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Found 14 results

  1. A single config mod. Converts select OPT parts for use with USI Life Support. Requested by a handful but I'm sure will be welcome by dozens. It's not being offered as a patch to be included in the OPT downloads as USI LS may change drastically, rendering this (as a bundled patch) quickly outdated. Download it from: GitHub sandbox SpaceDock Includes MiniAVC so everyone can be aware of updates. Comments and suggestions welcome. Feature list:
  2. I am using KSP 1.3 with the RemoteTech 1.3 support, I have added it with CKAN as I have done with most of the mods seeing as I am using 100+ so it easier to keep track of them. I am seeking to add support for the HG-5B antenna to Remote Tech, which it seems to be lacking said support as shown in the photo below. it is the same as it says in its description as the HG-5 Antenna, but it just lacks the unfolding animation. I am trying to make a sleek Satellite and I would like to add the stats for the Hg-5 to it <image below> This should be as simple and copying and pasting the configs for the HG-5 and putting it into the slot for the HG-5B but I do not know which Config to look in or which antenna it would be since they sometimes have different names as apposed to the models and titles in game. Any help is apprenticed thank you. Necro
  3. Need some help, comrades! But first, sorry for my ugly english I making aircraft and my fuel tanks contains 6 units of L. fuel (30 kg) Wanna use this 6 units for 45 minutes flying at 100% thr. I copy-pasted this module from Firespitter engine and changed a bit. MODULE { name = FSengine thrustTransformName = thrustTransform maxThrust = 0.55 powerProduction = 40 engineBrake = 15 powerDrain = 10 velocityLimit = 0,1; 20,0.95; 25,0 fuelConsumption = 0,0.00001;1,0.002 atmosphericThrust = 0,0;0.9,1;1,1 resources = LiquidFuel,0.0025;IntakeAir,0.375 } But now fuel wasting too fast - enough only for 3-4 minutes. How can i fix it? What values i should use?
  4. 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 Module Manager patch with the following text: This should change the resource flow mode to the desired mode in all engines which use ModuleEngines or ModuleEnginesFX (every rocket and jet engine I've inspected the .cfg of), but it had no effect for me. I've only ever seen resourceFlowMode defined for jet engines (ModuleEnginesFX), and it's always defined as "STAGE_STACK_FLOW_BALANCE". Is this node simply not implemented for ModuleEngines, or have I made a silly mistake in my Module Manager syntax? Thank you.
  5. 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.)
  6. Hey all. As of late I've been playing around a bit with module manager and just editing .cfg files, mostly as a way of familiarizing myself more with KSP's back-end, and partly because I do have some interest in maybe developing some kind of mods in the future, even if only for practice/personal use. Anyways, I spent the better part of my afternoon and evening today playing around with resource definitions and modules, and as a practice exercise I've been trying to make a simple set of .cfg files for a resource pack (Stuff like water ice, carbon, uranium ore, and processing these materials into other things with ISRU units). I get the gist of what I'm doing but there are a few things that I've yet to find answers to, and I'm looking for advice. Forgive me if my questions have been asked before. I did some googling, and found next to nothing, so I suspect this isn't a problem, but if so, please feel free to point me to the exisiting posts. 1) in the ResourcesGeneric.cfg file (GameData/Squad/Resources), what is hsp, and is it worth modifying for a new resource? 2) in the Ore.cfg file, I understand that I'm looking at the resource distribution parameters, but I don't know what Variance or Dispersal correspond to, also 3) is the PressenceChance parameter per planet? Per Biome? Per savefile? 4) still in Ore.cfg, what is ResourceType? I've yet to see an example of anything not equal to zero for that parameter... 5) It occurs to me that a few resource parts are configured by default to only work with the standard "Ore" resource, such as the Narrow Band Scanner, and the Drill Parts. Is there a simple way to make either of these function for all available resources, or must I add new modules to the .cfg for every mineable resource? 6) how do these changes apply to asteroids? do I have to use a MM patch to add mineral resource to a roid? Or are all of the other resource definition and distribution cfgs enough? I'm sure that I'm yet to encounter more questions on the topic of Resources, ISRUs, Drills, and scanners, so If you can think of anything else helpful for working on this kind of stuff, please, don't hesitate to fire your pointers my way! Happy Launching, happy Modding!
