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Add more science cores #778
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Adding cooldowns to x-planes high and suborbital, setting reasonable minimums to sounding rockets just as a safety net for players who don't start the game off with the new ones
…ate engine costs LR79 = 300 H-1 = 200 LR87 = 500 LR87LH2 = 300 LR105 = 275 2m Avionics = 400 3m Avionics = 600 1m Avionics = 350 F1 = 4555 J2 = 2000
…Mercury to 2500ea.
Tree formulas were corrupted and the wrong parts were unlocking in the wrong spots.
This reverts commit 33aa2e2.
Corrected some of the issues that the move to Google Sheets caused. I believe that we have the major issues figured out. **NOTE** If any rows are deleted from the Spreadsheet, or if any parts are added in the middle of the sheet (possibly if the parts are reordered as well) we are going to need to rebuild some formulas. It essentially is just filling down, but this could get tricky if we are not careful.
…NOTE: no dll since I'm not actually shipping binaries until the configs are ready.
…ed so you can just implicitly have a cost, you don't have to define a leaf explicitly.
First version of the Engine Configs and PARTUPGRADES. Will be updated with the descriptions as well.
Adjusting contracts
* Avionics & Probe Cores * Capsules * Communications * Entry Descent and Landing * RTG's
…e, 2.22m, parts (equivalent to Dynasoar or so). @pap1723 these don't have X-15 ECMs do they?
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!
Some of the contracts cannot be completed with other contracts. These changes add notes to them to alert the player.
… 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.
Fix duplicate name in upperStage techlimit configs
fix to make this RP0 config available.
* Create Crew Science for Basic Capsules * Liquids in Microgravity, Earth Photography, Flight Control Experiments, Visual Tracking
Crew Science Merge
Second Generation Crew Science
I screwed up the Bio Sample and it was able to transmit at 100%. That is fixed.
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
* 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" * Expand "RTG" in tech node descriptions * Expand "GPHS" acronym in tech node description * Change Multihundred-Watt to Multi-Hundred Watt
Make the science experiments work with Ship Manifest.
Dangit, wrong branch. Let me try this again. |
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There were some other cores that didn't have science cores nor something saying how much vessel mass the avionics support. I wasn't sure whether these should have avionics added:
Perhaps an alternative would be mark everything that doesn't explicitly say how much vessel mass they can control with a science core? Something akin to
Also, should crewed parts (both those that require crew and those that don't) have avionics? Existing parts don't appear to be consistent on that.