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44
Balance/MechJeb,KOS,AndEngineerForAll.cfg
Executable file
44
Balance/MechJeb,KOS,AndEngineerForAll.cfg
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// this patch is found everywhere. I did not write the mechjeb portion.
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@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:NEEDS[MechJeb2]:FINAL
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{
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%MODULE[MechJebCore]
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{
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MechJebLocalSettings
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{
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MechJebModuleCustomWindowEditor { unlockTechs = flightControl }
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MechJebModuleSmartASS { unlockTechs = flightControl }
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MechJebModuleManeuverPlanner { unlockTechs = advFlightControl }
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MechJebModuleNodeEditor { unlockTechs = advFlightControl }
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MechJebModuleTranslatron { unlockTechs = advFlightControl }
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MechJebModuleWarpHelper { unlockTechs = advFlightControl }
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MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl }
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MechJebModuleThrustWindow { unlockTechs = advFlightControl }
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MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl }
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MechJebModuleRoverWindow { unlockTechs = fieldScience }
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MechJebModuleAscentGuidance { unlockTechs = unmannedTech }
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MechJebModuleLandingGuidance { unlockTechs = unmannedTech }
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MechJebModuleSpaceplaneGuidance { unlockTechs = aerodynamicSystems }
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MechJebModuleDockingGuidance { unlockTechs = advUnmanned }
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MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned }
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MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned }
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}
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}
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}
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@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[FlightEngineerModule]]:NEEDS[KerbalEngineer]:FINAl
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{
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MODULE
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{
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name = FlightEngineerModule
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}
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}
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@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[kOSProcessor]]:NEEDS[KOS]:FINAl
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{
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MODULE
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{
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name = kOSProcessor
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diskSpace = 60000
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ECPerBytePerSecond = 0
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ECPerInstruction = 0.000004
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}
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}
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40
Balance/USI.cfg
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40
Balance/USI.cfg
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@PART[Duna*]:NEEDS[UmbraSpaceIndustries]:FOR[zzzToricsTweaks]
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{
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MODULE
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{
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name = ModuleWeightDistributor
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}
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}
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@PART[KER_Hub]:NEEDS[UmbraSpaceIndustries]:FOR[zzzToricsTweaks]
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{
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MODULE
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{
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name = ModuleWeightDistributor
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}
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}
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@PART[KER_FlatBed]:NEEDS[UmbraSpaceIndustries]:FOR[zzzToricsTweaks]
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{
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MODULE
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{
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name = ModuleWeightDistributor
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}
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}
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@PART[KER_Crate]:NEEDS[UmbraSpaceIndustries]:FOR[zzzToricsTweaks]
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{
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MODULE
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{
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name = ModuleWeightDistributableCargo
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}
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}@PART[KER_Tank]:NEEDS[UmbraSpaceIndustries]:FOR[zzzToricsTweaks]
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{
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MODULE
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{
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name = ModuleWeightDistributableCargo
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}
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}@PART[KER_KISCrate]:NEEDS[UmbraSpaceIndustries]:FOR[zzzToricsTweaks]
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{
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MODULE
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{
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name = ModuleWeightDistributableCargo
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}
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}
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40
Balance/USI_LS.cfg
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40
Balance/USI_LS.cfg
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//this file only affects new games. To change settings for current games, use the USI-LS gui in the KSC view.
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@LIFE_SUPPORT_SETTINGS:NEEDS[UmbraSpaceIndustries]
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{
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SupplyTime = 324000 //How many seconds before Kerbals are affected by no supplies
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ECTime = 324000 //How many seconds before Kerbals are affected by no EC
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EVATime = 21600 //How many seconds before ill effects on EVA
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ECAmount = 0.01 //EC per Kerbal per second
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//about 11 supplies per day per kerbal.
