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Jenkinz
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I'm absolutely loving .90! I started playing around .15 and every update continues to exceed my expectations. So many things that I have thought would make fantastic additions to the game have been added in and I love that Squad seems to think the same way I do I was inspired to throw this out here after sinking untold hours into this latest release. I haven't looked into it, maybe some or all of this is expected, maybe not. Either way the thought that any of it could be in the game one day is exciting. This thought started when I realized that I don't seem to get anything at all from recovering spent launch stages. Putting parachutes on boosters and following them to the ground for recovery isn't worth my time, and it should be! Even if it isn't much. Going further, I think the game should recognize recovered parts and add them to a "Used Parts" category in the VAB/SPH. These could be reused/refueled for less than a new part. Add to that variables that could affect the condition of the used parts, which would have a failure percent based on your ground crew. Aircraft in particular could have a recovery option to save the entire plane to a Used Craft loading list, or break it up into individual Used Parts for reuse. Now add a new Kerbal Resources building (or expand the Astronaut Complex) where you manage your non-playable ground crews. Engineers can be hired and gain experience similar to your Kerbalnauts, which improve the reliability of Used Parts. Scientists, in the same way, would increase the amount of science you can gather from experiments. They need to lower the Administration perks for science. I got over 10,000 science just for a quick jaunt around Minmus early in the game Your ground crew would cost money on a monthly basis, which would make simply time-warping through a trip to another planet much less of a temptation. You would want, and perhaps need, to maintain launches to keep your space program running. KSC buildings could have a monthly upkeep cost based on their upgrade level as well. Adding an alarm clock to the stock game would be necessary, though. Not sure why it hasn't been yet, I assume there's a reason for that. It should be made available at a certain Tracking Station upgrade. You should also gain Reputation for recovering, maybe even a bonus for using, Used Parts (keep those tree-hugger Kerbals happy!) Leaving debris in orbit could cause a compounding Reputation penalty for new missions. Reputation could also play a part in your ground crew stats and cost. Maybe having high Rep would see more Kerbals wanting to work for you at a lower price and allow them to improve faster because they are happy. Angry Kerbals are probably like humans and don't get much done, leading to more problems with Used Parts. I don't know about the logistics of this actually happening, but the way I'm experiencing this expanded career mode it seems like a logical direction to go. I'm finding it to be a little too easy, though still incredibly fun, being a seasoned player. Adding more depth to the economic aspect would go a LONG way to making the game even more addicting than it already is. Of course, this would just be a difficulty option so everyone can still enjoy the game the way they want, as it is now. Anyway, discuss if you wish. I just got really excited thinking about it and wanted to share. Happy Launching!
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[Operating System]: Mac OSX 10.6.8 [Memory]: 8GB [ASAS Trouble (Y/N)]: Yes [Mods installed, pre-patch]: None [Mods installed, post-patch]: None [Description of problem (keep it short)]: At a seemingly random point in most missions, crafts will begin to yaw, roll, or pitch (or a combination of the three) at varying degrees of force per incident. The indicators in the bottom left corner do not show force applied when no control buttons are being pressed while this is happening. Happens with or without an SAS/ASAS module attached, and activating SAS sometimes will counteract the effect.
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Challenge # 92 Complete Total Kerbals lost: 2 Total Extra-Kerbin landings: 9 Charon has ferried it's payload to the Valkyrie and docked it in the proper position. The Charon is currently docked to the Valkyrie as well, and has transferred some of it's RCS fuel to top off the tanks aboard the station. Time has also been warped 24 hours. 7 days remaining until the Duna transfer window. Next Challenge: Return the Charon to Shiva Station in LKO. Warp time 24 hours. https://docs.google.com/file/d/0B_TiHboEU4cOUHVJMDJVTE84NGc/edit
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"We are not losing those kerbals!"
Jenkinz replied to Jm419's topic in KSP1 Challenges & Mission ideas
Actually, I had a tad under a quarter bar left. I wasn't paying attention and didn't look to see what the numbers were. I'm tempted to try again to make up for that. -
"We are not losing those kerbals!"
