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inigma

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Everything posted by inigma

  1. @astat Four ideas to really make this mod shine: 1. Give the players the option to convert their science to funds directly (rather than it being the default option) - some players may want to simply retain their science currency. 2. Give players the option to convert their funds into science. 3. Give players the option to keep science as the currency for node research. 4. Allow players to optionally specify a conversion fee of 10% (or whatever they want) between science and funds, and vice versa. If you want to, by default you could tie the fee to the reputation of the player, where better reputation reduces the conversion fee, a 20% fee being the max conversion fee for a negative reputation. Please see:
  2. Close. Was thinking of just a simple configurable science:funds and funds:science converter so nodes can still be unlocked with science points. It works though. I will try it out!
  3. I've added the official ASC-KOTH.cfg file (it goes anywhere in your GameData folder) to the OP: ASC-KOTH.cfg https://www.dropbox.com/s/wyvescvjg4pvbe7/ASC-KOTH.cfg?dl=0 it fixes the Aviator Arsenal issue with the antenna not getting fighters to engage.
  4. Yes. Yes. only BDA .50 cal Brownings, and any Aviator Arsenal part is permitted. OP updated with latest entries.
  5. I'm going to add a KOTH.cfg to the OP tonight if I can, since players will need it to use Aviator Arsenal's antenna. I'm liking the concept of this series so far.
  6. The idea was to use the power of Strategia to run a funds-centric career mode. Currently the game favors science grinding over funds as funds are mostly earned by only doing contracts. Science, on the other hand, is more freely acquired. To free players from the science grind, the idea was to allow Career players the option of progressing their fledgling commercial space programs via either option: contract grinding, independent explorational field work, or both. The current stock conversion strategies are insufficient for this purpose. And Strategia removed them entirely. However, if I could ask, could you develop the conversion strategies as outlined above - as perhaps an optional add-on to Strategia's Finance department to meet a very interesting need of those players wishing to pursue the frontier of a funds-centric KSP? All we need is a converter:
  7. Testing this further, I conclude that by unlocking all technologies, even future tech is for sale... and cheaply. Not balanced. So science must remain to keep nodes locked progressively (unless a mod is made that unlocks nodes for funds alone). Had in mind to perhaps pursue using developing strategies in Strategia to allow for constant science to funds conversion, and to provide a one-time converter for funds back to science, so nodes can be unlocked progressively in a Tech Tree. That, or find someone to develop a conversion mod so players can do this conversion anytime they need.
  8. Strategia currently eliminates the only method to convert science to funds and vice versa. I suggest replacing all Contract Slot Machines with something more useful in the Finance category: Science to Funds: (constant conversion) -1 science per contract +1000 funds -1 science in the field +100 funds Would prefer ability to choose up to 100% of all current and future science collected from contracts and in the field. Funds to Science: (one time conversion) -1000 funds +1 science Would prefer ability to choose up to 100% of all current funds.
  9. The first match of ASC III! Enjoy! Has your entry been tested against an ASC III KOTH? have you tested your entry against one of the ASC III Kings of the Hill?
  10. to fix AI issue with prop and gun, I've updated the Pretender to the Throne, now the Guppy Mk. 3. https://kerbalx.com/inigma/Guppy-Mk-3
  11. I'm still desperate for a simple science to funds converter and back again. 1 science to 1000 funds, with 10% conversion fee all values modifiable in config file. Enhancements: 1. would be nice if one doesn't have enough science, for the mod to ask you if you want to use funds to convert enough science points to research the node (and would tell you how much funds required to convert to enough science) 2. reputation would determine conversion rate with maxed positive reputation reducing rate to 1% and max negative reputation reducing it to 99% rate. 3. like the KSP-Casher mod by @astat would also give players a daily Kerbal budget of 10 funds per reputation point. 4. that all values above would be modifiable via a config file.
  12. Are you going to update the KerbalScienceExchange mod? Would love to see it updated for 1.1.2 and listed in your OP.
  13. Removed ETT as a tech tree recommendation, since if the Cheat Menu is enabled to research all techs, then one doesn't need the extra restriction of a custom tree that will never be fully up to date with all mod releases. Using the stock tree should be completely sufficient here.
  14. USI Sounding Rocket parts need costs assigned to them. Currently they are all 0 (since USI by default makes them all available in the stock default node 0). I recommend a universal baseline of 1000 funds per part for now.
  15. Added. Also discovered Science Funding mod: Do you know of a Science to Funds converter?
  16. I'm in the process of developing a player guide on how to bend the KSP gameplay experience to what you and I and others seem to propose. Check it out and feel free to give feedback! The idea is Funds-Only Career, using currently available setup options, and mods. Science can still be ground, but with a science to funds convertor, it essentially makes science gathering an extra means to make funds (which can then be spent on tech or more missions), or to fulfill contract goals. Any input on this type of gameplay would be appreciated:
  17. What I could do is develop more intermediate contracts - such as building a rescue station near the K2 mountains, staffed and stocked with a ready and waiting helicopter, so that rescue missions only take 15 min instead of an hour of planning, testing, and flying.
