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- KCT Tentative Settings
- Mod Enabled : ON
- Build Times : ON
- Launchpad Reconditioning : ON
- Tech Unlock Times : ON
- KSC Upgrade Times : ON
- Allow Simulations : ON
- Simulation Costs : ON
- Must Visit Planets : ON
- Upgrades From Tech Tree : ON
- Starting Upgrades : 15.15.45
- /* career.science.sandbox */
- Overall Multiplier: 1.05
- /* The "Master Switch" for nearly ever time formula. Generally, doubling this doubles how long everything takes,
- and halving it makes everything take half as long. */
- Build Effect: 1.075
- /* Defines how much using the same parts across builds should reduce build times (encourages using similar designs).
- In "Default" this multiplied by the number of times a part is used is in the denominator of the BP formula (the formula
- that determines how many Build Points, aka BP, a vessel costs. Essentially the number of Kerbal-hours required to build the vessel)*/
- Inventory Effect : 10
- /* Defines how much of an effect using parts from the Inventory should have on build times. In "Default" this is in
- the denominator of the BP formula. It is 0 if the part is not being used from the Inventory. */
- Reconditioning Effect : 1.05
- /* Defines how the Build Point cost of reconditioning and rollout is affected by mass. */
- Max Reconditioning : 200
- /* Defines a maximum Build Point value for reconditioning and rollout. */
- Rollout-Reconditioning Split : 42/58
- Max Timewarp : 100,000
- Auto Stop TimeWarp : ON
- Auto KAC Alarms : ON
- Override Launch Button : OFF
- Use Toolbar Mod : OFF
- Use Message System : ON
- Debug Logging : ON
- -=-=-=-=formula-=-=-=-
- EffectivePartFormula = "min([C]/([I] + ([B]*([U]+1))), [C])"
- Purpose: Controls the “effective cost” of a part for determining build point values.
- Variables: C=cost, c=dry cost, M=wet mass, m=dry mass, U=part tracker, O=overall multiplier, I=inventory effect (0 if not in inv), B=build effect
- BPFormula = "([E]^(1/2))*2000*[O]"
- Purpose: Determines the actual BP value of a craft from the total effective cost.
- Variables: E=total effective cost, O=overall multiplier
- BuildRateFormula = "(([I]+1)*0.05*[N] + max(0.1-[I], 0))*sign(2*[L]-[I]+1)"
- Purpose: Defines build rates and how they change with upgrades
- Variables: N=num upgrades, I=rate index (0 based), L=VAB/SPH upgrade level, R=R&D level, S=Number of unlocked tech nodes, All "Crew Variables"
- Note: This uses some tricks to achieve various goals. First, the max() section sets the first build rate to start at 0.1 and all the others to start at 0. Second, the *sign() section limits the number of rates you can have based on the VAB upgrade level (2 rates at level 0, 4 rates at 1, 6 at 2). It works because a negative rate is considered "disabled"
- ReconditioningFormula = "min([M]*[O]*[E], [X])*abs([RE]-[S]) / (3-[L])"
- Purpose: Defines the BP value of reconditioning, rollout, and recovery items.
- Variables: O=overall multiplier, E=reconditioning effect setting, X=maximum reconditioning setting, M=loaded vessel mass, m=empty vessel mass, C=loaded vessel cost, c=empty vessel cost, VAB=1 if a VAB vessel (useless currently), BP=total vessel BP, L=launch facility upgrade level, EL=Editor upgrade level, RE=1 if reconditioning or 0 if rollout/rollback/recovery, S=Rollout/Recon split (between 0 and 1), All "Crew Variables"
- NodeFormula = "2^([N]+1) / 86400"
- Purpose: Defines the rate at which tech nodes are progressed. Negative means disabled.
- Variables: N=number of Development upgrades, S=cost of a node in science points, R=R&D center level (0-2), O=Overall multiplier, I=index in list (if not applied equally to all tech items, buttons appear to let the user reorganize the list), All "Crew Variables"
- UpgradeFundsFormula = "min(2^([N]+4) * 1000, 1024000)"
- Purpose: Defines the cost of buying upgrades with funds. Negative means disabled.
- Variables: N=number of upgrades purchased with funds
- UpgradeScienceFormula = "min(2^([N]+2) * 1.0, 512)"
- Purpose: Defines the cost of buying upgrades with science. Negative means disabled.
- Variables: N=number of upgrades purchased with science
- ResearchFormula = "[N]*0.5/86400"
- Purpose: Defines how much science is earned for building vessels. Negative means disabled.
