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HMV's Simple MM Configs - NEW 2016/04/13 - MODIFIED "Docking Port 45"


Superfluous J

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Below are some modulemanager confgs I wrote. Some aren't useful any more, but the top few still are, and the top one is one of my favor

Docking Port 45

DOWNLOAD: DockingPort45.cfg (You may need to right click and "save as")

This very simple config turns on angle lock on ALL docking ports (should work on modded ones as well, so long as they have a ModuleDockingPort module that handles docking) and forces them to lock at 45 degree angles. You can modify this yourself to force other angles (I suspect 30 and 15 to be popular, but I personally only care about 90 degree angles, and figured 45 degree could come in handy).

@PART[*]:HAS[@MODULE[ModuleDockingNode]]
{
	@MODULE[ModuleDockingNode]
	{
		captureMinRollDot = 0.999
		snapRotation = true
		snapOffset = 45
	}
}

 

Jack Of Many Trades

DOWNLOAD: JOMT.cfg (You may need to right click and "save as")

This very simple config does two things:

  1. It gives all 3 Kerbal types the ability to do what Engineers do. Engineers are still the most useful Kerbals (especially if you use any of the many popular mods that restrict their functionality to Engineers) and frankly I don't want to worry about it.
  2. It gives Engineers the ability to Pilot. Because it's annoying - especially early in the game - to only use Jeb and Val for every single mission ever.

Or if you want to think of it this way, Engineers and Pilots are now interchangeable, and Scientists can also do what Engineers do.

@EXPERIENCE_TRAIT[Pilot]
{
EFFECT
{
name = RepairSkill
}
}

@EXPERIENCE_TRAIT[Engineer]
{
EFFECT
{
name = AutopilotSkill
}
}

@EXPERIENCE_TRAIT[Scientist]
{
EFFECT
{
name = RepairSkill
}
}

 

ISRU ABLATOR

DOWNLOAD: isru_ablator.cfg (You may need to right click and "save as")

This very simple config adds a button to the to the ISRU converter to generate Ablator. It will refill your heat shields so you can reuse them on long journeys. It's at LEAST as realistic as converting the same ore into 3 different fuels.

@PART[ISRU]
{
MODULE
{
name = ModuleResourceConverter
ConverterName = Ablator
StartActionName = Start ISRU [Ablator]
StopActionName = Stop ISRU [Ablator]

AutoShutdown = true
GeneratesHeat = true
UseSpecializationBonus = true
TemperatureModifier = 500
SpecialistHeatFactor = 0.2
SpecialistEfficiencyFactor = 0.25
SpecialistShutoffTemp = 0.40
DefaultShutoffTemp = 0.25
Specialty = Engineer
EfficiencyBonus = 1.0

INPUT_RESOURCE
{
ResourceName = Ore
Ratio = 0.5
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 30
}
OUTPUT_RESOURCE
{
ResourceName = Ablator
Ratio = 1
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}
}

 

ISRU MULCH

DOWNLOAD: isru_mulch.cfg (You may need to right click and "save as")

This very simple config does the exact thing the Ablator Converter does, but for Mulch.

@PART[ISRU]
{
MODULE
{
name = ModuleResourceConverter
ConverterName = Mulch
StartActionName = Start ISRU [Mulch]
StopActionName = Stop ISRU [Mulch]

AutoShutdown = true
GeneratesHeat = true
UseSpecializationBonus = true
TemperatureModifier = 500
SpecialistHeatFactor = 0.2
SpecialistEfficiencyFactor = 0.25
SpecialistShutoffTemp = 0.40
DefaultShutoffTemp = 0.25
Specialty = Engineer
EfficiencyBonus = 1.0

INPUT_RESOURCE
{
ResourceName = Ore
Ratio = 0.5
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 30
}
OUTPUT_RESOURCE
{
ResourceName = Mulch
Ratio = 1
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}
}

 

DEPRECIATED MODS:

Heatshield Decoupler - Adds a decoupler to heatshields

KSP version 1.1 added a "Jettison Heat Shield" option so this is no longer necessary.

