I haven't tried it out yet, but frequent backups seem awesome to me.
The next phase involves combining parts and categories into a planned progression.
The basic idea I'm aiming for is to have several starting paths: Rocketry, flight, control, science, etc.
I'm thinking it'd be nice to put a cap on the science you can earn at each R&D tier. After you reach the cap, then your science is converted to funds at some rate 10:1, 100:1, etc.
"That's great! Look Bob, he brought us a goo report from Minmus. We've run out of space here. After our expansion project is complete, then we'll have a spot to develop new science you bring us. In the meantime, you can write a report or sell it to another company."
In my hard mode careers, I'm finding science is still ridiculously easy. I don't even use the science parts very much, which is sad. By the time I get around to upgrading the R&D building to tier 2, I have enough science accumulated to just research everything that's just been unlocked. It's kinda boring to unlock all of those parts at once. It's just more money to grind for the next R&D tier.
Contract Science Modifier, http://forum.kerbalspaceprogram.com/threads/101322
And once you start down the dark path, forever will it dominate your destiny.
Unless you use the repository pattern. Then refactoring away from that hell isn't so bad.
- SmarterServicesDeveloper, 2013 - present
- First DataApplication Developer, 2007 - 2013
- Network and Media Services, Auburn University, College of BusinessLead Web Developer, 2004 - 2006
and usability adventurer.
- Auburn UniversityComputer Science, 2002 - 2007
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