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sh1pman

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Everything posted by sh1pman

  1. I tried it back in the days of MKIII modules, OKS and Orbital Logistics Generally, with large connected bases, the physics hop would rip all KIS-attached anchors, ground pylons and struts from the ground. So I didnt even try it this time.
  2. @RoverDude I tested the new cradle250.mu. Cradles do shake still, but it's much better than it was before. Sadly, nothing seems to fix the base sliding issue. I don't think cradles have anything to do with sliding, though.
  3. Patched conics, maneuver nodes, navball and SAS ruin all the fun! Real players don't need them, KSP is all about eyeballing stuff! Right?
  4. Wilfurt Kerman wanted to take some cool pictures of himself today. So I had to lift him up. From Eve surface base. I guess he was happy
  5. Yeah, it's just weird that they attach normally in VAB and then fall off immediately upon construction.
  6. Side effect: Parts immediately fall off from inflated Bigelow-habs on GC-constructed vessels.
  7. Made a cheap Eve sea level SSTO with Karbonite and Atomic Age engines.
  8. So what about Eve sea level SSTOs? Are they even possible?
  9. Is there any reason why I should ever bother producing colony supplies instead of just building more habs?
  10. Here you go: https://dl.dropboxusercontent.com/u/46597246/persistent.sfs It's the base on Eve. It should only contain MKS parts.
  11. I use NVIDIA overlay to capture screenshots and videos. They're always in the native 2560x1440 resolution, but it can manage up to 4K, depending on the monitor.
  12. You won't be able make enough material kits to build more habs. For that, you still need drills.
  13. Nobody's talking about making them better. I'm talking about making them scale better with time, just like drills and refineries do. You can't just drop a sifter anywhere and expect to generate a decent amount of resources. You'll have to work for it and improve the geology rating first. The alternative to making them receive geology bonus is to spam more sifters, and I'm not really a fan of spamming parts.
  14. Of course it is. But you seem to be missing the point of colony rewards. As @RoverDude said, they're meant to reduce part spamming in late game. So instead of having 15 drills mining the same thing, you only need one. Now, the sifters are already balanced with drills by having much lower efficiency. However, while the drills do become more efficient with time, sifters don't. This increasing efficiency gap makes sifters less and less useful, breaking the balance.
  15. They work very very slowly, so they're balanced with drills. What's not balanced is that they don't receive any bonuses, while drills and refineries do.
  16. Sifters don't seem to benefit from colonization scores. Also, you only need one kerbal with the geology skill to increase the sifters efficiency.
  17. Cradles might indeed be responsible for that. When this base had Karibou wheels instead of cradles, there wasn't any shaking or moving around happening.
  18. Hey folks, I've made a small clip about the most annoying thing regarding MKS in KSP. Hopefully, I'm not the only one seeing this happening, and somebody here knows how to prevent it. Basically, when I build my base big enough, it starts randomly shaking and wobbling all the time: It also rotates and moves around very slowly, as you can see from the KER overlay at the top-right corner. Ground tether doesn't help, neither does autostrut.Turning off ground tether makes it freak out and slide rapidly in a random direction. So I'm at a loss here. I'm not even sure if I should continue expanding this base.
  19. Visual mods hit hard. I went from 120 to 50 fps with EVE, SVE, Scatterer, DistantObject and Planetshine installed. I have a gtx1070 and play at 2560x1440.
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