  7. I'm trying to be clever with asset use (trying to be clever is how most issues start). I have a set of parts that all use the same mesh, and mostly the same texture, so I'm trying to use all the same model, except for different versions, apply a different transparent texture as a label. This should be stock behaviour when using the MODEL{model=, texture=} mesh references. And for the life of me, I cannot spot why it's not working for me. Example part snippet; PART { name = USAFOrionMag012kt920kN module = OrionMagazine author = WinchellChung MODEL { model = USAFOrionTD/Parts/Orion/Magazines/USAFStackable/Magazine scale = 1.0,1.0,1.0 texture = baselabel, USAFOrionTD/Parts/Orion/Magazines/Labels/r1ktlabels } The intention being that I change the texture = line to point at a new label for each new edition of the part. So far I'm just messing with two of them. Dir listings; Directory of G:\NothaSteam\Kerbal Space Program\GameData\USAFOrionTD\Parts\Orion\Magazines\USAFStackable 2017-03-18 11:33 AM <DIR> . 2017-03-18 11:33 AM <DIR> .. 2017-03-18 11:33 AM 16,512 baselabel.dds 2017-03-18 11:30 AM 42,598 Magazine.mu 2017-03-18 11:15 AM 1,398,256 NewMagazine.dds 2017-03-18 11:15 AM 1,398,256 NewMagazineNRML_NRM.dds 2017-03-18 11:41 AM 5,466 part.cfg 5 File(s) 2,861,088 bytes 2 Dir(s) 447,172,456,448 bytes free Directory of G:\NothaSteam\Kerbal Space Program\GameData\USAFOrionTD\Parts\Orion\Magazines\Labels 2017-03-18 11:46 AM <DIR> . 2017-03-18 11:46 AM <DIR> .. 2017-03-18 11:46 AM 87,486 r09ktlabels.tga 2017-03-18 10:55 AM 87,568 r1ktlabels.dds 2 File(s) 175,054 bytes 2 Dir(s) 447,172,456,448 bytes free I've copy/pasted the paths, switching \ for /, copy pasted file names without extensions. I've moved the replacement textures to a different folder, converted their names to all lower-case, starting with a letter, tried square textures (it started as 512x128), tried dds vs tga vs png. If the place-holder texture is dds, game loads, no errors in the output_log. But the part just has a blank texture where the replacement should be; If the placeholder isn't dds, then I get errors about null references; PartLoader: Compiling Part 'USAFOrionTD/Parts/Orion/Magazines/USAFStackable/part/USAFOrionMag012kt920kN' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator65.MoveNext () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartCompiler: Cannot compile part And the part doesn't load (Cannot compile part seems fairly clear on that). If I skip the texture = (or comment it out) then the part loads with the placeholder texture. If I apply one of the label textures in unity and compile the mu that way, it also loads fine. Or just substitute the placeholder with one of the actual textures, it also loads fine. So, what I know is it's definitely reading the texture = line, and doing something with the named texture. That bit is working. It just never seems to find the replacement texture. Which suggests there's something wrong in the paths. But I've checked that so many times I can't see there being any typos or what have you there. I'm at the "try stupid things" stage. One thing I do like to do for sticky issues, is write a big long post about the issue so I have to get it clear in my head, on the hope that the process of explaining it, solves the issue. And so far that hasn't helped, except I ran a few extra tests to get the post more complete, but with no greater success than my other attempts. So, gonna step away from the 'puter for a bit. Clean my head with a wee bit of dilute WWII German rocket fuel, and come back to this later.
  8. For my contract pack Parts Unlimited (Soon to be renamed ZYX PartsULTD, but that's another story) I require better descriptions for parts. "A vaguely wing shaped board" is great and all when you can see the part, but trying to decide which wing to unlock when you don't have a picture available can make it quite a chore, especially when the wings you have to choose from are named "Wing Connector Type A" and "Wing Connector Type B". Actually, I take that back. It's NEVER fine for that to happen So I took it upon myself, and for myself, to go through and describe all the parts one by one, to give them more descriptive descriptions. For example, the 3 wings that are "wing shaped boards" will now be described as: Type A: A stubby 4x2 wing segment, 4 meters in chord and 2 in span. Type B: A long 2x4 wing segment, 2 meters in chord and 4 in span. Type C: A 2x2 wing segment. Placing 2 of these is like using one Type-A or Type-B wing segment. Similarly, other wing segments are also more descriptively described. I also made similar changes to nose cones, intakes, elevons and the like, and then realized that wow, this was a lot of work. No wonder nobody at Squad has bothered to undertake it yet. So here is the config as it stands. It's got (what I am fairly sure is) a full list of parts but those I've not described are blank. I post it here for 2 reasons: It's useful as it is, even though it's not that complete. For me wings were the absolute worst offender and this basically fixes that. Maybe someone wants to help, and I'd love it if they did. Either making my descriptions better or adding their own. I don't know if this is the best way to present the file, but as it's a single file I'm just putting the config up on GitHub and letting people download it. I'd be interested in opinions on splitting the file into multiple configs vs one big one, mod support (I likely won't do it but I'm willing to support it if it doesn't get too hairy), and of course any pull requests with extra descriptions (after I vet them of course) are welcome. Download here: https://github.com/5thHorseman/DescriptiveDescriptions/blob/master/DescriptiveDescriptions.cfg Or visit the github page here: https://github.com/5thHorseman/DescriptiveDescriptions
  9. I've been trying to set myself up with a game that uses Outer Planets Mod and rescales bodies 3.2x, and orbits 6.4x (as I remember reading people had good experiences with that setup, ages ago). I actually started on a config (here, for reference, note that OPM already does its own rescaling of antenna power, and it is very basic), but was wondering if anyone has something more developed than this. I do already find getting to Kerbin orbit a nice sweet spot between challenging and annoying, but I have a nagging suspicion I'd end up tweaking the config in all directions later on.
