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Thank you for your patience and your time! Then I'll contact the CryoTanks developer.
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Husky777 changed their profile photo
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@Nertea Hi! First of all: thank you for your mods, they're amazing, I play with almost everyone. Also apologize for my English, it's not my native language. I found the mistake of breaking the economy. When mod CryoTanks is combined with mod B9 partswitch. For example two fuel tanks: MK3(longfuselage)LF100 and MK3(longfuselage)LFO100. In stock game MK3(longfuselage)LF100 costs 17200 credits, MK3(longfuselage)LFO100 costs 10000 credits. This is understandable: the cost of LF is higher than the combination of LFO. But if you switch LFO100 tank to liquid fuel, its cost with equal amount of fuel becomes less than that of a specialized LF tank. Thus, purchase of some tanks with liquid fuel, with this mod loses all sense. This also happens with a shortened version of these tanks and with others. The mk2 tanks, for example, are initially the same in cost and they are fine. I have a suggestion: it is possible to make the cost of a universal (LFO) tank more expensive than a specialized LF tank. At equal cost of fuel, it will be less profitable to store liquid fuel in a universal tank. Or disable the switch to liquid fuel where there is a specialized equivalent tank. If I've written incomprehensible - tell me about it, I'll try to supplement it
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Hello again! I identified the problem by sequentially disabling all the mods. In stock game MK3-LFO cost is 10000 credits, MK3-LF cost is 17200 credits. So in the original game the cost of liquid fuel is more expensive than oxidizer combined with liquid fuel. You guessed with CryoTanks mod and it's cool, my fault that I didn't attach the list of mods at once. CryoTanks mod allows you to switch tanks and thus breaks the economy where tanks of equivalent size cost different number of credits. Do you think this problem should be solved? And who is more effective in doing that? I see solution: - By combining the mods b9 part switch and CryoTanks, the cost of a universal tank (Not fuel costs, just the cost of the tank) is higher than that of a special tank for liquid fuels. This solution seems to me the most adequate. It must be difficult from the technical side.
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@blowfishHi! I found a bug with the cost of fuel tanks. It breaks the economics of the game. For example, take two tanks: mk3FuselageLF_100 (file name in squad/parts folder MK3 LF100) and mk3FuselageLFO_100 (file name in squad/parts folder MK3 LFO100). MK3 LF100 costs 17200 credits. At this time MK3 LFO100 costs 10000 credits when initially filled with oxidizer and liquid fuel, and if you replace its contents (using B9 partswitch mod) with liquid fuel, it will cost 13410 credits. This problem exists with all LF/LFO tank pairs. Can you fix it? For example, to equalize the cost of similar LFO and LF. Thank you for the mod! I'm sorry about the bad English. That's not my native language.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Husky777 replied to SuicidalInsanity's topic in KSP1 Mod Releases
Hi! I found a texture bug. detail is "SP-R7 "Mallet" Air-Augmented Solid Booster"- 1,507 replies
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Hello everyone Can someone explain to me how to disable the FAR button, which allows you to configure the mod on !KSC screen? I do not like the settings buttons and settings that destroy immersion, allowing you to cheat in the game and always disable them. I apologize for my bad English. This is not my native language
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Husky777 replied to SuicidalInsanity's topic in KSP1 Mod Releases
Hi! Great mod! I found missing texture bug- 1,507 replies
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