Spaded

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About Spaded

  1. Can someone explain or link where I can figure out how to use the communications devices in this?? I can't figure out which ones work with other ones and the distances. Its all jibberish to me. Also the whole nuclear thing as well.... always have random issues like no radiators, no power supply, don't know how to use these lasers (what do they do how do they generate power?!). Where can I figure out how to use this mod?? The wiki barely explains anything.
  2. Ok... I've fixed everything, from the contracts, to the pricing, to the weight per pricing, to even adding cost to electricity and accounting for scientific costs (aka, want a new battery? its gonna cost more, but itll have the same $/KW as a normal battery). I can include and update everything if - ANYONE - is interested. If no one cares, then I won't waste my time on this. Currently.... its feels like a real game now. I start with 500k. I have to figure out how to strategize and get millions to make a ship. Just going to LEO requires atleast 5mil, and thats with almost no payload. Missions pay properly, if you want a base going to the mun, its going to be like 100million+. Example - this contract is pretty hard, for real life, to get to that attitude and speed, the rocket will cost alot of money.... so fairly... the price is expensive: But this one is much easier, and therefore, doesn't pay as much: Costs for facilities have increased as well, into the millions. Its cool, I like it. Forces you to re-use rockets. If you only have 600k, you need to recover that 500k rocket to do your next mission. So if anyone wants it, I'll try to make it nicer and change the post so more people can use these settings. I want to call it - Elon Mode. lol
  3. Looks like my survey contracts are not accurately updated in pricing.... not sure why..... anyone have some ideas? I'll look into it later as well. edit: Just fixed the survey costs I believe..... waiting for KSP to load again to find out. But if it works, it'll work for ALL DM Orbital science contracts. Thats nice.
  4. Module Manager is required. All this is done with Module Manager Patches. Google: "ModuleManager ksp" and you'll find it. So I've been a longtime player of KSP and always got bored.... very quickly once I unlocked the tech tree and went to duna and beyond. I've been a programmer for a few years as well and so I figured lets see what I can do, easily. Basically...The contracts in stock suck, and the mods for new contracts are for 1.4.x and not 1.7.x..... So I started to do some investigating. Feel free to change my prices.cfg MM patch however you please to improve it or fix any bugs. Just let me know so I can update my own copy! Anyone can make changes to this! Career Realism Goals - To change part prices to real world prices. A command crew that weights 1-3 tons shouldn't cost $600.... it should cost $500,000+. Using some tweaking and realistic part prices, adjust all parts to accurately reflect real life cost - with a mix of "design, test, manufacturing, and installation". This includes resources as well, per cost, example: Space Nuclear Conference, San Diego, CA gives a cost of Xenon gas of $US 850 / kg - To increase the hardness of the game.... Re-entry heating goes to 110% as an example, some mods provide other examples (such as OhScrap for random part failures) - Increase or decrease the % of science returned from probes for probe missions - Increase contracts cost to accurate costs. Want a satellite into space? Looking at $30-100mil cost. (needs to be adjusted based off some variable, but idk what). How to use - Install everything and make sure you delete all the ModuleManager titled files, BESIDES the one ending in .dll - set ContractInterceptor = false in /GameData/MonthlyBudgets/MonthlyBudgetsDefaults.cfg - Make a new game with the following custom settings: Funds 500k, science: 250,No missing crew respawn, Funds Penalties: 500%, Reputation Penalties: 150%, Always allow actionBars - Load game up, check the price of a mk1 command pod - it should be like 300k+, check prices on all items to make sure something like a heat shield isn't 5.5million. Done - Part pricing works pretty well and is generally okay, some things can be changed here or there to make them more realistic. 11k for a 2HOT thermometer seems like alot.... but cost per kg into space is in the thousands. All can be adjusted based off feedback or real world pricing. - Contracts provide accurate/semi-realistic amounts. Escape atmosphere? 1,000,000. Orbit kerbin? 1.5mil. These are progression contracts are give less. Want a part tested? Looking at 500k-5mil. (Try getting a decoupler on escape trajectory when your ship costs 35mil) - Changed pricing to upgrade buildings into the millions TODO - figure out how to make contracts, easily, that are realistic. Like deploy some comm sats or science contracts (some mods do this, but which ones work on v1.7.x??) - Change the prices further to balance better. - Give me more updates to do and I'll see what I can do. Mods included (may or may not be required, I'm new to modding, so I don't really know... but here are all my mods) Mods I really like to use and should be added: MonthlyBudgets [x] Science! B9PArts SSTU KerbalEngineer MagiCore MechJeb2 NearFutureConstruction NearFutureLaunchVehicles NearFutureProps OhScrap PatchManager ScrapYard All Mods in my /GameData prices.cfg - the main MM patch file with all the changes @PART[*]:HAS[#category[Science],#cost[*]] { %addedCost = 7.