Alshain

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Everything posted by Alshain

  1. Stock... always. I see no reason to add tedium to a game which has enough already.
  2. I frequently see requests for changes or mods that can be done easily using nothing but a module manager patch, often those have already been requested several times. Rather than copy/paste every in every single request, I thought it might be nice to make a database of module manager patches for the stock game so players can simply scroll through the list and pick out what they like. If you have a specific MM patch you would like to add to the list, feel free to post it. If someone else made it for you, please include their name. I would like to attribute the correct author.I will try to keep the thread up to date and will likely improve the thread organization as it grows. Instructions For Usage Install Module Manager. Many mods already come packaged with this, so you may already have it. However, it is wise to ensure you have the latest version. Copy the entire contents of the patch(es) you want into a text editor. I recommend Notepad++, but any text editor will do. Save the file in the Kerbal Space Program\GameData folder using a *.cfg extension and any name you wish (example: ServiceBayDeployLimiter.cfg). The patches may be almost anywhere in the GameData folder, you may wish to create a "Patches" folder for organization. The patches can all be in one file or split among many for your convenience (white space is ignored). Patches that alter the same modules may be combined provided they have the same header, see example below. Rules for Patches in the Database Patches in this thread must be for stock KSP. Mod patches should be posted in their respective threads. Patches must include the name of the original author or if you do not know, say so. Patches posted here are assumed to include no reserved rights beyond attribution. SCPD Patch Manager You can now download this database formatted for use with @linuxgurugamer's PatchManager mod. Simply extract the zip file to your GameData folder. Download Module Manager Patch Database Quality of Life Improvements These patches do not alter the overall difficulties in the game. In most cases they simply make it easier to do things you can already do through less convenient means. Add Deploy Limiter to Service Bays Contributor: @Alshain Add Staging Control to Parachutes, Engines, and Launch Clamps (Advanced Tweakables) Contributor: @Alshain, @Xyphos, @sebi.zzr Note: For Multi-Mode Engines (Panther/Rapier) you must toggle staging on both engine modes! Add Class Descriptions to Antennas Contributor: @tg626 Allow setting a maximum brightness value for cockpit lights Contributor: @Iamsodarncool Adjust the Rotation of the HECS core for better alignment Contributors: @eddiew, Adjust the Attachment Nodes for Heat Shields Contributor: @Snark Tweakable Defaults These patches allow you to alter the default state for many part tweakables so that you do not have to remember to do it every time. These are personal preference items and do no alter gameplay. In all cases, these can still be altered in-game while the patch is active, it only changes their starting settings. No Monopropellant in New Command Pods/Cockpits Contributor: Unknown RCS to Translate Only Contributor: @Snark Clamshell Style Fairings Contributor: @Alshain Number of Fairing Sides Contributor: @Alshain Fairing Ejection Force Contributor: @Alshain Decoupler, Separator, and Heat Shield Ejection Force Contributor: @Alshain Hibernate in Warp to Auto Contributor: @Alshain Fairing Nodes to Off Contributor: @JAFO Fairing Trusses to Off Contributor: @JAFO Decouplers to Allow Crossfeed Contributor: @Armisael Command Pod and Cockpit Lights On Contributor: @slubman Command Pod and Cockpit Lights Not Bound to Action Group Contributor: @slubman Kerbal EVA Lights On Contributor: @slubman Reduce Default Ablator to 20% of full Contributor: @Foxster Scaled and New Parts These patches add new parts from existing textures to fill in some of the gaps in stock. 0.625m Fuselage Contributor: @Psycho_zs 1.25m Modular Girder System Contributor: @Alshain 0.313m Modular Girder System Contributor: @Alshain 0.625m & 2.5m HubMax Contributor: @Alshain 1.25m to 0.625m Bi/Tri/Quad Adapters Contributor: @Alshain 0.625m, 2.5m, 3.75m Bi/Tri/Quad Couplers Contributor: @Alshain Extra Landing Gear Contributor @Vegetal Additional Launch Clamps Contributor: @maculator Delayed Action Sepatron Contributor: @Enceos Add a 5m and 7m Fairing Contributor: @Enceos, @Stone Blue Make the Atmospheric Sensor Smaller Contributor: @samamstar Add Fuel Filled Adapters Contributor: @samamstar Small & Large Air Brakes Contributor: @Errol Radial LFO Tank Contributor: @Snark, @Aelfhe1m Gameplay Changes These patches can be perceived as changing gameplay or otherwise altering the presumably intended difficulty in