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Bring Branch up to date (#996)
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* Another fix to maintenance costs, changed first level pad to be lvl 1 instead of 0

* Fix copy-paste bug in RP0ThermoChanger

* Updated KCT Preset to Properly Support parts with Underscores

Also cleaned up the formatting a little bit.

* Updated Module Tags to provide information about Rollout Costs

The Module Tags we have are what "multiplies" the cost of the rollout costs to be more expensive based on the type of part. That information used to be hidden from the player. It is now displayed as part of the Module Tag Tooltip in the Right Click Menu.

* Very simple typo fix in Avionics.cfg

Very simple typo fix

* Updated the Avionics and Decoupler Module Tags

I had missed these with the earlier fixes. These provide more information to the player on where the rollout costs are coming from.

* Updated Capsules ECMS and Costs

Updated all of the First Three Levels of Capsules to balance the costs, apply ECM's and standardize the parts. Now there are discounts for unlocking other capsules in the same family.

Includes a typo fix on the Explorer 1 ECM's from @mattwrobel

* Moved Kerbalism config to RO where it belongs

* Added a tip about the Orbital Reentry contract

* Fix (?) non-reentry rated.

* Add ModuleNoEVA.

* Add Range Safety Confirmation Dialog (#993)

* Proc avionics fixes (#994)

* Rework proc avioncs tonnage slider

* Rework update handling

* Reset to 100 fix

* Fix avionics actions ignoring shutdown restriction, make them always assignable in the VAB

* Rebuilt RP0.dll with Recent Commits

Includes the commits for Proc Avionics fixes, Range Safety confirmation dialog, NoEVA Module, Non-Reentry Rated fixes and Module Tag updates with more information about rollout costs affects.

* Fix NoEVA to unlink and relink the airlock transform for the Portrait EVA button

* Use a hashset for NonReentryRated, fix one more param

* Recompile with higher floors for nonreentryrated parts

* Add No-EVA module to X-1 cockpit, Mercury, and Mk1 pod. (note this will be clobbered by the next partbrowser export, that's fine)

* Forgot to push the csproj when I added that module

* Tweak rollout costs, add resource support for part BP cost multipliers. Also fix file formatting.

* Increase rollout increase from human-rated to 2x from 1.5x.

* Adjusted Costs of SRB's

SRBs no longer have a 40% cost reduction, their costs are returned to full price, but they only have a 0.5 cost multipler for rollout costs.

All Solid Fuel costs have been reduced to 0.0 as they are already considered in the cost of the part

Baby Sergeants have had their per unit cost raised from 30 to 60 and the RN ones are now properly priced

* Tooling cost modifier disabled in sandbox.

* Change how solid propellants are made to cost nothing

* Correct price setting for MFT solids

* PartsBrowser: Added NoEVA module tag, consolidated and made adding new tags super simple (just add to module_tags.csv)

* Parts:  Added NoEVA tag to X-1 cockpits and mercury/mk1 pods

* Update .travis.yml

* Along with previous commit should help fix travis

Cleaned up references to RP-1 that should have remained RP-0.

* Update makeversion

Restored RP-1 references with proper RP-0 ones.
pap1723 authored Jan 20, 2019
1 parent 0cac522 commit 263d312
Showing 55 changed files with 721 additions and 3,558 deletions.
2 changes: 1 addition & 1 deletion .travis.yml
Original file line number Diff line number Diff line change
@@ -14,7 +14,7 @@ deploy:
api_key:
secure: sB3nXTDnZgr4o1Wk7NZaQZNTyfknolA7rJ90TqwSx1/kvg0Xc6/7CBAVqtndW0ivkF0CV8AT32Jc3tGPBdfArMGcljFuiHyuYFEUmA2qcIDNcdUD+hdF1Jq5HKjUiEuqTf012s1fi9WyNwsZSBSxSckwP6K9y1huxpYPLRYuQ9Q=
file_glob: true
file: RP-1-*.zip
file: RP-0-*.zip
on:
repo: KSP-RO/RP-0
tags: true
2 changes: 1 addition & 1 deletion GameData/RP-0/Avionics.cfg
Original file line number Diff line number Diff line change
@@ -195,7 +195,7 @@
}
}

