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Everything posted by Snillum101
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This mod is fantastic! My craft no longer flop around like drowning fish when attempting to dock
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
IMO the charging by mass thing could do with some improvement. One idea that was suggested was to still charge by mass but to use different cost/kg ratios for different types of parts. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
Exactly, you pay for the cost for a more massive payload by having to build a bigger rocket. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
The whole mission controller folder from the download needs to be unpacked in the GameData folder inside your KSP directory. So you should have /Kerbal Space Program/GameData/MissionController/ -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
My beef isn't with the current method being too difficult. I have been able to design rockets that complete the stock missions within budget no problem. My issue is that the removal of individual pricing of components means that putting a few metal panels into orbit costs as much extra as putting up a large satellite. This is because the new model does not take into account if the object is a solid hunk of metal or a flight computer, it just charges for the mass of the object rather than for the object itself. In my mind it's obvious that a ASAS module should be many times the cost of a girder or metal panel due to all the electronics and whatnot. An idea that could work is reducing the cost per unit of mass and introducing a new cost similar to what was done with liquid engines. For every piece of tech you put on your spacecraft (ASAS, solar panels, probe bodies, etc) you pay an amount based on the complexity of the unit. So a ASAS module goes from a foregone conclusion because it costs virtually nothing to being an actual decision. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
Yes I like the sound of that! It would be easy to rebalance the KW rocketry stuff with module manager. I think this is a really good idea. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
I'm sorry to say I have to agree. I really thought the previous way of doing things was much better. I understand its difficult to balance things but the current charging by mass makes heavy simple structures wildly expensive. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Snillum101 replied to cybutek's topic in KSP1 Mod Releases
I'm also having this problem. It seems to happen when I attach SRBs to decouplers. If I attach the SRB to the rocket directly the deltaV is added correctly. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
Lol, just reporting a bug not expecting an immediate fix. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
May have discovered a bug with the difficulty settings. I've found that when going back to my save after closing the game yesterday that my rockets were cheaper than I expected. The config screen says I have hard difficulty selected but if I select medium difficulty, save and close the config window, my rocket costs stay the same. If I re-open the config window and select hard difficulty my rocket costs jump up to more expensive values. So I guess what I'm basically saying is that the difficulty resets back to medium on game close even though the config UI says I have hard selected. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
Another great update. Keep up the good work! -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
I like that idea. there could be several comsat parts of different weights and values. A hard mission would ask for a heavy/expensive comsat to be put into orbit. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
Those changes sound great. I think it would make sense for every mission to provide a little bit of research resource and for some missions such as telescopes/space stations etc to provide research over time. I also think for balancing it might be an idea to proportionately increase the cost of payloads. At the moment when I send a satellite into orbit the main cost of the mission is the LV, I don't want LV's to be really cheap, I just think that payloads aren't valuable enough at the moment. One way I see of tackling this is to make all probe cores, batteries, solar cells etc much more expensive. This would tie in well with the difficulty setting you mentioned (i.e. easy = low probe costs | hard = high probe costs). It would IMO make it seem like you're transporting something valuable up into orbit for a company rather than useless old junk -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
Is there an updated list of mission categories for the new icons? I've looked through the documentation but can't seem to find one. Great changes in 0.7 btw Edit: I may have found a bug with the passive reward payment. I was testing Comsat contract V and completed the mission just fine. I then selected a ship and waited on the launch pad for 24hrs to go by. However when the countdown reached 0 on the mission screen my budget did not update by +500. Is time acceleration not allowed? Or will my budget just not update until I launch another ship? -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
May I suggest a feature on the GUI to track the total amount of passive income completed missions are generating? It might be nice to have a countdown timer telling you when payments are due next as well. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
Agree with this, even if it was 25%-50% lower. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
Maybe its a question of balance, I find my LV is almost all the cost of the mission with the payload being a very small amount. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
I agree with you, though I think having the option to disable the plugin from the config menu before launch does let you test out designs without inuring any financial penalty. I myself regularly test out designs with the plugin disabled and then run the mission for real once I'm happy. I see it as using "computer simulations" to test a design before committing to build it -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
You make a fair point there, though part of me thinks that that responsibility sits with the individual mission package designers not to provide the user with a very restrictive campaign or no way of making an income -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Snillum101 replied to nobody44's topic in KSP1 Mod Releases
Really like the sound of that. I understand if it turns out not to be possible though. I also really like the idea from White Owl of having a "cooldown" on certain repeatable missions. Loving this mod