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[1.3.0] Community Database of Module Manager Patches for Stock KSP


Alshain

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8 hours ago, caipi said:

I don't think you can "add" mass, only set it to a specific value

you can modify mass with MM using the -=, +=, *= and /= operators. So to add 50kg onto whatever the current mass is you would use mass += .05. If you wanted to increase the mass by 25% you'd do mass *= 1.25. Etc and so forth

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  • 1 month later...

my frustration at not having bottom attach nodes for jet engines boiled over today into a willingness to do something about it.  if we can stack rocket engines on top of things, why not air-breathing engines too?

all this does is add bottom stack nodes to the stock jets; obviously, it's pretty hacky.  ideally, someone craftier than i could add shrouds and maybe extra mass to compensate.

@PART[JetEngine] // Wheesley
{
	node_stack_bottom = 0, -0.4, 0, 0, -1, 0, 1
}

@PART[turboFanEngine] // Whiplash
{
	node_stack_bottom = 0, -0.7, 0, 0, -1, 0, 1
}

@PART[turboJet] // Panther
{
	node_stack_bottom = 0, -1.45, 0, 0, -1, 0, 1
}

@PART[miniJetEngine] // Juno
{
	node_stack_bottom = 0, -0.52, 0, 0, -1, 0, 0
}

 

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I got tired of pruning stock parts when I decided to only use mod parts again. So here is a cfg removing a large number of stock and mh parts ordered by category:

Spoiler

// remove stock engines, tanks, aero parts, batteries and decouplers

// stock and mh engines
-PART[smallRadialEngine_v2]{} // 24-77 "Twitch" Liquid Fuel Engine
-PART[radialLiquidEngine1-2]{} // Mk-55 "Thud" Liquid Fuel Engine
-PART[engineLargeSkipper]{} // RE-I5 "Skipper" Liquid Fuel Engine
-PART[LiquidEngineRE-J10]{} // RE-J10 "Wolfhound" Liquid Fuel Engine
-PART[liquidEngine2-2_v2]{} // RE-L10 "Poodle" Liquid Fuel Engine
-PART[liquidEngineMini_v2]{} // 48-7S "Spark" Liquid Fuel Engine
-PART[LiquidEngineKE-1]{} // Kerbodyne KE-1 "Mastodon" Liquid Fuel Engine
-PART[liquidEngine3_v2]{} // LV-909 "Terrier" Liquid Fuel Engine
-PART[LiquidEngineRK-7]{} // RK-7 "Kodiak" Liquid Fueled Engine
-PART[Size3AdvancedEngine]{} // Kerbodyne KR-2L+ "Rhino" Liquid Fuel Engine
-PART[Size2LFB]{} // LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine
-PART[LiquidEngineLV-T91]{} // LV-T91 "Cheetah" Liquid Fuel Engine
-PART[LiquidEngineLV-TX87]{} // LV-TX87 "Bobcat" Liquid Fuel Engine
-PART[LiquidEngineRE-I2]{} // RE-I2 "Skiff" Liquid Fuel Engine
-PART[liquidEngine1-2]{} // RE-M3 "Mainsail" Liquid Fuel Engine
-PART[LiquidEngineRV-1]{} // RV-1 "Cub" Vernier Engine
-PART[microEngine_v2]{} // LV-1 "Ant" Liquid Fuel Engine
-PART[radialEngineMini_v2]{} // LV-1R "Spider" Liquid Fuel Engine
-PART[SSME]{} // S3 KS-25 "Vector" Liquid Fuel Engine
-PART[liquidEngine2]{} // LV-T45 "Swivel" Liquid Fuel Engine
-PART[liquidEngine]{} // LV-T30 "Reliant" Liquid Fuel Engine
-PART[Size3EngineCluster]{} // S3 KS-25x4 "Mammoth" Liquid Fuel Engine