// ** Sovient Probes, Probes with individual attitude control get
// ** Soviet Probes, Probes with individual attitude control get
// Basing values on the ~2x control allowed for US probes.
@PART[molniya1]:FOR[RP-0]
{
128 changes: 69 additions & 59 deletions GameData/RP-0/KCT_Presets/RP0_KCTPresets.cfg
Original file line number Diff line number Diff line change
@@ -1,53 +1,53 @@
KCT_Preset
{
name = KCT Settings for RP-0
shortName = RP0
description = The recommended config for using KCT with RP-0
author = RP-0 Devs
allowDeletion = False
career = True
science = True
sandbox = True
KCT_Preset_General
{
Enabled = True
BuildTimes = True
ReconditioningTimes = True
name = KCT Settings for RP-0
shortName = RP0
description = The recommended config for using KCT with RP-0
author = RP-0 Devs
allowDeletion = False
career = True
science = True
sandbox = True
KCT_Preset_General
{
Enabled = True
BuildTimes = True
ReconditioningTimes = True
ReconditioningBlocksPad = True
TechUnlockTimes = True
KSCUpgradeTimes = True
TechUpgrades = True
TechUnlockTimes = True
KSCUpgradeTimes = True
TechUpgrades = True
SharedUpgradePool = True
StartingPoints = 0,500,5000
StartingPoints = 0,500,5000
MaxRushClicks = 5
RushMultiplier = 1.0
}
KCT_Preset_Time
{
OverallMultiplier = 25
BuildEffect = 1
InventoryEffect = 100
ReconditioningEffect = 576
MaxReconditioning = 1350000000
RolloutReconSplit = 0.75
}
KCT_Preset_Formula
{
NodeFormula = (((2.25+(0.025*((min([N],30)^2)+min([N],30)))+(max(0,([N]-30))*1.5)) / 86400 / 365) * sign(-[I]) * (1+([R] * 0.25))) // 0.75 science/year, + 0.05 to 1.5 sci per upgrade (levels at 30), only one rate, and 1/1.25/1.5x etc from R&D upgrades.
UpgradeFundsFormula = 30000
UpgradeScienceFormula = -1
ResearchFormula = -1
EffectivePartFormula = [PV]*[MV]*(min([C]/([I] + ([B]*(max([U]*0.125,1)+1))), [C]))
ProceduralPartFormula = [MV] * ((([C]-[A]) + ([A]*10/max([I],1))) / max([B]*(max([U]*0.125,1)+1),1))
BPFormula = (5000 + ([E]*20))*[O]*2
KSCUpgradeFormula = (([C]*0.2)^(0.75))*200*[O]
ReconditioningFormula = abs([RE]-[S])*(([BP]-(5000*[O]*2)) * (0.7 + (([SN]^0.5)*0.05) + (([SP]^0.5)*0.05)) * (([L]+4)^2) * 0.00012)*2*[O]
BuildRateFormula = (1+([L]*0.25))*((([I]+1)*((0.00125*((min([N],15)^2)+min([N],15)))+(max(0,([N]-15))*0.05))) + max(0.05-[I], 0))*sign([L]-[I])
UpgradeResetFormula = -1
InventorySaleFormula = 0
RolloutCostFormula = (((([L]+1)^2.5)*200)-180) + (([BP]-(5000*[O]*2)) * (0.7 + (([SN]^0.5)*0.05) + (([SP]^0.5)*0.05)) * (([L]+12)^1.2) * 0.00011)
NewLaunchPadCostFormula = 25000*(0.75 + ([N]^1.25)*.25)
}
}
KCT_Preset_Time
{
OverallMultiplier = 25
BuildEffect = 1
InventoryEffect = 100
ReconditioningEffect = 576
MaxReconditioning = 1350000000
RolloutReconSplit = 0.75
}
KCT_Preset_Formula
{
NodeFormula = (((2.25+(0.025*((min([N],30)^2)+min([N],30)))+(max(0,([N]-30))*1.5)) / 86400 / 365) * sign(-[I]) * (1+([R] * 0.25))) // 0.75 science/year, + 0.05 to 1.5 sci per upgrade (levels at 30), only one rate, and 1/1.25/1.5x etc from R&D upgrades.
UpgradeFundsFormula = 30000
UpgradeScienceFormula = -1
ResearchFormula = -1
EffectivePartFormula = [PV]*[RV]*[MV]*(min([C]/([I] + ([B]*(max([U]*0.125,1)+1))), [C]))
ProceduralPartFormula = [MV] * ((([C]-[A]) + ([A]*10/max([I],1))) / max([B]*(max([U]*0.125,1)+1),1))
BPFormula = (5000 + ([E]*20))*[O]*2