Chute25/250 - Tweaks parachute deployment

This mod was specifically to overcome the cheaty parachutes in 1.0. In 1.0.4, you need to control chute deployment far more, so this mod is not useful anymore.

FairingTweaks - Lowers the mass of fairing bases to equal the masses of similarly-sized decouplers

In 1.0.4, Squad cut the fairing masses to be even lower than I did. So this mod is not only unnecessary, it actually makes them HEAVIER. :D

 

INSTALLATION: Just put the config you want anywhere in your GameData folder, or any folders off of it. I personally like to make a folder named 00_configs and put all my modulemanager configs in there to be tidy.

REQUIREMENTS: All of these configs require Modulemanager

LICENSE: All of these configs are licensed Creative Commons 0. In short, I waive all rights. If you like them, though, be nice and let me know :)

 

(Sorry for the formatting. This WYSIWYG editor is garbage and I refuse to deal with it. Also, I cannot get rid of these 3 code boxes below. Hooray for progress, right?)

 
 
 
Edited by 5thHorseman
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  • 1 month later...
I've added a 3rd config, to modify when chutes open. It allows you to - for one - hit chutes in space and not have them open 20 km up. Makes returning tourists a bit easier.

I was doing that with the minimum pressure sliders... anyhow, I dropped here to ask for that fancy config that turns Ore into Mulch I just saw on your latest contractor episode. Right now I have the converters modded to 100% efficiency precisely because that is not a thing! (actually, I think I could code it myself from the ore-to-ablator config... still, people will ask)

Rune. Thanks in advance! :D

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I was doing that with the minimum pressure sliders... anyhow, I dropped here to ask for that fancy config that turns Ore into Mulch I just saw on your latest contractor episode. Right now I have the converters modded to 100% efficiency precisely because that is not a thing! (actually, I think I could code it myself from the ore-to-ablator config... still, people will ask)

Rune. Thanks in advance! :D

Good call, and you're welcome :) Give me 5 minutes or less and check the OP.

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  • 5 months later...

I've added a new config, Heatshield Decoupler!

[defunct site link removed by moderator]

This very simple config just adds a decoupler to the top node (ie, where it attaches to the thing it's shielding from heat) so you can toss it after re-entry, lowering the mass of your capsule enough to hopefully slow it down so you can pull the chute before it crashes. NOTE: It will also add a decoupler to any other part whose name starts with "HeatShield". This could technically be called a bug but I don't think it's that important to fix, and may come in handy for mods that also name their heatshields sanely. They should also get decouplers.

[spoiler=SOURCE]

@PART[HeatShield*]
{
MODULE
{
name = ModuleDecouple
ejectionForce = 100
explosiveNodeID = top
}
}


[/spoiler]
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Thanks for the heatshield cfg, although its easy to make, i think people not used to making MM configs will appreciate it much.

One thing though, your heatshielddecoupler.cfg link points to your jomt.cfg

[SIZE=1]And yes i know i can get the correct one from the spoiler, just for the people i mentioned above[/SIZE] Edited by Thourion
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[quote name='Thourion']One thing though, your heatshielddecoupler.cfg link points to your jomt.cfg\[/QUOTE]

Oops! The dangers of copypasta with links in a forum. Even if you only put the link in once, the forum splits it into two pieces and you have to change both.

Fix'd, and Than'x!
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Ok, might have a bug. Too late to try without the cfg's, but I added the 4 cfg's and now when I stage with chutes on the stage, it not only jetisons the stage, but also the chutes that where on it for stage recovery. The first stage had 2 radials on the tanks and it dumped them along with the stage. I tried again adding also 4 DERP chutes from Rover dudes mod to the decupler (18-A I think). It dumped all 6 chutes. However, the second stage which only had DERP chutes looked like it kept the chutes. One catch, I had the control unit from Sounding Rockets on that second stage. So maybe it is dumping chutes only on stages that do not have SAS controllers? 2am, going to bed...
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Hm, weird. Unless those chutes are named "HeatShieldParachute" or something like that (internally in thegame) I can't think of anything. And they'd have to actually show up in the staging list.