// special engines
-PART[omsEngine]{} // O-10 "Puff" MonoPropellant Fuel Engine
-PART[toroidalAerospike]{} // T-1 Toroidal Aerospike "Dart" Liquid Fuel Engine
-PART[nuclearEngine]{} // LV-N "Nerv" Atomic Rocket Motor
-PART[ionEngine]{} // IX-6315 "Dawn" Electric Propulsion System

// jets
-PART[turboFanSize2]{} // J-90 "Goliath" Turbofan Engine
-PART[turboJet]{} // J-404 "Panther" Afterburning Turbofan
-PART[JetEngine]{} // J-33 "Wheesley" Turbofan Engine
-PART[miniJetEngine]{} // J-20 "Juno" Basic Jet Engine
-PART[turboFanEngine]{} // J-X4 "Whiplash" Turbo Ramjet Engine
-PART[RAPIER]{} // CR-7 R.A.P.I.E.R. Engine

// solid fuel boosters
-PART[solidBooster1-1]{} // BACC "Thumper" Solid Fuel Booster
-PART[Shrimp]{} // F3S0 "Shrimp" Solid Fuel Booster
-PART[Mite]{} // FM1 "Mite" Solid Fuel Booster
-PART[solidBooster_v2]{} // RT-10 "Hammer" Solid Fuel Booster
-PART[solidBooster_sm_v2]{} // RT-5 "Flea" Solid Fuel Booster
-PART[MassiveBooster]{} // S1 SRB-KD25k "Kickback" Solid Fuel Booster
-PART[Thoroughbred]{} // S2-17 "Thoroughbred" Solid Fuel Booster
-PART[Clydesdale]{} // S2-33 "Clydesdale" Solid Fuel Booster
-PART[Pollux]{} // THK "Pollux" Solid Fuel Booster
-PART[sepMotor1]{} // Sepratron I

