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Rogstin

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Everything posted by Rogstin

  1. After some experimenting, I think I found the cause of the relay power not matching. It seems that while the contract states a required antenna power, what it actually desires is antenna range. The range is modified by difficulty settings in the advanced portion under "Range Modifier". So if you are playing on hard (0.65 range) then your 5M relay becomes 3.25M range. I would imagine this would require a change in ContractConfiguartor with its antennaPower parameters and accounting for difficulty modifiers. In the mean time, you can either adjust your range modifier to 1.0 to match, or you can patch the contracts to modify the relay power requirement by your settings, though you'll still have a mismatch between what a relay power stat says, and what the contract requires. @CONTRACT_TYPE[CommNet*]:NEEDS[ContractPacks]:FINAL { @PARAMETER[HasAntenna] { @minAntennaPower *= 0.65 // Change this to your difficulty range modifier } }
  2. Question about use of Kerbal life support mods. Example, the Ioncross crew support plugin adds O2 and CO2, which can be exchanged and gathered, those are fine in place of supply rules? It eliminates the need to plan to bring in supplies, but adds the need to launch, send, and land the equipment for collect and processing, is that the trade off reasoning for allowing substitution? I assume that this only eliminates the supply cost, not the habitation space requirement. Love the idea, begin mission plan tomorrow morning.
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