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Part cost calculation formula


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As far as I know the part price specified in its cfg file is for wet mass. This causes all sorts of problems like parts with negative price and makes balancing resource costs extremely tedious. Changing the cost 1 unit of liquid fuel will affect the price of all fuel tanks. So, why not change the part cost in cfg file to be for dry mass instead?

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On 11/5/2017 at 4:29 PM, Mine_Turtle said:

As far as I know the part price specified in its cfg file is for wet mass. This causes all sorts of problems like parts with negative price <snip>

I can't say I've ever encountered negative prices before. Even putting just a tank in the VAB and removing all the fuel leaves a positive price. Care to show an example?

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9 minutes ago, EpicSpaceTroll139 said:

I can't say I've ever encountered negative prices before. Even putting just a tank in the VAB and removing all the fuel leaves a positive price. Care to show an example?

I believe there was a "balance" pass at one point in which they made sure this didn't happen.  Honestly, I'm not even sure it was a thing, but Squad wanted to be double sure it wasn't a thing.

Edited by klgraham1013
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45 minutes ago, EpicSpaceTroll139 said:

I can't say I've ever encountered negative prices before. Even putting just a tank in the VAB and removing all the fuel leaves a positive price. Care to show an example?

For example, there is a problem with USI kolonization: https://github.com/UmbraSpaceIndustries/MKS/issues/1305 .

My main complaint is that current formula makes resource balancing problematic. Try increasing liquid fuel costs and you will have to increase the price of every! fuel tank.

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2 minutes ago, Mine_Turtle said:

For example, there is a problem with USI kolonization: https://github.com/UmbraSpaceIndustries/MKS/issues/1305 .

My main complaint is that current formula makes resource balancing problematic. Try increasing liquid fuel costs and you will have to increase the price of every! fuel tank.

Ah... I see... That is pretty annoying...

Perhaps to get around it one could have the default fuel level be 0, but that might annoy players who then have to manually add the fuel each time they add the part.

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