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Tokamak Industries Refurbished Parts - Learning feedback thread


Tokamak

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11 minutes ago, Tokamak said:

I did also use his texture as the base for the inside wall, but I have learned the photoshop maxim "Use ALL THE LAYERS" :)

Easiest replacement is referencing the hitchhiker texture for that since its basically the same thing ( i wouldn't have even noticed it was UDKs texture if it wasn't brought up). But its a good opportunity to draw your own texture instead :)

Looking forward to your updates!

 

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1 minute ago, cxg2827 said:

Easiest replacement is referencing the hitchhiker texture for that since its basically the same thing ( i wouldn't have even noticed it was UDKs texture if it wasn't brought up). But its a good opportunity to draw your own texture instead :)

Looking forward to your updates!

Keep in mind that the hitchhiker uses the old-style endcaps that are getting phased out IIRC.

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Regarding giving credit where it is due, I want to be extra respectful of other people's work, since I am using a lot of it. I'm actually trying to even carry that over to in-universe acknowledgement in the flavourtext. Perhaps I'm being overly concerned, but I do really want to hammer home what is my personal work and what is not. It kind of gives my company a neat shtick, anyway. Mostly just sharing because I can, but feedback is always welcome.

I've italicized the repeated bit, for ease of skimming. I do wish you could put carriage returns in descriptions

    manufacturer = Tokamak Industries Refurbished Parts Division
    description =  After the Kerbin-renowned Porkworks was acquired by C7 Aerospace, they abandoned their Inflato product line to focus almost entirely on spaceplane parts. This left warehouses full of almost perfectly good giant space balloons gathering dust. Tokamak Industries was able to acquire them at closeout prices, and we pass the savings on to you! The PA550 was already a mature design, so we simply had to dust it off, update the inflation mechanisms, and possibly remember to check for leaks. It offers an unprecedented amount of elbow room for recreation, guaranteed to prevent your Kerbals from getting grumpy and mutinous on long stays in space. (Warranty void if used in space or extrakerbin planetary surfaces)

    title = Inflato Workshop PA330
    manufacturer = Tokamak Industries Refurbished Parts Division
    description = After the Kerbin-renowned Porkworks was acquired by C7 Aerospace, they abandoned their Inflato product line to focus almost entirely on spaceplane parts. This left warehouses full of almost perfectly good giant space balloons gathering dust. Tokamak Industries was able to acquire them at closeout prices, and we pass the savings on to you! When we got our hands these, they were just mostly empty shells with 30m² of exciting possibilities. Ignoring those possibilities, the PA330 has been fitted out as a workshop instead. It can hold up to 6 Kerbals with enough elbow room for them to work, but you will want to find somewhere else for them to spend their off time if you are not a fan of mutiny. There was even enough room left over to throw in some surplus life support recycling equipment.

    title = Inflato F.L.A.T Command Module
    manufacturer = Tokamak Industries Refurbished Parts Division
    description = After the Kerbin-renowned Porkworks was acquired by C7 Aerospace, they abandoned their Inflato product line to focus almost entirely on spaceplane parts. This left warehouses full of almost perfectly good giant space balloons gathering dust. Tokamak Industries was able to acquire them at closeout prices, and we pass the savings on to you! Like the PA330, the "Feasible Landable Advanced Technology" Inflato module was just an empty shell with an excess of docking ports. Unlike the PA330, it was also annoyingly small, so a command console and a worktable were all that would fit in it when stowed. At least it's roomy when inflated, and quite light for a 4 Kerbal pod. We are fairly sure we cleared out all of the spiders.

    title = Dry Workshop
    manufacturer = Tokamak Industries - Reburished Parts Division
    description = A hollowed out and re-fitted UDK brand fuel tank, designed to provide extra living space and allowing Kerbals to stay in space for much longer periods in... "comfort". The smell of refined kerosene is almost mostly gone. 

 

I'm a bit unsure if the "Kerbin-renowned" sounds amusing or clunky and tryhardy. Perhaps it should just be "world renowned".