the game. Reduce the mass of the Mk 1-2 Pod and Mk2 Lander to a more 'balanced' value Contributor: @Alshain Reduce the mass of structural parts Contributor: @Psycho_zs Add Limited Torque to All Probes Contributor: @Alshain Reduce the Effective Torque of All Reaction Wheels Contributor: @Psycho_zs Allow Deflating Inflatable Heat Shield Contributor: @Chris97b Allow All Deployable Solar Panels to Retract Contributor: @Alshain Add a Power Generator to All Command Pods Contributor: @Foxster Add Angled Docking Ability to Docking Ports Contributor: @Psycho_zs Move All Science to Starting Tech Tree Node Contributor: @maculator Increase Electric Output of the Launch Clamp Contributor: @maculator Add Crew Reports to Science Lab Contributor: @maculator Increase Interaction Range of Mystery Goo and Science Jr. Contributor: @Warzouz Recieve 100% Science when Transmitting Contributor: @maculator Add a Generator to ISRU Contributor: @maculator Stop Solar Panels from Sun Tracking Contributor: @tg626, @Alshain Add Attachment Nodes to Various Parts Contributor: @Enceos Add electric requirements to cockpit cabin lights Contributor: @Alshain Add Science Transfer to Science Labs and Command Pods Contributor: @steve_v Gain Full Science the First Time and Experiment is Run Contributor: @MalevolentNinja Change the Convert-O-Tron 125 to Allow Continuous Work and Improve Efficiency Contributor: @Raphaello Set anomaly detection rate to 100% for high tech probes Contributor: @slubman Swap crew report and EVA report biome-dependence in space low Contributor: @pwhk Change the impact tolerance of all engines Contributor: @TheRagingIrishman Unmanned Command Pods Contributor: @Aelfhe1m All Engines Surface Attachable Contributor: @MatterBeam Disable Kerbal Rescue Contracts Contributor: @Wyzard
  3. This is stuck in the place of being neat, but not worth it for just this game. It's like a flight stick, they are great for KSP if you have several games that can use it but not worth the purchase for just KSP. Unfortunately I can't think of another game I own where I could use this.... maybe... just maybe Farming Simulator, but even still with those two I'm not sure it would be worth it, especially at $260. Even $100 isn't really worth it for one game.
  4. What This Mod Does Add, Remove, Edit your action groups in flight. Manage your action groups from the tweakables menu. Add or remove all the symmetry counterparts of a part. Works with modded parts that add actions. Supports Career Mode action group limitations. Filter parts by category, stage, and/or a custom search string. Highlight parts for easy recognition. Adapts to vessel change, part destruction, decoupling, docking etc. Recap window provides a quick summary of all action groups that can remain open on screen at all times. Window customization allows it to look the way you want it. Supports full localization. What This Mod Does Not Do Supplant the stock Action Group system Add new Action Groups Add naming of Action Groups Modify craft files saved in the editors For all of these features and more please see @Diazo's wonderful Action Groups Extended. This mod targets a different audience. Installation Unzip the content of the archive and drop the entire AquilaEnterprises folder into your KSP GameData folder. Overwrite as necessary. Usage Instructions Action Group Manager Part Category Filter - Clicking one of these buttons will filter the choices in the Parts & Actions List based on the indicated editor category. Parts & Actions List - This list displays all the parts on the craft that support action groups. Vessel Name - This displays the current vessel name for reference. Actions Group List - This list displays all of the actions currently assigned to the selected action group. Action Group Selector - Selects the action group to be displayed in the Action Group List. Tooltip Bar - This shows context sensitive information about the tool the mouse is hovering over. Part Search - Typing in this box will begin a new filter of the Parts & Actions List based on the search criteria. This combines with the Part Category Filter. Clear Part Search Filter - This button will quickly clear the Part Search text box. Part Selector & Highlighter - Highlights the associated part on the craft and opens it's list of available actions. Note: In Classic View the part highlighter is an independent button. Stage Sort Option - Clicking this button will sort all the parts in the Parts & Actions List into groups by the assigned stage. Group Indicator - This button indicates that the action or an action in the part is in an action group. Click to select that action group in the Action Group List. Remove All Actions - This button removes all the actions from the selected action group after a confirmation prompt. Click any Part Selector or Part Finder button to clear the confirmation and cancel. Part Finder - This finds the associated