RealGecko

[KSP 1.2] No Crew Requirement Continued 1.0.1

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No Crew Requirement Continued
A simple ModuleManager plugin that eliminates crew requirements for manned vessels and/or the need to attach an unmanned probe to your spacecraft. Useful for automatic launches and docking of space station modules, rescue missions etc. Requires ModuleManager.

BXWl53Y.png

Initial author
Initially created by Orbinaut under GPL-3.0 license.
https://kerbalstuff.com/mod/1103/No%20Crew%20Requirement

New Feature
Every command pod also receives level 0 SAS.

Download

http://spacedock.info/mod/715/No%20Crew%20Requirement%20Continued

Installation
Merge GameData content with your KSP installation's GameData.
Requires Module Manager.

Source

https://github.com/Real-Gecko/NoCrewRequirementContinued

Delete previous version before installing 1.0.1

Notes:

In KSP 1.2 unmanned command module will be treated as probe and will have Remote Pilot Assistance available.

However as it is still a mannable command pod it will not have Hybernate feature and will still consume electric charge as usual

i9ZJfJV.png

Changelog

Spoiler

1.0.1

  • Apply changes only to mannable command pods.
  • Added AVC version file.

 

Edited by RealGecko
Mod update

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I did not test the module with Remote Tech, but it makes every command module's minimumCrew = 0, so each of them is counted as unmanned in VAB. And I bet if module is unmanned then it will require remote connection to be controlled if RT is installed.

And no, it does not take any electric charge, every CM already consumes some elctric charge, so I think there's no need for additional consumption.

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As this mod is a module manager config and MM already available for KSP 1.2, then mod is compatible too.

OP changed to clarify mod behaviour with changes made to KSP 1.2

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Whenever I try to download this most useful mod, using CKAN, I get the following message:

"Failed to download "https://spacedock.info/mod/715/No Crew Requirement Continued/download/1.01" - error: The remote server returned an error: (404) Not Found."

I don't know if it's a CKAN problem or if it's a problem with Spacedock or what. Who is(are) the correct person(s) to share this with, so they may fix the problem?

Edited by SSgt Baloo

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7 hours ago, SSgt Baloo said:

I don't know if it's a CKAN problem or if it's a problem with Spacedock or what. Who is(are) the correct person(s) to share this with, so they may fix the problem?

Fixed, go grab it, have fun :)

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Just tried this mod out in sandbox. Amazing! It's so awesome to laugh boilerplate capsules into space.

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I like this mod, but it interferes with TAC Life support in that none of the pods have life support built into them when this mod is installed. 

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7 hours ago, Kevin Vandy said:

I like this mod, but it interferes with TAC Life support in that none of the pods have life support built into them when this mod is installed. 

I'll see what can be done.

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39 minutes ago, RealGecko said:

I'll see what can be done.

Looks like Tac has MM

Quote

@PART[*]:HAS[#CrewCapacity[>0],@MODULE[ModuleCommand]:HAS[#minimumCrew[>0]],!RESOURCE[Food]]:FOR[TacLifeSupport]

Which you might get with JPLRepo

and see if you can change it or re-write one to run after his ? maybe something like

Quote

@PART[*]:HAS[#CrewCapacity[>0],@MODULE[ModuleCommand]]:FOR[TacLifeSupport]

on his MM_AddResources.cfg

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On 12/15/2016 at 10:36 PM, RealGecko said:

I'll see what can be done.

Sorry I didn't think this through more, but maybe this is not your mod's fault but more TAC's. I know that this is just a simple config file mod. Cheers to anyone who can fix it though! 

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As @sarbian updated MM and this mod is just a set of MM patches I assume this mod is compatible with KSP 1.3.0.

On 16.12.2016 at 2:56 AM, Kevin Vandy said:

I like this mod, but it interferes with TAC Life support in that none of the pods have life support built into them when this mod is installed. 

Can you please retest an tell me if this is still an issue?

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Do you think you could make this a part upgrade rather then the default part .cfg?

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That'll require some coding and I don't think that's necessary.

