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Prezombie

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Everything posted by Prezombie

  1. It's the author of the mod who sets the CKAN dependancies and conflicts, not CKAN's dev.
  2. The entry of CKAN claims that CTT and Engineering Tech Tree are conflicts, but this simply isn't true. In fact, if you have ETT, you need to install CTT if you want to use any of the mods with an "if CTT then CTT node = x" file, otherwise the parts are placed in the stock TT node.
  3. According to CKAN, CTT conflicts with ETT, making it impossible to install both. With just ETT, mods which support CTT nodes like USI Kolonization, aren't actually being placed according to CTT nodes. Would it be possible to add a patch to ETT in some way so that the mods which officially support CTT with an "if CTT, then part > node" file actually have the file load? I mean, besides the obvious option of manually replacing every instance of the name CTT with ETT in the configuration files.
  4. Except for Sigma binary + Duna & Ike, the CKAN entries still haven't updated. Also, why does SME claim conflicts with SOPME and SRTE? Considering you've got a Kerbalcolored OPM mod, and a Solcolored inner systems mod, it seems strange that you merged the former with the sideways Urlum and Binary Pluron. It would make more sense to have all 4 seperate, so you could have a solcolored and sol-oriented system as well as the current options.
  5. I don't have the "transmit all experiment data" button in antenna context menus anymore, does Remotetech move it somewhere else?
  6. Another suggestion: have the docking port rotation as part of the inflight mode context menu, and for welding, have it be a task done by EVA'ed kerbals, which would add to the realism (safer to weld on the outside of a ship), as well as adding an intermediate step to remove misclicks.
  7. Maybe then include KJR, with a config file to only enable the gradual physics enabling while disabling all the other features? Also psst, I think you missed my previous post with a few other physics-improving and UI improving mods.
  8. It's already in CKAN. If you point CKAN at a 1.0.2 install, or change from the compatable filter to all, you'll find it. It doesn't currently work on 1.0.4 because the heating model changed and the dev hasn't updated the engines, so it seems that there won't be a patch for this version since 1.0.5 is coming out "soon".
  9. The CTT seems to have overlooked RemoteTech's 88-88 and HG-55. They're still in electronics and automation, and are more effective than the other antennas at that tech tier. Plus the HG-55, a 25Gm dish, comes after the 88-88, a 40GM antenna. The 88-88 is better in almost every way. Most of the structural parts of OKS could be moved down a few tiers to flesh out the stationparts and stationscience nodes, and some of the more advanced parts in SP and SS could be pushed back up. None of the stationparts parts really belong in hydroponics, they should be moved to the orbital stations line. USI Life support having all the life support tanks from the mini to the size 3 in the same place seems rather slapdash. A single mini pack is plenty for a trip to the mun, the inline Life support tanks are for long term trips, the larger tanks could be moved to the storage tech line. Also, a version of CTT with hideEmpty = True on all the nodes would be a nice feature for people who don't have every mod installed.
  10. I just discovered "RKE On-screen Joystick (and Fine Keyboard Controls)" and fell in love with it after just one flight. KSP's stock keyboard controls are all or nothing, making fine adjustments difficult. with the OCJ, maneuvers are no longer prone to a lot of desperate tapping resulting in ocillations. It supports Pitch/yaw and pitch/roll analog onscreen controls, as well as having an option to make holding a control key gradually scale up to 100% (or your preferred maximum) over a specific amount of time. I don't think I'll ever fly another ship without it (or a real joystick). Persistent thrust: Allows thrust during high time warps. It's physicsless, don't worry about it breaking ships. You can now get to Jool with just ion engines without needing to go watch a movie while waiting HOURS for the maneuvers to complete. Never again. Persistent rotation: Spin isn't removed during warps or ship switching or game loading (Again, physicsless spin, your CPU won't melt at 100,000x). With SAS, you can lock an orbiting ship to any valid target to use as a reference frame, so a still ship can stay pointing at kerbin/kerbol/The KSS. EVAfuel: EVA thrusters now use the monopropellant that every command pod has anyway. An intended stock feature that was scrapped for fun, but we're masochists right? Automatically fills up and dumps fuel back into a ship on exit and entry, and also happens to make the EVA jets slightly less effective the EVAfuel now has mass.
  11. I installed this with CKAN. It shows this to be version 1.8.1 in CKAN, but ingame, AVG calls it version 1.8.0 and claims the latest version is 1.8.5. What's going on? Edit: According to the description of The "LV-T15 "Dachshund" Liquid Fuel Engine", it can't be throttled. Shouldn't the minthrust be defined as 210 like the maxthrust, instead of 0? Also it really should have a token entry cost.
  12. Can RCS parts with multiple jets have only one jet fail? Are there any failures for EVA'ed kerbals? I've got a mental image of a poor eva kerbal losing one of his jets, and getting stuck in a hilariously unstable spin.
