dunebugmi

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About dunebugmi

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  1. Hi all, Could you lend me some advice please? I'd like to write an MM cfg that creates (+part) a duplicate part of the rapier engine. Inside the new part I'd like to edit the fuel consumption, which is underneath MODULE{name = ModuleEnginesFX engineID = AirBreathing} and also underneath MODULE{name = ModuleEnginesFX engineID = ClosedCycle}. My typical script would edit that module like so (e.g.): @MODULE[ModuleEnginesFX] { @maxThrust *= 5 } //engineID = AirBreathing @MODULE[ModuleEnginesFX] { @maxThrust *= 5 } //engineID = ClosedCycle This doesn't work, because it doesn't have the correct pointer to the correct engineID (instead it applies, twice, the 5x modifier to the first ModuleEnginesFX it finds for a total of 25 which is not desired). This is the part I don't know how to do: pointing to the correct engineID. Would it be something like the following? Is it even possible in this version of MM? @MODULE[ModuleEnginesFX[engineID = AirBreathing]] { @maxThrust *= 5 } ??? Thanks again, DB p.s. for ease, here's a pointer to the KSP rapier cfg file: https://wiki.kerbalspaceprogram.com/wiki/Parts/Engine/rapierEngine/rapierEngine.cfg
  2. Tested and Confirmed. This does add the weldability to the stock docking ports. Also of note: I use a simple MM adjustment that lets different size docking nodes attach. Preliminary testing shows that the weldability still works even with the different size docking nodes. I suppose the code was written to join the two parts where the origin of the docking nodes was.
  3. Hi, can I add the weldable port module to the stock KSP docking ports? My gut tells me that if I add this code with Module Manager it will turn regular docking ports into weldable docking ports. I'm trying to set up KSP so that I can use modded parts without losing the entire craft when I load a savegame where that mod is not installed. @PART[*]:HAS[@MODULE[ModuleDockingNode]] { MODULE{ name = ModuleWeldablePort portSnap = false } }
  4. Bingo! This is the piece of information I was missing. Thanks so much. Your whole post was very helpful.
  5. Please assist: I am trying to make a custom subcategory. The instructions aren't clear, but I have read the comments in extra-filters.cfg. Here are my goals: 1) Create a custom subcategory 2) Move all of the parts from USI Explorations into that subcategory, and also remove them from the Utility subcategory (and other standard subcategories). I would like to hear your thoughts on this process generally. I will explain what I have tried once I understand the system better.
  6. Thanks for the feedback; I appreciate the help! So far I have tried the following without success: 1) Adding the anisotropic resizer module using module manager (I think this module is in the Hangar mod and is similar to TweakScale). Using this method with the Squad landing gear and powered wheels works: the wheels still collide and drive. 2) Creating a new part (using module manager) that is 10x the size 3) Creating a new part (using module manager) that is 10x the size and changing the wheel collider radius from 0.385 to 3.85 4) Resizing and setting FitWheelColliderToMesh = True I haven't tried adjusting the center yet. I'm not sure what the mathematics there would be? Also I'm not sure if, when changing the .cfg resize factor to 10x, that means 10x in each dimension or 10x volumetrically, or something else? I might need to multiply the wheel radius by the cube root of 10 or something like that instead of 10? What physical parameters do suspensionDistance and targetPosition refer to?
  7. I'd like to resize these Konstruction stilted crane wheels to be 10x (using module manager). Is that possible? When I attempt it, the wheels just spin and the brakes don't work, like the wheel colliders aren't working. Any suggestions would be really appreciated! Thanks!
  8. Anybody know how to slow down the landing gear and/or landing leg retraction and deployment? I've been trying to make a crane that is several stories high, that could roll over to and above a typical 2nd stage payload height. I resized some of the landing gears and landing legs, but noticed that their resized angular animations move at a very speed. The result is whatever they are attached to hurling through the air whenever deployment or retraction happens. For Squad's landing legs there is a parameter for landing leg deployment speed and landing leg retraction speed. However, altering the retraction speed parameter has no effect.
  9. Thanks! I got it to work tonight. I appreciate the help
  10. Could you elaborate on this please? Which docking ports have you docked successfully? Have you docked mismatched port sizes? If this really works for you I'm willing to give it another try.
  11. My specific symptom is that when I try to dock two vessels with large docking ports, the ports draw together, but then do not dock. The problem went away when I disabled that module manager script.
  12. I found some really huge and wonderful tools for this in the Kerbal Foundries mod-- large tracks, giant wheels, and really long telescoping landing struts. I created a land, store, reposition payload under mass driver, and relaunch system that combines the wheels/legs from Kerbal Foundries with the VTOL hangar from Hangar mod (I used module manager to add "ground anchors" to a few parts so that the mass driver wouldn't launch my launchpads). I'll try to get some pictures up soon.
  13. I found some landing gear with powered wheels. Also some other wheels and tracks that would fit this purpose. Most of them were in the Kerbal Foundries mod.
  14. Does anyone know of a mod with a docking port that will mate with any size docking port? Either one-size-fits-all or adjustable on the fly in situ? I'm trying to reduce part count and trying to have one docking port of every size is frustrating. Is this possible to do with module manager? Following a suggestion I tried the following, but it disabled all of my docking ports. @PART[*]:HAS[@MODULE[ModuleDockingNode]]:Final { @MODULE[ModuleDockingNode] { @nodeType = size0,size1,size2,size3 } }
  15. Does anybody know of a mod that includes a powered wheel that is not designed to be attached to the side of a vehicle, but instead underneath or in front? An example would be a powered wheel for a unicycle or motorcycle. What I have in mind is something like the stock landing gear with a drive motor built in. Thanks, DB