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Everything posted by Bombaatu
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Fungeye, level one wide. I have DSO with the compatibility patch
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I'm only getting 0.1 science from observations, regardless of what body I image. Is this as-designed? I used to get significantly more.
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[1.8.x] Targetron (continued-bis-wathever) 1.6.3 2019/10/23
Bombaatu replied to agises's topic in KSP1 Mod Releases
It would be great if planets/moons were added to the filter so you could target them without going to the map view. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
Ah-HAH! So *that's* what the "Construction Materials" storage template for the Buckboards is for.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks for the correction. And my "system" was me brain-storming as I wrote, so take it with a grain of salt...- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
Was not aware of this; good to know. Thanks!- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
MKS has two different paths for making supplies: Agroponics (8 parts Mulch + 1 part Fertilizer = 9 parts Supplies, requires EC) and Cultivation (Dirt + Water + Fertilizer = Supplies, requires EC, not sure of ratio). In MKS, Agroponics is used in orbit since you can't ship up Dirt via Kontainers (it gets vented). On the surface, Cultivation is better if you have access to water. I know you want to do something different, so here's what I've been noodling on. Use a "Hydroponics" model (Water + Fertilizer, requires EC, takes X number of days to produce a yield). Hydroponics modules would not have to be manned but if it was, it could give a bonus based on Skill level and/or Stupidity (lower is better... ). Optional bonus yield for Dirt? Optionally having X technology allows unmanned Hydroponics modules to use the highest on-board Scientist's skill level? So now you need a means to create the required resources in order to close the loop. Water - already covered by the Watney template. Fertilizer - already covered by the Pigpen template, but I would go a step further & have the Pigpen produce Fertilizer & Water from Mulch. Introduce a loss so the supply is not indefinite. Can be unmanned for a low (50-60%?) efficiency; if manned, gain a bonus based on Skill level and/or stupidity. Cap efficiency at 90%. Introduce a second Fertilizer production method that takes in a mineable resource (ore?). KPBS already has this in the form of their Algae Farm storage module. With this in place, surface bases could become completely self-sufficient. Orbital bases would still need some periodic input, which makes sense. Thoughts?- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
That would be Mark One Laboratory Extensions...- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah - I always thought the Homestead and Stockyard parts were a bit of an odd duck for Pathfinder. The Stockyard is duplicated by the MOLE dry-docks; moving Homestead to MOLE could be interesting to jump-start using the mod for latter-game stations as well as early-game.- 3,523 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Bombaatu replied to nightingale's topic in KSP1 Mod Releases
I have to say the latest update made a *HUGE* difference in my performance - thanks, @nightingale!- 5,225 replies
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Oddly enough I had this same idea. Unlike the OP, though, I'm actually in favor of allowing skill-spread instead of having to max out one discipline before adding another. For that to be viable, each "star" for each skill would have to add something unique - this would allow for a reason to either spread out or specialize. My initial thoughts were that zero-star pilots could hold course & altitude in atmosphere (let's face it; they wouldn't be kerbalnauts if they couldn't fly a plane) as well as engaging SAS, then getting better at spaceflight (ie hold pro/retrograde, hold normal +/-, hold radial +/-, etc.) just like they do now. For Scientists, zero-star gives the ability to clean experiments; subsequent start increase MPL performance as well as a small increase the the amount of raw science gathered; possibly also the ability to transfer data from experiment to capsule without EVA. Engineers are the problem child; not sure how to make them more useful in the early game prior to getting ISRU. One idea would be that engines get better performance (ie a bump to ISP), struts get stronger, etc. EDIT: Actually now that I think of it, I'd say there is no zero-star ability BUT every Kerbal starts with one star; they get to choose what it applies to.
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The v1.2 Hype Train Thread - Prerelease is Out
Bombaatu replied to Whirligig Girl's topic in KSP1 Discussion
I, for one, welcome our Squiddy Overlord. But yah - HYPE TRAIN! (Woo, WOOOooooo!)- 1,592 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
If the Doc Science lab can now run WBI experiments, can any of the Pathfinder modules act as a Botany Lab for the plant growth experiments?- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
NICE!- 3,523 replies
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[1.2.2] Historical Progression Tech Tree v2.0 - Updated 02-22-2017
Bombaatu replied to pap1723's topic in KSP1 Mod Releases
I'd also like to suggest Coatl Aerospace's ProbesPlus: -
This is a simple fix; open the .cfg file & go to this section: Change "FlightEngineer" to "FlightEngineerModule" & restart
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Found an issue. I started a new Career game & this mod allowed a Kerbal on EVA to collect surface samples without upgrading the R&D center. EDIT: Also, it doesn't work with non-stock science - at least, it doesn't work with Universal Storage versions of Science Jr or Mystery Goo.
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I have an issue that just started in that I cannot set a target; I get a brief flash stating <vessel> was targeted, then immediately get the No Target message. This has happened with both Targetron & manually selecting target in map mode. This was working last night & I haven't updated any mods since then. I have restarted, same issue. The debug log does not show any errors when setting targets. Has anyone run into this?
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Future KSP Versions Feature Request List
Bombaatu replied to Westi29's topic in KSP1 Suggestions & Development Discussion
Actually, not really; if you have the KSPedia up, then it's a fair bet that that is what you are wanting to see. However, I can also see your point, so I guess what I'm really asking for is a configuration button that would allow for this. -
Future KSP Versions Feature Request List
Bombaatu replied to Westi29's topic in KSP1 Suggestions & Development Discussion
Thread necromancy, but.... How about not hiding KSPedia when you hit F2 to hide the UI? I often have a ton of UI windows open (MechJeb, [X]Science, etc) and end up having to close them to look at the KSPedia. -
This already has a review from Kottabos: If you're taking suggestions, a good feature would be a "Review Data" button to see experiments that have data but haven't been transmitted for whatever reason.