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[1.1.2] Engine Performance Adjustments


Belerafon

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Factorizing values...

Calculating trajectories...

Treating kessler syndrome...

Results:

A lot of numbers.

What I found out with a (hacked) K.E.R. was that engines in the stock game are about 200 to 300% less efficient than they should be. Thus meaning, your mün rocket should have enough delta-V to get you at least to Eeloo. So I made a fix. Release in 2 weeks.

LOADING...

 

 

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1 hour ago, Belerafon said:

What I found out with a (hacked) K.E.R. was that engines in the stock game are about 200 to 300% less efficient than they should be. Thus meaning, your mün rocket should have enough delta-V to get you at least to Eeloo. So I made a fix. Release in 2 weeks.

Yes, KSP's engines and parts are balanced to its (roughly) 1/11th scale solar system.  Changing the isps/thrusts of the engines without changing the solar system result in a super-easy mode game.

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15 hours ago, Nansuchao said:

That's interesting. Do you suggest to use this "hacked " engines with RSS?

Yes. Because i got frustrated when my biggest rocket (113,239T launch weight) was not capable of escaping the FRICKIN' ATMOSPHERE.

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I am a little confused, are editing the thrust/ISP of all the stock engines for the stock solar system?

Most parts mods are balanced with stock parts, this might throw those stats way off

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On 5/6/2016 at 11:56 AM, akron said:

I am a little confused, are editing the thrust/ISP of all the stock engines for the stock solar system?

Most parts mods are balanced with stock parts, this might throw those stats way off

 

Yah man

13 hours ago, Deimos Rast said:

Yeaaaah buddy where do I sign? Good to know it's 1.1.2 compat though.

I dunno.

On 5/6/2016 at 0:42 PM, VenomousRequiem said:

giphy.gif

I can't believe this joke hasn't been used yet. Shame on you guys! :P

 

Come on man!?!?

I'm not a hacker. The only hack-like thing I ever did was try and crack pingopente's RVE.

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A suggestion? Assuming you really want to do something like this and aren't just frustrated with game mechanics... Just make a Module Manager patch and target all parts that have ModuleEngines & ModuleEnginesFX and adjust thrust accordingly. @maxThrust *= 2 would increase thrust by x2, etc. I forget how one does that for ISP curves, but there are probably examples around. Have fun.

(and you said you used a "hacked" Kerbal Engineer, so you left yourself open for that jab. "Reverse Engineering" someone else's work/software is half the process of learning, I think it's just that the word "hack" get thrown around by the media like it's the computer equivalent of sorcery...see gif above...but I digress:rolleyes:)

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Talking about numbers, stock ISP are not so bad, considering that LF/O is more dense than Hydrolox and powerful as Kerolox. You can just multiply the thrust for lifter engines by a factor of 3/4, while the vacuum engines are more or less right. Just my 2 cents for gameplay balance.

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