  10. Hey there! Im working on a reuseable rocket, by using smme's as the 1st stage engines. Unfortunately they have only 1 ignition available. So I tried to change the amount of ingitions in the engine config (cfg.) but I couldnt find the word ignition in it. This is how it looks like: //New engine/cluster plugin patch @PART[SSTU-SC-ENG-RS-25]:NEEDS[SSTU]:FOR[RealismOverhaul] { %RSSROConfig = True %engineType = SSME @mass = 3.526681 @crashTolerance = 12 %breakingForce = 250 %breakingTorque = 250 %maxTemp = 3588.15 @MODULE[ModuleEngines*] { %minThrust = 1358.5 %maxThrust = 2278.824 %heatProduction = 100 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 0.728 } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.272 } @atmosphereCurve { @key,0 = 0 453 @key,1 = 1 363 } } } +PART[SSTU-SC-ENG-RS-25]:NEEDS[SSTU]:FOR[RealismOverhaul] { @name = SSTU-SC-ENG-RS-25x5 @MODULE[SSTUModularEngineCluster] { @currentEngineLayoutName = Five-X !LAYOUT,*:HAS[~name[Five-X]]{} @LAYOUT[Five-X] { !MOUNT,*:HAS[~name[Mount-SLS]]{} @MOUNT[Mount-SLS] { %size = 8.4 %canAdjustSize = false } } } }
  11. Crewed modules have an INTERNAL section like the following: INTERNAL { name = landerCabinInternals } Is it possible to offset the entire internal space? Failing that, can anyone direct me to the stock CFG for landerCabinInternals so that I can manually create an offset version? I'm welding a pod with other parts and need to correct the location where the internal cabin "part" gets attached to.
  12. Firstly let me state that I am a complete modding noob and that I am just starting to dip my toe into the world of part modding with KSP via editing the config files. So far I have successfully re-textured/modified the small "Not-Rockomax Mocronode" into a working probe core/micro satellite and wanted to try something else. My plan is to try and turn one of the ore drills into a surface sample collector which can be placed onto an unmanned probe. I know, it's disgusting that I want to do this rather than send a Kerbal and pick up the samples in person but I plan on making the transmission penalty so high that the sample will have to be returned to Kerbin anyway in order to gain any useful science from them. The way I look at it it's just going to be using an unmanned probe rather than risking the life of a Kerbal to get the sample and you can already use probes to mine for ore which basically is a surface sample anyway so this seems like a logical progression of that mechanic. Anyway, that's enough of the starter now on to the main course... I can resize/re-texture the drill fine and can get it to display the "Take Surface Sample" message and run the experiment OK but I can't figure out how the animation of the part works. Ideally I would like to use the stock animation to deploy, drill for the sample and then stow the drill again when the experiment is run but I don't know if this is possible? Could someone please point me in the right direction for a tutorial on how the animation commands of the config work? I can't find much information on the "ModuleAnimationGroup" "deployAnimationName" and "activeAnimationName" commands which I am assuming are what I need to use? I should also point out that I intend to sue these parts purely in my own personal game and will not distribute other peoples code, I just want to learn and reverse engineering existing parts seems to be the logical starting point. Thank you in advance for any help offered.
  13. Specifically, I'm talking about the "allowShroudToggle" parameter. Currently, I have an engine with two fairings, one should be toggle-able, the other should be non-toggle-able. MODULE { name = ModuleJettison jettisonName = Knight_Engine_A_Fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleJettison jettisonName = Knight_Engine_A_Support bottomNodeName = bottom isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 allowShroudToggle = False } The second fairing "Knight_Engine_A_Support" (Which is the small supporting arms in the below screenshot) has the "allowShroudToggle" value set to false. Unfortunately, this doesn't work in game, as in the VAB - both shrouds can be toggled. Unfortunate visual side-effect, if both are toggled, the part appears to be floating!
  14. There was a pretty popular post on this forum with a download for a settings.cfg file that made ksp run pretty fast on my computer. now that the forum changed, I can't find it anymore. Can anyone tell me where to find it or what settings to change? Thanks!