  18. Other people have complained about the payouts too. Thing is, flying to Island should payout lower than flying to Eve. Question is, by how much? I agree it takes more time and human skill to accomplish, but I'm not sure it makes sense to pay more for flying to the island than landing on Eve.
  19. Commercial Space Program: Balancing Funds, Science, and Time - A Career Modlist for KSP 1.3 by Inigma Do you want freedom to advance your career space program by using either funds, science, or time? Then read on! The Commercial Space Program modlist changes the focus of KSP away from the stock method of pure science grinding for program advancement, to a broader means where funds, science, or time can enable you to advance your space program the way you want to! Essentially it works like this: (mods that are bolded are compatible with KSP 1.2) 1. Funds can be earned by one of four methods: completing contracts as normal (exploration, passenger, special missions) [Strategia] [Contract Configurator] and contract packs such as [GAP] mining and recovering resources you convert a daily accrual based on your positive reputation [DailyFunds] or [Monthly Budgets] selling science points for 10k funds per science point [KerbalScienceExchange] 2. Science can be earned by one of four methods: completing contracts as normal [DMagic Orbital Science] [Strategia] [Contract Configurator] and contract packs such as [GAP] gathering science via reports as normal (but using mods to make it easier to find science and collect it with no click-fest) [[x] Science!] [Science - Full reward!] a daily accrual based on your invested Kerbal Construction Time points buying science points for 10k funds per science point [KerbalScienceExchange] 3. Time management is introduced by the Kerbal Construction Time (KCT) mod: [Kerbal Construction Time] requires time to pass when constructing anything requires time to pass when upgrading anything requires time to pass when researching a tech node you can decrease how much time passes for these things by spending KCT upgrade points as the game progresses. it highly recommend to use a simulator to save funds before testing and waiting on the real thing [KRASH] it is highly recommended that you use a life support mod to balance time and funds accrual [Kerbalism] or [TAC - Life Support] or [USI Life Support] 4. Research requires using science and funds to acquire technologies: once you've acquired a node for funds, it will take time to make the research available to you [Kerbal Construction Time] once a tech node is fully available to you, you must then purchase the individual parts in the node for additional funds to unlock them [See Stock Game Settings below] although the stock tree will work fine, it is recommended to use a modded tech tree such as [Historical Progression Tech Tree] or [Community Tech Tree] or [Engineering Tech Tree] Required Stock Game Settings: Science Rewards: 60% (a lot of science opportunities demands a smaller yield, especially if each science point can be sold for 10k funds!) No Entry Purchase Required on Research: Disabled (requires that you purchase every part you intend to research, in addition to the research node) Decline Penalty: 0 (picking and choosing which contracts you want to do is realistic in my opinion and should never be penalized) Required Mod Game Settings: KerbalScienceExchange: Go to GameData\KerboKatz\SmallUtilities\KerbalScienceExchange\PluginData and edit the Settings.xml to change: <ratio>1000</ratio> to <ratio>10000</ratio> for 10k funds per science point. <tax>1</tax> to <tax>0</tax> for no conversion fee, or <tax>1000</tax> (for a heavy conversion fee of 10%) That's it! That's all that is needed for this career mode.
  20. Contract Configurator has a VesselParameterGroup that you can define as a certain vessel meeting certain parameters. WIth this, you can couch contract goals for that VPG to do, and if not done by that VPG, the goals do not get completed. At the end of the contract, by default, or by cancellation, the VPG should be reset. Sometimes though you can define a permanent VPG, but GAP does not do so. I wish there was a better way to define vessels meeting certain contract criteria, and then on premature removal, resetting such. No, GAP intentionally removes rescued Kerbals. Future contracts may have you rescue a specific VIP Kerbal, which you will get to keep them, but I haven't developed such yet.
  21. Flying backwards and upside down is just fine. All flying styles are permitted. Just no SAS.
  22. Thanks! I'll try that. I've got first hosting dibs (fyi to the readers) so I'll post the first match soon. Was hoping to last night, but had AI issues. The whole carrier launching thing also won't work very well, since when you attempt to move in a vessel with vessel mover onto the carrier in the water, as soon as it comes in physics range, the carrier will launch 3km straight up into the sky, and fall back down. Quite a feat if you ask me. If I hack gravity, I have no such issue, but because wheels are so unpredictable in KSP 1.1.2 planes keep drifting off the carrier. It's actually quite sad. KSP is bugged, BDA is bugged. ASC-III may be simpler in terms of plane design, but it's on expert level when it comes to hosting a carrier vs land fight. I think I'll just stick to the standard duel over KSC with participants starting in the grass facing opposite directions off the runway with a 5km engagement rule. Still testing. When the match is posted, we'll have a definite on the match setup rules. My goal is to make it easy to setup for the hosts, since this will make it easy for players to test as well.
  23. The ASC hosts are actively working on the first match. Just running into AI glitchy fun.
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