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  1. IMPORTANT: PAGE UNDER CONSTRUCTION, NOT FINAL Before I begin: 1. This is my own idea, it is in no way official, nor affiliated with any developer of ModuleManager. 2. I thought it would be helpful. 3. No one told me not to. 4. This is for you, @Ooglak Kerman. And all the others who wished to manage their modules, but could not. So, I figured that many KSP players who use a lot of mods may not exactly have the mods just the way the want. Or maybe a budding modder wants to learn some stuff about CFG files. Part 1: What is Module Manager? ModuleManager is a mod created by @ialdabaoth and currently maintained by @sarbian. A large portion of KSP's data are stored in text files with the .cfg extension. This includes resource definitions, part functionality, science flavor text and gains, and much, much, more. Sometimes, a mod may need to change this existing data as well as adding it's own. That is where Module Manager comes in to help. With ModuleManager, the text in CFG files can change what is actually loaded into the game from what is in the other files. For example, Snacks, a life-support mods, adds some life support supplies to all crewed pods using ModuleManager. THIS GUIDE WILL NOT TELL YOU HOW TO INSTALL MODULE MANAGER. Part 2: The Node Structure The CFG files are set up into a hierarchy of nodes. These nodes contain fields, where data is, and other nodes. Let's take a look at the definition of the Liquid Fuel resource. At the top, in caps, we see "RESOURCE_DEFINITION". This is the type of node. As it does not exist within another node, we call it a top-level node. Within it, are some other nodes and fields. First, is the "name" field. This is not what is displayed, it is an internal name. It is very important, however, for selecting that node for later editing. It also has some other functions for things like functionality. You may notice, that in the displayName and abbreviation fields, there is some #autoLOC_<numbers>. This uses the localization system, displaying a different value based on what language is selected for the game. This will be later discussed further. So, we have those fields, but we also have the "RESOURCE_DRAIN_DEFINITION" node, with its own fields inside. There could be other nodes inside that, and you can go on forever. Part 3: Selecting a Node for Editing At the top of the previous example, we saw the line "RESOURCE_DEFINITION". In front of that, we could have put a few thing, and behind it, we could have put a lot more things. If, at the front, we had an "@" character, we could select a RESOURCE_DEFINITION for editing. if we had a "+" character, it would make a copy and let us edit that. the "!" and "-" characters delete the selected node, but you still have to specify a little something. More detail on this later. Finally, the "%" character edits something if it already exists, and if not, creates it. At the back, we could have put some square brackets. Inside those brackets, we could select a name of the specific node to edit, as there are lots of nodes of the same type. The name is the same as the "name" field specified in the initial creation of the node. You can put the "*" character inside the name, and it will represent any number of any characters. So, "abc*" would select "abc1", "abc2", "abcde", but not "ab3". Additionally, the "?" character can be any one random character. If you want to select every part, you can put just the "*" character into the square brackets. After the square brackets, we can put a comma and then a number, or some other selectors. The numbers indicate which node to edit, if the node they are in have multiple with the same name. The selectors are: HAS, NEEDS, FOR, BEFORE, AFTER, FIRST, and FINAL. They will be discussed in more detail later. After each of these words, there is some stuff in square brackets, and then a colon between everything. Here's an example, from the Blueshift thread: Let's look at each line. First, it edits the parts with a specific set of nodes. Curly braces indicate that we are going a level in. Then, we edit a module node with the name "WBIWarpEngine". Again, curly braces. Finally, we edit the warpSpeedSkillMultiplier field to be 0.6. Remember to make sure that each opening curly brace is paired with a closed curly brace. This is one of the most common mistakes! Part 4: Selecting Fields Fields also need to have the selection character at the front, and can have the other selectors or numbers applied to them. Oh, and the number can be the star symbol to select all of them. If there is no number, the first one is used. These go before the new value, like this: @WhatEverThisIs, 3:NEEDS[xyz] = abc Part 5: Other Selectors There are a few things you can put after each selected node or field: 1. HAS HAS will only make the patch apply to parts with some condition. After the word goes a set of square brackets. Inside, you can put: <character><node/fieldType>[<name>]. The character can be @, # or !. If the character is @, then the patch will only run on parts with that node. If the character is !, then the patch will only run on parts without that node. The # character will be covered later, when we get to variables. The node type should be self-explanatory. is it a PART? MODULE? RESOURCE? The name is just the same as the name field when selecting a part. 2. FOR This one's simple, a mod name goes in the box. This lets Module Manager know that the patch is for that mod. 3. NEEDS For this selector, inside the box goes the name of a mod. The patch will only run if that mod is installed. The ! character can be used to make the patch only run if the mod is not installed, and the | character acts like a logical OR gate, so either of two mods can be installed and the patch will run. To determine whether a mod exists: A. if there is a patch, that runs at all, with the FOR selector carrying a name that is the same as what is in the NEEDS box B. Or, if there is a folder in GameData with the name you are looking for. 4-5. BEFORE and AFTER Mod names go in the box. These make the patch run before or after patches with FOR selectors of the mod name. Useful to avoid pouring the drink before getting out a cup, so to speak. 6-7. FIRST and FINAL Simply put, these just make the patches run before or after everything else. No square brackets needed. COMMUNITY UPDATING As it seems others have begun to add things to this, I will quote them here in the OP. Thanks, everyone!