  13. Go for it! Making it possible to twist and weld docking ports and connection points would be a great tool for those who want to build a grand tour ship in orbit. Perhaps with the added functionality of being able to explosively and destructively decouple the parts once welded. I'm pretty sure that most people prefer a mod which adds reasonable functions to stock parts, rather than adding a new part which is essentially just a stock part with something tweaked. It makes the mod much easier to use and/or remove because it can be deleted without breaking any ships which had pieces from that mod.
  14. CKAN crashes if you select Astronomer's pack - Clouds - Low, apply, then select Astronomer's pack - Clouds - High, then deselect Astronomer's pack - Clouds - Low. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentException: Mod AstronomersPack-Clouds-High is not in the list at CKAN.RelationshipResolver.ReasonStringFor(CkanModule mod) at CKAN.RelationshipResolver.get_ConflictList() at CKAN.MainModList.ComputeConflictsFromModList(IRegistryQuerier registry, IEnumerable`1 change_set, KSPVersion ksp_version) at CKAN.Main.<UpdateChangeSetAndConflicts>c__async1.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at CKAN.Main.<ModList_CellValueChanged>c__async0.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__0(Object state) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- ckan Assembly Version: 0.0.0.0 Win32 Version: 0.0.0.0 CodeBase: file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/Kerbal%20Space%20Program_2/ckan.exe ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Microsoft.GeneratedCode Assembly Version: 1.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Microsoft.CSharp Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll ---------------------------------------- System.Numerics Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll ---------------------------------------- System.Dynamic Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dll ---------------------------------------- Anonymously Hosted DynamicMethods Assembly Assembly Version: 0.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll ---------------------------------------- System.Transactions Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll ---------------------------------------- System.Runtime.Serialization Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll ---------------------------------------- System.Xml.Linq Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll ---------------------------------------- System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.EnterpriseServices Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.EnterpriseServices/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.EnterpriseServices.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18331 built by: FX45GDRSTAGE CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
  15. Analog control looks like a great idea, but in it's current incarnation, it doesn't seem to properly detect what resolution the player is using at the time. Plus, Because of rectangular monitors, pitch and yaw are different scales. I would absolutely adore a version of AC which was a simple window showing a virtual analog control squares and 1 analog axis patch, with clickable options to set x and y to rotate or translate your choice of axis plus throttle, with multiple control squares visible to switch between, so you could eg have a pitch/yaw spot, a pitch/roll spot, as well as a line to click on to precisely adjust throttle, or just a pitch/yaw spot with a line above it to do precision roll maneuvers
  16. That first image is just wonderful. I would absolutely adore an expansion animation for that style of antenna. The neat thing is, that zig zag kind of frame would likely work just fine as a static texture pasted onto a transparent cylinder, because as it expanded, the angle of the strut connections would realistically expand.
  17. I think that the storage containers should be pushed up from the science area into the construction area, with a basic node for both size 1 containers and cargo bays, then branching into size 2 parts in separate nodes for service bays and storage containers. Several different mods have containers of misc type. As for why to put small service bays in a separate node from the Mk2, they're pretty vital to recover fragile science parts, especially in FAR. Pulling the small and med service bay down a bit would be great. the advanced metalworking and large docking nodes are pretty kludgy at the moment, Having the claw that early feels pretty strange. Additionally It would make more sense to have the attachment points earlier, like in specialized construction, then making the rest of the docking ports fit into a "field connections" tree that could be shared with KAS bits. All 8 of USI Life Support are given all at once, ranging from the tiny nom 100 day pack to the massive 18 ton tank able to supply a kerbal with more than 2.5 years of yummy goodness. suggested tree: In start: minipack (food). In resource utilization, Minipack Mulch and fertilizer, the small greenhouse. In resource refining, the large greenhouse. Alternatively, put the above two into specialized nodes branching off electrics. I'd reccommend 200 and 500 science as costs. for the 3 tanks of nomfood, put them in the appropriate sized container node.
