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Tyko

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Everything posted by Tyko

  1. Since 1.1.3 I've had significantly less crashes to desktop. 1.1.2 CtD regularly.
  2. I get it...all I'm saying is that as a new (or long absent) player, the items you see as egregious may not be very apparent and that, in balance, the game is still too hell'a fun to delay buying for a few bugs
  3. Arguably, this is a game under constant development and "waiting for all the bugs to be squashed" could be a long wait. I'm a new player that just started with 1.1.2 and while I've encountered a few annoying bugs, the overall experience has made it more than worth it to put up with them.
  4. This is talking about "jittery" orbits where AP / PE will change by a few meters very rapidly when the vessel is active. When the vessel is on rails in time warp it doesn't happen
  5. This is SO COOL! I've been wrangling with how to integrate the Mobile Labs and still return a sample to KSC. I'm picturing bases or motherships with a rack of your little return modules that they can load up with science and launch for Kerbin. Idea for a 3rd part: you need to grab 2 copies of each experiment with your lander with Mobile Labs - 1 to convert to Data and the 2nd to send to KSC. What about adding a low profile 1meter sample storage container that could attach to the bottom of a 1 man capsule or the top of a 3 man capsule that you could store that 2nd copy of the experiment in? Anyway, great work. if you have time, it would be great if this part were added
  6. Love this mod! One little aspect I'm really happy with was initial placement on Day 0, Year 0 that makes it possible to send relatively low-tech probes to Sarnus and Urlum early in Career games. Very "Voyager 1 & 2"
  7. It definitely seems like 100km is the magic number - at least for Kerbin and its moons. Since circular orbits make rendezvous so much easier I'm just going to stick with placing my stations in at least 100x100km orbits
  8. I saw the same challenges and I've been fooling around with modding the behavior (my first attempt). For my play style I want it to give me a remote way to generate roughly the same science I would have gotten if I'd flown it home. My changes do two things: Bring the Data -> Science conversion ratio closer to 1:1 instead of the 1:5 conversion rate of the vanilla lab- I'm trying to collect in a remote location, not dramatically increase my total science earned. Shorten conversion times to days/weeks instead of weeks/months - the basic game provides instant science at the KSC. I wanted it to take some time, but I also didn't want to have to time warp to start seeing results. So far it's working pretty well. If I think I didn't break anything I'll probably ask for some expert input from the forums on whether I'm creating unintended consequences. Also, I created a material science storage cooler based on the Goo experiment model that you can strap to a rocket and store a 2nd copy of experiments in
  9. In a test on the dark side of the Mun with 4 MK1 lights the ground wasn't reflecting light back to me until about 300m. That seems really short. Maybe I'm wrong, but I'd think you'd start seeing light reflected from the ground in a complete vacuum further away than that.
  10. I launched my first station and then successfully planned and piloted a rendezvous from a lander launching from the Mun. This is by far the most complex mission I've planned so far from a piloting standpoint. Here's a quick show of the approach and docking sequence: http://imgur.com/a/zaeeh
  11. I just tested and confirmed that if my station is above 100Km from Minmus its orbit stays rock solid. My workaround will simply be to test each planet/moon for the point at which the orbit is stable (maybe it's 100K for all of them) and then always place my stations above that altitude.
  12. Yep, that works. I still think the labs should do more of a 1 point of science for 1 point of experiment value exchange, but do it very quickly rather than 1:5 over months. This would give players a reason to send science labs with their interplanetary expeditions to cash in on science that normally loses value when being transmitted.
  13. I'm playing around with Mobile Processing Labs. . I was trying to make them more like what they're called - a lab that "processes your experiments from a mobile location" rather than some sort of long term research outpost as they're being treated now. Here are my goals: Cut back the multiplier to close to the same value that I would if I'd flown it back to KSC. I'm not touching the added multipliers for doing the work "on location" because it takes a lot of effort to get the MPL to a remote locale, so added reward makes sense. Speed conversion from data to science up a LOT - KSC gives the science instantly, I wanted to MPL to process it in days or weeks rather than years. Below are the values I'm working with now. Is this getting close to my goal? @MODULE[ModuleScienceConverter] { @scientistBonus = 0.25 @researchTime = 5 @scienceMultiplier = 1 @scienceCap = 2000 @powerRequirement = 5 } Any advice would be most welcome. Thanks!
