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Update RP0_KCTPresets.cfg #921

Merged
merged 1 commit into from
Dec 3, 2018
Merged

Update RP0_KCTPresets.cfg #921

merged 1 commit into from
Dec 3, 2018

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lipo842
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@lipo842 lipo842 commented Dec 2, 2018

Just adding SSTU Orion and its variant with no heatshield

Just adding SSTU Orion and its variant with no heatshield
@pap1723 pap1723 merged commit 703b9a5 into KSP-RO:Developmental Dec 3, 2018
pap1723 added a commit that referenced this pull request Dec 3, 2018
* Tweak ECMs relating to Hydyne (and the NAA75-110 base model, too)

* Sanitize part names for training; don't do crew handling in sandbox; fix courses showing NaN times with 0 students.

* Remove Diameter Limits on Procedural Parts

With the new tooling mechanic, it becomes cost prohibitive to build huge
craft. There is no reason to arbitrarily limit the player now.

* Adjusted sounding rocket costs

Adjusted sounding costs based off of new tuning
- 3x increase in payout due to new tank weights and lower reliability
-Increased tech scaling so payouts will decline more over time

* Fix ECM parts file

* Initial temporary stage-based costing. SUBJECT TO CHANGE AND REMOVAL.

* Fix mission training times. Hopefully fix NRE in CheckCrewForPart

* Don't show irrelevant training missions.

* Refactor training string getter

* Fix bug with conflicts not being checked

* Fix some tooling issues with returning early.

* Fix a huuuuuge bug with training, from me not understanding the difference between flight log and career log.

* remove dupe line in CBK config

* Don't allow doubling up on suborbitals

* maxcount didn't work, using min and invert.

* Lower tank tooling mults

* Retarget proc decoupler tooling

* Reducer between IB/PF base and proc decoupler

* Display training as label in AC tooltip

* Missed format.

* Redo tanks to use tank mass mostly instead of basemass. @ppboyle \o/

* blergh, do that right

* Move TF RnD config to RP-0, modify for current RP-0 where entrycosts aren't reliable.

* Increase TF RnD cost by 5x to account for rollout cost.

* New training UI.  Still a work in progress

Missing features:
* Remove/Cancel active courses
* View skills (i.e. completed-course rewards) of a single 'naut
  - this will probably involve a separate Astronauts tab
  - and will also display expiry dates for each reward
* 'back' button on Courses tab after selecting a course

* Move crew training out of the tree folder

* Make the crewed suborbitals not-accepted-other like sounding (I hope works now)

* More work on the Training UI

Supports removing a student from an active course (or, if the course has a
 seatMin requirement, cancelling the course entirely).
Allows to return to the course list by clicking the Courses tab after
 selecting a course.
Adds a tab for information on a single 'naut's training, reached by clicking
 the 'naut's name in the Summary tab.

* Move nautList to MaintenanceWindow

It doesn't need to be in CrewHandler now that kerbalRetireTimes is public.

* Do not display MaintenanceWindow by default

There's no button in Sandbox or Science games, so no way to dismiss it.

* Rebuilt RP0.dll

* Add sounding payloads back to Tank-I

* ECMs for solar panels

* Make Gamma more attractive

* Tweak building upgrade times

* Forgot to save :((((

* Re-export ECM parts, format ECM engines

* Update dlls

* Add UI to display unlocked toolings

Currently it's part of the Maintenance UI, so only accessible in the Space
 Centre (not the VAB/SPH).  We should probably do something about that.

* Remove Cooldowns on Contracts, X-Plane High only 3 Completions, Solar Satellite Description

* Removed the cooldownDuration from the cotnracts. With the new rollout
times, this shouldn't be necessary
* X-Plane High now has 3 maximum completions and no longer relies on
Suborbital Rocket Flights
* Fixed Solar Satellite description to make more sense since it is
available from the start now.

* Allow taking refreshers before proficiency expires (to do this, implement preReqsAny, i.e. an 'or' of prereqs rather than the default 'and', and allow courses to expire log entries).

* UI: basic refactoring (just code movement, really)

* Refactored and consolidated UI

Now, the Training and Avionics windows are just extra tabs within the RP-0
 window (TopWindow) alongside the maintenance and tooling tabs.

