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The Friendly Mutton Chop
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[1.12.2] BARIS - Building A Rocket Isn't Simple
Snillum101 replied to Angelo Kerman's topic in KSP1 Mod Releases
This mod is fantastic! It's really breathed new life into my latest playthrough. I'm actually spending time testing and re-testing my rockets to make sure they are safe for my Kerbals A couple of questions/suggestions if I may: - I'm a little confused about the difference between "Flight Experience" and "Quality" does one effect the other? I've not seen any way to check how much flight experience a particular part has. - Using the test bench I'm able to get some of my often used parts to well over 100 quality (Some have 250+ ) Is this intentional? At the moment it quite possible to make a craft that uses a bunch of untested parts but because it has one part with very high quality the overall reliability of the craft is decent. - I saw in the manual that quality checks are called whenever a part is used/throttled up etc. Might I suggest adding a short cooldown to those checks to prevent message spam? I'm seeing a lot of messages saying Jeb managed to jury rigg reaction wheels and RCS ports whenever I turn my ship anywhere. Again thanks for your work on a great mod- 571 replies
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- baris
- part failures
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Scientists... What do they actually do?
Snillum101 replied to Snillum101's topic in KSP1 Gameplay Questions and Tutorials
Yeah . It surprises me this has not been changed by Squad yet. It seems from the wiki link that this feature has been disabled for quite some time -
Scientists... What do they actually do?
Snillum101 replied to Snillum101's topic in KSP1 Gameplay Questions and Tutorials
Ahh OK right. So the text is just a bit misleading. I'm about to launch my first space station so I'll be sure to put a science lab on it Thanks for the replies! -
Just returned to the game after a long break, decided to start a new career with a few mods (mostly engineer and contract configurator). I habitually take a scientist on most missions as their description says they boost science return on the vessel they are in. As an experiment I decided to work out how much extra science it was making from my typical Mun mission with and without a scientist. To my surprise I found that my level 1 scientist (its early game OK! ) was not boosting the science return of my vessels by the advertised amount (5%) and the science return was the same no matter my crew composition. I have already tried the same test in a new un-modded save with the same result. Have I misunderstood the scientist description text or am I doing something wrong? Cheers.
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[1.12.x] State Funding Continued - MM added as dependency
Snillum101 replied to linuxgurugamer's topic in KSP1 Mod Releases
Awesome, thanks! -
I'd like to update my signature with new badges but I'm having difficulty finding where to change it. Can't see any way to do that in my profile... I must be being a noob. Edit: I was. Found it.
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Fingers crossed that this all works out for the best
- 772 replies
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- kerbal space program
- take-two
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[1.12.x] State Funding Continued - MM added as dependency
Snillum101 replied to linuxgurugamer's topic in KSP1 Mod Releases
Question. Is this designed to be a complete replacement for the contracts system, or just used along side it? Just wondering if it would be completely unbalanced if I used this with the Mission Controller mod. Thanks for the great mod regardless! -
That's a shame. I too got the impression from the announcement post that there would be a way to plan/customize missions for career mode from within the game (which would be AWESOME! ). Just wishful thinking I guess Regardless I'll still keep a close eye on the forums for more info closer to release.
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Snillum101 replied to severedsolo's topic in KSP1 Mod Releases
I'm also getting this behaviour when launching and when exiting the VAB. Not 100% of the time but often enough to cause issues. Really like the premise of this mod though. -
OMG I nearly died laughing.
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Snillum101 replied to NecroBones's topic in KSP1 Mod Releases
Does this work with Real Fuels any more? I've got a weird problem whereby the tanks will be OK to fill up with the real fuels propellant, however the tanks then automatically fill up with stock LF + Ox when I change scene. Is there any way around this? Cheers. -
This is definitely one of my must have part mods. Looking forward to the update
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Snillum101 replied to erendrake's topic in KSP1 Mod Releases
Thanks! worked like a charm. that method is definitely going to come in handy.