// Tanks
-PART[adapterSize2-Mk2]{} // 2.5m to Mk2 Adapter
-PART[adapterSize2-Size1Slant]{} // C7 Brand Adapter Slanted - 2.5m to 1.25m
-PART[adapterSize2-Size1]{} // C7 Brand Adapter - 2.5m to 1.25m
-PART[Size1p5_Size0_Adapter_01]{} // FL-A150 Fuel Tank Adapter
-PART[Size1p5_Size1_Adapter_01]{} // FL-A151L Fuel Tank Adapter
-PART[Size1p5_Size1_Adapter_02]{} // FL-A151S Fuel Tank Adapter
-PART[Size1p5_Size2_Adapter_01]{} // FL-A215 Fuel Tank Adapter
-PART[fuelTankSmallFlat]{} // FL-T100 Fuel Tank
-PART[fuelTankSmall]{} // FL-T200 Fuel Tank
-PART[fuelTank]{} // FL-T400 Fuel Tank
-PART[fuelTank_long]{} // FL-T800 Fuel Tank
-PART[Size1p5_Tank_04]{} // FL-TX1800 Fuel Tank
-PART[Size1p5_Tank_01]{} // FL-TX220 Fuel Tank
-PART[Size1p5_Tank_02]{} // FL-TX440 Fuel Tank
-PART[Size1p5_Tank_03]{} // FL-TX900 Fuel Tank
-PART[Size4_EngineAdapter_01]{} // Kerbodyne Engine Cluster Adapter Tank
-PART[Size3LargeTank]{} // Kerbodyne S3-14400 Tank
-PART[Size3SmallTank]{} // Kerbodyne S3-3600 Tank
-PART[Size3_Size4_Adapter_01]{} // Kerbodyne S3-S4 Adapter Tank
-PART[Size4_Tank_03]{} // Kerbodyne S4-256 Fuel Tank
-PART[Size4_Tank_01]{} // Kerbodyne S4-64 Fuel Tank
-PART[mk2_1m_Bicoupler]{} // Mk2 Bicoupler
-PART[mk2Fuselage]{} // Mk2 Liquid Fuel Fuselage
-PART[mk2_1m_AdapterLong]{} // Mk2 to 1.25m Adapter Long
-PART[mk3FuselageLF_100]{} // Mk3 Liquid Fuel Fuselage Long
-PART[mk3FuselageMONO]{} // Mk3 Monopropellant Tank
-PART[adapterMk3-Size2]{} // Mk3 to 2.5m Adapter
-PART[mk3FuselageLFO_100]{} // Mk3 Rocket Fuel Fuselage Long
-PART[adapterMk3-Size2Slant]{} // Mk3 to 2.5m Adapter Slanted
-PART[adapterSize3-Mk3]{} // Mk3 to 3.75m Adapter
-PART[adapterMk3-Mk2]{} // Mk3 to Mk2 Adapter
-PART[Rockomax32_BW]{} // Rockomax X200-32 Fuel Tank
-PART[Rockomax8BW]{} // Rockomax X200-8 Fuel Tank
-PART[Rockomax16_BW]{} // Rockomax X200-16 Fuel Tank
-PART[miniFuelTank]{} // Oscar-B Fuel Tank
-PART[Size3MediumTank]{} // Kerbodyne S3-7200 Tank
-PART[Size4_Tank_02]{} // Kerbodyne S4-128 Fuel Tank
-PART[Size4_Tank_04]{} // Kerbodyne S4-512 Fuel Tank
-PART[miniFuselage]{} // Mk0 Liquid Fuel Fuselage
-PART[MK1Fuselage]{} // Mk1 Liquid Fuel Fuselage
-PART[mk2FuselageShortLiquid]{} // Mk2 Liquid Fuel Fuselage Short
-PART[mk2FuselageLongLFO]{} // Mk2 Rocket Fuel Fuselage
-PART[mk2FuselageShortLFO]{} // Mk2 Rocket Fuel Fuselage Short
-PART[mk2SpacePlaneAdapter]{} // Mk2 to 1.25m Adapter
-PART[mk3FuselageLF_50]{} // Mk3 Liquid Fuel Fuselage
-PART[mk3FuselageLFO_50]{} // Mk3 Rocket Fuel Fuselage
-PART[mk3FuselageLFO_25]{} // Mk3 Rocket Fuel Fuselage Short
-PART[mk3FuselageLF_25]{} // Mk3 Liquid Fuel Fuselage Short
-PART[noseConeAdapter]{} // NCS Adapter
-PART[externalTankToroid]{} // R-12 'Doughnut' External Tank
-PART[Rockomax64_BW]{} // Rockomax Jumbo-64 Fuel Tank
-PART[Size1p5_Tank_05]{} // FL-C1000 Fuel Tank
-PART[Size3To2Adapter_v2]{} // Kerbodyne ADTP-2-3

// monoprop tanks
-PART[RCSTank1-2]{} // FL-R1 RCS Fuel Tank
-PART[rcsTankMini]{} // FL-R10 RCS Fuel Tank
-PART[RCSFuelTank]{} // FL-R25 RCS Fuel Tank
-PART[Size1p5_Monoprop]{} // FL-R5 RCS Fuel Tank
-PART[mk2FuselageShortMono]{} // Mk2 Monopropellant Tank

// ore tanks
-PART[LargeTank]{} // Large Holding Tank
-PART[SmallTank]{} // Small Holding Tank

// xenon tanks
-PART[xenonTank]{} // PB-X150 Xenon Container
-PART[xenonTankLarge]{} // PB-X750 Xenon Container

// radial tanks
-PART[xenonTankRadial]{} // PB-X50R Xenon Container
-PART[externalTankCapsule]{} // R-11 'Baguette' External Tank
-PART[externalTankRound]{} // R-4 'Dumpling' External Tank
-PART[RadialOreTank]{} // Radial Holding Tank
-PART[rcsTankRadialLong]{} // Stratus-V Cylindrified Monopropellant Tank
-PART[monopropMiniSphere]{} // Stratus-V Minified Monopropellant Tank
-PART[radialRCSTank]{} // Stratus-V Roundified Monopropellant Tank