  18. I'm really liking this tech tree, it has the span to allow specialization in stock as well as so much mod support. This is so much better than the sadly neglected community tech tree. Getting this onto CKAN would be great. Please alphabetize the list of supported mods, the current list is a pain to search. RemoteTech's "upgraded probe module" has somehow ended up in the start node, when it should be hidden away (it's a legacy part that is only in to stop old saves breaking). I think that Kerbal Engineer's modules should be moved to the midgame area, ideally they should show up around like an alternative to getting other science pods, since the KE modules activate the KE interface, but so does carrying a scientist. So they're like a mechanical scientist, like the SAS modules being mechanical pilots. Maybe advanced flight control? The mod fog of tech seems to conflict hard enough to cause crashes. Sounding Rockets has a few major issues, the SRE-L seems to be completely missing, the 62.5cm nosecone is in the start node instead of the sounding rocketry, And the SRE-XL is still in the basic rocketry section. Because of SR's cheap modules, I'd like to propose a different SR tree, since as it is, they all have little use until you get all 4. In Start: SRE-S, small SR fin, nose cone 0.35, battery, Avionics Package, one science payload, payload fairing and truss 35. From start, sounding rockets specialization for about 5 sci: SRE-L, stick, medium SR fin, payload fairing and truss 35. From SR specialization, Advanced SR for 20: SRE-XL, Nose Cone 0.625, large SR fin, SR adapter, payload fairing and truss 625. From Adv SR , Liquid Fueled SR for 50ish: Small and large SR tank, Aerospike. From start, SR science for 20: the second science payload, SR decoupler. From SR science, Advanced SR science for 50ish: The third science payload, SR's gyroscope. From Adv SR science, orbital SR science for 90ish: the last payload, Stabilization Thrusters And finally, also from Adv SR science, streamlined SR science for 90ish: Mini Battery pack, M-315 Probe Core.
  19. Missing a few nice non-part-pack mods: Alternate Resource Monitor AutoAsparagus Contract Pack: Advanced Progression Contract Pack: Initial Contracts Contract Pack: Kerbin Space Station Coolrockets (adds ice falling off tanks when launched, plus the secondary coolant jets on the LQ engines.) CustomAsteroids (inner and outer system) for asteroids and comets in better initial orbits. Docking Sounds Distant Object enhancements EditorExtensions Final Frontier (awards ribbons to kerbals who achieve things) Kerbal Joint Reinforcement (a vital addition for big ships, it turns on physics slowly so the initial jerk doesn't tear apart an otherwise stable ship.) KerboKatz modlets: AutoBalancingLandingLegs, FillSpotsWithTourists, ModifiedExplosionPotential. Menu Stabilizer Navball docking alignment indicator Navball up default >VETERAN TIRED OF SCIENCE GRIND?? >Doesn't include No More Science Grinding Considering about 90% of the above+original are on CKAN, I'd suggest offering a .ckan file along with the short list of the mods not on CKAN.
  20. I like the idea, but it's a high-risk medium-low reward, especially considering other popular mods like KIS/KAS's docking support options, and the flipping between OP and hilariously buggy quantum struts. Instead, an option to weld together (and twist the connection to get the angle juuuuust right) connected docking ports would make a neat simple modlet, not require new parts or textures, and would be backwards compatible for those dedicated people who already have their KSS up to a few hundred parts.
  21. Very cool, thanks for the formula. Not exactly. As things are, to test a piece, you need to pay the funds, wait until the piece is built, then you can test it, and if you recover it, you get the money back, and keep the piece in the inventory list but you can't actually use it. If you do a lot of testing missions, that piece list will get to the point of silly. If the item is added to the inventory list, you would still pay the funds to use the experimental piece, but not the build time. Think of it like paying a deposit. When the ship tests it successfully, and then recovers it, you get the deposit back, but you don't get to keep the part. I think the easiest way to do this would be to give each instance of experimental parts with a special tag, which exempt them from the inventory system To minimize GUI, Have the button simply show "buy 1 part" With a tooltip showing the cost and the time saved. Not exactly. The idea is, currently science gets added directly to your science balance. Instead as an option, that science gets added to a completely different variable, the science buffer. When there's science in the buffer, it trickles into the vanilla science balance at a rate equal to the current development rate. That sounds awesome! I'd love if you added the variables soon, it would be fun to do a career where ground crew is the only source of KCT build speed, KSC acting something like a super-powered ExtraPlanetaryLaunchpads workshop, rather than having to fiddle with an honestly sub-par GUI. Not that I'm complaining about the current GUI, but switching to the GUI style you find in, say, Kerbal Engineer or BetterTimeWarp, would make the mod just that more enjoyable.