  2. They show 100% reliability in the TF UI, even tho I set them to be 1%. Asking for a friend. The stock 0.625m shield is used for testing. Requires the latest TestFlight version to work. https://www.dropbox.com/s/kqa57c9zslmdius/Generic_Heatshield.cfg?dl=0
  3. Hello! I'm Watermel00n and I have been working on this tech tree mod for about 4 months now. PRERELEASE Needs Module Manager GOALS: 1. Have a more customizable tech tree. This includes adding more nodes. 2. Having a unkerballed start and planes before space tech tree. 3. Adding new fuels, adding new depth to the game 4. QOL patches 5. Making monopropellant more used. Compatibility Dependencies will be added! MOTTO: "This makes sense"
  4. I've played KSP for a year or two now and have really enjoyed all the mods created for it, so I want to get started creating my own. Clearly the simplest type of mod is a simple MM patch, but I'm not sure where to look for a general guide for programming them. I have been looking at mods I currently have installed to find examples, but there are a few things I couldn't find an example of, specifically: How to remove a stock part with a patch The Difference between "@PART" (and etc.) and "@Squad" (or other mod name)
  5. Hi, Im trying to install V1.0 Real Solar System with Kopernicus and ModuleManager. Below is the screenshot of my GameData but when I start KSP and I go to the solar system I can see the names and textures are the original Thank you
  6. Where the nonsense never ends! Nice Kerbin Rings Self explanatory. Dependencies: Kopernicus and ModuleManager DOWNLOAD: Spacedock EZtree Planes and Probes first! Dependencies: ModuleManager DOWNLOAD: Spacedock L00NTools IMPORTANT DEPENDENCY! Dependencies: None DOWNLOAD: Spacedock Watermel00n's Part Tweaks (WIP) Changes: (note that these are MM patches) Size 1-2 adapter Size 1.5-3 adapter Size 2-4 adapter Short Mk2-Size 2 adapter 2 sizes of structural fueslage A stubby nose cone. Adapters now store fuel! A 0.625 m juno that's stretched (reconfig) Monopropellant fuel cells and small fuel cells in each pod. Radial Junos! Struts are longer and stronger QBE has small reaction wheels Multi-point connector has reduced weight to 0.25 tons New Juno reconfig that has performance between Wheesley and Panther Ants can be unlocked with Basic Science Pulsejet juno reconfig. Nuclear engines now produce EC at all times. Dependencies: ModuleManager DOWNLOAD: Spacedock
  7. KSP: 1.12.3.3173 Windows 64bit Problem: Module Manager mod, alone, causes KSP to no longer load any of the stock docking parts. Mods Installed: Mods are managed through CKAN (1.30.4) Module Manager (ModuleManager 4.2.1) [x] Science! Continued (xScienceContinued 6.0.0.9) Astronomer's Visual Pack (AstronomersVisualPack 3:v4.11) Astronomer's Visual Pack-8k Textures (AVP-8kTextures v1.12) Breaking Ground (BreakingGround-DLC 1.7.1) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.17) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.6.1) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0) Making History (MakingHistory-DLC 1.12.1) scatterer (Scatterer 3:v0.0829) Scatterer Default Config (Scatterer-config 3:v0.0829) Scatterer Sunflare (Scatterer-sunflare 3:v0.0829) SpaceTux Library (SpaceTuxLibrary 0.0.8.4) Toolbar Controller (ToolbarController 1:0.1.9.6) Trajectories (Trajectories v2.4.3) Waterfall Core (Waterfall 0.8.1) Zero MiniAVC (ZeroMiniAVC 1:1.1.2.4) Reproduction Steps: Install Module Manager, with or without any other mods that use it, open KSP, start or resume a game. Loading VHA/VBA, there won't be docking parts in the coupling menu. In science and career modes, the tech tree won't docking parts listed either. Log: Link to player log and output log. Things I've tried so far: Clean install of KSP Cleared cache of mod files and plugins Load mods that DON'T require Module Manager (Engineer Redux, EVE, etc., and they work fine) Looked at Module Manager config files in Notepad, can't see anything obviously wrong/edits to these parts Any help would be super appreciated!
