Jump to content

The price is right ... but for what mods?


smart013

Recommended Posts

One of the main hindrances of including mods right away in .24 (apart from compatibility, but i expect not very much trouble on this front) is the price of each part in contracts/career. I suspect some prices are defined out of thin air, but others maybe not. So, do you know any mods where to the price/costs information for each part is already correct or at least reasonable?

Link to comment
Share on other sites

This is why I'm removing all part mods at first for 0.24 (I'll keep things that don't add new parts, e.g. RPM, though). In a week or so, I'll look through and see what mods have been updated with decent pricing.

Link to comment
Share on other sites

Once it comes out, I'll run some analyses and try to come up with a formula that gives an "average" cost for a part given its attributes.

Then I can write a program that looks at all of the .cfg files in a folder and outputs a ModuleManager file that gives each part its calculated cost.

Link to comment
Share on other sites

Kethane's update has rebalanced prices. I don't know if they're well-balanced, since I didn't have a large group of playtesters, but they were set with the 0.24 prices in mind.

Thank you, any update on KAS? I love Kethane, but KAS is IMO needed in KSP.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...