- Variables: N=number of upgrades of Research purchased, R=R&D center level, All "Crew Variables"
- EffectivePartFormula = "min([C]/([I] + ([B]*([U]+1))), [C])"
- Purpose: Controls the “effective cost” of a part for determining build point values.
- Variables: C=cost, c=dry cost, M=wet mass, m=dry mass, U=part tracker, O=overall multiplier, I=inventory effect (0 if not in inv), B=build effect
- ProceduralPartFormula = "(([C]-[A]) + ([A]*10/max([I],1))) / max([B]*([U]+1),1)"
- Purpose: Controls the “effective cost” of procedural parts.
- Variables: C=cost, c=dry cost, A=cost covered by inv, M=wet mass, m=dry mass, U=part tracker, O=overall multiplier, I=inventory effect (0 if not in inv), B=build effect
- BPFormula = "([E]^(1/2))*2000*[O]"
- Purpose: Determines the actual BP value of a craft from the total effective cost.
- Variables: E=total effective cost, O=overall multiplier
- KSCUpgradeFormula = "([C]^(1/2))*1000*[O]"
- Purpose: Defines the BP value for KSC building upgrades
- Variables: C=upgrade cost, O=overall multiplier
- ReconditioningFormula = "min([M]*[O]*[E], [X])*abs([RE]-[S]) / (3-[L])"
- Purpose: Defines the BP value of reconditioning, rollout, and recovery items.
- Variables: O=overall multiplier, E=reconditioning effect setting, X=maximum reconditioning setting, M=loaded vessel mass, m=empty vessel mass, C=loaded vessel cost, c=empty vessel cost, VAB=1 if a VAB vessel (useless currently), BP=total vessel BP, L=launch facility upgrade level, EL=Editor upgrade level, RE=1 if reconditioning or 0 if rollout/rollback/recovery, S=Rollout/Recon split (between 0 and 1), All "Crew Variables"
- BuildRateFormula = "(([I]+1)*0.05*[N] + max(0.1-[I], 0))*sign(2*[L]-[I]+1)"
- Purpose: Defines build rates and how they change with upgrades
- Variables: N=num upgrades, I=rate index (0 based), L=VAB/SPH upgrade level, R=R&D level, S=Number of unlocked tech nodes, All "Crew Variables"
- Note: This uses some tricks to achieve various goals. First, the max() section sets the first build rate to start at 0.1 and all the others to start at 0. Second, the *sign() section limits the number of rates you can have based on the VAB upgrade level (2 rates at level 0, 4 rates at 1, 6 at 2). It works because a negative rate is considered "disabled"
- SimCostFormula = "max([C]/50000 * min([PM]/[KM], 80) * ([S]/10 + 1) * ([A]/10 + 1) * ([L]^0.5) * 100, 500)"
- Purpose: Defines the cost of simulations around a planetary body
- Variables: M=body mass, PM = parent mass, A = presence of atmosphere (1 or 0), m = mass of vessel, C = cost of vessel, s = # times simulated this editor session, SMA = ratio parent planet SMA to Kerbin SMA, L = Simulation length in seconds, KM = Kerbin Mass, S = 1/0 if a satellite(moon)
- KerbinSimCostFormula = "max([C]/50000 * ([L]^0.5) * 10, 100)"
- Purpose: Defines the cost of simulations that start from the launchpad/runway on Kerbin/Earth
- Variables: SAME AS SimCostFormula
- UpgradeResetFormula = "2*([N]+1)"
- Purpose: Defines the number of upgrades that must be temporarily spent to reset the upgrade point allocation
- Variables: N=number of times upgrades have been reset. Negative values disable.
- InventorySaleFormula = "([V]+[P] / 10000)^(0.5)"
- Purpose: Gives the *total* number of upgrade points received for clearing out the inventory
- Variables: V=Current Inventory value in funds, P=Value of all previous cleared inventories combined
- RolloutCostFormula = "0"
- Purpose: Adds a cost for rolling out a vessel (requested by RP-0 devs) which is taken in 10% increments at each 10% of time. If you can't afford it, rollout is halted.
- Variables: M=Vessel loaded mass, m=vessel empty mass, C=vessel loaded cost, c=vessel empty cost, BP=vessel BPs, EL=editor level, L=launch site level (pad), VAB=1 if VAB craft, 0 if SPH (useless currently), All "Crew Variables"
- NewLaunchPadCostFormula = "100000*([N]^3)"
- Purpose: Defines the cost of purchasing new launchpads.
- Variables: N=number of existing launchpads (including the default pad)
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