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TaiGambol

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Everything posted by TaiGambol

  1. Any chance of an update, or someone picking this mod up?
  2. Okay, maybe I'm just missing something really obvious, but. I got a couple contracts to put a satellite in specific orbits around the Mun. Since I wanted to set up a RemoteTech network there anyway, I decided to overbuild my network carrier and use that to fulfill them both. First one went without a hitch, but the second one is causing me issues. According to the contract, I've hit the specified orbit, but it's not acknowledging it. I've fast-forwarded time by a few days, swapped out of the ship and back into it, nothing. Here's the full map view - the orbits are matched so closely I literally can't see a difference between them, and I'm 99.999% sure it's going the right way - I mean if it wasn't, it wouldn't say I've reached the specified orbit, right? Is this just a weird bug or am I doing something wrong?
  3. This might be a stupid question, but is there any way to have ASS run/reset all experiments, not just the ones that haven't been checked off yet? I'm making a station and I want to make it easier to feed data into it for research, I've got a mod that'll let me just do 'perform all science' if I want, but it won't reset everything like ASS does, and clambering out to reset everything every biome seems tedious.
  4. I finally signed up here just to add in that I agree with the above. Blutonium's an interesting concept, but I feel like it's a little, overcomplicated right now. I spent about ten minutes just now scouring the tech tree to see if I could find anything that would let me store the stuff, so I could actually start using some of the blutonium reactors and the like I've started unlocking. Ended up having to Google it, because I was wondering if something was broke on my game. It's not at all clear that what you get in the initial tank is all you can store, and I don't really understand why that's the case, especially since you can refuel - if they were intended as fire-and-forget then that'd make sense, but. I like it conceptually, but I feel like you could have made things a lot easier by just doing what's been suggested above, bundling in that Community Resource pack that was mentioned and tying your engines and reactors to Uraninite. Boom. Refueling anywhere but on Kerbin requires mining or refining operations, stations get set up for supplying nuclear powered ships, and if someone wants to stock up for a long trip, they can, 'cause there's containers for extra reactor fuel. Or if you don't want that, then remove the ability to refuel and just make them fire-and-forget and balance around that. As it is, the Manhattan reactor just seems pointless to me - 8k funds for less than 90 minutes of power generation just seems useless to me. Sure, it's high-throughput, but I can't think of a use-case for a reactor that can pull down 52ec/s for an hour and then it's functionally dead weight. If it did 1ec/s for 52 hours it'd be a lot more useful, and I might actually consider using it.
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