part in the Parts & Actions List. Notes: This respects filters, so the part may not appear if the filter is excluding it. In Classic View the part finder is an independent button. AGM Settings - Opens the settings dialog for Action Group Manager Part Action - Indicates an action that belongs to the selected part. Add Action - Adds the action to the selected action group. Remove Action - Removes the associated action from the selected action group. Remove Action in Symmetry - Removes the same action for all parts in symmetry with this one from the action group. Add Action in Symmetry - Adds the same action for all parts in symmetry with this one to the selected action group. Action Group List Action Group Settings The Action Group List is a reference window which is designed to be kept on the screen or opened and closed as needed so you do not have to remember all of your action group assignments. This list will expand vertically until it reaches it's cap. The settings menu allows you to adjust various visual elements of Action Group Manager as well as confirm the version of AGM that you are running and ignore respecting the Career mode building upgrades. Tweakable UI The Tweakable UI is feature of Action Group Manager which allows your to assign your action groups through a drill down-style menu by right clicking the part you want to assign. To use it, first right click the root part of your vessel and choose the AGM : Enable option. From there you can right click any part with actions and follow the drill down menu to assign your action. This feature operates independently of the other AGM windows, however it may also be used in conjunction with them. -> -> -> -> Bug Reports To make a bug report, please use the Github Issue Tracker. Browse the current list of issues to see if your problem has been reported, if so you may add any relevant information that you have to that issue. Otherwise a new issue may be created. License The code and icon of this fork are released under the terms of the MIT License. Version Checking This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Dependencies This mod includes the following dependencies: MiniAVC Authors: Cybutek Version: 1.0.3.3 Website: http://forum.kerbalspaceprogram.com/index.php?/topic/72169-13-12 License: GPLv3 Toolbar Continued (Wrapper) Authors: Maik Schreiber (Blizzy78), linuxgurugamer Version: 1.7.14 Website: http://forum.kerbalspaceprogram.com/index.php?/topic/161857-13 License: 2-Clause BSD Special Thanks @SirJulio - The original creator of Action Group Manager @ExplorerKlatt, @Khatharr, and @dueb - Community contributors that kept the original version working through the years. (If I missed anyone, please let me know!) @fitiales - Spanish translations Download 2.1.0 Change Logs may be viewed at either download location SpaceDock Download Github Download Source | Issue Tracker
  5. Yes, the debug flag was left on in that release. I've got a new version that is nearly complete but I haven't had time to work on it in the last couple of weeks.
  6. That video isn't relevant to any KSP version after 1.0 because the "turn 45 degrees at 10km" method of ascent has been obsolete for that long. Your gravity losses have nothing to do with high speed vs low speed, it has to do with vertical velocity vs. horizontal velocity. Gravity eats vertical velocity, but not horizontal velocity. In general you don't want to be too fast because it makes turning on time difficult to do. 1.5 launchpad TWR is ideal, it is possible to turn off SAS, take your hands off the keyboard, and let the rocket turn on it's own. You can go between 1.2 to 1.8, but not much faster. .
  7. Earth is not in Kerbal Space Program, and if you want to explore oceans in a game, I highly recommend Subnautica. It's designed for that purpose, KSP is not. Otherwise, you have mods. That's how it is going to have to be.
  8. That could be every part in the game. People do make boats out of stock parts already.
  9. The same reason they haven't added prop plane parts. It's not space oriented. Jets played a big part in the build up to the launch of manned rockets. Prop planes had very limited use in NASA (or the Air Force space division) even back before Mercury. Boats have very little use outside of recovery, but recovery is abstracted in KSP. It just doesn't make sense to fill up the memory space with boat parts (or prop plane parts). They don't fit in the scope. You could argue that they could add a bunch of parts, and they could. But there have to be limits to the design purpose of the game, and that has always been space (double entendre fully intentional). They could change their minds on that, but I don't see it happening. Tomorrow they could announce they boat parts, or train parts, or golf cart parts to the game... it just isn't incredibly likely. The line they have drawn makes sense, they can't put everything in this game.
