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sql_yoda

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    Bottle Rocketeer
  1. I don't post or read here often enough - but the career mode needs an amplifier. As it is now you can do the same experiment about 20 times in each new geo or solar zone and still make a lot of science points - you don't even have to get home, all you need to do is arrive and then transmit. What I propose is an amplifying multiplier for when you have not made the trip out here yet in person, but you can make data come home. for example the Mun and Minmus might offer on the order of 2x for initial exploration, but Duna might offer 4x for the first example data with machines, and then both are successively declining for the rest. The point of the game is to have the Kerbin orbit bodies pay out in order to make good use of the rest, but my own investigations do not pay out for going "out of this world" I understand by playing around that you get much better points by visiting other bodies but you get the bulk of those science points by probing them, and the math is just not that good yet. I can start off fast and furious by not using any living kerbals in order to maximize science points.
  2. I have the same issue right now. My only successful kethane lander, I accidentally overwrote. I don't remember exactly what I did to balance it correctly. I could take a screenshot and rebuild it with guesswork I suppose, but I was wondering if it could be retreived.
  3. I appreciate it. I really only wanted to suggest that allowing any part that can start an assembly would eliminate the need for an addon. I'm not talking about fuel pipes or struts. any part that can be laid down alone should do it.
  4. I have read both, thanks. I also paid for the game. If you're telling me I should not be concerned about where it's going and how fast and in what direction, I must insist you are wrong.
  5. I don't know how to change the listing to "answered" but yes the question is actually answered and hopefully now searchable.
  6. Also you cannot even instantiate a fuel line object or a structural strut object without having two other objects to connect. There is no good reason from a design standpoint to not allow any object to be the top one in a .craft file.
  7. because doing so would catastophically fail, as the base game was designed to do.
  8. Well forgive me, the wiki page says nothing about this being worked on at present. In fact the only thing flagged on that page as being worked on is the tech tree.
  9. I know there are mods that can do this. I know it's also listed in the sticky on things not to suggest. I just really think this would add so much to the game, to not have to download a mod and then rebuild something you've already built that works very well, just in order to save it again. Maybe the actual topic of conversation should be - why can't ANY part be the first one in a save file? Wouldn't that solve the problem and still keep the spirit of the game intact?
  10. so I only have a few mods - TacFuelBalancer 2.0 MechJeb 2.0.9.0 Kethane 0.7.5 H.O.M.E 1.0.5 CleverBobCat 1.2.0.0 Using Mechjeb "Landing Guidance" to go to Mun, causes my craft to lose landing legs. it is repeatable and I don't see where it happens. I tried not using auto warp at all and the legs still disappear, far from landing - both deployed and undeployed - when I switch back and forth between ship and orbit views. I'm going to post the same thing on the mechjeb comments section.
  11. I know this is a very basic question - but if put an engine (LV909 for example) under an RCS fuel tank and then a regular fuel tank over the pair, will the engine still draw from the regular fuel tank? I searched for about an hour and still cannot find the answer to this very basic question.
  12. Hi guys, I am Patrick or sql_yoda. I have to say that this the most fun game I have ever played! I can mess around in the sandbox for hours and hours. Can't wait to see career mode. Best game ever made.
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