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SupplyAmount = 0.0005 //Supplies consumed per Kerbal per second
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WasteAmount = 0.0005 //Mulch produced per Kerbal per second
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NoSupplyEffect = 4 //Effect if a Kerbal has no supplies
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NoSupplyEffectVets = 1 //Effect if a Kerbal is a vet and has no supplies
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NoECEffect = 4 //Effect if a Kerbal has no EC
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NoECEffectVets = 1 //Effect if a Kerbal is a vet and has no EC
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EVAEffect = 4 //Effect if a Kerbal exceeds EVA time
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EVAEffectVets = 1 //Effect if a Kerbal is a vet and exceeds EVA time
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NoHomeEffect = 1 //Effect if a Kerbal becomes homesick
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NoHomeEffectVets = 0 //Effect if a Kerbal is a vet and becomes homesick
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HabMultiplier = 1 //Bonus to hab values (1 = default = 100% of the part's rated value)
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HomeWorldAltitude = 25000 //Altitude on Kerbin that negative effects are removed
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//about 6 days
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BaseHabTime = 0.25 //How long can 1 crew capacity support 1 Kerbal, expressed in Kerbal Months
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ReplacementPartAmount = 0 //How fast life support equipment and habs 'wears out'
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HabRange = 150 //How close we need to be to use other vessel's habitation modules and recyclers.
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EnableRecyclers = true //Use resource recyclers? Not the same as resource converteres like greenhouses!
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VetNames = Jebediah,Valentina,Bill,Bob
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//about 1 kerbin year
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ScoutHabTime = 9180000
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//about 20 kerbin year
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PermaHabTime = 184000000
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}
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// SIDE EFFECTS:
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//
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// 0 = No Effect (The feature is effectively turned off
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// 1 = Grouchy (they become a Tourist until rescued)
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// 2 = Mutinous (A tourist, but destroys a part of a nearby vessel...)
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// 3 = Instantly 'wander' back to the KSC - don't ask us how!
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// 4 = M.I.A. (will eventually respawn)
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// 5 = K.I.A.
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28
Balance/USI_LS_fertilizer.cfg
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28
Balance/USI_LS_fertilizer.cfg
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\\ adds fertilizer to all isrus.
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@PART[*]:HAS[@MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE:HAS[#ResourceName[MonoPropellant]]]]:NEEDS[UmbraSpaceIndustries]
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{
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+MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE:HAS[#ResourceName[MonoPropellant]]&@INPUT_RESOURCE:HAS[#ResourceName[Ore]]]
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{
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@name = ModuleResourceConverter
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@ConverterName = Fertilizer
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@StartActionName = Start ISRU [Ore -> Fertilizer]
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@StopActionName = Stop ISRU [Ore -> Fertilizer]
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@Specialty = Engineer
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@INPUT_RESOURCE:HAS[#ResourceName[Ore]]
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{
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@ResourceName = Ore
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FlowMode = STAGE_PRIORITY_FLOW
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}
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@INPUT_RESOURCE:HAS[#ResourceName[ElectricCharge]]
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{
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@ResourceName = ElectricCharge
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}
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@OUTPUT_RESOURCE:HAS[#ResourceName[MonoPropellant]]
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{
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@ResourceName = Fertilizer
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@Ratio *= .005
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@DumpExcess = false
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}
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}
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}
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8
Balance/custombarnkit.cfg
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8
Balance/custombarnkit.cfg
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@CUSTOMBARNKIT:NEEDS[CustomBarnKit]
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{
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@ASTRONAUTS
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{
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@recruitHireFixedRate = True
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@recruitHireBaseCost = 20000
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}
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}
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7
Balance/realchuteInfiniteRepack.cfg
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7
Balance/realchuteInfiniteRepack.cfg
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@PART[*]:HAS[@MODULE[RealChuteModule]]:NEEDS[FerramAerospaceResearch]:FINAL
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{
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@MODULE[RealChuteModule]
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{
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%spareChutes = -1
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}
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}
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4
Balance/science/Science-Full-reward.cfg
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4
Balance/science/Science-Full-reward.cfg
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@EXPERIMENT_DEFINITION:FINAL
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{
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%baseValue = #$scienceCap$
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}
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43
Balance/science/Scienceparammodifier.cfg
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43
Balance/science/Scienceparammodifier.cfg
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@ScienceConfigValuesNode:NEEDS[ScienceParamModifier]
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{
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@bodyDefaltConfigs
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{
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@Item:HAS[#bodyName[Kerbin]]
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{
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@adjustedParams
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{
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// to nerf the ksc biomes.