Also, I know the tank would probably have LOX or H2, but those wouldn't leave a bad smell, so there is no joke there 

4 minutes ago, cxg2827 said:

Easiest replacement is referencing the hitchhiker texture for that since its basically the same thing ( i wouldn't have even noticed it was UDKs texture if it wasn't brought up). But its a good opportunity to draw your own texture instead :)

Looking forward to your updates!

 

Oh, I meant the inner hull of the tank itself, though also the endcap.

3 minutes ago, CobaltWolf said:

Keep in mind that the hitchhiker uses the old-style endcaps that are getting phased out IIRC.

Oh? I didn't know that. Is there a better candidate? Why are they changing the endcaps? O.o

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26 minutes ago, cxg2827 said:

I'm no licensing expert, but doesn't a licensing change only apply to the newest release and onward, and is not retroactive on older releases which has a less restrictive license?

 

 

I released a new version of the parts pack on the 24th August. 

22 minutes ago, Tokamak said:

You may be right, but since I am already on shaky ground in terms of snarfing up a bunch of assets and re-using them, I want to make sure I do right by the community and other modders. If we can't come to a mutually agreeable solution, I probably can just redo stuff. I did also use his texture as the base for the inside wall, but I have learned the photoshop maxim "Use ALL THE LAYERS" :)

I have messaged you with a reasonable solution and granted you the right to continue with my part. You just have to continue our conversation.

I even gave the option of me creating you a custom exterior instead of using my part. 

Edited by udk_lethal_d0se
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2 minutes ago, udk_lethal_d0se said:

I released a new version of the parts pack on the 24th August. 

I have messaged you with a reasonable solution and granted you the right to continue with my part. You just have to continue our conversation.

I even gave the option of me creating you a custom exterior instead of using my part. 

The version I used is the previously released version, under CC license.

You did give permission, and I appreciate it. It did sound like you wanted me to have my IVA require your parts mod though, instead of being a self-contained unit that I can distribute. Basically, I wasn't getting back to you until I'd mulled over what the best way to respond was, that would be best for everyone. Which is why I was discussing possibilities in this thread, since the dev thread is the place to do that.

I was a bit confused by the custom external offer. It is kind of you, but given that I already have my modified version of your original mesh, I'm not 100% sure what the purpose would be of you making the same changes that I already made.

I'm trying to do right by everyone here, but do note that this all started just before I went to bed last night (west coast US) and I only just got up a couple of hours ago.

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2 hours ago, udk_lethal_d0se said:

I released a new version of the parts pack on the 24th August. 

I have messaged you with a reasonable solution and granted you the right to continue with my part. You just have to continue our conversation.

I even gave the option of me creating you a custom exterior instead of using my part. 

Seeing as he didn't use anything from the August 24th release, that is irrelevant. Your new license does not apply retroactively, and any parts that you chose to keep identical between releases are still not protected from use via earlier, unrestricted releases.

On 2/28/2016 at 11:03 PM, udk_lethal_d0se said:

Hey, I have updated the license accordingly.

I permit those whom wish, to continue with mod; as I won't be returning to progress it myself.

In short, try to understand that someone put a lot of work into this with your blessing. You don't have the right to demand they stop now.

Edited by Randazzo
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16 minutes ago, Randazzo said:

Seeing as he didn't use anything from the August 24th release, that is irrelevant. Your new license does not apply retroactively, and any parts that you chose to keep identical between releases are still not protected from use via earlier, unrestricted releases.

In short, try to understand that someone put a lot of work into this with your blessing. You don't have the right to demand they stop now.

Don't redact your initial thought.

"You've got no grounds to bully him into complying with your wishes now"

I haven't bullied anyone into anything. I haven't asked for anything to be removed or changed, I've offered nothing but support, and simply questioned the use of a texture to which the use of was unsure. 

 

 

Edited by udk_lethal_d0se
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@Starwaster moving this over to the dev thread

 

I'm looking at the centrifuge in Blender, and the colliders for the torus are a whole mess of non-manifold stuff: edges without faces, zero area faces, and the like. Drawing that sort of thing ought not to be much of a problem, but I can see how in a collider it might KSP freak out. Are you doing only unity-side stuff or config editing, or are you also working with Blender at all?