  8. Normally I think that Module Manager when saved caches load faster than alot compare to creating caches. But idk why but it just so slow with saved caches. That doesnt even make sense!!! :|
  9. Download on Curseforge or Github or SpaceDock. Also available on CKAN. KGEx Brings you: ISRU Thanks But No Tanks (QBTT) Module Manager config patch to allow mining and converting Ore without storage tanks by adding a small amount of Ore storage to all ISRUs. Available on CKAN as ISRUThanksButNoTanks. Supports ISRUs in Stockalike Mining Extension by @SuicidalInsanity. CKAN: StockalikeMiningExtension Adopted by @zer0Kerbal, originally by @QuickBASIC Cabin notes: WIP - work in progress Am open to adding more features, great project for someone! I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. Discussions: See Discussions or KSP Forums for discussions and news on this mod Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager Recommends Kerbal Change Log Stockalike Mining Extension Suggests SimpleConstructon! (SCON!) SimpleLogistics! (SLOG!) Not So SimpleConstructon! (NSSC) Keridian Dynamics Vessel Assembly (KDVA) The Gold Standard! (GOLD) Stork Delivery System (SDS) Komplexity (KPLX) KaboOom! (BOOM) another way to not go to space today Solar Science (SOLS) Stock Inline Lights (SIL) Mini Sample Return Capsule (MSRC) Pteron (MSRV) Solar Science (SOLS) Jack-O-Lantern (JACK) MoarKerbals(MOAR) On Demand Fuel Cells (ODFC) Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods) (TCP) More Hitchhikers) (MHH) Biomatic (BIO) B9 Stock Switches (B9S Oh Scrap!: ScrapYard: DaMichel's AeroRadial (DAR) DaMichel's CargoBays (DCB) DaMichel's Fuselage (DMF) DaMichel's Spherical Tanks (DST) Simple Cargo Solutions (SCS) KerGuise Experimental Engineering (KGEx) Kerbal Changelog Community Resource Pack Supports Kerbal Change Log Stockalike Mining Extension Conflicts none known Replaces none Tags addon, resources *red box below is a link to forum post on how to get support* Credits Legal Mumbo Jumbo (License) Current Forum: Thread Source: GitHub License: Original Thread: none Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.0.0.0 original: 11 Aug 2018 0K updated: 06 Sep 2021 zed'K
  10. Hey all, I've written a Module Manager patch that adds ModuleScienceContainer (i.e the Science Box) to KOS Processor parts. @PART[*]:HAS[@MODULE[kOSProcessor],!MODULE[KerbalEVA]]:final { %MODULE[ModuleScienceContainer] { //name = ModuleScienceContainer reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments evaOnlyStorage = False // i.e. can nearby regular vessels also do this, or EVA only capacity = 500 storageRange = 1.3 canBeTransferredToInVessel = True canTransferInVessel = True showStatus = True +description ^= :^.*$: Adds a Science Container. } } however the line capacity = 500 means that it can hold 500 experiment results. i would like it to hold a percentage of the KOS diskspace (eg. if the KOS diskspace is 5000, the experiment space is 500Mits) also how can i make it so this information shows up in the VAB/SPH right click part info panel
  11. Please see new thread here: I am very new to modding, this is my first ever KSP "mod" of sorts. All it is supposed to do is change four lines of code, but I went further and made the LF/Air-powered robotic rotors available earlier in the stock tech tree. I even have an MIT license bundled with it, even though it's copied from another tiny modlet. Basically, I made a biplane using the small Breaking Ground turboshaft, and it ran out of gas before it could fly a km away from the space center, and then I realized that it used fuel 6.25 times AFP (At Full Power) faster than the small jet engine AFP, implying turbojets are better than turboprops at low speed, which is just wrong from an engineering standpoint. Turboprops typically average about half of the specific fuel consumption as turbojets, according to a chart from MIT (and my Aerospace Engineering degree). It's not because of how fast it spins or anything either because this engine is kinda meh even for turboprop standards AFP (though for early career purposes is still quite useful). [source: https://web.mit.edu/16.unified/www/FALL/thermodynamics/notes/fig3BPRTrends_web.jpg] [source: https://medium.com/war-is-boring/stop-disrespecting-the-turboprop-c00acd3fff3a] So then I set out on my quest to make my very first MM patch. https://spacedock.info/mod/2725/Breaking Ground Propeller Rebalance source: https://github.com/Autolyzed-Yeast-Extract/KSPStockPropRebal
