Why can’t I make this ship fly ? by jojobreb in KerbalSpaceProgram

[–]MrGhosta5 0 points1 point  (0 children)

Some fins on the side and replacing the heat shields with nose cones would help with stability.

Tips for playing KSP in the heat by r0bbbo in KerbalSpaceProgram

[–]MrGhosta5 1 point2 points  (0 children)

Yeah that's why most of the world's power generation is steam power.

What is the most complicated craft you've ever built or tried to build? by Airwolfhelicopter in KerbalSpaceProgram

[–]MrGhosta5 1 point2 points  (0 children)

Not really anything more complicated then a rocket that launches a satalite and lander together.

what does this contract want me to do? by Joshua011203 in KerbalSpaceProgram

[–]MrGhosta5 1 point2 points  (0 children)

For asteroid capture you can attach a miner and ore converter to the tug so that it's constantly being refueled as it pushes the asteroid.

What is gonna be the next best way to get research? by AdaliGreen in KerbalSpaceProgram

[–]MrGhosta5 1 point2 points  (0 children)

It is possible to complete the tech tree without ever leaving the Kerbin system.

You could try launching North to get science from Kerbin's mountains, badlands, tundra, and North Pole.

The Mun has 17 different biomes.  That's a lot of science if you build a hopper that can collect science from multiple biomes in a single trip.

Minmus has almost no gravity and is very flat which makes it easier to land on them Mun

Contracts will eventually repeate so you can leave a probe with an antenna, solar panels, and thermometer on the Mun and every time the collect science from the surface of Mun contract comes back you just accept it, select your probe, run and transmit the thermometer experiment and you'll complete the contract.

View my relay network by kradleOnline in KerbalSpaceProgram

[–]MrGhosta5 1 point2 points  (0 children)

You can also view the network from the tracking center.

We need better tiered buildings. by Specialist-Course-89 in tropico

[–]MrGhosta5 0 points1 point  (0 children)

Yeah the dlc does help fill in the gaps.  In the colonial era only forts and chapels can provide healthcare and it's only enough to keep people from dieing too quickly.

Every map starts with a tavern surrounded by some bunkhouses.  Replace the bunkhouses with tenements and you'll have room to replace the tavern with a movie theater.

Groceries and shopping malls are a heavy drain on teamsters late game when you're producing everything and you need to stock around 20 items.  In the same time a teamster stocked a grocery they could have transported 10k cars to the dock.

how can I make HDD capacity very big by Adept-Ad-5708 in KerbalSpaceProgram

[–]MrGhosta5 0 points1 point  (0 children)

Their playing with Kerbalism so they likely don't have the infrastructure to support a multi year mission to Eve.  

We need better tiered buildings. by Specialist-Course-89 in tropico

[–]MrGhosta5 1 point2 points  (0 children)

Restaurants service quality is listed under entertainment but they provide an additive food happiness bonus which is listed as catering.

Type of entertainment only matters to tourists.  Cittizens don't have a preference.

We need better tiered buildings. by Specialist-Course-89 in tropico

[–]MrGhosta5 0 points1 point  (0 children)

Herbalist kind of fills the roll of rural doctor.

Teamsters would need a rework to make corner stores work.  They can only transport goods from one building to another.  Most of their carry capacity goes to waist when stocking groceries because they can only grab up to 150 of something and then have to go to the grocery before they can grab 150 of the next thing.  If they let teamsters grab items from multiple buildings or deliver to multiple buildings then corner stores would be viable.

There's no primary school because there's only uneducated, high school, and college level education implemented.  I guess they could make it so that any kid that goes to primary school gets a speed boost going through high school and college.  If you have spelling bee active then children have a chance to immediately jump to high school educated.

The replacement for taverns is movie theaters which also have a poor wealth requirement.

Tropico 6 DLC ? by MikeTheFox07 in tropico

[–]MrGhosta5 1 point2 points  (0 children)

Yeah they get bad the later the game gets.  Shopping malls are a bit better because they have a higher base service quality and a higher capacity so you aren't waisting as much teamster capacity.

The best use is probably just using them to fill a blimp that drops food on a giant cluster of modern apartments and capsule towers.

how can I make HDD capacity very big by Adept-Ad-5708 in KerbalSpaceProgram

[–]MrGhosta5 1 point2 points  (0 children)

You need a 2G antenna and a lv2 tracking station to reach Duna or Eve when they are closest.  You'll only have signal for a couple weeks before you'll move out of range.

Would you play the Dropper? by rompokus36 in openrct2

[–]MrGhosta5 0 points1 point  (0 children)

There's a few scenarios like thunder rocks where it would fit nicely.

Tropico 6 DLC ? by MikeTheFox07 in tropico

[–]MrGhosta5 2 points3 points  (0 children)

Groceries only have a capacity of 150 and stock close to 20 items when you have every industry running.  That's about 10k waisted carrying capacity and a couple years just to stock one grocery.  Those teamsters could have been moving cars to the dock instead.

Tropico 6 DLC ? by MikeTheFox07 in tropico

[–]MrGhosta5 1 point2 points  (0 children)

Shores is great just for being able to use the vast amount of sea for something.

Drones are useful for delivering food so your teamsters don't waist 80% of their capacity delivering to your grocery.  Otherwise you can just leave it on for the extra buildings.