// nosecones and other aeros
-PART[pointyNoseConeB]{} // Advanced Nose Cone - Type B
-PART[pointyNoseConeA]{} // Advanced Nose Cone - Type A
-PART[noseCone]{} // Aerodynamic Nose Cone
-PART[rocketNoseConeSize3]{} // Protective Rocket Nose Cone Mk12A
-PART[Size_1_5_Cone]{} // Protective Rocket Nosecone Mk5A
-PART[rocketNoseCone_v2]{} // Protective Rocket Nose Cone Mk7
-PART[rocketNoseConeSize4]{} // Protective Rocket Nose Cone Mk16A
-PART[standardNoseCone]{} // Small Nose Cone
-PART[airplaneTail]{} // Tail Connector A
-PART[airplaneTailB]{} // Tail Connector B

// wings
-PART[wingShuttleDelta]{} // Big-S Delta Wing
-PART[wingShuttleStrake]{} // Big-S Wing Strake
-PART[structuralWing2]{} // Structural Wing Type B
-PART[structuralWing3]{} // Structural Wing Type C
-PART[structuralWing4]{} // Structural Wing Type D
-PART[sweptWing1]{} // Swept Wing Type A
-PART[sweptWing]{} // Swept Wings
-PART[wingConnector]{} // Wing Connector Type A
-PART[wingConnector2]{} // Wing Connector Type B
-PART[wingConnector3]{} // Wing Connector Type C
-PART[wingConnector4]{} // Wing Connector Type D
-PART[wingConnector5]{} // Wing Connector Type E
-PART[wingStrake]{} // Wing Strake
-PART[deltaWing]{} // Delta Wing
-PART[airlinerMainWing]{} // FAT-455 Aeroplane Main Wing
-PART[delta_small]{} // Small Delta Wing
-PART[structuralWing]{} // Structural Wing Type A
-PART[sweptWing2]{} // Swept Wing Type B
-PART[winglet]{} // AV-T1 Winglet
-PART[basicFin]{} // Basic Fin

// control surfaces
-PART[AdvancedCanard]{} // Advanced Canard
-PART[R8winglet]{} // AV-R8 Winglet
-PART[CanardController]{} // Standard Canard
-PART[tailfin]{} // Tail Fin
-PART[winglet3]{} // Delta-Deluxe Winglet
-PART[airlinerTailFin]{} // FAT-455 Aeroplane Tail Fin
-PART[wingShuttleElevon1]{} // Big-S Elevon 1
-PART[wingShuttleElevon2]{} // Big-S Elevon 2
-PART[StandardCtrlSrf]{} // Elevon 1
-PART[elevon2]{} // Elevon 2
-PART[elevon3]{} // Elevon 3
-PART[wingShuttleRudder]{} // Big-S Spaceplane Tail Fin
-PART[smallCtrlSrf]{} // Elevon 4
-PART[elevon5]{} // Elevon 5
-PART[airlinerCtrlSrf]{} // FAT-455 Aeroplane Control Surface

// batteries
-PART[batteryPack]{} // Z-100 Rechargeable Battery Pack
-PART[batteryBank]{} // Z-1k Rechargeable Battery Bank
-PART[batteryBankMini]{} // Z-200 Rechargeable Battery Bank
-PART[batteryBankLarge]{} // Z-4K Rechargeable Battery Bank
-PART[ksp_r_largeBatteryPack]{} // Z-400 Rechargeable Battery

// decouplers
-PART[Size1p5_Strut_Decoupler]{} // Size 1.5 Decoupler
-PART[Decoupler_0]{} // TD-06 Decoupler
-PART[Decoupler_1]{} // TD-12 Decoupler
-PART[Decoupler_1p5]{} // TD-18 Decoupler
-PART[Decoupler_2]{} // TD-25 Decoupler
-PART[Decoupler_3]{} // TD-37 Decoupler
-PART[Decoupler_4]{} // TD-50 Decoupler