* Rebuild DLL

* Show untooled parts on Tooling tab in editor

* Refactor untooled-parts UI and put it in a scrollview

* Tooling UI: more info on untooled parts

Display the cost of tooling, and also the one-shot cost to build a unit
 without tooling, for each untooled part.

* Fix S-3D->S-3, fix Rocketdyne progression, change some entry costs on RD-103, A-6, LR101.

* Push da binaries

* MAJOR SCIENCE OVERHAUL

***SAVE BREAKING***
******YOU MUST HAVE DMAGIC ORBITAL SCIENCE INSTALLED******

* Every aspect of the science system has changed
* There are new experiments, new transmission rates, new locations where
experiments can be run, and new tier levels to many experiments

* TIER SYSTEM *
* As in real life, technology gets better through time. The system
reflects this by having new parts that provide science on the same
experiments.
* The descriptions of each part have the science rates available based
on the Level of the part
* Most experiments are broken out into 4 levels that will improve with
technology

* More information will be forthcoming. This is the first part of the
major science update. Coming soon are new Crew Experiments for the
Advanced Capsules and Science Labs as well as rover based science
experiments
* I will be adding information to the Wiki for players to consult

* Small Science Fixes

Fixed the descriptions of some of the experiments.

* Sample Return Contract Fixes

Moved Return Home PARAMETER outside of the VesselGroupParameter field as
it was breaking the completion of the contract if the craft docks, or
decouples the wrong part.

* Science Costs Fixes, Lunar Landing Note, Mass Spectrometry Data Scale, Early Film entryCost

* Fixed the costs of Thermometer and Barometer to 1
* Fixed the entryCost of Early Film Camera
* Moved a couple of late game science parts in tech tree
* Added note to Lunar Landing reminding about flag planting
* Lowered Mass Spectrometry data to 3

* Don't report length in tooling string GetDimensions() if length is 0

* Fix Science Defs

* Accidentally had the atmosphereAnalysis experiment twice, fixed now,
was ruining the Bio Sample as well

* Re-did All The Science

DMagic was not properly calculating and limiting the science available.
Instead went with a different system that has the individual levels as
their own experiments. The higer levels contain both their level and the
levels below.

* Adjust down the early milestones

* Dashes for X-Planes (fix your saves if you have current training)

* Missed these. These parts are *not* X-15 parts, they're Mk1 Spaceplane, 2.22m, parts (equivalent to Dynasoar or so). @pap1723 these don't have X-15 ECMs do they?

* Science Fixes

With the global patch removing Science experiments from parts that
shouldn't have it, some of the new science parts were losing their
experiments. FIXED!

* Update Contracts Descriptions

Some of the contracts cannot be completed with other contracts. These
changes add notes to them to alert the player.

* 1. LINQ POLICE. 2. Make maintenance tweakable in cfg. 3. Fix IOORE in KCT pad detection (a building pad has <0 level). 4. Slight optimization in maintenance. 5. add tags for SM and Balloon in the KCT config.

* Actually hook up the settings.

* Support an exponent for facility costs

* Tweak Karman Crewed rewards from 1000 to 10001 to fix weird parse issue.

* Fix duplicate name in upperStage techlimit configs

* Rebuild Karman contract

* fix to make this RP0 config available.

* Initial Crew Science Upload

* Create Crew Science for Basic Capsules
* Liquids in Microgravity, Earth Photography, Flight Control
Experiments, Visual Tracking

* Fixed Missing Experiments

* Remove WildBlue Contracts

* 2nd Generation and Mature Crew Science

* SecondGen Fixes

* Bio Sample Transmit at 25%

I screwed up the Bio Sample and it was able to transmit at 100%. That is
fixed.

* Default the fund multipliers

* xls updates

* Fix EVA Science, Add Orbit Check for First Satellite

When I set all science experiments to be removed by default, I didn't
realize that inclded EVA Reports and Surface Samples for Crew. Fixed

* Updated Improved Film Camera

* Someone forgot to put a ZERO in front of a 6 for the mass value and it
was very, very incorrect
* Corona satellites were only 145 pounds, then there was an additional
94 pounds for the recovery capsule. That 94 pounds is not included.