KSCUpgradeFormula = (([C]*0.2)^(0.75))*200*[O]
ReconditioningFormula = abs([RE]-[S])*(([BP]-(5000*[O]*2)) * (0.7 + (([SN]^0.5)*0.05) + (([SP]^0.5)*0.05)) * (([L]+4)^2) * 0.00012)*2*[O]
BuildRateFormula = (1+([L]*0.25))*((([I]+1)*((0.00125*((min([N],15)^2)+min([N],15)))+(max(0,([N]-15))*0.05))) + max(0.05-[I], 0))*sign([L]-[I])
UpgradeResetFormula = -1
InventorySaleFormula = 0
RolloutCostFormula = (((([L]+1)^2.5)*200)-180) + (([BP]-(5000*[O]*2)) * (0.7 + (([SN]^0.5)*0.05) + (([SP]^0.5)*0.05)) * (([L]+12)^1.2) * 0.00005)
NewLaunchPadCostFormula = 25000*(0.75 + ([N]^1.25)*.25)
}
KCT_Preset_Part_Variables
{
Part_Variables
@@ -60,11 +60,11 @@ KCT_Preset
orbitaiespod = 0.141667
moduldesspod = 0.141667
// Break down Vostok pod costs: 30% shield, 10% avionics, 60% habitable. Assumes the part is just the spherical bit. 2460kg of which 837kg is heat shield (source: Wikipedia). More shield than a 'headlamp' pod because it's covered all over. RCS is in the propulsion module.
IronVostok_Crew_A = 0.1375 // (0.3 * 2 + 0.1 * 3 + 0.6 * 4) / (2 * 3 * 4) = 3.3 / 24
rn_vostok_sc = 0.1375
IronVostok.Crew.A = 0.1375 // (0.3 * 2 + 0.1 * 3 + 0.6 * 4) / (2 * 3 * 4) = 3.3 / 24
rn.vostok.sc = 0.1375
// for Voskhod use same numbers as Vostok (same outer mould line, so probably similar enough)
Voskhod_Crew_A = 0.1375
rn_voskhod_sc = 0.1375
Voskhod.Crew.A = 0.1375
rn.voskhod.sc = 0.1375
// Break down Gemini pod costs: 20% shield, 10% avionics, 70% habitable. RCS is in a separate part
FASAGeminiPod2 = 0.145833 // (0.2 * 2 + 0.1 * 3 + 0.7 * 4) / (2 * 3 * 4) = 3.5 / 24
FASAGeminiPod2White = 0.145833
@@ -77,18 +77,18 @@ KCT_Preset
// same goes for DECQ Soyuz mod
// TODO SSTU-SC-*-* - find someone who uses SSTU and knows which part is which
// Break down Apollo CM costs: 20% shield, 5% avionics, 5% RCS, 70% habitable.
bluedog_Apollo_Block2_Capsule = 0.141667 // same numbers as mk1pod
FASAApollo_CM = 0.141667
bluedog_Apollo_Block3_Capsule = 0.141667
bluedog.Apollo.Block2.Capsule = 0.141667 // same numbers as mk1pod
FASAApollo.CM = 0.141667
bluedog.Apollo.Block3.Capsule = 0.141667
// Mk1-2 pod: it's basically Apollo, so use the same numbers
Mark1-2Pod = 0.141667
// Apollo Block III MM. Assuming this is the one from Eyes, it's a crew can with docking controls... let's say 10% avionics, 90% habitable
bluedog_Apollo_Block3_MissionModule = 0.325 // (0.1 * 3 + 0.9 * 4) / (3 * 4) = 3.9 / 12
bluedog.Apollo.Block3.MissionModule = 0.325 // (0.1 * 3 + 0.9 * 4) / (3 * 4) = 3.9 / 12
// Rover command seat: 50% avionics, 50% habitable (?)
WBI_ATVSeat = 0.291667 // (0.5 * 3 + 0.5 * 4) / (3 * 4) = 3.5 / 12
WBI.ATVSeat = 0.291667 // (0.5 * 3 + 0.5 * 4) / (3 * 4) = 3.5 / 12
// TKS VA: 20% shield, 5% avionics, 5% RCS, 70% habitable.
MK2VApod = 0.141667 // same numbers as mk1pod
rn_va_capsule = 0.141667
rn.va.capsule = 0.141667
SSTU-SC-C-CM = 0.141667
SSTU-SC-C-CMX = 0.141667
// TODO "mk3-9pod" from Near Future Spacecraft, find someone who uses it and knows what it looks like
@@ -98,26 +98,36 @@ KCT_Preset
// TODO nosMonkeyExplorerUtilityHAB (from Chaka Monkey) - what is this?
// TODO inlineCmdPod (from NF Spacecraft) - don't know anything about it
// TODO CST-100?capsule - do we have to match the string exactly, if so what is that ? standing in for?