// stack seperators
-PART[Separator_0]{} // TS-06 Stack Separator
-PART[Separator_1]{} // TS-12 Stack Separator
-PART[Separator_1p5]{} // TS-18 Stack Separator
-PART[Separator_2]{} // TS-25 Stack Separator
-PART[Separator_3]{} // TS-37 Stack Separator
-PART[Separator_4]{} // TS-50 Stack Separator

// radial decouplers
-PART[radialDecoupler1-2]{} // Hydraulic Detachment Manifold
-PART[radialDecoupler]{} // TT-38K Radial Decoupler
-PART[radialDecoupler2]{} // TT-70 Radial Decoupler

 

 

There might be more elegant solutions, but this worked for me.

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On 1/27/2020 at 8:44 AM, hermano said:

There might be more elegant solutions

There is indeed a much more elegant (and, if you have many part mods, more useful/versatile) solution.. it's called 'The Janitor's Closet'. From @linuxgurugamer, naturally.

 

Edited by JAFO
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7 hours ago, JAFO said:

There is indeed a much more elegant (and, if you have many part mods, more useful/versatile) solution.. it's called 'The Janitor's Closet'. From @linuxgurugamer, naturally.

 

Thanks JAFO, I do use Janitors closet and it is a great tool. My problem was that after every version change ~100 parts had to be pruned again. Unpruning, when needed, also takes effort after perma pruning. Without perma pruning parts need to be pruned for every savegame and are still loaded on game start, so thats not better.

A patch seems like a much simpler solution to me in this regard. Listing all stock parts in the patch is not very elegant though.

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  • 2 weeks later...
  • 2 weeks later...
On 4/8/2017 at 7:48 PM, slubman said:

I want my crewed part to have the lights on by default, and unbound from the light control group. That way, toggling light only work with actual light beams.

Below are the MM cfg I created to achieve this:


// Command pods have lights on by default, and not bound to ActionGroup
// Author: slubman
@PART[*]:HAS[@MODULE[ModuleColorChanger]]:FINAL
{
	@MODULE[ModuleColorChanger]
	{
		%animState = true
		%defaultActionGroup = None
	}
}

// Cockpits and cabins have lights on by default, and not bound to ActionGroup
// Author: slubman
@PART[*Cabin*|*Cockpit*]:HAS[@MODULE[ModuleAnimateGeneric]]:FINAL
{
	@MODULE[ModuleAnimateGeneric]
	{
		%animSwitch = false
		%animTime = 1
		%animSpeed = 1
		%defaultActionGroup = None
	}
}

I also like to have my kerbals have the EVA lights on by default, below is the MM cfg for this:


// Kerbal have lights on when starting EVA
// Author: slubman
@PART[*]:HAS[@MODULE[KerbalEVA]]:FINAL
{
	@MODULE[KerbalEVA]
	{
		%lampOn = true
	}
}

 

question about the lampOn Patch for the helmet lights, anyone knows how to make the futuristic helmet light turn on with this patch to make them work properly on that suit or not?

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2 hours ago, Jiraiyah said:

question about the lampOn Patch for the helmet lights, anyone knows how to make the futuristic helmet light turn on with this patch to make them work properly on that suit or not?

That patch *should* work... If its not, either the lamp transform or the light animation name got changed in the new Kerbal models... You would have to find the name in the model. Check the TextureReplacer thread (shaw's)... IIRC, there are instructions on how to extract the kerbal model hierarchy in there somewhere.

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Sometimes the Science Lab generates a bit too much science a bit too fast.  This slows it down a bit.

// Change the amount of science the mobile lab generates
// Author: Probus
@PART[Large_Crewed_Lab]:final
{
@MODULE[ModuleScienceConverter]
	{
		@researchTime = 7.1	    //Larger = slower.  Exponential! (Default is 7)
		@dataProcessingMultiplier = 0.25 // Multiplier to data processing rate and therefore science rate
		@scienceMultiplier = 2.5	//How much science does data turn into? (Default is 5)
	}
}

EDIT:OK, ok... I was a bit harsh.  Lets try these values.