* Change "RTG's" to "RTGs" (#763)

* Change "RTG's" to "RTGs"

* Expand "RTG" in tech node descriptions

* Expand "GPHS" acronym in tech node description

* Change Multihundred-Watt to Multi-Hundred Watt

* Add dataIsCollectable = true

Make the science experiments work with Ship Manifest.

* Don't remove Ablator from crew pods.  They're likely to need it.

I also noticed HTP was being removed from the FASA Mercury pod, but the list
of possible RCS propellants is quite long; there must be a better way to fix
this than just listing them all.  (It'd surely be simpler to list all the
resources to _remove_...)

* make disabled configs really disabled

* Remove zDisabled

These now won't be loaded by KSP so no need to use this hack

* trailing whitespace

* Fix node with multiple passes

It can't be both ... other things seem to depend on the
ProceduralAvionics pass so leaving that one

* Allow RP-0 UI in Sandbox

UI still provides useful info in sandbox mode, such as whether a vessel
has sufficient avionics

* Show 3 sig figs for proc avionics tonnage slider

Makes the displayed value consistent with the values shown in the
avionics tab of the RP-0 GUI

* Revert "Merge pull request #785 ("Allow RP-0 UI in Sandbox") from aw1621107/patch-2"

This reverts commit dcf5bd6, reversing
changes made to a50f4ec.

It caused exceptions in the GUI.

* Allow adding the RP-0 AppLauncher button in Sandbox

The RP-0 UI can still display useful info in Sandbox (e.g. whether a
vessel has sufficient avionics)

* Ensure MaintenanceHandler is only present for career saves

Doesn't make sense for sandbox or science saves, since funds don't
matter for those.

Added ScenarioCreationOptions.RemoveFrom[Sandbox,ScienceSandbox]Games to
ensure that MaintenanceHandler is not resent in sandbox/science saves,
even if an earlier version of RP-0 added it

* Add CrewHandler to all saves

Players can deal with crew in all save types, so it doesn't make sense
to only add CrewHandler to science/career saves

* Only update maintenance costs in career mode

* Only display astronaut costs in career mode

* Put course list into a ScrollView

Basically required for sandbox/science/late career games, where there
are so many parts for which courses can be taken that the list is
several screens tall

* Show part cost after purchasing tooling in tooling UI

Stored total cost in untooledPart instead of tooled cost directly to
avoid calculating untooled cost twice.

* Propery round displayed tooled cost

* Set max utilization for proc tanks

Without this, the player can set the utilization for any
non-service-module proc tank to 100%, partially defeating the purpose of
the tank progression

* Use GUILayout for proc avionics config window

Prior to this, the window would not resize when selecting different tech
levels. This could result in buttons and text being rendered below the
bottom of the window, especially when lots of tech levels are present
(e.g. Sandbox).

* Allow distinct parts to have different tech levels

Prior to this commit, distinct proc avionics parts that had the same
config (i.e. "booster", "upper stage", or "probe") were forced to have
the same tech level, since the tech level was set per-config, instead of
per-part (or per-PartModule, in this case).

This fixes the problem by having each ModuleProceduralAvionics instance
save its current tech level. The code for doing so was more or less
copied from how ProceduralAvionicsConfig saves its current tech level.

* Remove currentTechNodeName from ProceduralAvionicsConfig

The current tech level should be set per-part, to avoid forcing all
parts using the same config to use the same tech level.

In addition, currentTechNodeName/CurrentTechNode were no longer used
after ModuleProceduralAvionics was changed to save the current tech
node.

* Add missing null check

* Allow fuel crossfeed for radial decouplers

Enabling crossfeed for radial decouplers require the "fuelSystems" tech
node to be unlocked, but that node doesn't exist any more.

* Place RCS Tech Level 2 into earlyDocking node

soundnfury noticed that RCS `TLTECH2` in `RFSETTINGS` was placed into
the `earlyDocking` node, but the `PARTUPGRADE` was placed into the
`improvedFlightControl` node. Pap said that the correct value is
whatever `TLTECH` was.

