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thereaverofdarkness

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Everything posted by thereaverofdarkness

  1. I've tried ctrl-z in the past and it did nothing. I haven't tried it recently, but never assumed it changed.
  2. I have been more than capable of going to Jool for quite a while now but the explore Jool, Eve, Moho, Dres, and Eeloo contracts just won't show up. I even tried sending a probe to Eve but all it did was make the Explore Gilly contract show up, and I think it prevented me from getting the Eve contract entirely. Now I have sent a probe inside Jool's SOI and it left again without making any orbit or visiting any other moons, but the Explore Jool contract still won't show up. What am I doing wrong? edit: I have now completed the explore Duna contract. I got a contract to collect science data from space around Jool, but no mission to explore Jool or any of its several moons. Why can't I get the mission?? Answers: How to make Explore Jool show up naturally: Follow explore contracts and avoid entering planet SOIs that you haven't got an explore contract for yet. Order: Mün, Minmus, Duna, Ike/Eve, possibly Gilly, by then Explore Jool should have shown up. If not, wait a few days or drop some contracts. How to force Explore Jool to show up: Either take an existing explore contract or create a new one with the alt+F12 debug menu, then open up your persistence file in notepad or notepad++ (file location: KSP_win\saves\<your game name>\persistent.sfs) and search for the explore contract. Press ctrl+f and do a search for: type = ExploreBody The contract should look something like this: CONTRACT { guid = 4917a44d-f897-47bf-b11b-277a5c675018 type = ExploreBody prestige = 2 seed = 254211797 state = Active agent = Vac-Co Advanced Suction Systems deadlineType = None expiryType = None values = 0,0,64667.5201840209,325358.454180507,72201.6007141113,0,287.1959,600,0,27868008.5158417,0,0 body = 6 PARAM { name = EnterOrbit id = Orbit state = Incomplete values = 36000,0,0,72,0 body = 6 } PARAM { name = CollectScience id = ScienceSpace state = Incomplete values = 36000,0,120,36,0 body = 6 location = Space } PARAM { name = LandOnBody id = Land state = Incomplete values = 54000,0,0,72,0 body = 6 } PARAM { name = CollectScience id = ScienceSurface state = Incomplete values = 36000,0,120,36,0 body = 6 location = Surface } } What you want to do is copy this segment and paste a copy right below it. Then you want to change the "body =" value to 8 (Jool) or any value from 9-13 for any of the Joolian moons (the "body =" segment shows up 5 times, make sure you change all of them). For Jool, you'll also want to erase the two bottom PARAM sections ("id = Land" and "id = ScienceSurface") because you can't complete those on Jool and the Explore Jool contract does not have those.
  3. I seem to not be getting as much reputation as I should be. I haven't watched how much reputation my missions had given me so far, but when I checked my amount and found it to be a bit over 900, it sounded about right for how much I had been getting per mission on average, but could have been a bit low perhaps. Certainly not as low as the amount I was about to get... Well I tried a new strategy: appreciation campaign 25%, 1 reputation for every 22.6 funds. My contracts were listing the correct reduction in funds pay and the correct gain in reputation (a VERY high amount), but upon completing two contracts which together should have yielded a total of around 1700 reputation, I come back to find that I have 935. I don't remember exactly how much it was immediately before, but it was over 900. So I watched more carefully, and did another contract. This time I started with 935 reputation and the contract claimed to be paying 627 reputation, with +518 being from my appreciation campaign (109 base reputation). Upon completing the contract, I checked my reputation and it was listed at 941. Instead of gaining 518, I only gained 6. ---------------------------------------------------------------------------- I had no other active strategies when this happened. I have never checked reputation gain before but it always seemed out of whack. The method I have been using to check reputation: launch a capsule on the pad, and recover it Is this bugged, or is there something I'm missing? And furthermore, what is reputation even for? I have suspected it helps give you better contracts but upon closer scrutiny that seems to only happen from going places and unlocking new science technology. I was hoping to see what it does by dramatically increasing my reputation through a clearly overpowered strategy, but it actually seems like it backfired and reduced my reputation gain.
