Jump to content

Borsek

Members
  • Posts

    80
  • Joined

  • Last visited

Everything posted by Borsek

  1. http://forum.kerbalspaceprogram.com/threads/103675-0-90-ImprovedStrategies-v0-12 I'm just gonna leave this here and walk away I like the new career though, more rules (craft size, tonnage, money) makes for more inventive ways to complete stuff. I just cancel contracts that I feel are not worth it.
  2. Well, there's only SO many flag planting, station building and proper orbit reaching missions one can do on the same 3 bodies before getting bored - oh, look, another mission to minmus, taking half an hour for about 150k profit - 10 more hours of grinding and I can upgrade the science building to lvl 3! HOORAY! Not to mention Kerbin surveys... I ran out of cash for upgrades in the beginning, so I did a few of those with a lolplane - tried with no jet engines - it worked, but it was painful as HELL. In any case, this mod will eliminate a lot of that, however, I might tone it down a little, maybe set the conversion rates to 1/3 of the current ones - the 60% rep I trade off nets me hundreds of thousands for a very small cost, so I need to do some more tweaking. I'll probably make an optional file as well. If I ever have a few days of nothing to do, I might make a UI slider sort of thing so one can adjust it to whatever. Hooray re-learning C#.
  3. Dunno, updated it about 2h ago, should be up by now, I think. - tested logged out @ Kerbalstuff, it IS listed
  4. IMPROVED STRATEGIES v0.13 DOWNLOAD What does it do? It changes the strategy conversion rates so some strategies become actually worthwhile. It messes only with the conversion of funds into reputation or into science, and vice-versa, as well as the conversion o science into rep; and with initial setup costs (lowers all base costs to 0 and lowers some max costs, 5% still has a small cost). My rule of thumb was, that reputation is the 'rarest' resource because it maxes out at 1000, science is slightly more common (but semi-finite), and funds are quite common. The rates: (max-min dedication) Rep into funds: 1 rep for 1.8-1.23k funds Funds into rep: 1 rep for 1.48-1.96k funds Sci into funds: 1 sci for 1.0-0.81k funds Funds into sci: 1 sci for 1.2-1.57k funds Sci into rep: 1 rep for 1.111-1.408 sci Rep into sci: 1 rep for 1.8-1.325 sci This is a simple modification of Strategies.cfg (only the rates and initial costs were changed), so you can look the 'code' up by simply opening the .cfg in notepad or similar. How to install? Unzip the file found at: https://kerbalstuff.com/mod/423/ImprovedStrategies and throw the 'ImprovedStrategies' folder into your KSP GameData folder. Removal works the same, and turning the mod on/off only requires a game restart, even with active strategies. Why modify the values? Simply because getting 10 funds or similar peanuts per unit of science was ridiculous to me - in the early game, you need both funds AND science (and some rep), so this mod actually makes it more viable to use strategies early on. In the late game, you will probably be selling science and rep anyway, so you might as well be able to build bigger projects legitimately. Maybe you think the moded values go too far - that's up to you. Feel free to post a request for different conversion rates, and I might make an extra version or two. Feel free to comment or report bugs and similar in the thread! P.S.: Use at your own risk, and if your PC has a nuclear meltdown while running this mod, I am not to be held liable. Also it was probably not the mod's fault. Also, this was probably made before by someone, somewhere, I made my own as I was unable to find such a mod. EDIT: Added license file into mod download.
  5. judging by the names, all our astronauts are male anyway, so there will be no repopulating anything, unless you make a cloning mod
  6. Try turning off angle snap, does crazy stuff to wings and similar. Make sure it's in the 'circle' mode.
×
×
  • Create New...