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  1. Module Manager is a pretty useful mod for practically managing mods, basically, in sarbian's words: "is mod that let you write patch file that edit other part at load time. With is you can edit squad (and other mod) part without overwriting their file." Now, again, this will mostly be for Windows. Step 1: Go to this link, and scroll down slowly to where it will say "Downloads:" And it should look like this. Link: Step 2: Find your KSP version, the latest version is pretty much 1.10, and I have that version. So I would go underneath it and click on either the zip, or dll. I do not
  2. =========================== REMODELED TECH TREE v.0.1.6 =========================== This is a customized Tech Tree designed to remodel the Stock and Community Tech Tree for a more challenging Science game while logically grouping related items into similar Nodes. Some Node titles and the tree structure were changed to reflect areas I felt were deficient or used poorly. Forty-three Mods are currently supported. SpaceDock Link To install, place the GameData folder inside your Kerbal Space Program folder. If asked to overwrite files, do so. Note this Mod does NOT replace any
  3. The associated issue is located at https://github.com/sarbian/ModuleManager/issues/157 Overview Strings must be now explicitly stated either by single or double quotation marks, otherwise, they will be treated as variables, which might cause errors. To create a new key, you must place '+' or '$' before the setter All other existing syntax will be preserved Functions - getVar(variable) get a variable, starting here - getVarRoot(variable) - get a variable by the name, starting from root or key correspondingly. The first parameter is optional and is used to track t
  4. This mod is a Module Manager config which add Tweakscale support to every modded part that doesn't have Tweakscale configs yet. Requires: Tweakscale and Module Manager: Downloads: : Supported Spacedock Github Suggestions and Feedback are appreciated. Enjoy!!! Changelog License: MIT Credit goes to :@Lisias too for giving me some inspiration and help!! This would not be possible without him!! Thanks a lot Lisias!! Note: All Tweak works fine with the new Breaking Ground DLC (Robotics).
  5. Collection of exampels for module manager "Why do I have to perform some experiments multiple times at the same location to max out my sciencegain?" When I asked me this question the Xth time, I started looking arround for a solution, and I found it: module manager. This neat little "plugin" allows you to write custom patches to change the behaviour of parts and some mechanics of KSP. With the help of the official Handbook I figured out a way to achieve my goal: Now, even this is a verry simple patch, it took me quite a while and some help from the community to fig
  6. Download on SpaceDock or Github or Curseforge. Also available on CKAN. Stack Inline Light Patches (SILP) by @zer0Kerbal Adds Stack Inline Lights to parts all with full color and brightness setup and in any sizes! Adds SIL to the following mods: SimpleCargo by Axial Aerospace Most stock (round) docking ports PicoPorts Shield Pico Ports KerbodynePlus Making History Cabin notes by @zer0Kerbal: Please, leave your comments and suggestions. It is very important to me. You can tweak values by editing
  7. As the title suggests I tried installing Modular Kolonization Systems and Life Support by Umbra Space Industries yesterday, but for some reason some parts didn't show up in the VAB but they were there when I looked in the folder. So I tried uninstalling mods and reinstalling them to see which one was the culprit and apparently it was ReStock and Restock+. I don't know what causes this problem maybe a patch from Module Manager I don't know. If anyone has any input or any ideas so I can have all of these mods work together please let me know.
  8. I want to write some Module Manager patch files for a 1.7.3 install that includes both Kopernicus, Bluedog Design Bureau, and Unkerballed Start. This install has well over 20k+ Module Manager patches applied - trying to read the individual config files for a part and individual part patches is proving to be a real headache. I'm wondering if there is a way to view / export what the part's config file looks like AFTER all of the MM patches have been applied. I want to be able to select a part, see what MODULES have been added / applied, then write my own config to do the final tweaking.
  9. Almost Free Launch Clamps (AFLC) Recently, I have heard a few people grumbling about how launch clamps add to your total mass and cost of your vessel in the VAB, sometimes resulting in not having enough funds, or being overweight. "Their mass ony equals 0.1, so how can it make you overwieght?" I've seent it! Dont question me. After discussing with many experts, colleagues and kerbals, we have come to the conclusion that launch clamps should be free and not count toward your total mass or launch costs. Some mass is required to avoid physics issues and game crashes, so a mass of 0.1 has been
  10. Want to have MechJeb embedded in your ships? Don't like the MechJeb parts? Then I present to you MechJeb Embedded Universal, Now With Career mode support! It has two modes: "Career mode" if you want career mode support, you'll have to go to R&D to unlock modules. "It's Free!" if you want not to go to the R&D to unlock modules, they'll be enabled from the start. This version uses ModuleManager (included 4.0.2) to provide functionality. It does not change your files, it justs appends the MechJeb core at the time of execution. This does not add MechJeb functiona
  11. Moderators: Sorry if this is in the wrong place! Please move it to the right subforum or merge it with the Module Manager thread if necessary. Anyway, I've been having this issue with the 2.5m monoprop tank since 1.4 arrived: I figure it's possible to fix it using a Module Manager patch, but I have no idea how to write MM patches. I feel like this small issue is a good way to learn how to write them, so how exactly would I do it? (By the way, in the image above, I believe the tank is using the new texture on the old model, if that helps.) Thanks in advance
  12. TANKS, BUT NO TANKS Download: Spacedock No clutter! Clean out your parts list in the editor so you can find the parts you want! A Module Manager config to hide stock tanks when you have other options available. In flight craft should not be affected. Does not prevent textures from loading, so other parts that rely on the textures will not be affected. Removes 1.25m, 2.5m, 3.75m LF/O tanks and inline monopropellant tanks. Does not affect radial, spaceplane, or other "fancy" tanks.