Edited by Probus
EDIT:OK, ok... I was a bit harsh. Lets try these values.
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6 hours ago, Stone Blue said:

That patch *should* work... If its not, either the lamp transform or the light animation name got changed in the new Kerbal models... You would have to find the name in the model. Check the TextureReplacer thread (shaw's)... IIRC, there are instructions on how to extract the kerbal model hierarchy in there somewhere.

The light helmet turns on ok, but you know the glow on futuristic helmet, it won't

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3 hours ago, dtoxic said:

does anyone know how one could resize all the parts in a specific directory via MM patch? i cant figure it out

I suppose, if you added a :FOR[Mod_name] to it, you could do a patch to every part in a specific mod.  I am unsure if you could specify by directory.

I have theorized that you could add a bogus module to a bunch of parts to specify that they are part of a part group for the purpose of later finding them all, removing the bogus module via a patch, and then doing things to them based on the name of said bogus module.  However, taht may be beyond the scope of what you're wanting.  I don't beleive you can specify a patch to run only on a specific directory unless you move those parts into a separate top-level mod directory.

It's been a long time since I've done anything in this scene though, so who knows.

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Just now, Gaalidas said:

I suppose, if you added a :FOR[Mod_name] to it, you could do a patch to every part in a specific mod.  I am unsure if you could specify by directory.

I have theorized that you could add a bogus module to a bunch of parts to specify that they are part of a part group for the purpose of later finding them all, removing the bogus module via a patch, and then doing things to them based on the name of said bogus module.  However, taht may be beyond the scope of what you're wanting.  I don't beleive you can specify a patch to run only on a specific directory unless you move those parts into a separate top-level mod directory.

It's been a long time since I've done anything in this scene though, so who knows.

thx for the replay....i actually tried that "@PART[*]:FOR[MarsDirect]".... etc but this way everything gets a rescale factor witch is specified in the patch by my logic the :FOR should be enough but then again i am struggling with MM patches since forever to understand exactly how the syntax in MM works :D  

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Just now, dtoxic said:

thx for the replay....i actually tried that "@PART[*]:FOR[MarsDirect]".... etc but this way everything gets a rescale factor witch is specified in the patch by my logic the :FOR should be enough but then again i am struggling with MM patches since forever to understand exactly how the syntax in MM works :D  

Gotcha.  Yeah, the syntax is a little confusing at first.  I'm not gonna say you get used to it quickly either.  It's also been several years since my last self-made patch but I don't think it has changed a lot.  You might need to specify part names directly instead of using the asterisk.  You can also use partial wildcard for the part name.  for example "@PART[*cabin*]" to, in this example, grab anything with the word "cabin" somewhere in the middle of the part name.

The trouble with directory filters is that MM doesn't actually run on the files themselves as they are on your drive.  It runs on the configurations after they are loaded into KSP.  This way none of the original configurations are altered permanently.  As a result, it doesn't actually know what specific directory the parts are in.  It can, however, detect what mod it came from which is a feature I do not, at this moment, understand how it determines.  I do, however, have the source on my drive somewhere which i intend to loo kat after posting this.  I'm super curious now as to how that works.

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10 minutes ago, Gaalidas said:

Gotcha.  Yeah, the syntax is a little confusing at first.  I'm not gonna say you get used to it quickly either.  It's also been several years since my last self-made patch but I don't think it has changed a lot.  You might need to specify part names directly instead of using the asterisk.  You can also use partial wildcard for the part name.  for example "@PART[*cabin*]" to, in this example, grab anything with the word "cabin" somewhere in the middle of the part name.

