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Everything posted by Ksp Slingshooter
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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
- 4 replies
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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
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Orbital Production
Ksp Slingshooter replied to Ksp Slingshooter's topic in KSP1 Suggestions & Development Discussion
I agree. The feature would have to be easy to master and stock-alike to please the majority of us -
Orbital Production
Ksp Slingshooter replied to Ksp Slingshooter's topic in KSP1 Suggestions & Development Discussion
Seriously? This post isn't an original idea? Can you link the original post? -
With the new 1.11 update adding orbital construction, I think the next logical step should be orbital production such that ship-building becomes possible in-situ instead of needing to import parts/launch assembled ships from Kerbin. The new 'part fabricator/ship assembler' could use ore or other raw resources inspired by the community resource pack mod.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Ksp Slingshooter replied to RoverDude's topic in KSP1 Mod Releases
Is there any advantage of using cultivation over agroponics in the agricultural module? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Ksp Slingshooter replied to RoverDude's topic in KSP1 Mod Releases
MKS says that it is compatible from 1.8.0 to later versions in CKAN -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Ksp Slingshooter replied to RoverDude's topic in KSP1 Mod Releases
I have installed the latest MKS and I don't see any WOLF parts nor any UI's. What am I doing wrong? I'm playing in 1.8.1 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Ksp Slingshooter replied to RoverDude's topic in KSP1 Mod Releases
Another question: If I want to build offworld vessels using the resources available, do I need to download Extraplanetary Launchpads or does USI MKS already support that? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Ksp Slingshooter replied to RoverDude's topic in KSP1 Mod Releases
What happenned to the UKS mobile launchpad and shipyard? I unlocked them in R&D but they don't appear in the editor and it says they were built by USI *legacy* -
(CLOSED) The Solar Trip Challenge
Ksp Slingshooter replied to Kerbal Productions's topic in KSP1 Challenges & Mission ideas
What about Eeloo?- 15 replies
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- solar trip challenge
- solar trip
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[1.8.1-1.10.1] Minmus Space Centre
Ksp Slingshooter replied to kylelander's topic in KSP1 Mod Releases
Damn, that flag is HUGE