Jenkinz replied to Jm419's topic in KSP1 Challenges & Mission ideas
This looked fun, gave it a whirl. Jeb and Bob planted their faces, then the flag. Came back to rendezvous with Bill And they all splashed down in the ocean west of the KSC. I'm lazy or I would have got them back at the KSC. Certainly not for the beginner, but it was still fairly easy to do. I'd say the biggest challenge was docking without RCS (I didn't have any monopropellent available at the start). Even that wasn't too bad with how maneuverable the ships are. -
Challenge #85 Complete! Total Kerbals Lost: 2 The Act Crop. Laythe Lander has been docked with the Valkyrie. Bill and Jeb are continuing north. Their picnic has somehow caused sub-space to shatter and a temporal rift has created doppelganger copies of them! Next challenge: Fly the recently re-equiped Dionysus mk2 north to pick up the doppelganger Bill and Jeb to be returned to the KSC. Command wants to put them to use in space somewhere. Also, time accelerate 24 hours. https://docs.google.com/file/d/0B_TiHboEU4cOTGNreFpsWVNlMVk/edit
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Here's a quick overview of the save: Total Completed Challenges: 82 Total Kerbals lost: 2 RIP Hudfrid Kerman (5/3/13) RIP Herory Kerman (6/1/13) Total Extra-Kerbin landings: 8 Total Being Tracked: 38 Vessel Status: LRA Refueler - Landed Idle at KSC Soyuz-117 - Landed Idle on Laythe Jenlorf Kerman - EVA on Laythe Manticore One - Awaiting Dres SOI change (52d, 17h, 29m) Link Rover - Mobile Base - Landed Idle on Mun Jool Fuel Depot A - Orbiting Kerbin Hermes I Jool - Orbiting Kerbin TV Sat- Polar - Orbiting Kerbin TV Sat- Equator - Orbiting Kerbin Mun Base Beacon - Landed Idle on Mun Act Corp. Duna Habitat - Orbiting Kerbin Manticore - Landed Idle at KSC MunSat Mk1 - Orbiting Mun Kerbosity - Orbiting Kerbin, Awaiting Duna transfer (28d, 14h, 21m) Act Corp_ Duna Station Core EZ - Orbiting Kerbin, Awaiting Duna Transfer (21d, 16h, 15m) Popcorn - Orbiting Kerbin, Awaiting Jool transfer (23d, 6h, 33m) Delta Class Probe - Orbiting Minmus Manticore Two - Awaiting Moho approach (24d, 18h, 47m) Bill's Excellent Adventure - Parked on Kerbin (Currently about 90Km north of KSC) Bill Kerman - Eating snacks on Kerbin with Jeb Jebediah Kerman - Telling Bill a hilarious story about the time his rocket exploded Picknick Basket - Running low on snacks Shiva Station - Orbiting Kerbin Act Corp_ Jool Com Sat Network - Orbiting Kerbin Mr Fuelie Ship - Orbiting Kerbin Valkyrie - Orbiting Kerbin Charon - Orbiting Kerbin (Needs to be returned to Shiva station) Sir Kenrim's Ravine - Kenrim Flag on Mun (FIRST) Sir Kemrin Kerman Landing - Kenrim Flag on Minmus (FIRST) Sir Kenrim's Interplanetary Lander - Orbiting Kerbin, Awaiting Moho transfer (14d, 11h, 3m) Lawnchair Lander - Act Corp. Flag on Minmus The Peak of Mount Kerberest - Bill and Jeb's Flag on Kerbin THIS IS NOT A TOP SECRET SPACECRAFT - Quietly orbiting Kerbin RavenCorp Engine Cluster - Orbiting Kerbin Dionysus mk2 - Landed Idle at KSC "Slinkee" Low Orbit Fuel Depot - Orbiting Mun Garbage Truck 2.0 - Hosting Star Destroyer and fuel tank orbiting Kerbin Tranquility - Awaiting launch at KSC Blue Eagle - Awaiting transfer to Eve (Vessel not listed in tracking station) I feel like there should be a lot more ships awaiting transfers in Alarm Clock. The Duna Habitat for example must also be going to Duna, no? Maybe some alarms were lost somewhere with all the new updates, or maybe I'm doing something wrong. Either way, this tells us what is out there and what it's currently doing. Also, I posted a pic on page 34 that illustrates how to download a save from Google Docs, and have a picture tutorial on how to set up and share HERE It may be nice to add links to these in the original post for those who aren't sure how to do it.
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Nice, thanks Psuedo! BTW, while messing around in the save, the Manticore Two Dres SOI change came up, and at it's approach velocity, there was no way to get a capture with the delta-v available. Dunno if it's too late to do anything about that or if I messed something up somehow, but figured I should bring it up.
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Challenge #70 Complete! Total Kerbals lost: 1 Extra-Kerbin landings: 5 Sir Kenrim adjusted his roller coaster of an orbit and brought himself around the Mun. As part of his "Green Space" business ethics, he ditched his mainsail stage in a ballistic trajectory. With no sea turtles living on the Mun, he felt he could keep a clean conscience knowing the broken parts would not endanger them. Finally, he separated and docked with his Munar Module before circularizing. Challenge: Sir Kenrim is certain that scientists will build a telescope powerful enough to see his flag fly on the Mun from Kerbin. Find a landing site with a good view of home and bring him down. Remember, the lander is separate from the command module, so don't try to land both of them! File: https://docs.google.com/file/d/0B_TiHboEU4cON3lrMDdFaS1pRTg/edit Figured I could knock this out in the half hour before work. Success! I fixed the staging of the whole thing, but I don't know how it got mixed up to begin with. I've flown many missions with this ship without that issue. Just make sure you don't stage anything unless you're sure you know what it's gonna do. Frankly, there's enough fuel that staging will likely not be necessary at all.