  12. Hi I'm trying to concatenate a string with the value of a variable with MM, but noting seems to works and I find nothing on Internet. I need your help Here an example of what I'm trying : // First try : @PART[*]:HAS[#category[FuelTank],@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer]]:LAST[MyModExample] { @description ^= :$:<br><color="green">It's an example with LiquidFuel #$/RESOURCE[LiquidFuel]/maxAmount$</color>: } It doesn't work. MM just don't evaluate the #$/RESOURCE[LiquidFuel]/maxAmount$ and just put it as normal text... // This one change nothing, same result @PART[*]:HAS[#category[FuelTank],@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer]]:LAST[MyModExample] { @description ^= :$:<br><color="green">It's an example with LiquidFuel : @description ^= :$:#$/RESOURCE[LiquidFuel]/maxAmount$: @description ^= :$:</color>: } // This one change nothing, same result too... @PART[*]:HAS[#category[FuelTank],@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer]]:LAST[MyModExample] { var = #$/RESOURCE[LiquidFuel]/maxAmount$ @description ^= :$:<br><color="green">It's an example with LiquidFuel : @description ^= :$:#$var$: @description ^= :$:</color>: } // This one doesn't work, throw an error... @PART[*]:HAS[#category[FuelTank],@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer]]:LAST[MyModExample] { @description ^= :$:<br><color="green">It's an example with LiquidFuel : @description += #$/RESOURCE[LiquidFuel]/maxAmount$ @description ^= :$:</color>: } Anyone know how to concatenate a string with a value ? So much thanks in advance
  13. Hi everybody Nothing critical here, don't worry ! I just found the "solution" and I want to share it to people that don't know it like me before. I just lost two hours to try to find why module manager was in error while I haven't changed anything... I finally find that on the forum... Source So for all of you that don't know this joke, I hope you will pass to check the forum before loosing two hours of your day like me The joke work well, good joke indeed Have a good day !
  14. Good day. Tell me what symbols are used for CFG editing. For example, I know that the symbol - @ - changes the meaning character -! - turns off, but I'm not sure since I haven't used it. What other symbols are used, where can I find information on this? I think I found what I was looking for in the section - https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax
  15. B9 Stock Patches (B9P) Created by @zer0Kerbal email with continued support from the community. This mod uses Module Manager patches to add an assortment of B9fuelswitch tank types to stock and DLC fuel tanks. Do not bother @Blowfish with support requests for this mod. Installing this adds a selection of B9 tank types to most stock tanks Liquid Fuel & Oxidizer Liquid Fuel MonoPropellant Battery Installing KGEx (some need CRP) and/or SimpleConstruction will also add: Support (EC + MP) Xenon Gas Ore Argon Gas H20+Water Oxidizer RocketParts Metal Combination RocketParts + Metal + Ore Cabin notes: Tank sizes are automatically determined by existing parts existing capacity (thank you to @JadeofMaar) Default tank type should not change, if it was MP it still should be MP If Near Future Exploration is installed, will switch (silver) LFO tank to LF and (metal) LFO tank to Oxidizer. If KGEx is installed, several more combination tanktypes will become available. You can tweak values by editing the part.cfg or using but beware, these are complicated and advanced multi-pass patches. Have a request? Glad to have them, kindly submit through GitHub. Full Changelog: See ChangeLog for full details of mod changes Known Issues: See Known Issuues for any known issues Installation Directions: Use Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager [^1] B9PartSwitcher Recomends KGex adds more tanks types Community Resource Pack Suggests (other fun mods by zed'K): On Demand Fuel Cells {ODFC)} Field Training Lab (FTL) Field Training Facility (FTF) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods Repressurized)(TCP) Stork Delivery System (SDS) Biomatic Oh Scrap!: ScrapYard: DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Stork Delivery System (SDS) SimpleLogistics! SimpleConstructon! Not So SimpleConstructon! TweakScale Supports Kerbal Change Log SimpleConstructon! Near Future Exploration Near Future Construction Conflicts none known red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Original Author: @zer0Kerbal Thread Download Source: GitHub License: v1.0.0.0 original: 11 Aug 2018 0K updated: 26 Mar 2020 zed'K [^1]: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date