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2 hours ago, udk_lethal_d0se said:

I haven't bullied anyone into anything. I haven't asked for anything to be removed or changed, I've offered nothing but support, and simply questioned the use of a texture to which the use of was unsure. 

It comes across as nitpicking especially considering its only a snippet and that the snippet itself appears to be a derivative or at least emulation of the stock assets which we are all free to use.

Tokamak has done a really impressive job going above and beyond the call of duty to be neighborly while simultaneously tackling one of the hardest parts of modding (IVA's) by comparison your actions so far have created a misunderstanding that you are not so neighborly which is why some users have called you out.

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In any case, as a matter of courtesy I am happy to make a new external model and texture to use for the next release, if he wants me to. I don't want conflict. If he doesn't object to me using what I have, then I'll keep that as it is but not introduce any new instances of his textures.

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So, my first attempt to make a metal texture for the Munox was... kinda bleh. And fiddling with it just made it worse. So I've had another go from scratch, now that I've learned a bit, and I think it is an improvement. This is just a simple base, to which i will add other effects like damage and whatnot. Seams and rivets done by hand, and the base metal texture is a composite of several metal textures from texturelib.com, cleaned up and layered together. They are open licensed, detailed below.

Spoiler

http://texturelib.com/license/
All images are taken by my own cameras and edited by me.
They are free for commercial and non-commercial use with the only limitation: you are not allowed to sell or distribute original or slightly modified images alone or in packs. You can only distribute them as an integral part of your product.
Credit texturelib.com if it is possible.
Texture library © 2013 Dmitriy Chugai 
[email protected]

 

metal_texture_sample_by_maekern-dafnxvy.

 

The rivets might need a bit of distress or something to make them look less perfect.

As before, @CaptainKipard's tutorials are invaluable, even though I'm no longer following them directly. Worth checking out at http://forum.kerbalspaceprogram.com/index.php?/topic/87505-intermediate-texturing-panels-and-edge-damage/

 

 

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blender__d__kerbal_my_modding_ksp_unity_

There we go. The new metal texture is MUCH better. The cockpid/cupbola windows will need a complete redo, and there is lots of other work to do, but the texture is a lot better. I'm waffling on if I want rivets, though.

Old version, for reference

Spoiler

blender__d__kerbal_my_modding_ksp_unity_

 

 

Edited by Tokamak
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(blargh, the forum software ate my mostly completed post. Whatever Squad are using to run this is REALLY bad)

 

It is interesting how quickly you improve at something when you are just starting to learn it. By "improve" I mean going from "I have totally no idea what I am doing" to "I'm sort of starting to get vaguely competent". Leveling up from level 2 to level 3 is a lot easier than going from 49 to 50, as it were.

This means that even dealing with things that I've made over the course of the week or two, I keep seeing things that make me say "Oh god, why did I do THAT?", and sometimes having to redo them. The viewing blister on the Munox module was one. After quite a long time of fighting to make my mas of extruded tris and quads actually line up nicely with windows, I realized that instead of basically trying to sculpt crumpled tinfoil, I should just make the thing from scratch, and START with the straight lines I wanted. Durr... obvious, right?

I had a couple of false starts, having to scrap and redo it more than once, but I have something that I'm at least beginning to be happy with.

blender___d__kerbal_my_modding_ksp_unityblender___d__kerbal_my_modding_ksp_unityblender___d__kerbal_my_modding_ksp_unityblender___d__kerbal_my_modding_ksp_unity

After several false starts, I also realized that in preparation for making an IVA later, I ought to make this as a solid object instead of something one-sided, so I don't have to strain to make an inside connect with a shell of an outside.

 

Clearly I'm going to need to learn about spectral stuff to make the glass look better... and luminosity as well, if I want to make it light up. I think that technically also counts as an animation...?

