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Hello Kerbonauts, I've been looking around for an exact formula for the Kerbal hiring cost from the Astronaut Complex out of curiosity. I checked the forums and the wiki, but it's written that the Kerbal hiring cost follows the formula: 150*n^2+12350*n, where n is the n-th Kerbal to be hired and starts at 5 since Jeb, Bob, Bill and Val are already hired by default at the start of the game. The thing is that this formula is simply wrong, since the first Kerbal I hire (n=5) costs me 62113, the second one (n=6) costs me 71031, the third one (n=7) 79054 and so on and so forth. Did the game have an update that changed the formula from the wiki, if so does anyone know the current exact formula? I did go aheah and plot the costs and I did a couple of regressions using Desmos, but they are not exact formulas: https://www.desmos.com/calculator/ajvmck7wc6 P.S: I am running mods, but I don't believe any of the mods I'm using are changing the costs. It's better if someone running the game modless checks these costs. P.P.S: I don't know if this topic should be here or moved to KSP discussions.
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Questions regarding asteroids and comets
Ksp Slingshooter replied to Ksp Slingshooter's topic in KSP1 Discussion
Nice, thanks for your reply. I also suspected that asteroids spawn in stable orbits around the Sun or Dres because that's what I only saw in game. (I went looking for config files for asteroid spawning regions but didn't find anything) Using the cubic strut + docking port is a great idea. (I'll try connecting a stamp-o-tron and compare klaw/stamp-o-tron/cubic strut + docking port stabilities) Also, nice asteroid base. -
I know that some comets can spawn with hyperbolic trajectories around the Sun, but can asteroids spawn with hyperbolic trajectories too? Also can i attach a stamp-o-tron to an asteroid/comet? And if so, will it be more stable than just grabbing it with a klaw?
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Trade shipment to the island runway
Ksp Slingshooter replied to Pds314's topic in KSP1 Challenges & Mission ideas
So, the challenge is to make the worst possible design? -
Trade shipment to the island runway
Ksp Slingshooter replied to Pds314's topic in KSP1 Challenges & Mission ideas
I don't think any company would like to make a loss. Unless, it's an emergency or humanitary help -
Trade shipment to the island runway
Ksp Slingshooter replied to Pds314's topic in KSP1 Challenges & Mission ideas
Making a loss seems against the spirit of the challenge. @Pds314 are you sure that the ROI can be negative? -
Oh, I only noticed in the title that you want a kerbal ring
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Ok, but if you want a thick ring in stable orbit, the fastest way would be to litter the place with debris (assuming there's no debris cap).
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Multiple launches or single launch vehicle
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- challenge
- mission idea
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The missions were added to the game in version 1.10 along with the ESA parts, I believe. Now they don't even show up in the menu (I don't own any Dlc's). Were they limited edition missions?
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Ore extraction bug
Ksp Slingshooter replied to Ksp Slingshooter's topic in KSP1 Gameplay Questions and Tutorials
I don't think ore concentration is a thing in asteroids (i.e you get the same ore rate regardless of the asteroid). I'm playing modded with mostly quality of life mods that don't change much of the game play. The only mods that I think could change the ore distribution are maybe Community Resource Pack and Ground Construction(?) -
I have an uncrewed miner with 6 drill juniors that is mining an asteroid at the supposed rate of 0.06 units of ore/s (which would mean that my ship would be gaining 0.6Kg/s while the asteroid loses that amount) but the asteroid is losing a bit more than 1Kg/s. At this point I thought that the junior drills would be very inefficient but no, something even weirder is happening: the total mass is increasing. To sum up, the drills are extracting at lower than expected rate of ore and therefore my ship is gaining less than expected rate of ore, the asteroid is losing ore at a higher than expected rate, but the total mass of ship + asteroid is increasing (there's no conservation of mass)
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I have an uncrewed miner with 6 drill juniors that is mining an asteroid at the supposed rate of 0.06 units of ore/s (which would mean that my ship would be gaining 0.6Kg/s while the asteroid loses that amount) but the asteroid is losing a bit more than 1Kg/s. At this point I thought that the junior drills would be very inefficient but no, something even weirder is happening: the total mass is increasing. To sum up, the drills are extracting at lower than expected rate of ore and therefore my ship is gaining less than expected rate of ore, the asteroid is losing ore at a higher than expected rate, but the total mass of ship + asteroid is increasing (there's no conservation of mass)
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I think debris don't get deleted unless you terminate them or they get under 25km of Kerbin's atmosphere