Nori Posted August 21, 2014 Share Posted August 21, 2014 Did anyone make a config they'd like to share? I'm looking over it for use with Dmagic's orbital science, but I'm at a loss on what is the best option... Maybe just reducing Mun and Minmus rewards would be enough... First time I went to Minmus with Dmagic's mod I ended up getting 500 science which is crazy. Link to comment Share on other sites More sharing options...
Sarayakat Posted August 21, 2014 Share Posted August 21, 2014 Did anyone make a config they'd like to share? I'm looking over it for use with Dmagic's orbital science, but I'm at a loss on what is the best option... Maybe just reducing Mun and Minmus rewards would be enough... First time I went to Minmus with Dmagic's mod I ended up getting 500 science which is crazy.https://www.dropbox.com/s/8p3tbtkx9kknoro/ScienceParams.cfg Here's mine. I have cranked down the science recieved just about everywhere with a few lesser changes suchs as Eeloo and Tylo as they are pretty challenging to land on. Link to comment Share on other sites More sharing options...
Nori Posted August 21, 2014 Share Posted August 21, 2014 https://www.dropbox.com/s/8p3tbtkx9kknoro/ScienceParams.cfg Here's mine. I have cranked down the science recieved just about everywhere with a few lesser changes suchs as Eeloo and Tylo as they are pretty challenging to land on.Thanks! Made a few minor tweaks but otherwise looks really nice. Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 22, 2014 Share Posted August 22, 2014 anyone here might also consider this up and coming mod: Configurable Science Data Link to comment Share on other sites More sharing options...
Stephanie the Viking Posted August 27, 2014 Share Posted August 27, 2014 Can anyone point me to the original file for science data values so that I can study it before deciding how I want to modify science returns? Link to comment Share on other sites More sharing options...
DMagic Posted August 27, 2014 Author Share Posted August 27, 2014 Can anyone point me to the original file for science data values so that I can study it before deciding how I want to modify science returns?The included config file uses all of the original values. Link to comment Share on other sites More sharing options...
Nori Posted August 27, 2014 Share Posted August 27, 2014 Can anyone point me to the original file for science data values so that I can study it before deciding how I want to modify science returns?http://wiki.kerbalspaceprogram.com/wiki/Science#Celestial_body_multipliersAlso, the included file is pretty much the defaults. Link to comment Share on other sites More sharing options...
LethalDose Posted October 9, 2014 Share Posted October 9, 2014 Still appears to work in 0.25 Hooray for nerfing Minmus and Mun science modifiers!!! Link to comment Share on other sites More sharing options...
DMagic Posted October 9, 2014 Author Share Posted October 9, 2014 I haven't tested anything, but I believe the global science modifier is completely separate from what this is changing. So it should still be possible to reduce or increase the global science returns while changing individual multipliers as you see fit. Link to comment Share on other sites More sharing options...
radinator Posted October 23, 2014 Share Posted October 23, 2014 I'm finding that if I zero out a science value in the cfg file (for example, Kerbin LandedDataValue, since I don't want to count things that could be explored from the ground as "rocket science") the mod will work but I get two glitches when I try to do science from there. The science window is graphically mangled a bit, and the science number shown is NaN. Not critical, just a note for your next update. Link to comment Share on other sites More sharing options...
KerbMav Posted May 13, 2015 Share Posted May 13, 2015 (edited) I'm finding that if I zero out a science value in the cfg file (for example, Kerbin LandedDataValue, since I don't want to count things that could be explored from the ground as "rocket science") the mod will work but I get two glitches when I try to do science from there. The science window is graphically mangled a bit, and the science number shown is NaN. Not critical, just a note for your next update.This is a stock issue, setting an experiment to zero without this mod does the same.Also: Did anything change or is this still working? And: RecoveredDataValue refered to the "recovered a vessel that landed on Dres" part? Edited May 13, 2015 by KerbMav Link to comment Share on other sites More sharing options...
Orbital Vagabond Posted June 15, 2015 Share Posted June 15, 2015 Also curious if this mod is still functional. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted June 20, 2015 Share Posted June 20, 2015 Locked at user request. There's a link in the OP to a mod consolidation thread. Link to comment Share on other sites More sharing options...
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