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Torham234

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    Sr. Spacecraft Engineer
  1. Well, its weird, during normal play, the counters on the magnetic field contracts kept resetting. What I did in the end is load a save >tracking station > select each satellite once. this would green out all requirements and than I just waited in the tracking station and fast forwarded on maximum time warp until they checked out as complete. If I tried to play the game normally, ie wait for the contracts to finish in background, the timers would reset each time I would switch to a new vessel... They didn't even stop, they just lost all progress towards the goal. On a longer mission to Minmus I attended only one probe the whole time. I noticed them go down by 20 days, so I thought its sorted, but as soon as I landed back on Kerbin and recovered vessel, the timers were back at the start.
  2. Edit: nevermind, it works. Awesome mod by the way, have been using it for years.
  3. I try to use SRBs as my first stage/boosters. My problem is that the big ones are more expensive than their equivalent liquid fuel stage. They also have worse Dv than the liquid fuel stage. So there is literally no economic or efficiency reason to use the two big SRBs.
  4. Hi there. I am just stopping by to thank you for this awesome mod. I find the vanilla science experiments a bit lacking, most of the time boiling down to hauling the materials bay around the solar system. These experiments are much more fun to make. I am also really enjoying the contracts that go with them. They are more complex and rewarding to do than the standard "recover kerbal" missions. Stellar work on this mod!
  5. I personally aim for around 4000. What I did notice is that is is a bit trickier to design the rocket so that you do not leave any stages in orbit as debris. The margin of error got wider, because of substantially different drag from rocket to rocket.
  6. I love the career mode. I have been playing it almost exclusively, apart from some initial testing when I was waiting for KER to update. For me, its so much fun getting science and progressing towards better parts. I have just put a big orbital research facility on orbit around the Mun. In sandbox, there would be no real reason for it to exist, apart to simply "be".
  7. Hmm, worked for me with 2 separate launches. I was in the process of assembling my Mun science station, and this contract came up. It was basically free cash that paid for my transfer module to be put into orbit. Nice of them.
  8. Roots. As in square root? Little green men? No? It just me than...
  9. I bet its probably this. Like you said, the nukes were always hot, it just became a concern when the heat system suddenly started taking into account the whole craft.
  10. I was thinking that they might just fall into deep hibernation when starved.
  11. an excellent point. I will do the test after I come back from work. Looking at the game files quickly, engineer will not work, since it doesn't have that bit of code to handle it. Should be moddable. The drill has got this: AutoShutdown = true GeneratesHeat = true TemperatureModifier = 50 UseSpecializationBonus = true SpecialistHeatFactor = 0.2 SpecialistEfficiencyFactor = 0.1 SpecialistShutoffTemp = 0.40 DefaultShutoffTemp = 0.25 Specialty = Engineer EfficiencyBonus = 1.0
  12. Yeah, that fixes it. Put the dll into the zip folder, or include install instructions at the first page, people might not think of it( I didn't ).
  13. Has anyone been to Eve and sampled the ambient surface temperature? I had a hunch that with the new heat system, Eve would be very hot. Can anyone confirm this?
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