  16. Same as title. I've gotten 11000 patches when I got 60 mods. Also, 1 problem that I plan i fixing.
  17. Hello KSPForums! I would like to request a mod that uses the modulemanager to increase the force needed to cause a part to disconnect from another part (via breaking) by a factor of 10, or 100, or 1000. I love to build spacecraft, but after even the slightest sheer forces cause my spacecraft to come apart like a stack of oreos, I feel like I need to modify something. So, my request for this 'mod': It should be a modulemanager file There should be 3 versions (x10, x100, and x1000) so a user could choose their breaking-force modifier The mod should effect ALL connection methods (radial or node) I would do it myself, but I have no idea how these mods work. Thanks in advance, and I am looking forward to seeing what y'all can come up with!
  18. Hello, I'm looking for someone to help me make patch to stock surface scanner ( I want to make it able to show abundance of ModularKolonizationSystem resources on asteroids ) In spoiler down there you can see my try to make it but it is not working.
  19. Malah's Stock configs are configuration for Module Manager to keep a savegame without plugin's parts You can download all of my mods on SpaceDock, on GitHub or some on KerbalCurseForge. All my mods can be installed with CKAN and are KSP-AVC compatible. Released: [1.1.X] StockSCANsat [v1.02 - 2016.04.22]: SCANsat with only stock parts [1.1.X] StockRT [v1.33 - 2016.07.21]: RemoteTech with only stock parts [1.1.X] StockPlugins [v1.22 - 2017.01.14]: No new parts from DeadlyReentry, Graphotron, KerbalEngineer, kOS, MechJeb, Protractor and Telemachus [1.1.X] StockNoContracts [v1.03 - 2017.01.14]: Block all Squad's contracts * Currently, I work on these configs, an update will be released soon. Known bugs: If you like these tiny mods you can consider a little donation... StockSCANsat What is it ? StockSCANsat is a ModuleManager config file which adds the possibility to use the SCANsat mod without the additional parts. This config file requires SCANsat v16.X and ModuleManager v2.6.X. This config file support Asteroid Day mod, the Contract Packs: SCANSat and PartUpgrade mod. Download: SpaceDock Github More informations: StockRT Hello, I couldn't imagine playing Kerbal Space Program without RemoteTech, but I didn't want too many parts on my savegame. I decided to release a Stock RemoteTech as I thought it might help you too, feel free to do whatever you want with this, it is easy to use and easy to edit. What is it? StockRT is a ModuleManager config file which adds the possibility to use the RemoteTech mod without the additional parts. This config file requires RemoteTech v1.7.X and ModuleManager v2.6.X and support Unmanned before Manned. Download: SpaceDock Github More informations: StockPlugins What is it ? StockPlugins is several ModuleManager config files which adds the possibility to use a plugin without the additional parts. StockPlugins support DeadlyReentry, Graphotron, KerbalEngineer, KerbalGPS, kOS, MechJeb, Protractor, RocketWatch and Telemachus. You don't need all these plugins for the use of StockPlugins. If you want that it supports an other mod, you can just make a request here This config file requires ModuleManager v2.6.X. Download: SpaceDock Github More informations: StockNoContracts What is it ? StockNoContracts is a ModuleManager config file which disables all stock contracts types. You can easly edit it to enable the contract type that you want to keep. This config file require ModuleManager v2.6.X. Download: SpaceDock Github More informations:
  20. Hi! This is actually my first post... be nice for my sake! So i've been playing KSP for about a year now and have devoted a lot of that time to finding decent mods. I have a relatively powerful iMac (2013-14) so the size of capabilities of the mods don't matter. Right now I only have two installed: TweakScale MechJeb I would like to find a mod that is easy to understand and useful as well. Thanks in advance!
  21. Hi there, I'm writing a new ModuleManager.techtree file, and I'm trying to figure out how the icons in "icon = RDicon_filename" are loaded because that line doesn't always match the filenames of the .png files its referring to. So far I've only figured out how to set the node icon to any of the R&D_node_icon_ files in GameData/Squad/PartList/SimpleIcons/. Is there a way to link to any of the other .png files either in that folder or anywhere else?