Since the munox is meant to be able to be mounted inline with and behind other things, at least at launch, I'm going to need a shroud/fairing segment to cover that hole in the top of the spacer ring. Also I'll want to look into making it either a decoupler or a docking port.

blender___d__kerbal_my_modding_ksp_unity

This part is feature creeping six ways from sunday, but that's okay. @.@

 

Also, I removed the tanks built into the front external stowage area. I figured that I should let a player mount whatever they want there. I may make a few things designed for that space, though.

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I'm trying to keep the collision mesh as simple as possible, but since this thing is meant to have places to mount stuff, like on the hardpoints on the side, and inside the ring on the front, I can't get away with just a cylinder. I hope this is simple enough to still be decently performant

blender___d__kerbal_my_modding_ksp_unity

The main hull is one cylinder, the cockpit and hard points are each separate meshes, and the ring on the front is individual rectangular prisms, since colliders have to be convex.

I'd welcome thoughts. Do I need to strip it down further?

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Okay, the Munox looks super amazing. How many parts will it have when complete?

Just a note, if you want to recreate the centrifuge, you ought to see if it works without the spin animation. If that's what's causing the problem, you could try using Infernal Robotics instead of animation.

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I'm currently reviving @DennyTX's old ADEPT expandable heat shield. Aside from fixing the animation (which was easy) I'm trying to get them fully supporting the latest aero and thermal systems. I've mostly got it, but if anyone has any tips or general advice I'd love to hear them.

 

Here is a discussion of the real thing: http://forum.nasaspaceflight.com/index.php?topic=38661.0

And here is a paper on the subject https://engineering.purdue.edu/~mjgrant/62e2014-4139.pdf

 

Basically it seems as if the role they have is being very light, high drag for their mass, but a bit flimsy as compared to a solid ceramic/composite heat shield. Also it ought to have quite low conductivity, since it is basically a reinforced umbrella held away from the body of the craft. It actually would probably make a good sun shield too, but that doesn't really come up much in KSP.

Also, I am thinking it would be appropriate to give it a high temperature tolerance, but fairly low physical strength.

I'm basing a lot of my values off of extrapolation from the stock inflatable 10m shield, because the idea is similar. However the ADEPT actually DOES use ablative cooling as well as just insulating, and I'm not finding good documentation on ModuleAblator.

 

Here's what I've got so far for the small version. It's 1.25m stowed, but unfurls to about 2.5m. I'm just getting all of the numbers for that size first, before I do the other sizes.

	// --- Physics Parameters	
	PhysicsSignificance = 0 // 0 = part has physics, 1 = part is physicsless
	mass = 0.1
	breakingForce = 200
	breakingTorque = 200
	crashTolerance = 9
	
	dragModelType = default // This is always default
	maximum_drag = 0.2 // The maximum drag coefficient of the part (usually under between 0.2 and 0.3 and < 1)

	// --- Thermal parameters ---
	// See also http://forum.kerbalspaceprogram.com/index.php?/topic/106241-guide-new-temperature-rules-for-parts-in-10-102-updates/
	maxTemp = 3300
	thermalMassModifier = 1.0 	// Similar to "spefific heat", defines how much heat energy the part can absorb. Default is 1.0.
	heatConductivity = 0.01 	// How well part conducts heat to and from other parts. Lower number effectively means insulating . Default is 0.12
	emissiveConstant = 0.95 	// How well part radiates heat into space. Higher means radiating more. , Default is 0.4, and 1.0 is ideal black body radiation.
								// Higher than 1 means actively "pushing" heat out, which is unrealistic but can be used to create better cooling.
	heatConvectiveConstant = 1 // How well part dissipates heat into atmosphere.

 

Edited by Tokamak
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The original name is  ADEPT, or "Adaptive Deployable Entry and Placement Technology". It occurs to me that a good Kerbalized name might be KADEPT, or "Kanvas And Duct-tape Entry Protection Thing". Funny, or stupid?

Is ModuleHeatShield obsolete? I'm not seeing it in the configs for any stock shields anymore.

