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Do you config your own part files?


TimePeriod

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I haven't changed any existing parts, but I needed a bigger LV-N to reduce part count, so I made an 2.5m upscaled version that's equivalent of 4 1.25m ones in all aspects (except heat production, my upscaled version can melt itself running full power for extended time). Then, for good measure, I proceeded to make a 3.75m version...

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The only thing I've changed so far has been the "PhysicsSignificance" settings on a few parts. There were parts that were massless that I thought should have mass, and some that had mass that I though should be massless. I definitely see some other things that I'd like to rebalance, but I figured I might as well wait for Squad to finish doing their thing before I put too much of my own effort into it. If there are still some things I don't like after version 1.0 is released, then I'll likely start making some additional changes and cloning some new parts.

Edited by OhioBob
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I reconfigured all stock parts with a range of large MM files, then have files to reconfig the modparts i use. In short, my KSP is balanced completely different than stock or stock with mods. Perhaps most gamechanging are the following aspects:

1. Much heavier batteries - nothing excessive, but the stock ones basically weight nothing, so pretty much anything "significant" will be "much heavier", relatively speaking.

2. Rebalanced SRBs... now they are significantly better than most engines, especially in ISP and thrust/weight... not overkill, but preferable whenever you don't need control or shared fuel.

3. Much stronger and rebalanced Ion engines - removed the stock and created my own set with the RLA parts. Thrust is about thrice of stock, energy demand is half, but xenon demand raised about 4x. That makes them useful as "ant engines", and you don't need ten reactors to power them (but still lots of energy). Nerfed via the higher xenon demand was the total delta v.... it's still much more than other propulsion methods, but no longer practically infinite. Basically, they now fill the role of general purpose weak engines.

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I've edited one part: The Mk 1 cockpit. I found it silly that it had intakes but didn't actually work as an air intake, so I fixed it. I think I gave it one of the lowest air intake values, both to keep it balanced and because the intakes are tiny, so they shouldn't bring in too much.

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Generally I don't.

But I did mod the updated landing legs back to the previous version after Squad messed them up. But after they corrected that, I didn't need to anymore.

And I currently have three part moddings that Module Manager takes care of to correct a bug that can sometimes cause Mk1 fuselage tanks to show up shrunken in size. But the specs aren't changed.

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I try to keep stock parts balanced to their stock values. I've made a few minor tech tree changes to suit my mod selection and play style: moved the stock launch escape system up to the same tech node as the command pod and the RTG up to Nuclear Power.

Beyond that I have a couple of local changes to mods. I felt like the 2.5m engines in KW Rocketry had become useless after 0.24 buffed the Mainsail and Skipper, so I moved the KW engines to fit between the stock engines on about the same thrust/Isp curve. I also created a custom 2.5m probe core with built-in kOS because it's hard to use the 1.25m kOS box in a 2.5m launch vehicle.

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A long time ago a made a really cool little rover by modifying the little "Clever BobCat" rover module to make it faster and less grippy (so it could slide a bit when turning), also gave it a higher power consumption to "pay for" for the increased speed. The problem was that lots of folk wanted the rover so I also had to provide details of the modifications so they could replicate it.

Basically that was the end of modifying parts for me because it is a blocker to sharing craft easily.

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I started off with default values on all the parts. But once I completed the tech tree and all parts were accessible I began to mod the specs on many different parts. As a way to justify the modifications, I would simply assume that advancement in tech was not limited to the completed tech tree. And that parts became more efficient and more expensive over time, such as engine isp and such.

I have come to enjoy my improved parts so much, the problem I now have is when KSP gets updated each time. I have to do it all over again. :)

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