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Command],#cost[*]] { %addedCost = 700.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Pods],#cost[*]] { %addedCost = 700.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Aero],#cost[*]] { %addedCost = 30.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Coupling],#cost[*]] { %addedCost = 35.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Structural],#cost[*]] { %addedCost = 30.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Thermal],#cost[*]] { %addedCost = 45.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Electrical],#cost[*]] { %addedCost = 45.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[~category[Science],~category[Command],~category[Electrical],~category[Aero],~category[Pods],~category[Thermal],~category[Coupling],~category[Structural],#cost[*]]:FINAL { %addedCost = 400.0 %entCost = 50.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[@MODULE:HAS[#experimentID[*]&#xmitDataScalar[<1]]] { @MODULE:HAS[#experimentID[*]&#xmitDataScalar[<1]] { // For each Module with an experimentID and a transmit penalty, adjust xmitDataScalar to eliminate the penalty. @xmitDataScalar = 1.0 } } @PART[*]:HAS[@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer],!RESOURCE[MonoPropellant],!MODULE[ModuleTankManager],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[ModuleB9PartSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[InterstellarFuelSwitch&!ModularFuelTanks&!RealFuels&!ConfigurableContainers]:FOR[InterstellarFuelSwitch] { %totalCap = #$RESOURCE[LiquidFuel]/maxAmount$ %onlyLH2 = #$totalCap$ @onlyLH2 *= 5 %cryoPower = #$onlyLH2$ @cryoPower /= 800 MODULE:NEEDS[!WarpPlugin] { name = InterstellarFuelSwitch tankSwitchNames = LiquidFuel;Oxidizer;MonoPropel;Hydrogen;Methane resourceGui = LiquidFuel;Oxidizer;MonoPropellant;Liquid Hydrogen;Liquid Methane resourceNames = LiquidFuel;Oxidizer;MonoPropellant;LqdHydrogen;LqdMethane resourceAmounts = #$../totalCap$;$../totalCap$;$../totalCap$;$../onlyLH2$;$../onlyLH2$ tankTechReq = start;start;advFuelSystems;advFuelSystems;highPerformanceFuelSystems tankResourceMassDivider = 8;8;6.66666666666;5.5;8 adaptiveTankSelection = false orderBySwitchName = true displayTankCost = true hasGUI = false } MODULE:NEEDS[WarpPlugin] { name = InterstellarFuelSwitch tankSwitchNames = LiquidFuel;Oxidizer;MonoProp;Hydrogen;Nitrogen;Argon;Methane;Ammonia;Hydrazine;CO2;HTP resourceGui = LiquidFuel;Oxidizer;MonoPropellant;Liquid Hydrogen;Liquid Nitrogen;Liquid Ammonia;Liquid Methane;LqdArgon;Hydrazine;Liquid CO2;;High-test peroxide resourceNames = LiquidFuel;Oxidizer;MonoPropellant;LqdHydrogen;LqdNitrogen;LqdArgon;LqdMethane;LqdAmmonia;Hydrazine;LqdCO2;HTP resourceAmounts = #$../totalCap$;$../totalCap$;$../totalCap$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$ tankTechReq = start;start;advFuelSystems;advFuelSystems;largeVolumeContainment;largeVolumeContainment;highPerformanceFuelSystems;highPerformanceFuelSystems;specializedFuelStorage;largeVolumeContainment;specializedFuelStorage tankResourceMassDivider = 8;8;6.66666666666;5.5;8;8;8;8;8;8;8 adaptiveTankSelection = false orderBySwitchName = true displayTankCost = true hasGUI = false } } @PART[*]:HAS[@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer]]:AFTER[InterstellarFuelSwitch] { // Remove temporary variables to eliminate log spam !totalCap = 0 !onlyLH2 = 0 !cryoPower = 0 } @RESOURCE_DEFINITION[*]:HAS[#unitCost] { @unitCost *= 200 } @RESOURCE_DEFINITION[*]:HAS[#unitCost,#name[ElectricCharge]] { @unitCost = 1.5 @unitCost *= 200 } @CONTRACT_TYPE[*]:HAS[#rewardFunds] { @rewardFunds *= 700 } //@Contracts //@Contracts:AFTER[ContractConfigurator, MonthlyBudgets] //@Contracts:AFTER[MonthlyBudgets] @DMContracts[*] { @DM*:HAS[@Funds]{ @BaseAdvance *= 20 @BaseReward *= 24 @BaseFailure *= 24 @ParamReward *= 80 } } @Contracts:AFTER[MonthlyBudgets] { @Progression:HAS[@Funds] { @Funds { @BaseReward *= 10 } } // Disable Asteroid retrieval Contracts @ARM:HAS[@Funds] { @Funds { @BaseReward *= 900 @BaseAdvance *= 900 } } // Disable Planetary base construction Contracts @Base:HAS[@Funds] { @Funds { @BaseReward *= 900 @BaseAdvance *= 900 } } // Disable Flag planting Contracts @Flag:HAS[@Funds] { @Funds { @BaseReward *= 750 @BaseAdvance *= 500 } } // Disable Grand Tour Contracts @Grand:HAS[@Funds] { @Funds { @BaseReward *= 900 @BaseAdvance *= 900 } } // Disable ISRU Contracts @ISRU:HAS[@Funds] { @Funds { @BaseReward *= 700 @BaseAdvance *= 700 } } // Disable Recovery Contracts @Recovery:HAS[@Funds] { @Funds { @BaseReward *= 500 @BaseAdvance *= 500 } } // Disable Satellite delivery Contracts @Satellite:HAS[@Funds] { @Funds { @BaseReward *= 700 @BaseAdvance *= 500 } } // Disable Data collection Contracts @Science:HAS[@Funds] { @Funds { @BaseReward *= 199 @BaseAdvance *= 99 } } // Disable Space station construction Contracts @Station:HAS[@Funds] { @Funds { @BaseReward *= 900 @BaseAdvance *= 900 } } // Disable Survey Contracts @Survey:HAS[@Funds] { @Funds { @BaseReward *= 50 @BaseAdvance *= 50 } @SURVEY_DEFINITION[*] { @FundsReward *= 50 } } // Disable Part testing Contracts @Test:HAS[@Funds] { @Funds { @BaseReward *= 100 @BaseAdvance *= 125 } } // Disable Tourism Contracts @Tour:HAS[@Funds] { @Funds { @BaseReward *= 250 @BaseAdvance *= 150 } } }