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20 minutes ago, Tokamak said:

I'm basing a lot of my values off of extrapolation from the stock inflatable 10m shield, because the idea is similar. However the ADEPT actually DOES use ablative cooling as well as just insulating, and I'm not finding good documentation on ModuleAblator.

NathanKell could give you the mathematical formulas for that, as he frequently does, most recent I could find here:

Generally I find it simpler to mimic stock setups, so you could have a look at the standard ablative heatshields to see their numbers.

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2 hours ago, RocketSquid said:

Okay, the Munox looks super amazing. How many parts will it have when complete?

Just a note, if you want to recreate the centrifuge, you ought to see if it works without the spin animation. If that's what's causing the problem, you could try using Infernal Robotics instead of animation.

Thanks! I'm unsure. It might just be the one part, but I might make a series of related parts. I haven't decided.

As far as the centrifuge, it makes the physics engine freak out just by loading in flight, even with no animation triggered. I think it has to do with broken (degenerate) collision meshes, but I don't know how to fix it yet.

22 minutes ago, Randazzo said:

NathanKell could give you the mathematical formulas for that, as he frequently does, most recent I could find here:

Generally I find it simpler to mimic stock setups, so you could have a look at the standard ablative heatshields to see their numbers.

Thanks for the link! I generally agree about mimicking stock values, but in this case if I did that there would be no purpose to the part. I'm trying to make it fill a useful niche, just like the real thing. Specifically it is meant for aerobraking at Mars, where being light and big is more important than being strong.

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On consideration, I'm going to go with a slight variant of @Randazzo's advice, and am basing the KADEPT heat shields off of stock shields, but offsetting the size. Sanity check my reasoning?

kerbal_space_program_8_30_2016_6_12_21_p

The model is basically as if you took a sizeX shield, made it thinner and flimsier, and added the skirt so it can unfold to sizeX+1, so I used that as my base.

For example: The KADEPT part that is 1.25m stowed expands to 2.5m. I gave it the mass of a stock 1.25m heat shield. Basically the gameplay trade-off I am envisioning is trading strength for more drag.

Looking at the US patent, it is meant to dissipate at least some amount of heat through pyrolysis of an ablator in the cloth itself, though obviously there wouldn't be much ablator since it is impregnated cloth rather than a big ceramic slab. Also, using up of the KSP ablator resource could be thought of as a proxy for damage to the fabric, stopping you from using it over and over again. So I gave the part 1/10 of the ablator of a normal 1.25m shield.

Since it is quite a light part for its 2.5m expanded cross section, with low heat conductivity, running out of ablator during re-entry ought to make it fail very quickly, if I understand the physics model correctly. I THINK that Deadly Reentry ought to just do the right thing, since I have set up all of the values that a stock heat shield would have, but I'd love it if @Starwaster could confirm that for me. I also don't THINK I have to do anything to make it behave reasonably in FAR.

I made the cost double that of a 2.5m shield, because that was my best guess in terms of game balance. Even if you are aerobraking on Duna, if you want the drag of a 2.5m shield for less mass, you'll have to pay for it. Perhaps the cost should be even higher?

And finally, for balance, I made it have the same required tech as a 2.5m shield, so it isn't a cheaty way to protect 2.5m payloads earlier than you would have otherwise.

The .625m->1.5m and 2.5m->3.75m versions have the same relative relationships to stock heat shields of the appropriate sizes. I did have to guesstimate what the mass of a .625m shield would be based on the rest of the series, though. I didn't make a larger version because that niche is already filled by the stock inflatable shield.

 

So... does that sound reasonable? I just want a sanity check, because I'm trying to make this balanced in terms of gameplay, as well as at least vaguely true to its real-life counterpart.

