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[PATCH][WIP 1.0.5][Beta Release] WAST Stock Realism Rebalances v0.3.1.22Y


Wavechaser

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Just now, Enceos said:

Are you sure? I see the plugin neither in your Github nor in Spacedock archives. Only config pathces.

Just download it and check.

I'm not the author of the plugin (original author is HoneyFox), so I felt no need of uploading it to my GitHub repo.

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29 minutes ago, Wavechaser said:

Just download it and check.

I'm not the author of the plugin (original author is HoneyFox), so I felt no need of uploading it to my GitHub repo.

Sorry to bother you,

but these are the contents of the archive I got from SpaceDock, I see no plugin there:

jzlelNu.png

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18 hours ago, Enceos said:

Sorry to bother you,

but these are the contents of the archive I got from SpaceDock, I see no plugin there:

jzlelNu.png

Ahh, sorry about that. That might be because of something went wrong when I was repacking and reuploading it to Spacedock as KerbalStuff went down.

The one on GitHub should have all those stuff included, and I'm fixing the one on SD now.

 

Update: SpaceDock doesn't quite want to upload for me. I guess I'll have to try again in a little bit.

Update again: Done.

Edited by Wavechaser
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  • 2 weeks later...

v0.3.1.22Y has been released.

 

Changes over last relase (0.2.2.19Y):
- Readjusted a lot of stock jets
- Added full KW support and some B9 Engine support
- Cuts all fuel tanks (except for jet tanks as I don't quite want to break your planes) mass to 50%
- Added minThrust limit to most of all engines (pretty sure it's this release)
- Cut back all stock reaction wheels (including those in command modules)
- Made all command modules (manned or not) consume a good amount of E/c
- Made solar panels somewhat more powerful, and batteries a lot more capaci-tious
- The RTG now consumes 238Pu as fuel
- Other minor fixes

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  • 1 month later...
  • 1 month later...
42 minutes ago, Wavechaser said:

It seems to work for me. I'm not entirely positive about that though. I'll get back to you on that.

Actually, NathanKell told me that SRB curves are now stock.

They can be enabled just by adding the thrustCurve {} node to the engine module.

Here's the patch I use in my game:

Spoiler

@PART[*]:HAS[@RESOURCE[SolidFuel]]
{
    @MODULE[ModuleEngine*]
    {
        %useThrustCurve = true
        
        %thrustCurve
        {
key = 0 0.01 8.032298 1.11047
key = 0.01342202 0.07843862 1.11047 0.2269303
key = 0.01526241 0.7107602 1.799464 1.591762
key = 0.2355173 0.8904908 0.1987092 0.1987092
key = 0.3413242 0.7365882 -2.900315 -2.900315
key = 0.4019614 0.7171836 0.4377778 0.5915467
key = 0.7633486 0.9773242 0.407829 0.407829
key = 1 1
        }
    }
}

 

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