  13. Procedural Start This is a simple set of MM configs that make all the parts and sizes from Procedural Parts available from the start of game. Kinda cheaty, but fun! (If you use this, your secret is safe with me! ) Requires: Procedural Parts (obviously) Module Manager DOWNLOAD To Install: Once you install the required dependencies, just drop the ProceduralStart folder anywhere inside of your GameData folder. License: Open Domain
  14. So I'm trying to use Module Manager to suppress smoke exhaust effects from engines in atmosphere, as well as surface jet blast. Both of those grind my system to a near halt while flying in atmosphere. Here's what I've cobbled together, but I'm not a code guru so I have no idea if the syntax is right. Can some of you guys check me here and/or offer ways to do this better? Basically I don't want big puffy clouds of smoke behind my jet/prop/rotor/fan engines in the atmosphere, and I absolutely don't want downwash kicking up dust from the surface - both of which are major performance killers f
  15. This is an fairly simple issue, labs can only store 500 science, with high level scientists they will fill up the 500 in less than an month. To reduce number of interupts during long interplanetary missions I thought to increase the science storage to 2000, this would let the lab run longer. However I have no idea how to work with module manager, even if this should be an very simple script. Any guides or tips or samples?
  16. Sorry to be bombarding this forum with questions, but I've got another one. This one is pretty straightforward, but I can't for the life of me figure it out. How do you patch an MM value with an exponent? e.g. If I want to multiply a value, I write: @value *= (a number) But how do I do that for an exponential value? Basically, I'm still trying to write a config that scales all parts up by a factor of 2. So, rescaleFactor = 2, but that means values like mass, volume and resource amounts need to be scaled up by a factor of 3. I'm not sure how to tell M
  17. Stock Part Fixes For a long time I wasn't happy with attributes of some parts that nearly prohibite us to use them. So I compiled some inconsitencies and created some Module Manager scripts to change the data. Here is the "Suggestion topic" This is not really a mod, but a script which will need Module Manager, which you can find here Download the mod (ZIP) This zip contains 3 files Consistency fixes : it'll fix many mass and few temperatures inconsitencies. It also add 50RCS to the inline docking port and extend the interaction range of Goo experiment and Lab Jr.
  18. I'm trying to make a Juno engine's contrail look like that of a Kickback SRB. Here's what I've got so far - //This is a cosmetic patch. It does nothing but change how the game looks. In this case, it adds a ridiculous afterburner effect to the Juno jet engine. Hilarious. @PART[miniJet] { EFFECTS { running_thrust { PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0
  19. I would like to know how I should make a MM patch to make some Non RO parts tagged as RO. I tried with this method but It didn't work. The mod (at the moment , I'll do more RO patches in future for other mods) is NEBULA DECALS. Thank you for your help!
  20. I feel like this could be done with a simple patch but I really don't know how to use MM. Is there anybody who can enlight me about this ? Thanks in advance
  21. Hi guys, I've not played KSP for a while and i'm starting again with what mods i use. One thing i've noticed adding a bunch of mods at once is that the module manager .dll is duplicated a lot. Should i let these duplicate with (1),(2),etc or overwrite? I'm assuming duplicate as I overwrote them last night and some mods didn't activate in game. Bonus question: Why do some modders leave the 'game data' folder in the zip file when you have to move the mod into your own game data folder?
  22. Here are the following mods that installed correctly: -DMP -Hyperedit -Module Manager The others, Mech Jeb, and Kramax Autopilot didn't. I see absolutely no resemblance of them even being installed. Below is a "TREE" of my KSP folder if you need it
  23. I am writing a module config, which replaces the stock Ablator resource with a more realistic one. I got it to replace the resource with the new one, but the new one does not ablate upon reentry. Can anyone tell me what code I'm missing? Link:Realistic Heat Managment Edit: @TheRagingIrishman, thanks for explaining the problem. @Benjamin Kerman, the current numbers are just placeholders for later.
  24. I've made plenty of stable and meta-stable rockets with stock fuel flow in my time, but while attempting a fully reusable career play-through I decided that this particular mechanic had to go. I'm aware of the workarounds using fuel pumps, tank locking, and even the TankLock mod being maintained by the illustrious linuxgurugamer: However, what I would really like is for rocket engines to just behave like jet engines, having the "resourceFlowMode = STAGE_STACK_FLOW_BALANCE" property which causes fuel to drain evenly from all of the tanks in the current stage. To that end I made a Modu
  25. Hi I'm trying to write the config for the planet through Мodule Manager , I wanted to change the name and description of the planet (only from mods!), but my experiments did not help, I need guides on patching PLANETS I found, I can tell you what has to be done in the config. Thansk.
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