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Rocket88

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Everything posted by Rocket88

  1. Is there a recommended Exploration contract pack for JNSQ or should you use just stock? I was planning on using GAP for JNSQ and leave the rest stock.
  2. Thank you for the feedback, I was not very far along in the save so I will restart with 100% abundance settings. This is my first save to actually attempt long habitation stays so that will help me out. Does anyone know if Rational Resources helps with Kerbalism supply chain? or does it overcomplicate the game. Hydrogen and monprop only. Using Kiwi Tech Tree, Flight Control (30) will give you earlier access to monoprop tank. The pressurized tanks are in Storage Tech(85) down the Service Module(30) branch. Make sure to dump the water in The Fuel cell settings if you don't have a empty tank to fill.
  3. I was wondering how many budget days seasoned Bureaucracy users recommend for long career playthrough with KCT. I currently have mine set at 30 days, but It seems late game when my Rep is high enough and KSC is fully upgraded I won't be able to spend it all with KCT limiting how fast launches can take place. My current financial settingsRep50% Funds50% FundsPenalty200% 30day budget
  4. I just thought I would share a few of my settings for Bureaucracy UseItOrLoseIt = False HardModeEnabled = True RepDecayEnabled = True RepDecayPercent = 11 "Use it or lose it" allows you to roll over your budget to next month but "Hard Mode" will reduce Rep by 1 for every 10,000 not spent . This can kind of be used in place of big project spending but at a cost. So use sparingly or your budget will suffer for next month. I plan to use the admin building to swap science for funds for big projects as I finish tech tree, not sure how it will work yet. I am using Kerbalism, Kiwi Tech Tree,Kerbal Construction Time. Sci50% Rep50% Funds50% FundsPenalty200% No heavy science mods just Scansat and Research Bodies. On "Rep Decay" I will start out with 11% and drop it down 1% for each achievement listed in any order to simulate the overall reputation of the program as it gains support from the Kerbal community for its success. Stop at 1% so you have to keep doing something for Kerbal kind. Reach Space Orbit Kerbin Land on Mun Plant flag on Mun Plant flag on Minmus Space Station Any Planet Surface Base Mun/Minmus Land on any planet other than Mun/Minmus Plant flag on any Planet other than Mun/Minmus Surface Base on any Planet other than Mun/Minmus Any thoughts or suggestions would love to here feedback. Thanks severedsolo for this awesome mod, I was also monthly budgets user. I first I thought not having "Big Project Spending" was going to be a problem but I believe part of the above is a good work around and adds a lot more decision making in career which I am all for. Thanks again.
  5. 1. In your experience what is a balanced Resource Abundance slider setting for hard but not frustrating Kerbalism save ? I know this is a matter of preference and I don't mind a challenge and Kerbalism is difficult to complete a supply chain without the need of routine resupply missions. I have not had much experience with setting up long term habatation is why I ask. On my current Kerbalism save I have the Resource Abundance slider set to 60% 2. I would also like to know how you have your Radiation settings. I currently am using the default Hard settings. Again I know this is matter of preference but would like to know how the seasoned Kerbalism players set it up. Thanks for any feedback, and Thanks to the developers of this outstanding mod.
  6. @magico13 I really got to say I enjoy Editor Time mod, It is in a way more realistic then KCT. Not that KCT is bad, But more complicated builds equal longer build time with Editor Time. Definitely forces you to build all systems for Orbital or Surface station in advance as NASA would hopefully due if your using a life support mod. I am currently using 1 hour vab time equals 6 Kerbin Days, Which seems to work pretty well. Thanks for all your work on this and all your other mods.
  7. @linuxgurugamer Is there any way to Remove Hot Key, I use Precise Editor and "P" is used for opening that and there is no way to change it in precise editor. I figured that would also solve typing"P" in description issue in which I read a couple post up. I'm not opposed to just clicking Icon. Thanks for all your hard work on keeping these mods alive.
  8. Thanks for reply's. Honestly now that I think about it I could easily just set a timer to activate Altimeter Module after it passes 75km descent or have 1 Altimeter set at 75km descent (Mun) activate another Altimeter set to 75km descent (Kerbin) that is linked to the action groups. Just a little Pre Planning, That is why I love Smart Parts so much makes you think about craft design. So Body option is really not necessary. I am sure you have other projects way more important. Thanks again for all your work, a lot of mods would be forgotten with time if you did not keep them going
  9. @linuxgurugamer Not sure if this has been asked or even possible but it would be nice if Altimeter module could be set to a reference body altitude. I designed a prob to have its parachute deploy, engine decouple, and antenna retract at 75km descent thinking it would above Kerbin, Much to my surprise as I flew over the mun in sub orbit with a PE of 58km it triggered at 75km rendering my prob space junk as I watched my only propulsion get ejected into space. Thanks for keeping this awesome mod up to date i appreciate all the work you do for the community.
  10. Im sure its been asked before, but do you need to start a new game to use Karbonite Plus. Thanks
  11. I was curious of how you set the funds penalties slider when using above set up.
  12. @severedsolo Thanks for quick reply and this answers my question.Thanks again for awesome Mod. Makes career a lot more fun and less grindy on higher difficulty settings
  13. @severedsolo On New Career Difficulty setting Hard and MB Setting Default. If I Click on "Allow Other Launch Sites" in Game Settings Current Cost in MB goes from $42000 to $122000. Game Difficulty sliders and MB "Base Cost For Other Facilities (non Stock)" Slider will not change Current Cost. I also changed MB cfg. and cost remained at $122000. Only after clicking off "Allow Other Launch Sites" does it revert back to $42000 Is this intentional or bug, Thanks for awesome mod
  14. @RealGecko First of all let me say thanks for awesome mod I really appreciate all your hard work. Is there a way to disable biom info when in the map view? I have not scanned the planet for biom info and it feels like I am cheating being able to wave the mouse around and gain the info. If not I will refrain from using until I scan, No big deal. Thanks again
  15. Any suggestions for setting science percent slider if useing ETT and dmagics Orbital Science?
  16. Thats all it was, and thanks for quick response. Thanks DStaal and dboi88
  17. I have a problem with the akita wheels just spinning on the runway and the rover will not move, I tried disabling auto friction still not working. Only mod running on clean install Construction Version 0.1.8 from CKAN I also had problem before I uninstalled it, With MKS/OKS Duna Modules legs being extended suddenly on launch on runway causing module to fly in the air .They were retracted before launch in SPH. Not sure if related. I'm sure its isolated problem on my end. Thanks for your help.
  18. Wheffle, Was wandering what your thoughts were about adding contracts for scanning planets. Awesome mod, Thanks for all your work
  19. @Probus Confirming Antenna problem also shows up on fresh save. I Then used spacebaby fix above and was able to use stock antenna in VAB but not antennas from MODS Dmagic Orbital Science, SEP, Or Karbonite. Not sure if this helps. Thanks for all your hard work on this awesome tech tree. edit: spacebaby fix caused me to lose a lot of other researched tech nodes,rolled back to previous save
  20. @Probus Thanks for awesome tech tree and all your hard work, I have found typo in advanced landing title. Just thought i would share. Thanks again id = advancedLandingGear nodepart = advancedLandingGear title = Advaned Landing Gear
  21. First of all l like say this tech tree is really fun to play, I like the fact you can choose your own path. And thinks for all the work you put into the mod. I was wandering if you ever thought about adding ocean exploration branch to tech tree? I think it would add even more "depth" to an all ready great mod. Thanks again!
  22. I was wandering recommended Science and Funds % settings with SETIctt for 1.0.5 , Using Orbital Science and ScanSat.
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