I can't see why the HeatShield Decoupler config would cause heat shields to do anything other than act like decouplers.

Sadly I don't use any of the mods you do. I'd love to see a few pictures, when you get up. Kids today, going to bed at 2am. It's 8am here and I'm still trucking along! ;)
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Yes. Just put the two missing modules in each type.

NOTE: This will NOT give every Kerbal every ability, and it's a bit hit-and-miss. I distinctly remember from my testing that the Scientist ability to reset containers, and the Engineers' ability to speed up ISRU, depend on the class, not the module. And (I think) there's no way to give a Kerbal all 3 classes.
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oook, found the problem. removed parts down to simplify. Was using 1/2 tanks because didn't have full unlocked yet. Soooo. T45 with 2 1/2 tanks above it. A pair of radial chutes on the upper 1/2 tank. followed by a T-38 decoupler, a 909, a 1/4 tanks, another T-38, shield, Mk1 pod, chute.

The catch is in the staging. First is the T-45. Then I put the radial chutes, decoupler, AND 909 on the next stage. With the new heat system, the 909 instantly distroys the decoupler and first 1/2 tank the chutes are on so fast there is no explosion. You just see the other 1/2 tank with engine and 2 chutes fall away.
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[quote name='Berlin']what is the ability name for scientist? i want a pilot with scientist and engineers as minor skills but i cant find the module for the scientist[/QUOTE]

This should be it [code]EXPERIENCE_TRAIT
{
name = Scientist
title = Scientist
desc = Scientists can boost the value of data from Science experiments.

EFFECT
{
name = VesselScienceReturn
modifiers = 1.05, 1.1, 1.15, 1.2, 1.25
}
EFFECT
{
name = PartScienceReturn
modifiers = 1.05, 1.1, 1.15, 1.2, 1.25
}
EFFECT
{
name = ScienceSkill
}
}[/code]
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[quote name='MeCripp']This should be it [code]EXPERIENCE_TRAIT
{
name = Scientist
title = Scientist
desc = Scientists can boost the value of data from Science experiments.

EFFECT
{
name = VesselScienceReturn
modifiers = 1.05, 1.1, 1.15, 1.2, 1.25
}
EFFECT
{
name = PartScienceReturn
modifiers = 1.05, 1.1, 1.15, 1.2, 1.25
}
EFFECT
{
name = ScienceSkill
}
}[/code][/QUOTE]

Thanks!

[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

[quote name='JedTech']It would be cool if Squad made it so that level 4 & 5 engineers gain level 1 & 2 abilities of other classes.[/QUOTE]

That would be awesome!
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  • 4 months later...

It seems "DockingPort45" was way too restrictive when trying to dock anywhere other than on the launch pad with simple, tiny, light craft (generally composed of a structural element and a docking port). I have modified it, removing two of the five "9"s in the captureMinRollDot setting, making it 0.999 instead of 0.99999

This is reflected in the original post AND in the download.

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  • 3 weeks later...

Going to have to give that docking port a go. Symmetrical docking and/or soft docking is such a requirement in large orbital construction and we often end up fudging it with fiddly kraken-prodding multi docking ports.

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  • 7 months later...

Finding these all very interesting @5thHorseman, especially Jack of Many Trades.  I remember all the discussion we had in the BTSM topic about the 3 Kerbal professions and how half-baked the initial stock idea was.  Strangely enough I was playing with a similar MM config back in April.  I also gave everyone the Engineer abilities, primarily to fix busted rover wheels.  However, I'd added Scientist abilities to Engineers instead of your adding Pilot skills, possibly to allow 2 balanced 2-Kerbal crews from the initial 4.  I'm thinking your way may be better.

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