Lander in Kerbin Orbit, Fly By Mun, Orbit Mun, Land on Mun. At the same time our Probe goal is active which would be to build a probe to get to Duna with contracts such as Design Probe, Test Probe around Kerbin, Test Prove around Mun, Put Probe into Orbit around Duna. Im sure you get the idea, but overall id LOVE to see this or something similar implemented for Career mode because all it feels like now is a Grind for Science without any real targets. Yes we can create self imposed goals, but we can do that in Sandbox. Anyway, thanks for reading this far!
  10. The X52 wasn't engaged at all, it was just sitting on my desk but removing it and reloading fixed it. Reloading was important, removing it did nothing until l reloaded.
  11. I think that solved it. I unplugged my X52 and reloaded and its working ok now. Thanks!
  12. Yeah, I tried it in a few places, see the video - it drives out of a bay then blows up
  13. Thanks - pretty sure its not the runway - see the video (just added to OP) At first I thought it was something to do with wheel settings or something but I turned engines off on all wheels.
  14. Its not that, the actual Rover ACCELERATES by itself. Ive used a RoveMate Core and stored it in a bay. When I decouple it, it drives off at top speed itself!
  15. Thanks - seems crazy that its NORMAL for rovers to just drive forward themselves though, surely theres something wrong here?!
  16. Hi, I'm trying to build a rover, but once its done and I test it, the rover just moves forward on its own, without any input from me. Ive also loaded up the stock rovers and they all do the same. Any ideas what could be causing this?
  17. Yeah, will this work in 1.1? Need a good way to move Science Around as EVA's to do this suck.
  18. Anyone know how to get this working in 1.1?
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