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Add more science cores #778

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ts826848
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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:

  • Ranger Block 1 Core (bluedog_rangerCore)
  • Galileo Atmospheric Probe (galileo_aprobe)
  • Alouette Core (SXTAlouetteI)
  • Surveyor Core (ca.landv.core)
  • Mariner 1/2 Probe (rn_mariner1_2)
  • Tons of others

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

@PART[*]:HAS[!MODULE[ModuleAvionics],!MODULE[ModuleScienceCore]]:FOR[RP-0]
{
        MODULE
        {
                name = ModuleScienceCore
        }
}

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.

pap1723 and others added 30 commits July 30, 2017 22:13
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
Tree formulas were corrupted and the wrong parts were unlocking in the
wrong spots.
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.
* Avionics & Probe Cores
* Capsules
* Communications
* Entry Descent and Landing
* RTG's
NathanKell and others added 28 commits August 19, 2017 00:23
…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
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.
@ts826848
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Dangit, wrong branch. Let me try this again.

@ts826848 ts826848 closed this Oct 16, 2017
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7 participants