The trouble with directory filters is that MM doesn't actually run on the files themselves as they are on your drive.  It runs on the configurations after they are loaded into KSP.  This way none of the original configurations are altered permanently.  As a result, it doesn't actually know what specific directory the parts are in.  It can, however, detect what mod it came from which is a feature I do not, at this moment, understand how it determines.  I do, however, have the source on my drive somewhere which i intend to loo kat after posting this.  I'm super curious now as to how that works.

ill do some more tinkering (i want to avoid specifying every single part too much work :D) anyway do let me know what you find!

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28 minutes ago, dtoxic said:

ill do some more tinkering (i want to avoid specifying every single part too much work :D) anyway do let me know what you find!

Not finding a lot of details... reading code and deciphering it are two different skill sets.  Stills at it though.  It appears that parts do load in with their mod directory logged somewhere.

You might be able to specify a part category, or a part author in your specifications.  For instance... some patches I see in the list specify this: "@PART[*]:HAS[#category[Engine]" to specify a certain category.  If the parts in that specified set you want to alter all have a shared category, you could use that to specify it.  I imagine you could use that to specify other part parameters.

For example: ":HAS[#author[author_value]" or ":HAS[#manufacturer[manufacturer_value]" I imagine one could even specify based on the part tags, but I stopped playing KSP before they added that to the part configs, so i wouldn't know how that all functions with MM.

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1 minute ago, Gaalidas said:

Not finding a lot of details... reading code and deciphering it are two different skill sets.  Stills at it though.  It appears that parts do load in with their mod directory logged somewhere.

You might be able to specify a part category, or a part author in your specifications.  For instance... some patches I see in the list specify this: "@PART[*]:HAS[#category[Engine]" to specify a certain category.  If the parts in that specified set you want to alter all have a shared category, you could use that to specify it.  I imagine you could use that to specify other part parameters.

For example: ":HAS[#author[author_value]" or ":HAS[#manufacturer[manufacturer_value]" I imagine one could even specify based on the part tags, but I stopped playing KSP before they added that to the part configs, so i wouldn't know how that all functions with MM.

hmmm i could probably do it with manufacturer! great idea btw, will try it out tomorrow see how it goes, thx man :)

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I wrote a patch that makes monoprop act like LF in terms of fuel flow - that is, it obeys crossfeed settings in addition to tank priority. This can be useful on a mothership where you don't want the RCS tanks on all the smaller craft to be used up, and you don't want to have to manage all the individual tanks.

@RESOURCE_DEFINITION[MonoPropellant]
{
    @flowMode = STACK_PRIORITY_SEARCH
}

@PART[*]:HAS[@MODULE[ModuleRCSFX]]
{
    @MODULE[ModuleRCSFX]
    {
        @resourceFlowMode = STACK_PRIORITY_SEARCH
    }
}

 

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  • 2 weeks later...
  • 3 weeks later...

This isn't exactly a patch for stock KSP, but it also isn't specific to any mod and it doesn't hurt to have. All it does is fix the RCS effects for RCS parts that were created for versions before 1.4. Without this patch, those parts have a huge cloud going in the opposite direction as their thrust, and no audio. With it, they have standard audio and FX. It does not influence newer RCS parts.

@PART[*]:HAS[@MODULE[ModuleRCS]]:FINAL
{
	%MODULE[ModuleRCS]
	{
		@name = ModuleRCSFX
	}
	
	%EFFECTS
	{
		running
		{
			AUDIO_MULTI_POOL
			{
				channel = Ship
				transformName = RCSthruster
				clip = sound_rocket_mini
				volume = 0.0 0.0
				volume = 0.02 0.1
				volume = 0.5 0.1
				volume = 1.0 0.1
				pitch = 0.0 0.75
				pitch = 1.0 1.5
				loop = true
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/Monoprop_small
				transformName = RCSthruster
				emission = 0.0 0.0
				emission = 0.1 0.0
				emission = 1.0 1.0
				speed = 0.0 0.8
				speed = 1.0 1.0
				localRotation = -90, 0, 0
			}
		}		
	}
}

 

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  • 2 weeks later...