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@landedData = 0.05 // 0.3
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@splashedData = 0.2 // 0.4
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@flyingLowData = 0.3 // 0.7
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@flyingHighData = 0.5 // 0.9
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@spaceLowData = 0.6 // 1
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@spaceHighData = 1 // 2
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}
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}
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@Item:HAS[#bodyName[Mun]]
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{
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@adjustedParams
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{
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@landedData = 2 // 4
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@splashedData = 1 // 1
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@flyingLowData = 1 // 1
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@flyingHighData = 1 // 1
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@spaceLowData = 2 // 3
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@spaceHighData = 1.5 // 2
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}
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}
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@Item:HAS[#bodyName[Minmus]]
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{
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@adjustedParams
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{
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@landedData = 2 // 5
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@splashedData = 1 // 1
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@flyingLowData = 1 // 1
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@flyingHighData = 1 // 1
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@spaceLowData = 2 // 4
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@spaceHighData = 2 // 2.5
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}
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}
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}
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}
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10
Balance/science/crew_eva_report_swap.cfg
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10
Balance/science/crew_eva_report_swap.cfg
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//eva reports no longer biome senesitive, crew reports are.
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@EXPERIMENT_DEFINITION:HAS[#id[crewReport]]:FINAL
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{
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@biomeMask = 31
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}
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@EXPERIMENT_DEFINITION:HAS[#id[evaReport]]:FINAL
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{
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@biomeMask = 7
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}
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59
Balance/science/transmission_buffs.cfg
Normal file
59
Balance/science/transmission_buffs.cfg
Normal file
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//experiments whitch are just numbers should have the full reward for transmitting.
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@PART[*]:HAS[@MODULE[ModuleScienceExperiment]]:FINAL
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{
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@MODULE[ModuleScienceExperiment]:HAS[#experimentID[atmosphereAnalysis]]
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{
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@xmitDataScalar = 1.0
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}
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@MODULE[ModuleScienceExperiment]:HAS[#experimentID[temperatureScan]]
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{
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@xmitDataScalar = 1.0
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}
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@MODULE[ModuleScienceExperiment]:HAS[#experimentID[gravityScan]]
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{
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@xmitDataScalar = 1.0
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}
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@MODULE[ModuleScienceExperiment]:HAS[#experimentID[barometerScan]]
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{
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@xmitDataScalar = 1.0
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}
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@MODULE[ModuleScienceExperiment]:HAS[#experimentID[seismicScan]]
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{
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@xmitDataScalar = 1.0
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}
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}
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//DMagic Orbital
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@PART[*]:HAS[@MODULE[DMModuleScienceAnimate]]:FINAL
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{
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@MODULE[DMModuleScienceAnimate]:HAS[#experimentID[atmosphereAnalysis]]
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{
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@xmitDataScalar = 1.0
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}
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@MODULE[DMModuleScienceAnimate]:HAS[#experimentID[temperatureScan]]
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{
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@xmitDataScalar = 1.0
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}
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@MODULE[DMModuleScienceAnimate]:HAS[#experimentID[gravityScan]]
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{
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@xmitDataScalar = 1.0
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}
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@MODULE[DMModuleScienceAnimate]:HAS[#experimentID[barometerScan]]
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{
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@xmitDataScalar = 1.0
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}
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@MODULE[DMModuleScienceAnimate]:HAS[#experimentID[seismicScan]]
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{
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@xmitDataScalar = 1.0
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}
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}
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27
Balance/stock_tweaks.cfg
Executable file
27
Balance/stock_tweaks.cfg
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// Reduce the effective torque of all reaction wheels
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@PART[*]:HAS[@MODULE[ModuleReactionWheel]]:FINAL
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{
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@MODULE[ModuleReactionWheel]
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{
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@PitchTorque *= 0.1
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@YawTorque *= 0.1
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@RollTorque *= 0.1
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}
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}
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//Allow deflating inflatable heat sheield
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@PART[InflatableHeatShield]:AFTER[Squad]
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{
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@MODULE[ModuleAnimateGeneric]
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{
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@allowAnimationWhileShielded = true
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@disableAfterPlaying = false
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}
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}
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//sometimes I want to use a probe core for the looks, but want to have SAS for my KOS scripts to use.
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@PART[*]:HAS[@MODULE[ModuleCommand]]:FINAL
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{
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%MODULE[ModuleSAS]
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{
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%SASServiceLevel = 3
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}
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}
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