* Fix BDB Agena engine tree placement

From #RO:

   21:36 <@pap> awang: Agena A should be in orbitalRocketry1959, Agena B in
                orbitalRocketry1961, Agena D in orbitalRocketry1962

Fixes #796

* Fix RealEngines AJ10-137 tree placement

AJ10-137 engine config is supposed to be in the 1967 orbital rocketry
node, so it only makes sense for the AJ10-137 part to be in the same
node

* Show three decimal places for tooling dimensions

Proc parts sliders allow editing with precision of up to three decimal
places, so three decimal places should be shown when displaying sizes of
tooled/untooled parts

* Recompile DLL

* Add part costs for Pioneer-10/11 and Voyager class dishes

Part costs and Pioneer entryCost are copied from the old tree.yml;
 Voyager entryCost is just 20x part cost.

* Add PARTUPGRADE for AJ10-118F to tech tree

* Fix calculation of level index in updateUpkeep()

The max. index is levels.Length - 1, and KSP stores the max level as 1.0f.
So multiplying by levels.Length, as we did before, causes an IOORE.

* Correct animationName on soil scoop

Without this change, part spams NREs in VAB and flight and can't be used.

* Expire all mission training for crew during recovery. Hopefully fix #787. Includes 1.2.2 dll.

* Change BaseEventData to BaseEventDetails

Change suggested by taniwha

* Add new name parameter for spawned dialogs

* Recompile for KSP 1.3.1

* Also ignore HTP, NTO, MMH, and CharredAblator. #766

* Merge master

* Rebuild KCT binder for current KCT.

* Fix non-reentry-rated module name.

* Add science core to everything without avionics or crew control

This eliminates the need to explicitly enumerate all probe cores that
need to have science cores added.

* Add additional parts to list of Surveyor/Mariner/Ranger cores

* Implement multiplier fixes for (some) crew pods

Work towards Issue #771.  However, there are some TODOs, mainly for mods
 that I don't have.

* Place crossfeed for radial decouplers in materialsScienceSpaceplanes

* Add default science cores in :AFTER[RP-0]

Ensures that the pass runs after all avionics have been added

* Adjust launch costs per pad etc.

* Moar tuning

* Fix typo with SHIP LR79 cost

* Make BioScan One Time USe

* Lower time for building upgrades

* Fix unpressurized cockpits typo.

* Increase tech progression reward falloff for sounding rocket contracts

* Reimplement Loading Screen Changer. Look at how simple it is! Thanks to @JPLRepo for fixing the KSP-side bug! :) Also remove an unused var.

* Lower rewards for early com network contracts

* Update Early CommNet (4 Sat).cfg

reduce reward from 900000 to 90000

* Update CrewReport.cfg (#827)

Merged

* Update EVAReport.cfg (#826)

Merged

* Update PressureScan.cfg (#825)

Merged

* FilterExtensions patch updates (#820)

Merged

* Move Contracts into Dev (#830)

* Create IridiumNEXT.cfg (#782)

Created a contract for a 66-satellite LEO ComSat constellation. Satellites are arranged in 6 orbital planes with LANs ranging from 0 to 180 degrees, mimicking Iridium's constellation design. https://en.wikipedia.org/wiki/Iridium_satellite_constellation#/media/File:Iridium_Coverage_Animation.gif

* Add Surface Outpost Contracts (#772)

* Create MoonOutpost.cfg

* Update MoonOutpost.cfg

* Update MoonOutpost.cfg

* Update MoonOutpost.cfg

* Create MarsOutpost.cfg

* Create LunarOutpostWithLab.cfg

* Rename LunarOutpostWithLab.cfg to MoonOutpostWithLab.cfg

* Create MarsOutpostWithLab

* Update MoonOutpost.cfg

* Update MarsOutpost.cfg

* Update MarsOutpost.cfg

* Update MarsOutpost.cfg

* Update MoonOutpost.cfg

* Update MarsOutpost.cfg

* Update and rename MarsOutpostWithLab to MarsOutpostWithLab.cfg

* Update MarsOutpost.cfg

* Update MoonOutpost.cfg

* Update MoonOutpostWithLab.cfg

* Update MarsOutpostWithLab.cfg

* Update MarsOutpost.cfg

* Update RP0_Contract_Resources.cfg

Changed Contract Payloads to not be loaded by Pumps

* Fixed Payload Resources

Halved the requirements for the ComSat and Weather Satellite Payloads on contracts

Doubled the density of the payload resources so the mass remains the same

* Make the Parts googlesheet an editable csv tree cfg generation (#841)

* Generated New CFG's from Spreadsheet

Generated all new CFGs from spreadsheet

Added instructions on how to properly use the spreadsheet.