  4. Not much if you're doing a transmit run. You can save a ton of mass by not even bringing the goo and materials study in the first place, much less the mobile lab. You would get a bit more total science per biome with the lab and goo+science jr., but if you're doing a transmit run then you're clearly not trying to maximize your science gain per area anyway, but are instead trying to move from place to place cheaply and easily and quickly to get science from new biomes. When the mobile lab boosted transmit value, it made for an interesting type of mission: a large-scale non-return mission which could gather significantly more science than a small-scale transmit mission, but still a lot less than a large-scale return mission. I felt it was pretty well balanced, but now that style of mission is useless.
  5. For real-life astrophysical applications, using Earth as the zero point for all inclination references isn't a bad idea. Like many bodies, Earth's orbit is very close to the standard along the plane of the ecliptic. This is the plane along which most of the junk in the solar system orbits, and most of it in the same direction around the sun. This plane of our solar system also is very close to the plane of the Milky Way galaxy. Many solar systems are likewise not very inclined, while some are more inclined than others. You can see this effect on a smaller scale with the rings of Saturn, pretty strongly inclined with respect to the rest of the solar system and the Milky Way, but all those ice bits orbit along one flat plane, right along Saturn's rotational equator. And that's what causes everything to line up so nicely: rotation.
  6. The best way to start is to put yourself about halfway into the atmosphere, this will at least generally get you locked into that planet's SOI. Then you can play with your periapsis at each apoapsis until you get the hang of what altitude to enter at. It gets easier with each mission.
  7. This only counts for some experiments. Goo and materials study only count for biomes on the surface. For an 8-biome world, you would need 12 copies of each to cover the whole world, taking one copy per location.
  8. It'd be nice if there was something to spend all that excess science on. Rather than having the tech tree end after you unlock all the parts, there should be upgrades to existing parts that cost more science. And I don't see any reason to nerf the transmit bonus. Maybe reduce it a little, but there's not much point in bringing a mobile lab just to be able to transmit goo and science jr. when, for a miniscule fraction of the mass, you could send a ship with everything but those two and collect transmit science at least 75% as fast as with the mobile lab. 5% is way too small, it should be at least 25%. It's not even a significant amount. I can barely feel the funds I get from a 100% science-to-funds strategy.
  9. It used to give a 50% bonus to experiment transmit value, now it gives under 5%. Its only use now is storing and cleaning experiments for return home; it's useless for transmit missions.
  10. I don't see that distinction and I hate to just blatantly disagree with you on this but my experience tells me otherwise. Sure there is some degree to which you can sort things out in your head and continue to develop skills you gained in the field while you are resting or on vacation, but generally speaking, people come back from vacation less skilled than they were when they left. And besides, it's not very sensible to force Kerbals to return to Kerbin to get rest, even if you're going to force them to get rest to accumulate experience. They should be fully capable of resting while they're out on a mission. If you feel they should be forced to rest, then they should accrue rest while sitting in a capsule or personnel storage unit for an extended period of time. Returning home could give them instant rest, but it should definitely not be the only way for them to rest.
  11. I have to disagree with this. Most learning is done on the spot, and the most prepared you are for the day's problems is at the end of the day. Rest gets your body back to the shape you need, so bringing the Kerbals back home to deliver experience would make sense if it was physical training, but it's not. And furthermore, a new player who doesn't understand how experience works is going to eventually assume the Kerbals will never gain any and just send untrained Kerbals out on missions. By the time a new player successfully brings one back from anywhere, they will have grown so used to untrained crew it'll feel like a game update made it possible to train them. And finally, those of us who understand how training works are just going to send out useless missions initially for the purpose of training so that we can send the same Kerbals out to the same place but with experience for the real mission.