Actually Orbinaut's idea is great. Almost every manned SS in history was able to operate without astronauts aboard. Vostok-1 was completely automated, with manual override option. Buran was completely automated. And as far as I know Shuttle was initially designed to ascend and land completely automatically, but pilots demanded to give 'em manual control :D

PS: I love this video about Shuttle landing :D:D:D

 

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Hi @RealGecko,

i didn't knew about this mod, so i tried meself on some MM patching. I wanted to use the upgrade mechanics as well, and this came out:

Spoiler

// Upgradeable SAS and removed minimumCrew

@PART[*]:HAS[@MODULE[ModuleCommand]]:FINAL
{
    @MODULE[ModuleCommand]
    {
        %hasHibernation = true
        %hibernateOnWarp = true
    }

}

@PART[*]:HAS[@MODULE[ModuleCommand]:HAS[~minimumCrew[0]]]:FINAL
{

    @MODULE[ModuleCommand]
    {
        @showUpgradesInModuleInfo = true    
        
        UPGRADES
        {
            UPGRADE
            {
                name__ = unmanned_crew_pods
                description__ = Now with internal probe core.
                minimumCrew = 0
                
                RESOURCE
                {
                    name = ElectricCharge
                    rate = 0.025
                }
                hasHibernation = true
                hibernateOnWarp = true
            }
        }
    }

    MODULE
    {
        name = ModuleSAS
        showUpgradesInModuleInfo = true    
        moduleIsEnabled = false
        
        UPGRADES
        {
            UPGRADE
            {
                name__ = SAS_support_lvl0
                description__ = Now with basic SAS support.
                SASServiceLevel = 0
                moduleIsEnabled = true
            }
            
            UPGRADE
            {
                name__ = SAS_support_lvl1
                description__ = Now with level 1 SAS.
                SASServiceLevel = 1
                moduleIsEnabled = true
            }
            
            UPGRADE
            {
                name__ = SAS_support_lvl2
                description__ = Now with level 2 SAS.
                SASServiceLevel = 2
                moduleIsEnabled = true
            }
            
            UPGRADE
            {
                name__ = SAS_support_lvl3
                description__ = Now with level 3 SAS.
                SASServiceLevel = 3
                moduleIsEnabled = true
            }
        }
    }
}

PARTUPGRADE
{
    name = SAS_support_lvl0
    partIcon = RelayAntenna100
    techRequired = electrics    
    entryCost = 5000
    cost = 0
    title = Basic SAS Support
    description = Adds basic SAS capabilities for manned command modules.
}

PARTUPGRADE
{
    name = SAS_support_lvl1
    partIcon = RelayAntenna100
    techRequired = precisionEngineering    
    entryCost = 5000
    cost = 0
    title = Level 1 SAS Support
    description = Adds level 1 SAS capabilities for manned command modules.
}

PARTUPGRADE
{
    name = SAS_support_lvl2
    partIcon = RelayAntenna100
    techRequired = unmannedTech    
    entryCost = 5000
    cost = 0
    title = Level 2 SAS Support
    description = Adds level 2 SAS capabilities for manned command modules.
}

PARTUPGRADE
{
    name = SAS_support_lvl3
    partIcon = RelayAntenna100
    techRequired = advUnmanned    
    entryCost = 5000
    cost = 0
    title = Level 3 SAS Support
    description = Adds level 3 SAS capabilities for manned command modules.
}

PARTUPGRADE
{
    name = unmanned_crew_pods
    partIcon = RelayAntenna100
    techRequired = basicScience    
    entryCost = 5000
    cost = 0
    title = Probe Cores for Manned Pods
    description = Adds basic remote control capabilities for manned command modules.
}

Maybe you can reuse some stuff if you like it.

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On 13/06/2017 at 1:47 PM, Blackline said:

Hi @RealGecko,

i didn't knew about this mod, so i tried meself on some MM patching. I wanted to use the upgrade mechanics as well, and this came out:

  Hide contents

...

Maybe you can reuse some stuff if you like it.

I was just going to post asking for this as a new feature, and you've already gone and done it. Lovely.

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