  10. The search for available water on foreign bodies does not mean having a naval fleet on Mars. Your justifications are all wet.
  11. Simple, it's a space game. Not a boat game. There is a limit to how much can be added to the game and it was always intended to be space oriented. Boat parts are not it. Well, hopefully it will be a while before you are disappointed then, but it seems inevitable that you will be. Not likely going to happen. That's what mods are for. They have a limited space to work with on the minimum specs, they aren't going to add a plethora of out of scope parts to fill it up. Again, it's a space game.
  12. I'd rather have Axial tilt for that problem
  13. Given that SpaceX landed a rocket on a barge, being able to launch said barge without strange and awkward means wouldn't be beyond the scope of this game. The problem is, once it is there, people would assume that means we need boat parts, which is very much outside the scope of the game.
  14. Doesn't bother me, I fully expected the DLL to be a short term fix.
  15. Nvidia PhysX is a game physics engine which KSP/Unity uses. PhysX is CPU driven but has support for hardware acceleration to forward some of the processing off to the GPU, freeing up the CPU for other tasks. However, neither Unity nor KSP support hardware acceleration. Thus, whatever app is giving you that message is telling you that PhysX is running in CPU mode only. Note: PhysX is a brand name and Physics is what it does. That is important to understand because I still see people refer to other physics engines as PhysX, which is incorrect. If it is not Nvidia, it's not PhysX.
  16. 1. That's not enough when your choices are on or off. Having extra sensitivity won't make any difference, you still have two settings fully on or fully off. Tapping the key works in flight but it's too jerky when steering on the ground to be reasonable. By this same argument we wouldn't need the Authority Limiter on the ailerons, and yet we have it anyway. 2. I already do this, but usually I don't even have reaction wheels on my rover. That won't help the situation though, it's not what causes the symptom. 3. Again, on or off. There is no option for a "Soft left" unless you have a flight stick or other analog control. You end up doing a hard left whether you want to or not. That's why we need an authority limiter.
  17. Pretty much. Honestly, I'm not sure why they leave it open at this point. I don't think they have seriously used it since at least 0.25. Of course if they closed it, requests would just get dumped elsewhere so I guess it still as a small purpose of keeping other areas clean.
  18. I was told by one of the developers that those gear sliders should not be touched and there is no reason to use them anymore. This developer said he lobbied to get them moved to advanced tweakables but even his influence wasn't enough to make it happen. I wish I could remember who it was, but it was in the 1.2 beta forum and it's gone now. (I really *think* it was Arsonide, but I'm not 100% on that)
  19. Yes, yes it is. ... but if you don't care, there is no problem.
  20. You shouldn't believe that because it isn't true. I've requested it, several others have requested it, it just hasn't happened.
  21. Lol, I use Atlas. (For those who don't know he was the Greek Titan who held up the Earth)
  22. As far as I'm concerned, it's MIT License and that should speak for itself. I honestly don't care.
  23. A little of both. I am unwilling to mess with it because I can not predict what it is doing. I don't have time to mess with it either (I just started a new job so I don't have a lot of time for much of anything). If you encounter problems with the mod (installation or otherwise) and it's not easily reproducible, I simply can't help you until you install it using my installation and reproduce the problem. This is because I can not rule out the possibility that the problem is CKAN. I've only even used CKAN once, and when it failed to install the latest version of one of my mods and caused issues, never again. I do have support for KSP-AVC though, and MiniAVC is included to let you know when there are updates.
  24. The Law of Conservation of Energy. Energy can not be created or destroyed which means by implication, perpetual energy is impossible. Even the sun will die one day. So making more energy than you are using to produce energy is can not be done. However, you are forgetting other sources of energy. Coal is mined by humans which supplies it's own energy. Oil and Gas are under pressure which is potential energy as well. For some oil wells, suction is used but this takes advantage of atmosphere. They are producing more energy than they are spending money on, but they are not producing more energy than is being used.
  25. It doesn't have SAS or torque, but you can add a reaction wheel to the craft that will give it torque (but not SAS) Since he didn't provide a screenshot there is no way of knowing what he has going on.