Example config:

PART
{
	// From NASA - Adaptable, Deployable Entry Placement Technology (ADEPT) by DennyTX for KSP 0.25
	// http://forum.kerbalspaceprogram.com/index.php?/topic/88546-nasa-adaptable-deployable-entry-placement-technology-adept-by-oldd-260414/
	// Creative Commons Attribution-NonCommercial 4.0 International License.
	// Tokamak asked for and got permission to repackage from DennyTX over PM on 2016-08-30
	// Model, texture, and animations by DennyTX
	// Updated to ModuleAnimateGeneric for KSP 1.1.3, and KSP 1.x thermal and aero systems by Tokamak
	

	// --- General Parameters --- 
	name = kadeptHSmedium
	module = Part
	author = Tokamak

	// --- Asset parameters --- 
	MODEL
	{
		model = TokamakIndustries/parts/KADEPT/NASAaeroShield
		scale = 0.088, 0.088, 0.088
		rotation = 0, 0, 0	
	}
	rescaleFactor = 1
	scale = 1
	
	// --- Node Definitions --- 
	// definition format is Position X,	Position Y,	Position Z,	Up X,	Up Y,	Up Z, Size
	node_stack_top =0.0,0.95,0.0,0.0,1.0,0.0,2
	node_stack_bottom =0.0,-0.95,0.0,0.0,-1.0,0.0,2
	
	// --- Attachment Parameters ---
	// attachment rules:	stack,	srfAttach,	allowStack,	allowSrfAttach,	allowCollision
	attachRules =1,0,1,0,1	
	
	// --- Editor Parameters ---
	category = Aero
	subcategory = 0
	title = KADEPT Heat Shield (Medium)
	manufacturer = Tokamak Industries Reburished Parts Division
	description = The Kanvas And Duct-tape Entry Protection Thing (KADEPT) designed by DennyTX Ltd is a very light folding heat shield made of high-tech Mystery Goo impregnated fabric, and not just an unusually bulky umbrella. In either case, the KADEPT's ability to unfold allows you to produce a lot of drag for your aerobraking needs in a surprisingly light package. It is however considerably weaker than a conventional shield, so not recommended for high velocities in thick atmostpheres, or indeed for any other use either. This version is 1.25m stowed, and about 2.5m extended.
	
	// --- Tagging and searching ---
	bulkheadProfiles = size2
	tags = ablat drag entry insulate protect re- rocket therm TODO	
	
	// --- Game Mechanics Part Parameters ---
	TechRequired = advLanding	
	cost = 2400
	entryCost = 4800	
	fuelCrossFeed = False
	fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple
	sound_vent_large = decouple
	stageOffset = 1 // Defines whether this part will create a new stage before itself when placed in editor
	childStageOffset = 1 // Defines whether this part will create a new stage after itself when placed in editor
	
	// --- Physics Parameters	
	PhysicsSignificance = 0 // 0 = part has physics, 1 = part is physicsless
	mass = 0.1
	breakingForce = 200
	breakingTorque = 200
	crashTolerance = 9
	
	dragModelType = default // This is always default
	maximum_drag = 0.2 // The maximum drag coefficient of the part (usually under between 0.2 and 0.3 and < 1)

	// --- Thermal parameters ---
	// See also http://forum.kerbalspaceprogram.com/index.php?/topic/106241-guide-new-temperature-rules-for-parts-in-10-102-updates/
	maxTemp = 3300
	thermalMassModifier = 1.0 	// Similar to "spefific heat", defines how much heat energy the part can absorb. Default is 1.0.
	heatConductivity = 0.01 	// How well part conducts heat to and from other parts. Lower number effectively means insulating . Default is 0.12
	emissiveConstant = 0.95 	// How well part radiates heat into space. Higher means radiating more. , Default is 0.4, and 1.0 is ideal black body radiation.
								// Higher than 1 means actively "pushing" heat out, which is unrealistic but can be used to create better cooling.
	heatConvectiveConstant = 1 // How well part dissipates heat into atmosphere.

