ferram4 changed the topic of #RO to: Welcome to the discussion channel for the Realism Overhaul (meta)mod for KSP! Realism Overhaul Main Thread https://goo.gl/wH7Dzb ! RO Spreadsheet http://goo.gl/Oem3g0 ! Code of Conduct http://goo.gl/wOSv2M ! | Maximal & soundnfury's RP-1 Race Into Space Signup: http://bit.ly/2DEVm2i [15:01] <soundnfury> Straight Eight Stronk (and) RP-0/1 is basically "Space Agency Spreadsheet Simulator"
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<Bornholio>
cash = BP = cash earnrate, so any wasted cash is wasted BP. Its a vicious cycle. Not spose to reload in RIS unless its a bug or game flaw. Need to have atruck with a kerbal engineer on hand to go out and fix that stuff :P
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<Mike`>
ah, okay.
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<soundnfury>
Mike`: I'm actually cross that TF was changed to destroy engines on ignition failure, because that totally nullified my 'always allow ignition when attached to launch clamps' RF patch
<soundnfury>
imho as long as you're still on the pad, you should be able to recycle the launch as many times as you want
<soundnfury>
(not that that's perfectly realistic, but it's better than having to rollback and rollout again every time, and we don't have a working intermediate option right now)
<Mike`>
probably, right. I could see the need for a rollback, but paying the price for a full disassembly/assembly again doesn't sound so nice :)
<Mike`>
nor realistic
<soundnfury>
so unless we rewrite KCT in our image, better faster and stronger (not to be confused with cheaper faster and better), we just have to put up with it
<soundnfury>
my current workaround is (in cases where it's likely to matter a lot to me, e.g. planetary launch windows) to have an action group to start the engines
<soundnfury>
because TF doesn't break _that_ in the version I have :P
<soundnfury>
(and of course I wouldn't do that in RIS, unless previously agreed upon)
<Mike`>
i might try filing a kct issue suggesting integration of assembly costs so we can split rollout and assembly costs which would have a few upsides i guess, would allow a failry priced rollback and also stop confusing people why rollback costs so much
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<Bornholio>
soundnfury, ask for KCT to be yours. Since its now officially abandoned
<Mike`>
oh, it is? :(
<awang_>
soundnfury: I may be able to tweak TF to not break engines on ignition failure
<awang_>
Bornholio: Wait, what? When was KCT abandoned?
<awang_>
Never mind, I found it on the forums
<awang_>
Wonder how long it'll take for LGG to snap it up
<awang_>
On the other hand, the NIH-addicted side of my brain is begging to rewrite it for RO/RP-0 purposes
<awang_>
Along with pretty much every other mod
<Mike`>
do we need to rewrite it? it might need 1 or 2 additions and it would be mostly fine? :)
<Mike`>
does anybody know what happened when an engine failed to ignite irl? did they roll the rocket back, or did they analyze and refit on the pad? :)
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<awang_>
Mike`: Well, no, we don't *need* to rewrite it, but that's not how NIH works :P
<Mike`>
true :D
<awang_>
KCT could use a proper grammar + parser, though
<awang_>
Like MM
<awang_>
And the KSP config system in general
<xShadowx|2>
Mike`: you forgot option 3, gravity ;p
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<Mike`>
Turns out halving SRB costs including their fuels plus halving their KCT multiplier seemingly makes them competitive cost wise, in my example a few percent cheaper than liquids. Main drawback is higher weight, but they gain a new advantage: faster rocket assembly time.
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