  12. Space tourists shouldn't gain experience. They should be approximately useless as crew.
  13. Is it not possible to make unlocking the Advanced Flight Control node cause the Stayputnik to upgrade with a tweakable capacity for SAS? Example: You unlock Flight Control and get the Stayputnik. It has no SAS and cannot be given SAS. Then you unlock Advanced Flight Control. Now the Stayputnik has no SAS by default, but you can choose to add SAS to it through tweakables, which increases its cost. And then you can select SAS level if you have decided your Stayputnik shall have SAS.
  14. I very much support time-based mechanics and I feel that not implementing them is merely a lack of work on part of the developers for not bothering to come up with a good implementation. That's not to say they are wrong to avoid it; on the contrary, they have to manage production margins and perhaps they don't feel it's important enough to make the cut. But given the proper development, I can't see any reason to consider a time-based system to be sub-par to an instantaneous system. I think if all of the science comes in over time, you won't ever have a situation in which the player suddenly accrues a whole lot of science at once. For instance, recovering a lot of samples and experiments from a mission: it will take the scientists time to run through all of that stuff and maximize the science gain from it. Perhaps it'll give a rapid science gain at first, and gradually slow down as we approach full understanding of a given sample. Also, there could be a mechanic in which the number of scientists and size of the lab are considerations. If you bring home a lot of samples or start to get a backlog going, you might want to make the lab bigger/more advanced and/or hire more scientists.
  15. I think you guys forget the advantage to the probe cores in general: less mass! Sure, it has no piloting skill. But it also has no pilot mass! You can easily do the probe missions by strapping a Stayputnik to the top of a crewed rocket: it's tiny mass will not significantly impact the range of the craft. But it's also useful right from the start to reduce rocket mass and also to protect pilots in a dangerous mission. Makes sense you should have to give up a bit for that advantage. I think the later probe cores should be far more expensive than they are. Heck, I'd be more than willing to pay 100,000 for an OKTO2 with full piloting capabilities if I can just slap it on top of my level 2 pilot's command pod while I send him out on a training mission.
  16. Being free to mod the game is not the same as being obligated to mod it. You're saying the OP is obligated to mod it rather than suggest that the stock should be changed. I'm explaining why that's a completely absurd assertion. You are the only one derailing the topic, and I'd like to ask you to be more civil here and stop using personal attacks when confronted by an opposing viewpoint. Let the OP have his thread. You've said your piece and I disagree as do several others reading this and the OP most likely. Stop repeating the same argument and either say something new or just post somewhere else.
  17. Maybe I can change the hardcode to cut it off at 1e-8? I should just need to know where that bit of information is stored in the game data and edit the line.
  18. Overheating engines could first reach a damaged state which reduces their thrust and structural integrity, and only if they heat a bit further will they explode. That way if you turn em off right after that, you can have an engineer repair them. Wait too long and they explode (melt?).
  19. Here on the forums we play the game together. We share our experiences with each other. This is not just some antisocial single-player game in which every single one of our experiences is entirely private. It is very much a multiplayer game, and so what counts as stock really is important.
  20. I think the going opinion is that the liquid fuel is Kerbosene (Kerbal Kerosene equivalent) and the oxidizer is the Kerbal equivalent of Dinitrogen Tetroxide. These are nice and cheap, and store well, but the more expensive and powerful rocket fuel is liquid hydrogen and liquid oxygen. Perhaps late in the tech tree could be an unlock for the option to use the kerbal equivalent of liquid hydrogen and oxygen, which would be far more expensive but would provide significantly more power and delta-v for the same mass. Liquid hydrogen is remarkably lightweight, partly just because of a low molar density but even the mass needed for a given amount of thrust isn't so high. So if the LV-N burned liquid fuel only, it would be much more efficient once you unlock liquid hydrogen, provided you are willing to pay the extra cost for that. And why wouldn't you? LV-Ns are also rather expensive.
  21. I think the simple balance fix is to multiply the amount of money in it by 100. If you got 100x as much money for selling your science or reputation, it might actually help pay for things. And if buying science or reputation cost a hundred times as uch, it would still be worth doing it when you actually have a shortage.
  22. Like the Galactic News Network from Master of Orion 1 and 2.
  23. If you truly believe this, then what are you doing on the forums?
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