* If a crew member becomes a Tourist due to lack of supplies, returning them to Kerbin, or placing them in a medical bay will make them revert to their actual profession. Again, by default, they will convert into Tourists when they run out of supplies. * Crews need supplies to keep them alive. Essentially, if you give your kerbals too little room to move around in and no creature comforts, they will go on strike after a period of time and refuse to work (become Tourists). This means additional crew cabins and special habitat modules to stop your Kerbals going stir-crazy. MKS adds two things you need to worry about: This adds a significant level of challenge to KSP, and isn't recommended for the starting player - if you're comfortable being able to send 40 ton payloads to other planets though, this may be ideal for you, as this opens a whole new game. If you then make the mission larger, you can start building a self-sufficient colony that can produce its own rockets and new Kerbals being born in-situ. This means that you're no longer just doing exploration missions - you're going to stay at least for a while, and you have to worry about life support. They can be supplemented with Planetary Base Systems and Extra Planetary Launchpads. Roverdude's MKS suite of mods allow colonisation of other planets and moons. Here's my notes on USI LS - I've not used TAC or the others so can't comment on those: Life support is what you make of it, not necessarily a lead weight. I've also seen other people do things like use complicated and slow slingshot trajectories to preposition return supplies, with the Kerbal sent later on a much more direct trajectory. Given me reason to schedule double moon missions for transfer windows. Just now realized that drill theoretically makes water replenishment redundant. In my game (which has some MM patches I made myself), some of what I've done:Īdd reversible H2O H2 + 1/2 O2 fuel cells to a planetary base to last through a 360-hour night without needing 20 tons of batteries or resorting to a nuclear reactor.Īdded a water/hydrates drill to replenish water supplies. Or assuming Squad ever implements a stock system.Īt least with TAC:LS, there are multiple recycling options, and it isn't quite as simple as "strapping larger weights on" you can trade delta V for faster transits. I may re-visit life support mods after I've been everywhere in the Kerbin system stock. It just boils down to more resources that have weight that a given rocket needs to get to a given place. I used to use Snacks!, I rather liked it.Īt some point I realized that life support mods basically all do the same thing and that you could achieve the same game-play effect by strapping progressively larger weights to your rocket to increase the difficulty of going places.
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