  14. hmmm..but now it's really grindy...I have to visit a biome and collect samples twice if I want to cash in and I want to research. The fix still doesn't stop "infinite science" because someone who wants to take the time to run around from lab to lab can still do that - they just have to add a stop at the biome each time and they have to time accelerate for years and years to reap the benefits. I'll be honest, when I saw the name "mobile processing lab" I expected it to do just that - process my experiments for me, for full value, just like I would at KSC. The benefit would be that I wouldn't have to fly my samples home, the trade-off is that I have to invest in a mobile lab infrastructure, acquire more scientists and pay energy costs. That seems like a fair balance. It feels like the new balance was struck to plug an exploit used by a handful of power players rather than balancing it for a "regular joe" player who want's to explore, gather science and move on to new adventures.
  15. Help please! I read through everything I can find on the MPL. I built a station, harvested a bunch of experiments from the Mun. When I docked at the station I was able to click on the beaker button in my list of experiments and get data for them. Great, BUT, I read that you could still cash in on the same experiments by landing at the KSC. When I hit the beaker button for each experiment it disappeared from my capsule. Do I really have to go and collect each piece of science, from each biome twice? Once to turn into data and once to cash in at KSC? or, am I doing something wrong?
  16. agreed 100% that they have to be done right and I wasn't suggesting something that interrupts the flow of play. I hate those too! They would be selectable under the same tab where you see completed contracts. You have a contract to orbit the first Kerbol, so you complete the contract and the notifier that shows the contract complete links to the KNN article They would not repeat. they'd be tied to specific "firsts" - the first landing on the Mun or Duna, etc, not EVERY time you touch down. I don't want play flow interrupted either. That said, it would be cool, after spending many hours to plan and execute my first Duna flyby, to have some form of recognition from the game that I'd made it.
  17. awww..If done right it could be really fun to see a short clip of 2 KNN reporters talking about how Jeb made one for step for Kerbals...etc. If not a video, then a text article that pops up, tells a brief story with some commentary about the flight and the successful mission.
  18. This might be a KSP 2.0 thing, but I'd love to see a cutscene or at least a text screen that opens when I've made a landmark achievement - first manned orbit, first walk on a moon, arrival at each new stellar body, discovery of new landmarks, etc. There could even be bad ones for first crash, first kerbalnaut death, etc. Think - Kerbal News Network (KNN) reporting on the latest dramatic event for the budding space program. It would be fun, call out achievements and could also be used to insert more Kerbal storyline into the game. I realize this would be a time-sink, that's why I'm suggesting for future after 1.x is rock solid, but it sure could be fun and very Kerbalish
  19. +1 for this. I was really excited the first time I got a probe to another planet, but a little let down that each planet wasn't a richly populated with "stuff" as Kerbin and it's moons. Also, the stock planets give a good sampling of the types of missions that can be run - high grav / low grav, atmosphere/no atmosphere, a gas giant with lots of moons, etc. Adding more planets without really fleshing them out would increase travel times, but wouldn't dramatically change mission profiles/fun quotient.
  20. Question...I'm trying to decide between stock MPL and Station Science for my new career game. Station Science is beautiful and clearly well thought out, but I'm not sure if it's too micromanage heavy for the play style I'm looking for. As a frame of reference, I'm using USI LS, not TAC and as soon as it's updated I'll be using Antenna Range, not Remote Tech. So, in short, I'm setting up my mods so that I have to plan for "realistic" needs of space travel, but not so detailed that I have to micro-manage. With this in mind, should I go with stock science or Station Science? Thanks for your suggestions and, either way, great job on Station Science
  21. I started the book before playing KSP and Stephenson kept referencing DeltaV...as in the need for DeltaV was a driving force in story development. I read up on it a bit, but until I started playing KSP I didn't completely understand it. I've learned so much playing KSP.
  22. How very "Matrix" of the Kerbals...haha
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