* Move radial crossfeed patches to independent file (#831)

Changes can't be made directly to TREE-Parts.cfg, since it's generated
from The Spreadsheet (tm) and will be overwritten on next export. The
changes here can't be made in The Spreadsheet, either, because it isn't
configured to account for changes to ModuleToggleCrossfeed.

Patches were partially broken, anyways, since I forgot to change
"!techRequired" to "@techRequired" when requiring
materialsScienceSpaceplane.

* Proc tanks descriptions (#834)

* Add max utilizations to proc tank descriptions

Gives players some info about tank utilizations without them having to
actually place the part in the editor.

* Add suggestion for use of SM tanks to desc

Hopefully gives players more of an idea as to when service module tanks
should be used, and provides a clue that they are the right tanks for
payload resources.

* Fix avionics tech for FASA Centaur parts (#840)

The node `flightControl` no longer exists. I've placed the avionics on the same node that unlocks the Centaur's RCS thrusters.

* Adding avionics to SSTU, coatl (#844)

placed SSTU command pods in their respective avionics class.
Added avionics to SSTU service modules (20 t, same class as small pods), delete this if you consider it inappropriate.
Added avionics to a couple Coatl aerospace parts for the Venera mission.

* Add flyby contracts for Ceres and Vesta (#849)

* Fix for altitude record overwrte issue (#851)

Can't fix this correctly because CC is weird, so now altitude records won't update the sounding difficulty if they beat your current - but at least it won't write an old cached value back to the difficulty and overwrite progress.

* Fix AKI Golf Club from SEP

Fixes error from MM

* Show 2 minute counter for first sat completion

* Add Mercury pod to the KCT preset cost scaling

Not sure how I missed it before :S

* Fixed missing RN soyuz entries for crew training

Fixed missing RN soyuz entries for 7K-OK Descent and Orbital (Male, Female)  modules for the Soyuz training, plus the Voskhod Airlock for the Voskhod training.

* Fixed TREE Engines Error

Thanks to Soundnfury for catching this error, the engines should unlock properly now instead of always being available.

* Add contracts for Navigational Satellites

The first generation use a new payload type, NavSatPayload, which is of much
 lower density than the other payloads (this is to match the mass and volume
 of the early Transit series of satellites).
The second generation (timing-based) use ComSatPayload, thus minimising the
 changes needed to the GPS and GLONASS contracts which are now moved into
 the navsats group.

Why add these contracts?  To add a bit more variety when grinding satellite
 launches, mainly.

* Crew Science requirements
Currently there's three levels of entry for crew science:
- Part has to be cinfigured with a "Lab" module
- Lab module has to be researched or it won't work
- individual experiments tech have a "techlevel = " requirement

This here sets all Labs to be at the "start" node (you still need to unlock a pod with that partmodule); it also sets most (but not all) experiments to "start" as they don't seem to be especially high-tech.

* Shielded Proctank was not part of the general RP-1 overhaul and still uses the old system of unlocking sizes by techlevel. Required tech nodes no longer exist.

Retrofitted tooling and applied a max utilization. Values pulled out of my nose.

* Add crew training for Orion capsule

Also added SSTU lander cans to the Lander training.

* Fix GEO Weather Sat Max Completions

* Add some comments to apparently-backwards stupidity lerps

* Fix proc avionics booster tl2 partupgrade entry to match techlimit

* Fix Surface Base Contracts

The group name was not matching the group definition by RP-0.

* Fix NewCrewStations.cfg (#783)

As I read this, the point of this contract is to send crew to an empty station.  But the current requirement is set to only allow the contract to occur when there are less than 3 vacant seats available.  Meaning if a station can support 5 crew and you have 3 on the station, the contract would become available because "EmptyCrewSpace()" would return a result of 2.  By using "v.CrewCount()==0" we should only allow the contract to occur when a station has no crew on board, regardless of how many available seats there may be.

