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Everything posted by dunebugmi

  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
  16. Could you please read my post to SoySauce and try that? Also please post a screenshot if possible. In order for this thing to work you need: the main mass driver (not the network node), a payload that is loose (a separate and independent vessel), and a payload that is inside the barrel of the mass driver. Are you absolutely certain your payload was detached/independent? To check : try using a payload like a hex or octo remote command module, with a gyro and a battery attached, and see if you can roll the thing around with the gyro.
  17. I'm confused about the relationship between density and difficulty of extracting metal. Are you saying that KSP ore is so light that impossibly large containers would be needed to store a sufficient amount to make a ton of metal ore?
  18. Start from scratch: go to the VAB and build your mass driver again, this time do not angle it. At the bottom node of the mass driver attach a stack decoupler, and to that attach a simple payload like the command module. Launch it, detach the payload and then arm the mass driver. It should work. If it does, then you can start adjusting how far away from the mass driver entry point you put your payload (the mass driver will not arm if the payload is not inside it). If you're interested in firing at an angle, try using Allista's hangar mod (use a hangar that fits inside the mass driver). Edit: Also the mass driver module you have highlighted in your screenshot is the network node. You need to have a command node in addition to the network node. right click on the command node and look for "arm" etc.
  19. I was working on a module manager cfg for this last night and I think I had it working. I used the stock ISRU to convert ore into rocketparts, and then built and launched a rocket using those rocket parts. My goal is to eliminate the 40 or 50 EL parts used for storage and smelting. They're all unnecessary if you can get it to use the stock ore. I can post the MM cfg lines I used if you're still interested. Taniwha describes here why metal ore was used instead of ore, but using ore worked ok for me last night. It was from the launch pad at KSC, so maybe ore concentration is much lower everywhere else? I must be missing a piece of the puzzle.
  20. In KSP 0.9, before drag and heated re-entry, I could launch small projectiles at more than 10000 m/s. KSP has changed since then, and maybe the mod too. Why do you ask?
  21. I highly recommend the Hangar mod for positioning or repositioning payloads. It is helpful in orbit to dock, capture, and reposition a payload, and it is helpful in the surface to fire at an angle (the hangar acts as the barrel of a cannon, preventing the payload from tipping or falling out). Here are some screenshots of how I use it: One other thing: I often use module manager to add a crude command module to the main mass driver unit. There isn't a pretty or convenient place to put a command module and it makes sense to me that the main unit would have this function built in.
  22. I see a lot of cool KSP-in-action videos posted in these forums. Could someone give me some pointers on how to make a video like that? I'm specifically interested in recording my attempt at one of the KSP challenges. Thanks!
  23. Since this thing needs to be elevated in order to get the payload underneath*, I'd like to hear about your (you the community) elevation methods. Back in the day I used a rescaled (8x maybe?) version of SQUAD's largest landing leg and it looked reasonable. It is pretty easy to make a new rescaled landing leg using module manager- if anyone is interested I'll post the text needed or maybe a cfg file. I wanted more height than that, though, and eventually found an old KSP 0.9 landing leg made by Adie123 and Sceppie. I got it to work in 1.05, but it isn't working now. I put a post in the mod-discussion forum about that if anyone is interested. *(unless you're using the Hangar mod or Extraplanetary Launchpads)
  24. This isn't working on KSP 1.2 and I'd like to get some help updating the cfg file. I wrote a post over in the mod-discussion forum if anyone here is interested or can help. Thanks
  25. I'd like some help with KSP 1.2's cfg files. Specifically, I'm trying to update Adie123 & Sceppie's KSP 0.9 Escepadie suspension leg (on my own system, not for public redistribution). I'd like to rewrite the 0.9 cfg to be up to date for 1.2, by taking the 0.9 animation name and collider name and putting it into the right place in a KSP 1.2 file. However, I'm not familiar with the KSP 1.2 wheel modules, so I don't know where to substitute. Please help if you can. Thanks! Also, does anyone know how to get in touch with Adie123 or Sceppie? I'd like to ask them if they're interested in handing off the mod. The original 0.9 cfg file looked like this: MODULE{ name = ModuleLandingLeg animationName = ImprovedAnim wheelColliderName = wheelCollider suspensionTransformName = Bottom Cylinder orientFootToGround = true landingFootName = Foot Pad // Axis is aligned forward instead of up alignFootUp = false suspensionUpperLimit = 2.5 impactTolerance = 10000 suspensionSpring = 4 suspensionDamper = 0.5}MODULE{ name = ModuleLandingLeg animationName = ImprovedAnim wheelColliderName = wheelCollider2 suspensionTransformName = Middle Cylinder suspensionUpperLimit = 1 impactTolerance = 10000 suspensionSpring = 6 suspensionDamper = 0.5} Ive tried to compare it to a SQUAD KSP 1.2 landing leg that looks like this (below) but I don't recognize the new wheel modules and am not sure where to put the 0.9 animation and collider names in, or if it is even possible: MODULE { name = ModuleWheelBase wheelColliderTransformName = wheelCollider wheelType = LEG // setting this to true will override the radius and center parameters FitWheelColliderToMesh = False radius = 0.12 center = 0,0,0 mass = 0.040 autoFrictionAvailable = False clipObject = piston_collider TooltipTitle = Landing Leg TooltipPrimaryField = groundHeightOffset = 1.37 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = piston suspensionColliderName = piston_collider suspensionDistance = 0.95 suspensionOffset = -0.95 targetPosition = 1.0 springRatio = 6 damperRatio = 1.0 boostRatio = 0.6 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = leg animationStateName = newlandingleg deployedPosition = 1 deployTargetTransformName = deployTgt retractTransformName = piston TsubSys = 0.83 extendDurationFactor = 0.5 retractDuractionFactor = 0.3 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = ModuleWheelLock maxTorque = 500 } MODULE { name = ModuleWheelBogey baseModuleIndex = 0 bogeyTransformName = foot deployModuleIndex = 2 maxPitch = 160 minPitch = -160 restPitch = 0 pitchResponse = 100 bogeyAxis = 1, 0, 0 bogeyUpAxis = 0, 0, -1 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 99999999 impactTolerance = 600 deflectionMagnitude = 1 deflectionSharpness = 2.0 slipMagnitude = 0 slipSharpness = 2.0 explodeMultiplier = 1.0 }
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