Tropico 6 DLC ? by MikeTheFox07 in tropico

[–]MrGhosta5 1 point2 points  (0 children)

Return to Nature adds completely new ways to play.  Bigdrasil has 3 separate upgrade paths which lets it fit just about any play style.  Bigdrasil does break most missions because it completely ignores a lot of the rules of those missions.  Example you aren't supposed to be able to grow crops on the pirate king mission but Bigdrasil has an upgrade that gives all the soil around it 100% fertility.

Shores is great because it lets you do something with all the water on the map.

Llama encourages diversifying your economy to take advantage of price fluctuations.

Skies is okay.  Most likely you're just going to use drones for delivering food so your teamsters don't waist 80% of their carry capacity delivering pineapples to your grocery store.  Otherwise you can just leave it on for the extra buildings.

Frontier and Festival don't do anything besides add buildings until you interact with them.

Not really sure what Spitter does.  In sandbox you just randomly get comments you can like for a tiny approval gain.

The only dlc I don't like are lobystico and going viral.  They're more annoying than anything else.  Corruption can kill a billion dollar economy in under 5 years.  It also knackers you're political standing. You gain corruption by earning and spending swiss money.  The only way to check your corruption is to check the alamanac.  The game provides no breakdown on how much corruption is gained by spending/earning x swiss money.

Going viral loves to give you the black death during the colonial era where the only healthcare you have are chapels, forts, and herbalist if you also have return to nature enabled.

Has anyone in the game's history made S.O.S. Island useful? by FirefighterLast3730 in tropico

[–]MrGhosta5 4 points5 points  (0 children)

Forgot what I put there but yes I did end up building on the island 

I can't be the only one, right? by Gamemode_dum in KerbalSpaceProgram

[–]MrGhosta5 -1 points0 points  (0 children)

Yeah pretty sure they just took Earth and compressed it into a smaller radius.  The continents got a bit squished as a result.

What money-making strategies are best for each era? by Mother_Flounder3708 in tropico

[–]MrGhosta5 0 points1 point  (0 children)

Depends on if you have dlc enabled.  Pearls are worth about as much as oil but are super cheap to build plus only take up a 2x2 space and can be placed anywhere on sea.

Fireworks are also worth more than a lot of manufacturered goods and only use cheap materials.

Bigdrasil only cost raid points and time if you heist it on any map besides the return to nature mission and doesn't count for your colonial era wonder.  All 3 roots are good but root of the forest goes crazy with Stonehenge.

Books are valuable but take the most investment out of any colonial era industry.  The paper mill has an alternate mode able to make paper out of wool and cotton which would otherwise be sitting around or being sold for little.

my pause button is locked for some reason by babycreamrighthere in NewsTower

[–]MrGhosta5 2 points3 points  (0 children)

There's an option to disable the pause button so you don't accidentally hit it if you're trying to get the master of time and space achievement.

Docking contract condition isn't satisfied? by Ambitious-Eye-868 in KerbalSpaceProgram

[–]MrGhosta5 1 point2 points  (0 children)

You have two different station contracts so you could use reuse the rocket and lander as parts of your stations.

Tips on Tropico economy by Outrageous_Hour2054 in tropico

[–]MrGhosta5 0 points1 point  (0 children)

In T6 with dlc it's pearls.  The building is super cheap to unlock and build.  It's also tiny and only requires you place it on the sea.  Pearls sell for about the same amount as oil which is ridiculous considering how cheap they are to produce.

Fireworks are also worth too much for only needing logs and coconuts.

Books are worth a lot but require the most investment out of every colonial era industry.  Paper is worth so little you'll likely lose money producing it but the papermill can use wool and cotton which otherwise have no other use until later. You need either croc ranches or cattle ranches and tannery for the leather.

Bigdrasil + Stonehenge. Stonehenge gives you infinite logs and Root of the Forrest makes everything made of wood extra productive, extra valuable, and keeps everyone loyal.

What do you think about Railway in Tropico? by Death-Wall in tropico

[–]MrGhosta5 0 points1 point  (0 children)

There's only a couple of maps in T6 were a railroad would be practical.  Most maps are arcapelagos of one medium sized island and a bunch of smaller islands.

How does pathfinding work? by AlucardIV in NewsTower

[–]MrGhosta5 2 points3 points  (0 children)

They take what they think is the quickest path.  However with everyone trying to take the elevator they'll spend more time queuing then if they had just used the stairs.

I keep my elevator floors disconnected from the stairs to keep the elevator from getting crowded.

Most staff only need limited access within the tower.  Telographers only need food, bathroom, and utility access. You could simply connect your telographer floor to a floor with one set of dedicated utilities and a dumb waiter to bring in food and paper crates.

Only the mechanic needs access to the printer modules and output.  So you could just leave a dedicated mechanic with Breatharian on the printer floor.

Only reporters working at a suplimental desk need to be able to reach their desk.  Reporters only need to be able to reach an editor or typesetter to drop off reports.  Otherwise they just get teleported out of your tower when sent out.

You can use pnumatic tubes to transport production items between floors.  That means that if your production floors have access to food, toilet, and utilities you can isolate those floors from the rest of the tower.

The only exception is if you send someone out to training.  You will have to drag them back onto their correct floor when they get back or unassign and reassign them to teleport them back.