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Rokanov

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Everything posted by Rokanov

  1. Have a question about the scope of the mod. Is it meant to only affect contracts, or all multipliers (like the sliders when creating a new game)? For an example is it meant to affect building upgrade cost (a result of FundsLossMultiplier I think?). When I was trying it out briefly, it didn't appear to affect the science gain after recovering a vessel, hence my question
  2. I guess it wouldn't make a difference to USI-LS with death turned on, as kerbals die in 15 days without supplies but wouldn't be recognised as stranded until 2 years has passed. Edit: Also, any recommendations on adjusting contract funds rewards with this in play? I'm tempted to a) have it at 0% (or close) and pretend contracts are government objectives or just have it lower than normal for balance. Also playing with Kerbal Construction Time so I can let you know how that turns out
  3. Could a workforce expand/replace build point upgrades in KCT? They could essentially be the same thing I guess, but instead of adding arbitrary rates you add a worker, who adds an arbitrary rate. That would just feel nice Yeah I thought that as I was writing it, 'KSP... the mod' would be too confusing, but it made me giggle Love the rest of the ideas, especially running costs and a tycoon-style ins/outs financial review. Obligatory name suggestion : Kommonwealth (or Kermanwealth) Bank of Kerbin (after Commonwealth Bank of Australia) Edit: Oh and if you had a workforce they could go on vacation (e.g. at Kristmas) or go on strike because Jeb keeps leaving the toilet seat up!
  4. How about some kind of dynamic private/state funding scale? A state focus would provide funding and take care of some maintenance costs but would have occasional compulsory contracts, whereas with a private focus you'd have to take care of all costs, but contracts payoff better. Either as binary option, slider, or dynamic based on how you play. Also, don't know if you're into acronyms but: Banking Resources, Overheards & Kerbal Employment (B.R.O.K.E.)
  5. Sounds great, excited for this! A couple of naming (though Kerbanomics is great, a variation of that perhaps?): Kerbal Kapitalism Kerbal Spending Program
  6. Hello! I've been playing KSP for a month or so now and have found myself in that very deep "I'll just add one more mod" hole, and I'm loving every minute! As I have trawled through these forums on many occasions already I figured it's high time I registered so I can get involved in the community and tell everyone what a job they're doing! (Seriously, thank you for this game and endless mods!)
  7. I love that! Definitely going to start using it. I have a couple of questions though. First, I want to make it so each R&D centre upgrade adds another node research slot, is adding this what I'm after? sign([R]-[I]) Second, after testing, it looks like a scene change is required for this to work. If I begin researching two or more nodes then switch to KSC, all nodes begin researching at once (and will unlock if I warp to complete at this point). I have to switch scenes (e.g. enter the VAB) before it functions properly. Does this count as a bug? Unrelated to this, I encountered a bug earlier after recovering a vessel with an exploded part, but forgot to grab the LOG file . I remember reading somewhere that this is a known bug, so is it worth me trying to repeat it for you and pasting a log? (FYI It was a 'Launch Stick' from Sounding Rockets by RoverDude that exploded). Thanks for the incredible mod! KSP feels so meaty now I can't reach the moon 2 days into a new game.
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