Realignment of the stock surface-attached lights to point straight down the side of the part they're attached to, instead of outward at an angle. Not sure they're exactly pixel perfect.

@PART[spotLight1]
{
	-mesh
	%MODEL
	{
	  %model = Squad/Parts/Utility/spotLightMk1/model
	  %rotation = 342.5, 0, 0
	}
}

@PART[spotLight2]
{
	-mesh
	%MODEL
	{
	  %model = Squad/Parts/Utility/spotLightMk2/model
	  %rotation = 345, 0, 0
	}
}

 

 

On 3/1/2020 at 4:45 AM, sturmhauke said:

I wrote a patch that makes monoprop act like LF in terms of fuel flow - that is, it obeys crossfeed settings in addition to tank priority. This can be useful on a mothership where you don't want the RCS tanks on all the smaller craft to be used up, and you don't want to have to manage all the individual tanks.

To be more comprehensive it could refer to [ModuleRCS*] and have an extra segment referring to [ModuleEngines*] in order to account for mods with old RCS and monopropellant main engines.

Edited by Rocket Witch
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Hello, 

Before going into an intensive search and tests, I'd like to see if somebody here managed to display Electricity and Monoprop levels in the staging view. I know it's possible because of the DrawGauge value but it might be complicated. The only way I found to do this is stage a Puff and Dawn engine with 0 thrust (Dawn is very expensive and shows xenon gas...).

For Monoprop, I was thinking of using the ModuleRCSFX as shown above but the Vernor engine has a DrawGauge and the LF level doesn't show... So wrong path...

Applying the ModuleEngine with a 0 thrust to all RCS thruster seems the only way but I'll have as much as RCS thrusters in the staging window, and I'll have to be sure I don't erase data on the Vernor...

For Electricity, I was thinking of using the ModuleEngine on command pods (since some ships won't have RCS) but I'm stuck with probes and again, X command pods in the staging view!

I remember some part have a conditionnal staging view such as the Making history peas pods but I don't seem to see that in the config files...

I'll make some test, if I succeed I'll post them here ;)

Edited by Goufalite
typo
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4 hours ago, Rocket Witch said:

To be more comprehensive it could refer to [ModuleRCS*] and have an extra segment referring to [ModuleEngines*] in order to account for mods with old RCS and monopropellant main engines.

Yeah I'll look into that, thanks. Considering the original idea was inspired by the Near Future OMS engines using up my cargo's monoprop stores, I should have thought of the engine patch already. :D

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Okay, I succeeded somewhat in displaying the Monoprop and electric charge in the stage panel :

I modified the Puff engine to have an electric needs of 0.0 and display that in the staging view. Then I can clip one somewhere in my ship with 0 thrust manually set.

@PART[omsEngine]
{
    %TechRequired = advFlightControl
    @MODULE[ModuleEnginesFX]
    {
        PROPELLANT
        {
            name = ElectricCharge
            ratio = 0.0
            DrawGauge = True
        }
    }
}

Stage it and boom! Info in the staging panel

Some caveats

  • Although physicsless, the Puff engine weights 90kg. I cannot change the mass since this engine can be used "normally".
  • It's far in the tech tree (precision propulsion, level 6) so I changed the tech tree requirement to the same as RCS thusters
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  • 4 weeks later...
On 4/13/2020 at 9:39 AM, Goufalite said:

Okay, I succeeded somewhat in displaying the Monoprop and electric charge in the stage panel :

I modified the Puff engine to have an electric needs of 0.0 and display that in the staging view. Then I can clip one somewhere in my ship with 0 thrust manually set.

 

Some caveats

  • Although physicsless, the Puff engine weights 90kg. I cannot change the mass since this engine can be used "normally".
  • It's far in the tech tree (precision propulsion, level 6) so I changed the tech tree requirement to the same as RCS thusters

Why not duplicate the part, and use the duplicate, you can set the weight of the duplicate to 0.001 if you like

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