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Add launch costs and rework other KCT bits by adding a new preset. @p…
…pboyle it works fine for me. NOTE: Requires setting fund gain and fund loss both to 500%, may require save file editing to set them to 5x in the SFS (I forget how high you can set them ingame).
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KCT_Preset | ||
{ | ||
name = KCT Settings for RP-0 with LC | ||
shortName = RP0LC | ||
description = The recommended config for using KCT with RP-0 (LC) | ||
author = RP-0 Devs | ||
allowDeletion = False | ||
career = True | ||
science = True | ||
sandbox = True | ||
KCT_Preset_General | ||
{ | ||
Enabled = True | ||
BuildTimes = True | ||
ReconditioningTimes = True | ||
TechUnlockTimes = True | ||
KSCUpgradeTimes = True | ||
Simulations = True | ||
SimulationCosts = True | ||
RequireVisitsForSimulations = True | ||
TechUpgrades = True | ||
StartingPoints = 15,500,5000 | ||
SharedUpgradePool = True | ||
} | ||
KCT_Preset_Time | ||
{ | ||
OverallMultiplier = 25 | ||
BuildEffect = 1 | ||
InventoryEffect = 100 | ||
ReconditioningEffect = 576 | ||
MaxReconditioning = 13500000 | ||
RolloutReconSplit = 0.5 | ||
} | ||
KCT_Preset_Formula | ||
{ | ||
UpgradeFundsFormula = 50000 | ||
NodeFormula = (((5+((min([N],30)*min([N],30)*0.025))+(min([N],30)*0.025)+(max(0,([N]-30))*1.5)) / 86400 / 365) * sign(-[I]) * (1+([R] * 0.25))) // 5 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. | ||
EffectivePartFormula = [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]*0.5 | ||
KSCUpgradeFormula = ([C]^(3/4))*200*[O] | ||
ReconditioningFormula = abs([RE]-[S])*([BP] * 0.003 * (([L]+4)^2)*0.04)*0.4*[O] | ||
BuildRateFormula = (1+([L]*0.25))*((([I]+1)*0.0025*min([N]+([I]*20),20)*[N]) + max(0.1-[I], 0))*sign([L]-[I]) | ||
SimCostFormula = max([C]/50 * ([PM]/[KM]) * ([S]/10 + 1) * ([A] + 1) * ([L]^0.5), 100) | ||
KerbinSimCostFormula = max([C]/500 * ([L]^0.5), 5) // at ^.5, 15min = 30x | ||
InventorySaleFormula = 0 | ||
ResearchFormula = -1 | ||
UpgradeResetFormula = -1 | ||
UpgradeScienceFormula = -1 | ||
RolloutCostFormula = ((([L]-1)^3)*100) + ([BP] * 0.003 * (([L]+4)^2)*0.04) | ||
NewLaunchPadCostFormula = 25000*(0.75 + ([N]^1.25)*.25) | ||
} | ||
KCT_Preset_Part_Variables | ||
{ | ||
Part_Variables | ||
{ | ||
// nothing here. | ||
} | ||
Module_Variables | ||
{ | ||
ModuleTagEngineLiquidPF = 2 | ||
ModuleTagEngineLiquidTurbo = 5 | ||
ModuleTagEngineSolid = 1.25 | ||
ModuleTagAvionics = 3 | ||
ModuleTagHumanRated = 2 | ||
ModuleTagHabitable = 4 | ||
ModuleTagReentry = 2 | ||
ModuleTagNuclear = 5 | ||
} | ||
} | ||
} |
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Ooh, exciting! Out of curiosity, are your recommended difficulty settings and guidelines memorialized anywhere? If not, I'd suggest a wiki page. I think it would be helpful for new and experienced players alike, especially as the cost structure changes. Knowing the recommended settings that the numbers here are calibrated to matches how I'm playing would be a nice reassurance that I'm not going to easy on myself or unnecessarily challenging myself, either.
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I doubt we'll force people to play on 500%, once NK is happy with the tuning I imagine we'll edit the contract payouts to bring it in line with this.
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Yep, and via the magic of "I changed KSP to support this" we can now change the difficulty presets to match our whims. RP-0 does this, so no more resetting the funds-loss slider when changing difficulty. :)
The current settings are still 'too easy' probably, so best try this on moderate or hard. We'll touch up the settings once we have a better idea as ppboyle says.