Jump to content

Search the Community

Showing results for tags 'modulemanager'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Dev Diaries
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





  1. 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 =
  2. 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 je
  3. 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... // T
  4. 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 !
  5. 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
  6. Download on SpaceDock or Github or Curseforge. Also available on CKAN. 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 al
  7. Same as title. I've gotten 11000 patches when I got 60 mods. Also, 1 problem that I plan i fixing.
  8. 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 connect
  9. 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.
  10. 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
  11. 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!
  12. 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?
  13. 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 mo
  14. 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[Module
  15. 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:
  16. 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 (
  17. When Loading KSP, latest version of ModuleManager 3.0.0 gives me an error when loading? (nothing else seems to happen yet) and it points out to this file: \GameData\InterstellarFuelSwitch\PatchManager\CDT7Setups.cfg Anyone else having the same error? What should this mean? This is what it is inside that file: I think that It is calling for this InterstellarFuelSwitch/PatchManager/PluginData/CDT7Setups.cfg But there is no such file in that folder. There are only two files there. I redoanloaded IFS but it is the same.
  18. Hello, I'm having a problem since I added a few Add-on to KSP. The game crashs while I'm building ships in the VAB or click Open At loading Module manager found 2 errors : GameData/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/CDT7Setups.cfg GameData/WarpPlugin/Patches/RemoteTechFix.cfg I tried to reinstall the Adds-on without result, and can't find an answer in the forum or anywhere... https://www.dropbox.com/s/iq9gd0hdewru6v1/output_log.txt?dl=0 Can someone tell me what to do please ?
  19. Using ModuleManager, I want to edit the tech tree or all the parts (including modded parts) to make everything be unlocked from the start of a career playthrough. This is to make a contract-focused mode that is basically the opposite of science mode
  20. I'm re-installing mods for my KSP 1.2.2 install. I've got everything I need, but when I try to load the game, it crashes when the loading screen says MODULEMANAGER:FINAL and that's the end of it. I've got the logs, attached to this post. If anybody here can help me I will forever be in your debt.
  21. Since 1.2 is about to start and I'm playing the pre for some time now I made some patches to enhance my gameplay a bit. This is mostly personal prefered stuff but in case someone likes it I thought I'll post it here so people can use it if they so desire. It's in AddonDevelopment because it's not a real mod or something I'd want to release and maintain, for now. Maybe later. It's just some patches with functionallity I don't want to miss. 1. ISRU and MiniISRU enhanced with the ability to convert Lf+Ox into EC. The rate stays roughly the same (900EC per 1L
  22. I'm trying to create a sound mod for KSP, aptly named JetSounds, which replaces stock jet engine sounds with that of some real-life counterparts. In addition, I'm trying learn the ropes of creating a proper ModuleManager patch while I'm at it. I've created custom soundfiles for my mod in Audacity, exported them as .wav files, and placed them into my JetSounds folder in GameData. The folder arrangement looks like this: GameData/JetSounds/Sounds/(soundfiles). Afterwards, I threw together a quick ModuleManager patch to integrate these soundfiles ingame. So far, I've only worked on the J
  23. Hello all! I've been working on this project off and on for quite some time now. (tl;dr, magically rescale parts, follow instructions at bottom of post to install.) Backstory! I like to play on rescaled systems, 6.4x to be exact. But, this brings with it challenges as anyone who has tried it knows. Launch and Reentry are particularly trying. Several solutions exist for this problem, the two main ones that leap to mind are Realism Overhaul and SMURFF, both fantastic works that put mine to shame as far as sophistication goes. Realism Overhaul brings out the big guns as far as
  24. So, what's the record for MM patches? Today I got 15,350(!), but I'm sure that some people have had more.
  25. I have been trying to add Mechjeb module to some computerized parts such as SAS modules and probe cores, but I cannot get it working. I would be most grateful for advice from more experienced community members. Here is the code I am using (unsuccessfully): @PART[probeStackSmall],!MODULE[MechJebCore]]:Final { @MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl }
  • Create New...