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Anyone else find it stupid...


birdog357

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1 hour ago, birdog357 said:

That it takes all 6 slots of a cargo storage unit to set up ONE experiment?

Engineers get extra power from power generation units. If you deploy the solar panel with Jeb you get 1 power. If you deploy it with Bill you get 2 if he's levels 0 or 1. You get 3 if he's levels 2 or 3, and 4 power if he's levels 4 or 5.

Amusingly, that doesn't mean you can fit any more experiments into that 6-part storage unit, because the solar panel powering 4 things means you can power the base unit, comms dish, and 2 experiments. It DOES mean you can leave the 6th slot empty.

Oh, and you can ditch the comms dish if you leave a base for your lander with a relay dish on it. The controller unit has a small antenna and it will happily relay through a nearby "real" antenna. Then, you can send up 3 experiments in one 6-slot storage unit.

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2 minutes ago, 5thHorseman said:

Engineers get extra power from power generation units. If you deploy the solar panel with Jeb you get 1 power. If you deploy it with Bill you get 2 if he's levels 0 or 1. You get 3 if he's levels 2 or 3, and 4 power if he's levels 4 or 5.

Amusingly, that doesn't mean you can fit any more experiments into that 6-part storage unit, because the solar panel powering 4 things means you can power the base unit, comms dish, and 2 experiments. It DOES mean you can leave the 6th slot empty.

Oh, and you can ditch the comms dish if you leave a base for your lander with a relay dish on it. The controller unit has a small antenna and it will happily relay through a nearby "real" antenna. Then, you can send up 3 experiments in one 6-slot storage unit.

I'll have to remember that.

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2 minutes ago, 5thHorseman said:
1 hour ago, birdog357 said:

 

Engineers get extra power from power generation units. If you deploy the solar panel with Jeb you get 1 power. If you deploy it with Bill you get 2 if he's levels 0 or 1. You get 3 if he's levels 2 or 3, and 4 power if he's levels 4 or 5.

 

Honestly that seems a bit wrong. If all they are doing is pointing a pre-assembled solar panel at the sun, then I want to know why I trained astronaut pilots can point them five times worse than engineers.

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1 hour ago, Ultimate Steve said:

Honestly that seems a bit wrong. If all they are doing is pointing a pre-assembled solar panel at the sun, then I want to know why I trained astronaut pilots can point them five times worse than engineers.

This is KSP, after all

What did you expect?

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1 hour ago, Ultimate Steve said:

Honestly that seems a bit wrong. If all they are doing is pointing a pre-assembled solar panel at the sun, then I want to know why I trained astronaut pilots can point them five times worse than engineers.

It's a video game. One with precious few reasons to bring people along, little alone people with specific skills.

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2 hours ago, 5thHorseman said:

It's a video game. One with precious few reasons to bring people along, little alone people with specific skills.

The game could really benefit from stock KIS/KAS. Engineers are suddenly superstars...

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2 hours ago, Brikoleur said:

The game could really benefit from stock KIS/KAS.

Well, they made a start at KIS, maybe we'll also get some KAS sometime. ;)

2 hours ago, Brikoleur said:

Engineers are suddenly superstars...

Engineers are always the superstars! ... Oh, you mean in the game. :cool:

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1 hour ago, birdog357 said:

OK, so does anyone know a way to hack the power sources to add more juice? I tried tweaking the persistence file and the part.cfg but that went nowhere.

If it was me, I'd get an engineer up to level 2 and place a solar panel with him (just on the launch pad is fine) and then compare its entry in the persistent.sfs to the one you have placed wherever you sent it. There has to be SOME difference, and I'm assuming at this point that they're fairly standard parts in a "craft" that is the collection of all those science instruments.

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