	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = AeroShieldOpen
		isOneShot = false
		startEventGUIName = Expand Heat Shield
		endEventGUIName = Retract Heat Shield
		actionGUIName = Expand Heat Shield
		allowAnimationWhileShielded = False
		//restrictedNode = top
		disableAfterPlaying = false		
	}	
	
	MODULE
	{
		name = ModuleDecouple
		ejectionForce = 50
		isOmniDecoupler = true // Specifies whether this decoupler separates on both ends or not. Defaults to false.
		menuName = Jettison Heat Shield
		stagingEnabled = False
		stagingEnableText = HS Jettison Not Staged
		stagingDisableText = HS Jettison Staged
	}
	
	MODULE
	{
		name = ModuleAblator
		ablativeResource = Ablator
		lossExp = -7500
		lossConst = 0.1
		pyrolysisLossFactor = 6000
		reentryConductivity = 0.01
		ablationTempThresh = 500
	}		
		
	RESOURCE
	{
		name = Ablator
		amount = 20
		maxAmount = 20
	}

	MODULE
	{
		name = ModuleConnectedLivingSpace
		passable = false
	}
	
	
	
	// --- Settings for part test contracts
	// Mostly copied from 10m inflatable shield
	// See also: http://wiki.kerbalspaceprogram.com/wiki/Module#ModuleTestSubject
	MODULE
	{
		name = ModuleTestSubject
		useStaging = False
		useEvent = True
		situationMask = 13
		CONSTRAINT
		{
			type = ATMOSPHERE
			value = True
		}
		CONSTRAINT
		{
			// prelaunch only at home
			type = SITUATION
			value = 11
			body = _NotHome
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 350
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 250
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 500
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 300
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 600
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 400
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 1500
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 1000
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 2500
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 1500
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 6000
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 2000
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = DENSITY
			test = LT
			value = 0.1
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 4000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 6000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 8000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 12000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 12000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 16000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ALWAYS
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = BODYANDSITUATION
			prestige = Significant
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ONCEPERPART
			prestige = Exceptional
		}
	}

	
	// --- End of Configuration ---
}

 

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11 hours ago, Tokamak said:

So... does that sound reasonable? I just want a sanity check, because I'm trying to make this balanced in terms of gameplay, as well as at least vaguely true to its real-life counterpart.

In my humble opinion, and speaking from some experience, trying too hard to pigeonhole a part and adding heavy "penalties" to it in an attempt to balance it can backfire and result in a part that essentially has no use. If you're already setting it up to only be useful on Duna (and that's questionable in stock -- you have to be going really fast to need shielding there), do you want to also make it overly expensive to use? Cool factor only carries a part so far.

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3 hours ago, Randazzo said:

In my humble opinion, and speaking from some experience, trying too hard to pigeonhole a part and adding heavy "penalties" to it in an attempt to balance it can backfire and result in a part that essentially has no use. If you're already setting it up to only be useful on Duna (and that's questionable in stock -- you have to be going really fast to need shielding there), do you want to also make it overly expensive to use? Cool factor only carries a part so far.

Hrm, good point. I will be wary of that.

I did test it on Kerbin with DRE a number of times and it does work fine there too, you just can't smash it into the atmosphere as aggressively as you can with a hard shield. But the cost is an issue to consider. Balance is hard. XD

I suppose until I get back to actually playing proper KSP career games myself, the best thing I can do is ask for feedback from people who use the parts. And to remember that not everyone uses the mods that I consider essential.

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The “Dry Workshop” doesn’t have a tech category assigned to it. It will show up in Sandbox, but you can’t activate it in Career (which is interesting by itself, but I digress). It would make sense to assign it to Advanced Construction, just like the inflatable units?

In addition, since the “Inflato Flat” is designated as a (technically) 2.5m command pod, I would assign it in the tech tree to Command Modules, and not under Advanced Construction, where it is listed now.

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4 hours ago, Kerbart said:

The “Dry Workshop” doesn’t have a tech category assigned to it. It will show up in Sandbox, but you can’t activate it in Career (which is interesting by itself, but I digress). It would make sense to assign it to Advanced Construction, just like the inflatable units?

In addition, since the “Inflato Flat” is designated as a (technically) 2.5m command pod, I would assign it in the tech tree to Command Modules, and not under Advanced Construction, where it is listed now.

Ah, well spotted. Thank you! I had originally intended for the dry workshop to be unlocked along with similar sized fuel tanks, but somewhere along the line that got lost.

Edited by Tokamak
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