* Remove shortcut to folder

This should not be there

* Master to Developmental merges (#910)

* Create IridiumNEXT.cfg (#782)

Created a contract for a 66-satellite LEO ComSat constellation. Satellites are arranged in 6 orbital planes with LANs ranging from 0 to 180 degrees, mimicking Iridium's constellation design. https://en.wikipedia.org/wiki/Iridium_satellite_constellation#/media/File:Iridium_Coverage_Animation.gif

* Add Surface Outpost Contracts (#772)

* Create MoonOutpost.cfg

* Update MoonOutpost.cfg

* Update MoonOutpost.cfg

* Update MoonOutpost.cfg

* Create MarsOutpost.cfg

* Create LunarOutpostWithLab.cfg

* Rename LunarOutpostWithLab.cfg to MoonOutpostWithLab.cfg

* Create MarsOutpostWithLab

* Update MoonOutpost.cfg

* Update MarsOutpost.cfg

* Update MarsOutpost.cfg

* Update MarsOutpost.cfg

* Update MoonOutpost.cfg

* Update MarsOutpost.cfg

* Update and rename MarsOutpostWithLab to MarsOutpostWithLab.cfg

* Update MarsOutpost.cfg

* Update MoonOutpost.cfg

* Update MoonOutpostWithLab.cfg

* Update MarsOutpostWithLab.cfg

* Update MarsOutpost.cfg

* Fix NewCrewStations.cfg (#783)

As I read this, the point of this contract is to send crew to an empty station.  But the current requirement is set to only allow the contract to occur when there are less than 3 vacant seats available.  Meaning if a station can support 5 crew and you have 3 on the station, the contract would become available because "EmptyCrewSpace()" would return a result of 2.  By using "v.CrewCount()==0" we should only allow the contract to occur when a station has no crew on board, regardless of how many available seats there may be.

* Update MarsOutpost.cfg

group changed from SurfaceOutposts to SurfaceBases

* Update MarsOutpostWithLab.cfg

group changed from SurfaceOutposts to SurfaceBases

* Update MoonOutpost.cfg

group changed from SurfaceOutposts to SurfaceBases

* Update MoonOutpostWithLab.cfg

group changed from SurfaceOutposts to SurfaceBases

* Master into Developmental (#911)

* Create IridiumNEXT.cfg (#782)

Created a contract for a 66-satellite LEO ComSat constellation. Satellites are arranged in 6 orbital planes with LANs ranging from 0 to 180 degrees, mimicking Iridium's constellation design. https://en.wikipedia.org/wiki/Iridium_satellite_constellation#/media/File:Iridium_Coverage_Animation.gif

* Add Surface Outpost Contracts (#772)

* Create MoonOutpost.cfg

* Update MoonOutpost.cfg

* Update MoonOutpost.cfg

* Update MoonOutpost.cfg

* Create MarsOutpost.cfg

* Create LunarOutpostWithLab.cfg

* Rename LunarOutpostWithLab.cfg to MoonOutpostWithLab.cfg

* Create MarsOutpostWithLab

* Update MoonOutpost.cfg

* Update MarsOutpost.cfg

* Update MarsOutpost.cfg

* Update MarsOutpost.cfg

* Update MoonOutpost.cfg

* Update MarsOutpost.cfg

* Update and rename MarsOutpostWithLab to MarsOutpostWithLab.cfg

* Update MarsOutpost.cfg

* Update MoonOutpost.cfg

* Update MoonOutpostWithLab.cfg

* Update MarsOutpostWithLab.cfg

* Update MarsOutpost.cfg

* Fix NewCrewStations.cfg (#783)

As I read this, the point of this contract is to send crew to an empty station.  But the current requirement is set to only allow the contract to occur when there are less than 3 vacant seats available.  Meaning if a station can support 5 crew and you have 3 on the station, the contract would become available because "EmptyCrewSpace()" would return a result of 2.  By using "v.CrewCount()==0" we should only allow the contract to occur when a station has no crew on board, regardless of how many available seats there may be.

* Update MarsOutpost.cfg

group changed from SurfaceOutposts to SurfaceBases

* Update MarsOutpostWithLab.cfg

group changed from SurfaceOutposts to SurfaceBases

* Update MoonOutpost.cfg

group changed from SurfaceOutposts to SurfaceBases

* Update MoonOutpostWithLab.cfg

group changed from SurfaceOutposts to SurfaceBases

* Update README.md (#864)

* Update README.md

RP-1 Readme
Rename in recommends
put actual recommends in list

* Delete CTTree.svg (#868)

no longer need CTT in RP-1

* Added settings for disabling crew training and retirement features (#905)

* More CrewScience Labs (#882)

* Equips more parts with the WBIConvertibleMPL part module.

