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Everything posted by Snillum101
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Been having great fun with this mod. Landed rovers on Mun, Minmus, Duna and Eve and drove round for hours doing Science. Many crashes and handbrake turns later there are three small points of feedback I'd like to give: - 3 separate rover visits seem to completely max out the planet and make sending any further rovers pointless. I understand this might be a limitation with the way KSP handles experiments but I thought I'd mention it anyway. - Biomes don't seem to affect total science return. For example if I land a rover on the Mun's farside crater do some experiments and then land another on the highlands the total science left (the green bar) has still depleted by the same amount. - Would be excellent to see some flavour text for the different planets that you land on (even if its only one line describing the environment of the planet). Still think this mod is an amazing job, and I'm looking forward to see where it goes from here
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Snillum101 replied to Nereid's topic in KSP1 Mod Releases
Having the same issue here. Also Kerbals seem to come back even if permadeath is on. Otherwise excellent mod. -
Ahh right cool. So a new rover mission will effectively reset the science gain. Thanks for the reply. Now please excuse me while I launch all the rovers!
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Great mod! Makes rovers a great way to get science. I have one question though. Is a rover basically useless once its done 3 of the analyses? Its just the readme mentions a 30 day cooldown but I couldn't work out what it was referring to. Thanks.
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I've been playing the new DevBuild and I love the contract system. Its a far more immersive way to get satellite missions. I've not found any bugs (other than those mentioned in the update post) however I do have some feedback about the new systems: -It would be great to have several contracts pop up at once but you are only able to choose one to fulfil. This could represent the player with more choice whilst still requiring a decision. -A readout/countdown timer that tells you when the next chance of getting a contract is going to come up would be cool. -Some multi-stage contracts would be good. Have say a company ask you to launch 3 satellites into different orbits and you only get paid at the end. These are just my opinions though. Thanks for the great update.
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Gravity turn and horizontal slip
Snillum101 replied to Dillweed's topic in KSP1 Gameplay Questions and Tutorials
Edit your original post -
I was looking at the ScienceDefs.cfg file after maxing out the science tree and I was curious about what some of the settings meant. I've already managed to find out on the forum what the situationMask and biomeMask entries do, however I'm still unclear about baseValue, scienceCap and dataScale and could not find any further info. I can work out what they do kinda just by reading them but I'd like to know exactly what they do in-game. Thanks. P.s. I'm not sure if this is strictly a "gameplay question" but it did not seem to fit into general discussion or addon discussion either...
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...solve the US debt crisis ...be awesome!
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Release dates are (imho) usually the trappings of larger companies seeking to build hype and preorders for an upcoming title. I think they often seem to provide unwelcome or unrealistic restrictions to the development process like with Rome 2 Total War which seemed to be released in an unfinished state to comply with a pre-set release date. I'm not sure if it really fits with KSP to have mini release dates for updates but that's not what's happened really. We've just found out the day before the update that we're getting an update
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The Flavor Text Thread
Snillum101 replied to The Error's topic in KSP1 Suggestions & Development Discussion
EVA report while falling towards Jool: Jeb begins to understand the gravity of the situation... -
What do you want to see in .23
Snillum101 replied to jmosher65's topic in KSP1 Suggestions & Development Discussion
+1 to this. Working out a flight plan before a mission would be awesome. -
The official unofficial 0.22 discussion thread
Snillum101 replied to EvilotionCR2's topic in KSP1 Discussion
I'm really excited about this update! I'm looking forward to progress in the game being met with rewards (i.e. science). -
I'm having some trouble with the random mission pack. The inclination goal is not able to be met on some of the missions. I think I figured out why, when I looked at the mission package for the random missions: maxInclination = RANDOM(0,15) minInclination = ADD(maxInclination, 5) I think its the wrong way round and the plugin is getting stuck trying to make the minInclination greater than the maxInclination. Sure enough when I changed the mission package to: minInclination = RANDOM(0,15) maxInclination = ADD(minInclination, 5) It worked perfectly and I was able to complete the mission.
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I find a really efficient way of doing things is to make a cheap LV capable of taking up multiple things like satellites and probes. Then you can complete multiple missions with just the one launch. I believe this is similar to the way some real space companies work whereby they will have many parts to their payload to save on costs.
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Snillum101 replied to AncientGammoner's topic in KSP1 Mod Releases
This mod is fantastic and seems really well balanced to the stock parts which is great. My one and only complaint is that the texture looks a bit like the walls of a padded cell Totally understand the reasons for the repeating texture though. -
Longitude of ascending node before launch
Snillum101 replied to Snillum101's topic in KSP1 Gameplay Questions and Tutorials
Hmmm... Thanks I'll try that. Though may prove difficult for polar orbits I guess I could launch a satellite and try to put it into a polar orbit with a LAn reading of 0. I could then guestimate based off of that for other launches. It would be nice to have a plugin that had a map similar to the kethane plugin but with a grid of longitudinal values. -
Longitude of ascending node before launch
Snillum101 replied to Snillum101's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the replies. I'm not having problems with rendezvous manoeuvres and I'm aware that I will not have an ascending node before I launch. I wish to know if there is a way to work out my angle from the origin of Longitude before I launch. This article here (http://en.wikipedia.org/wiki/Longitude_of_the_ascending_node) kind of explains what I'm on about, I'm just unsure of how to work this out in game. -
Hi guys I wonder if anyone could offer any advice. I'm designing a mission that requires you to land a rover on the Mun. I want the player to land at certain coordinates and then drive the rover a little ways to some different coordinates to complete the mission. Do you think that a second landing goal would work for the driving objective? just with different x y coordinates? I realise that other people may have created similar missions in their mission packs that I could look at, but I'm trying to not get tempted to follow someone else's style or plan