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KSP2 Release Notes
Everything posted by Friznit
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Science progression is notoriously hard to balance given the way the tech tree game mechanic is built. You zoom through the early nodes in a few launches then it slows to a long grind for the late game stuff. I typically play with 50% science returns then ramp it up to 80% for the later game (basically once you get beyond your first Jool flyby). Bureaucracy basically adds a funding cap, which in the early game does encourage lots of cheaper launches (Thors and whatnot) to maximise your returns within available time & budget. KCT on the other hand essentially adds a time restriction, so you can't simply launch multiple cheap rockets in one day. Combine the two and the game can get quite challenging, at least until you reach a certain threshold. I recommend playing with the History of Spaceflight contract pack (pocket edition is sufficient), as it chimes well with SSS & BDB.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Friznit replied to tony48's topic in KSP1 Mod Releases
I guess!- 1,950 replies
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Squeeeeee
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Friznit replied to tony48's topic in KSP1 Mod Releases
Prime suspect is Outer Wilds Program, given it's another planet pack running alongside KSRSS I'd imagine that might cause a conflict.- 1,950 replies
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@Zarbon44too busy making Star Trek ships to send me a craft file. I'm pretty clueless so without his help I can't write it up on the wiki. (Same detail on the ISS Nauka module, though that looks a bit more straight forward. To be fair I'm well overdue another Tantares career playthrough ).
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- totm march 2020
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Skyhawk Kerbalism - v0.1 (ALPHA RELEASE)
Friznit replied to CessnaSkyhawk's topic in KSP1 Mod Development
I like the concept. Science labs tend to be a bit of a catch all currently whereas I agree they would benefit from more niche roles. The Projects lab could have limited slots but support many different experiments that could perhaps only be switched by delivering "new science kit" to the lab. The kits could be a single part (e.g. science storage capsule with "stuff" in it) or require specific parts attached to the station/base before they become available (e.g. "black hole observatory" experiment needs a telescope fitted) - allthough that might create a painful network of interdependencies to maintain. It would be nice to have more progression in the various labs available in BDB (and stock). For example, early Mercury lab can only do a couple of projects, but not General Studies whilst GMSS labs are more versatile but commensurately more expensive. -
It's uncharted territory to some extent. It's up to us figure out the most efficient method then we'll send it to Bill at NASA so he can correct the docs from the 1960's. I'm sure he'll appreciate the input. Otherwise I'll put a guide on the BDB wiki. Come to think of it, they should be using the wiki build guides anyway, save themselves a fortune on SLS. Anyway, let me know when you've worked out which is the best approach and I'll write up the winning entry
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As @Zorgsaid I updated all craft files to use SAF fairings and bumped the version to 1.12.3 If you have old save games or your own craft files that you'd like to update, you an find and replace the old part names using a text editor fairly easily. What I do is make a new ship with the "offending" part in a simple build, look up the name in the craft file then copy, find and replace in my "broken" craft. With Notepad++ you can find and replace across all open files so you can quickly fix a whole bunch in one go.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Friznit replied to tony48's topic in KSP1 Mod Releases
I find the footprints often mysteriously stop working but a simple quicksave & load usually fixes it.- 1,950 replies
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Let me know when you get to the patches. I've added a few of my own which I can share to save you a little time.
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