I've used the incredibly scientific method of assigning them according to crew capacity: 1 - basic, 2 - 2ndGen, 3- mature

* Update CrewLabAdder.cfg
* Added RO-Mk1Cockpit

* Update IridiumNEXT.cfg

* Fixed the Description typos
* Changed ComSatBus to ComSatPayload
* Fixes issue #909

* Why do I need <3 empty seats? (#903)

* Why do I need <3 empty seats?
* Update Power Module Station.cfg

* Update TREE-Parts.cfg

* Moved all Aerobee parts to the initial Unlock Node
* Committed many changes that others had made to the tech tree

* Modified Sounding Rocket Contracts

* Sounding Rocket (Altitude) contracts can now be selected at the same time as the other types of SR contracts
* The thought behind this is that if the player can accomplish the payload requirements and break an altitude record, there is no reason they shouldn't have a contract for it.

* Delete TechTreeParts.csv

Old and outdated

* Reduce Flight Duration Rewards (#904)

* Fix duplicate courses being show on training tab; Added recompiled DLLs (#912)

Names for the training courses fixed

* Remove Earth Imaging Satellites

Will continue to look at how this works, but it is not able to be completed

* Update identicalParts.cfg

New identical parts integrates all changes from before

* Tech Tree Source Files

Current Files in Use by Pap awaiting next steps with new structure.

* Add "just tool it all fer crissakes" button (#915)

Name sort of suggested by schnobs on #RO.

General layout was copied from some other dialog, but I don't remember
from which one, unfortunately

* Have Tank-III be cost-reduced by Tank-II, not Tank-I and SM-I (#913)

* Have Tank-III be cost-reduced by Tank-II, not Tank-I and SM-I

* Spelling error

* Should also be SM-I as well

* Fix loading screen images switching too quickly (#914)

* * Increase the time that each loading screen image is shown to 8s (was 4 previously)
* Clean up code that doesn't appear to be doing anything useful

* Update LoadingScreenChanger.cs

* Recompile in Preparation for 1.3.1 Release

* Changed @aw1621107 button to read "Tool All"
* Played with ModuleShowInfo so we can eventually add the ECM's to the side

* Add More Loading Screen Images

* Create SRB-CostAdjustments.cfg

* Modify all SRB's to be 18% of Current Cost (this has been tested, but more feedback needed)

* Updated Tech Tree

* Updated TREE-Engines and TREE-Parts with all of the community updates to this point

* Tech Tree Source

* Source data for Tech Tree

* Fix Typo

* SEP has a part with a space and it was throwing a MM error as the ? was needed instead.

* Let Sounding Rocket (Altitude) reach its maximum (#917)

Contract used to be repeatable until 6Mm, is now repeatable until 10Mm. That means the max target must also be 10Mm, otherwise the limit is never reached and the contract is repeatable forever.

* Fixed RN E7 Engine Typo

Per #918 There was a typo that is now fixed.

* Raised SRB Rollout Impact from 1.1 to 2.2

This is to balance the lowering of the overall costs for SRB's and SRB's Fuel

* Tech Tree and ECM Updated

* Updated the Tech Tree with parts that were missing from the new process
* Removed parts from the Tech Tree that were not supposed to be on there
* Updated the most current ECM's for Parts and Engines

* Remove Crew Science

* With Crew Science not working smoothly, it is not worth having in until it can be smoothed out and bug fixed

* Updated NetKan and Version Files

* Completely reworked the dependencies, suggestions and recommended mods
* Renamed from RP-0 to RP-1
* Updated all information to 1.3.1

* Working on Decoding and Documenting KCT Formulas

* Adjust the SRB Formula for cheaper Roll Out

* Purchase price of the SRB's are now at 0.524 of original costs
* Rollout and Build Time Modifier is now 0.75 for SRB's
* Balance is the same as the previous fix

* Update RP-1.netkan

Fixed the spec

* Update RP-1.version

Added Version

* TT Database Update

* Update RP0_KCTPresets.cfg (#921)

Just adding SSTU Orion and its variant with no heatshield
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