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magico13

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  1. That formula gives the rate of the research in science points per second. So with N being 0 (no upgrades) it's 2 / 86400 or 2 science per 24 hour day, with N = 5 it's 64 / 86400 or 64 science per day. Easiest way to make things take a flat 2x as long would be to just add a " / 2" to the end (formulas don't follow order of operations, just left to right) but you could also change 86400 to 172800 or change the "([N]+1)" to just "[N]". All of those are equivalent and are just dividing the rate by two. Edit to add that that's safe to do for any in-progress stuff since it affects the rate and will
  2. Yep, that sounds right. I would usually make it so that a negative value gets treated as "disabled" and treat 0 as positive in the sign function, so index 0 would have a positive rate and index 1 would be negative. You could do sign(1-I) to have two positive rates instead. So @Strych74if you modify that formula to multiply by sign(-I) then it should end up only allowing one node at a time. Note that the "I" should be in square brackets [] but the forum thinks I'm trying to italicize stuff.
  3. There's a way to do it with the formulas but I don't remember it off the top of my head. I don't recall if there's a preset that uses that functionality. I think that RP-0 did. Once you force it to be limited I think it will give you buttons to change the order in the queue and other management stuff like that too but I gotta be honest it's probably been like 3 or more years since I used that functionality.
  4. Yep, you got it. That one gives you science for building vehicles. If it's non-zero you'll see a small message in the top left (either that or top center) when a ship is done building that'll say how many science points you got for building it. You only get science for new builds not for editing existing builds.
  5. At 0.9 for the second one you should definitely see a third if you've got points available and an upgraded VAB. First goes up by 0.05, second by 0.10, third by 0.15 iirc. So for the third you should only need a rate of 0.20 in the second rate.
  6. It used to be tied to the upgrade level of the VAB iirc and that might still be the case. Each of the three tiers would add two slots, up to six at the highest level. A different preset would have different scaling rules, it'd be defined by one of the formulas but not in a way that's immediately clear, most likely a sign() function that causes the formula to go negative once the index of the build rate is too high.
  7. Not exactly. That other mod would physically move the KSC locations so it just whichever one you currently had selected. Launch sites are generally treated like launchpads, not a whole other KSC. Theoretically the support for other KSCs is still in there but I haven't perused the source in a few years at this point.
  8. Funny that you mention that because with KSCSwitcher installed KCT would treat each KSC almost completely separate. Different build queues, different ship inventories, different upgrades. Some stuff was shared though, like the tech tree.
  9. It's already in KCT, although only from the KSC and not other locations. https://github.com/linuxgurugamer/KCT/blob/master/Kerbal_Construction_Time/KCT_Recon_Rollout.cs#L135
  10. Last I checked that was harcoded in the mod but not exposed all the way out to the formulas.
  11. You could adjust the formula to set it to just about anything, including setting minimums and changing the scaling (somewhat, you can't change it by distance unless that's been added after I left). The only limitation is that recovery and rollout are tied to each other and distance isn't an available variable. The one you'd want to change is the ReconditioningFormula. Recovery seems to have gotten to be a bigger feature than when I was writing it, I never really liked that feature because it was error prone to try to change an active ship into a craft file.
  12. If it's the same as a while back, it should be related to the rollout time. I think I wrote it as equal to the rollout time when at the KSC and twice the rollout time on the other side of Kerbin.
  13. Upgrades are normally gotten by unlocking nodes in the tech tree. Typically one upgrade per node. It should pop up a message in the top left indicating that when you purchase a tech node.
  14. Asterisk launchsite menu should be available prior to rollout when the ship is fully in storage. It stores (stored I guess) which site you had selected in the VAB but you should be able to change it before rollout in case those pads are in use. At least that's how I remember it
  15. Kerbal Konstructs support was always a bit flaky between updates because of how I was handling it. I'm not sure if it requires the DLC or not now or if it might just be broken since I haven't been keeping up with the development that closely. At one point the DLC launch sites and Kerbal Konstructs were both supported.
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