landerCabinMedium = 0.5
}
Module_Variables
{
ModuleTagEngineLiquidPF = 1.75
ModuleTagEngineLiquidTurbo = 4
ModuleTagEngineSolid = 1.0 // Was 1.1 This is to balance the lowering of the costs
ModuleTagEngineSolid = 0.5
ModuleTagAvionics = 3
ModuleTagHabitable = 4
ModuleTagReentry = 2
ModuleTagNuclear = 5
ModuleTagDecoupler = 3
ModuleTagTankServiceModule = 2.5
ModuleTagTankBalloon = 2
ModuleTagTankBalloon = 3
}
Resource_Variables
{
LqdHydrogen = 3
Hydrazine = 1.5
UDMH = 1.25
Aerozine50 = 1.35
MMH = 1.35
UH25 = 1.35
Aniline = 1.2
}
Global_Variables
{
ModuleTagHumanRated = 1.5
ModuleTagHumanRated = 2
}
}
}
3 changes: 2 additions & 1 deletion GameData/RP-0/PluginData/LoadingScreenTips.txt
Original file line number Diff line number Diff line change
@@ -5,4 +5,5 @@ Forget everything you have ever learned from Stock KSP
Don't pay for the tooling of your parts until you have tested your rocket design
Remember to train your crew before you launch them on a mission
Some contracts require specific payloads. These are resources that can be put into "fuel tanks".
The rocket equation is cruel. Your rocket will usually be at least 85% of fuel.
The rocket equation is cruel. Your rocket will usually be at least 85% of fuel.
The Orbital Reentry (uncrewed) contract unlocks once you unlock the first EDL tech node.
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91 changes: 0 additions & 91 deletions GameData/RP-0/ROKerbalism.cfg

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