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Things Found in Config Files


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I never looked into the physics.cfg at all, always assuming it would a lot of stuff I probably should keep my hands away from anyway, but today ...

We can torture our processors by increasing the range at which vessels are physics enabled just by the tip of a finger? :D

 

VesselRanges
{
    prelaunch
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
    landed
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
    splashed
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
    flying
    {
        load = 2250
        unload = 22500
        pack = 25000
        unpack = 2000
    }
    orbit
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
    subOrbital
    {
        load = 2250
        unload = 15000
        pack = 10000
        unpack = 200
    }
    escaping
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
}

 

The kerbonauts becoming more resistant to G-Force effects with XP-Levels is a nice idea.

Also, do the scientists still increase the returned science value? I thought they now increased the science generation of the lab?

And: What is the SpecialExperimentSkill about?

EXPERIENCE_TRAIT
{
	name = Scientist
	title = Scientist
	desc = Scientists can boost the value of data from Science experiments.

	EFFECT
	{
		name = VesselScienceReturn
		modifiers = 1.05, 1.1, 1.15, 1.2, 1.25
	}
	EFFECT
	{
		name = PartScienceReturn
		modifiers = 1.05, 1.1, 1.15, 1.2, 1.25
	}
	EFFECT
	{
		name = ScienceSkill
	}
	EFFECT
	{
		name = ScienceResetSkill
	}
	EFFECT
	{
		name = SpecialExperimentSkill
	}
	EFFECT
	{
		name = ExternalExperimentSkill
	}
	EFFECT
	{
		name = GeeForceTolerance
		modifiers = 1.1, 1.2, 1.3, 1.4, 1.5
	}
}

 

 

 

 

 

Edited by KerbMav
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No idea about the scientist skills... maybe that's something unimplemented. And whether or not the science return bonus is still active, you can easily test it. It's a transmission bonus, so grab a thermometer and an antenna and see if the result is different between having a pilot or a scientist in the pod.

(Remember to test in career, not science or sandbox modes.)

As for the physics load distances, that's pretty interesting. Didn't think that was a thing that existed. Wonder if it actually works? (Just because the values are in a config file doesn't mean the game processes them.)

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19 hours ago, monstah said:

LOL.

I've seen the bar on the portraits, but didn't get see it rise yet. Not trying hard enough, obviously.

Well it rises and it works.  Warning texts pop up on nearing and reaching the g limit and the crew portraits 'fuzz out' on loss of consciousness, and you lose control of the ship if you don't have a probe core as a back up.

It's not a game changer, but a really really cool addition.

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29 minutes ago, monstah said:

Honestly? I think this and the million other little cool additions and quality of life upgrades to be the game changer of 1.2

I hear you on that, those things make a huge positive difference to how the game feels and immersion, but I don't think it will have much impact on actual gameplay overall.

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