  22. A few small bugs: The 0.625m nosecone is labelled as a 0.031m nosecone. All 3 fins have identical prices. I'd suggest making it 15/25/35. The VAB icons of the SR science modules have the models rotated in a way that makes them all identical. Rotate them so the icons look different, and preferably alter the black base color to different colors like the original centered versions (which honestly look better anyway). The auto-detachment doesn't work properly for the first part. Removing the first part attribute from the engines would likely be a good idea, as well as suggesting in the description of the truss that it belongs as the core of a SR. On the other hand, the auto-detachment works too well when the solid rockets are attached radially, they're practically free extra TWR. Except the SRE-XL, which for some reason attaches radially to the center of the engine rather than the edge, which understandably causes problems when they try to fall off. Banning radial attachment for the SR engines and tanks would likely be a good idea, unless you're planning a tiny, extremely fragile radial strut. If the SR propulsion units are given much lower temperature tolerance, this shouldn't be much of a problem though. The staging system doesn't seem to understand that the stacked engines and the parachutes don't belong in different stages. Is there any way to force KSP into treating these parts as stage ends? Fuels is an absurdly late position to put the Liquid Fueled SR parts. They belong in general rocketry, or Advanced rocketry at the very latest. Same with the toy gyroscope and the probe core. The Fairings parts should be in the aerodynamics tab, not in structural. The Fairings parts need a cost higher than 1. The core of the truss is modelled in such a way that parts always have their attachment point pointing towards the center, making all but the most careful placements look odd. Can this be fixed by changing the internal structure? The Avionics package is an extremely OP early game part, SAS without a pilot isn't normally possible until a 90 science node. With the neat little launch sticks and fixed fins, SAS shouldn't even be needed, aim with the sticks, launch, repeat. Alternatively, you could make the starting command pod a 0.31m scale part with absolutely unbearable stats for anything but short flights (long term requiring too many batteries to get enough lift, or solar panels which are obviously too heavy), but have the command pod in the miniaturization node have the proper SAS as well as a much more efficient electriccharge drain on par with stock probe cores. Miniaturization could also offer size 00 and size 0 solar panels which look like a closed SR fairing when stowed, only to deploy by simply unfolding the fairings into small actuated panels, making it possible for masochists to make miniature satellites with just the SR parts. In the spirit of Kerbal engineering, Nearly every part in this pack should be much more fragile to both heat and collision damage, in order to make more explosions. Besides the Nosecone and the Fairings parts, they should break easily if mistreated. the engines should have only a small margin of error, only slightly hotter than their max temp when fired, easily popping if they're bundled up into a cluster. Additionally, the electronics should be much less efficient. the toy gyro could likely get away with 1m/s, maybe even less. Cores and the gyro could each require much more electric charge while being 1 kilo each instead of 10. I think that in order to counter the problem would be to remove SAS from the the avionics package, and set it to with Mass 0.001 and electric charge req. of 20 charge/min. Perhaps a small size tweak downwards as well. That aerospike is crazy powerful. Nerf plz. Small and large truss-half-sized containers meant to fit inside the SRs would be a lovely way to send things up to a space station. Eyeball intercept, launch up emergency noms/spare parts/rocketparts/the new release of the adventures of Jeb, once the intercept is close, EVA out and grab them. Finally, considering how specialized most of these SR parts are meant to be, I'd say that they deserve their own dedicated tab. Not enough specialized parts packs make their own tab. That's all for now, I haven't spent all day with model rockets since I was a kid.
  23. Instead of Total/current stage meters, could we have the total replaced with "unstaged" instead? Also, making the bars' lengths proportional to their total would be a neat feature. Also, it's rather annoying to have the same information shown twice, If I have the option to show the current and total on, but the current stage is the only one with that resource, it should really only be one bar, not two bars showing the same amount.
  24. I've found a rather major bug, and one smaller one. The "reset points" button when in the default ruleset seems to be severely bugged, pushing it resets the points, and increases the reset cost, but doesn't actually take the price. It also lets you reset if you've spent no points, and if you switch save files, the reset button cost won't change unless you restart KSP. Honestly, I think a better way to respec would be to allow you to buy back spent points for 10-25% the cost of buying a new point. Minor respecs are cheaper, and it would make it more feasable to push points to where they're needed in an emergency without feeling like you're paying a permanent cost. The R&D department's behavior is rather odd, in how it's able to use it's base science research rate on all currently researching projects at once. They really should be queued up rather than ran in parallel. As for some suggestions: An option to make recovery take time proportional to the "distance fee" would be nice, and encourage use of more than just Jeb in the early game. When you get a "test module contract", It would make total sense for one of that module to be added to the KSC inventory, and removed if possible after the ship which performed it is recovered. Instead of a simple "rush 10%" button, instead it would be cool to have the option to outsource the part construction phase, which would add around 50% of the part's cost. pick how much you're willing to spend on that, and the accountants buy as many parts as possible for the ship, starting with the cheapest and working their way up, because they're kerbals. Also because the knapsack problem is NP-hard The development rate could also be applied to the science earned, taking a token amount of time to convert recovered and transmitted experiments into delicious science points. A small token salary for each kerbal would be nice too. in the area of 5-30 credits a day based on their star level sounds about right, plus a bit of danger pay for each time they land. Thanks for all the hard work, you help make KSP feel like a real program. The above would work great with the option to give grounded kerbals some value. An Engineer on the ground would help build speed of either the VAB or SPH by 0.1 as a zero star, with 0.05 for each level they gain, A scientist on the ground would help speed up development by a point, and stars would act like points for the research feature. Pilots on the ground are sad sacks who want to go to space.
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