  22. Kinda tight on ram... and I dont really use the IVAs all too much..until I can purchase some more...i was wondering if there was some sort of way to remove the iva spaces without going through all the cfg files and removing the internal referencing(thatd be quite the task for me). what about an MM patch? saw a reddit post suggesting a mm patch may be able to, so then i can delete the spaces folder, saving a bit of ram for the meen time. i thought deleting the spaces folders would work by itself. but a quick google showed it wont work like that, and id most likely get game crashing since the mods part cant reference to a iva that wouldn't exist anymore. I've removed as many parts mods as i feel comfortable...and although my 'galactic neighborhood' takes a good portion of my ram..id like to keep it intact as I finally got it stable.(stock plus the entire Galactic Neighborhood I have takes 10-11gb, my current max is 16gb and ksp currently caps at 15gb when finished loading with all my mods excluding the larger ones btw. So I'm thinking the IVAs are the next big resource using item that I dont even use anyways lol. even if it saves 512mb...anything would help at this point...and ive determined texture converting isnt really worth it anymore so thats out the window lol. heres the link to the reddit discussion. any help would be appreciated. more precisly...if a MM patch exists for such a thing...link? otherwise im assuming id have to do this by hand eh?
  23. Hi, I'm trying to reduce part counts (and build simplicity) by using Module Manager to add a little bit of battery, torque and other probe-core features to decouplers so that spent stages with leftover propellant can be switched to and de-orbited (think like Centaur or Falcon 9 second stages). I've got everything working EXCEPT that despite modding in an antenna they insist they're not in the comm network so I can't control them. Any tips on how to make that work. My MM config and a screenshot in game are below. Config file @PART[*]:HAS[@MODULE[ModuleDecouple],@MODULE[ModuleToggleCrossfeed]] { @description ^= :$: Includes HeiselCorp Guidance and Avionics package for control of spent stages. Reaction control not includes. Warrant void if used on a rocket or other aerocraft: @vesselType = Probe MODULE { name = ModuleProbeControlPoint minimumCrew = 1 multiHop = True } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.08 } hasHibernation = True hibernationMultiplier = 0.00125 } RESOURCE { name = ElectricCharge amount = 30 maxAmount = 30 } MODULE { name = ModuleReactionWheel PitchTorque = 1.5 YawTorque = 1.5 RollTorque = 1.5 RESOURCE { name = ElectricCharge rate = 0.15 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } }
  24. Hey, I have an issue with my ksp in which, if i have modulemanger installed solar panels will not deploy. I've tried in the VAB, in space, at the launchpad, it never deploys, i also tried it on a new save and it didnt work. I don't even get the tab that comes up. This isn't a massive issue, however i would like the mod to work without breaking my game as it is required for other mods. I know it is modulemanager because as soon as i delete modulemanager.dll from my game data it works again and i can deploy solar panels. Thank you in advance The other mods i have installed are: BoulderCO EVE (EnvironmentalVisualEnhancements) KerbalEngineer Kopernicus (doesn't work without modulemanager i believe) MechJeb2 scatterer STE(Stock Visual Enhancements) SVT(Stock Visual Terrain) - doesn't work without modulemanager TextureReplacer
  25. Ever wanted your stock parts to be moved to Community Tech Tree nodes, but don't know how to do it yourself? WELL LOOK NO FARTHER! CTTStockRebalance is a simple mod where stock parts are moved to CTT categories, as well as putting parts in different tiers for sensible progression. Dependencies: -Community Tech Tree by Nertea. Link here. -ModuleManager by sarbian. Link here FAQ: Q: I want *insert part here* to be moved to a new node! A: Ask me! I'll see what I can do Q: Will you support mod parts? A: Maybe. Current list of parts changed: Mk1 Lander Can (Enhanced Survivability) Mk1 Crew Cabin (Enhanced Survivability) Kelus Mobility Enhancer (Space Exploration) Mk2 Lander Can (Simple Command Pods) Mk2 Service Bay (Simple Command Pods) Thermal Control System (Medium) (Heat Management Systems) 3.25m Heat Shield (Heat Management Systems) 10m Heat Shield (Advanced Heat Management) Thermal Control System (Large) (Advanced Heat Management) Known bugs: The Kelus Mobility Enhances has the wrong name in the config. Changelog: Download on Spacedock! License: GNU General Public License v3 (This is my first major mod, so let me know what I can do better in terms of my post layout.)
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