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[1.11.2] FruitKocktail - A Collection Of Mini Life Improvement Mods With Fruit-Based Acronyms As Names - NEW MOD ADDED : PLUM


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Introduction

This is a small collection of mini mods which I would class as "life improvement" mods. They were created to address my lack of patience when playing the game, so their aim is to speed up some of the more mundane day-to-day tasks. Although many will not understand this, if you do then hopefully you will get some enjoyment/relief from these! Additionally, as I have to play on a pretty low-spec laptop, I've tried to design them to be as "lite" as possible. My game is also swamped with taskbar icons so I've refrained from using any for these on principle; again I know that's not popular but many don't need one anyway.

I've listed each mini-mod separately to save having to install something you don't want. Please don't change the folder structure as some of the data is hardcoded to be located where it is and the mod will not work! They will all reside inside a "FruitKocktail" parent folder inside GameData. UPDATE: At the request of some forum users, I've now included the option to download them all together inside 1 package; this can be found at the end of this post.

 

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P.L.U.M

Parachutes? Let's Use Maths!

 

Description

Ever wondered the most efficient number or type of parachutes you need to safely land your vessel? Ever wanted to land at a certain velocity using parachutes to stop more valuable parts exploding? Ever wanted to land a large vessel using parachutes but have no idea where to start?

You need a juicy PLUM.

PLUM adds a menu in the Editor which analyses the target landing planet, your craft and parachutes used and then calculates an approximate landing velocity. You can then use this information to check whether you need more or less chutes and the approximate landing velocity etc depending on your requirements.

The calculations for this are inspired by this thread by Gaarst who managed to calculate  some of the formulae required. The figures he came up with are now out of date so needed tweaking  a little but the principle remains the same. 

 

Instructions

  1. Build the landing part of your craft only and add some parachutes.
  2. Click on the PLUM toolbar button to open the menu.
  3. Select your preferred planet/moon and your preferred maximum landing velocity.
  4. PLUM will calculate and display some interesting info used in the calculation and at the end will display an approximate landing velocity. If it is below your max setting, it will be green; if it is above, it will be red (this is for quick reference based on the max velocity selection - it may be safe to land when red or dangerous when green...)
  5. You can now add or remove parachutes to adjust the calculated approximate velocity.
  6. To find how many chutes you need for a particular vessel, it works exactly the same; just add chutes until the velocity is at an acceptable amount.
  7. You can now create & save up to 9 custom profiles using the new options menu which covers add-on planets etc.

 

Notes

  • although reasonably accurate with simple setups, PLUM is intended as a basic guide only. Quite often (especially with multiple chutes/complex vessels/multiple chute types) there will be some error in the calculation. I've tried to limit it to around 10% as a compromise but there are a few variances such as vessel drag (and I believe a hidden modifier) which means I'm currently unable to calculate every instances perfectly. The manufacturers accept no responsibility for any destroyed vessels.... USE AT YOUR OWN RISK!
  • The game gives a bonus for using radial chutes in symmetry. This is taken into account within PLUM's calculations.
  • The custom profiles are saved in their own data file (.plum). It is recommended you do all editing within KSP however if you wish to edit these manually, YOU MUST ENSURE THEY FOLLOW THE SAME SYNTAX AS WRITTEN OR VERY BAD THINGS MAY HAPPEN!

 

In Pictures

Spoiler

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Very simple. Mk1 pod with Mk16 parachute gives an approximate landing velocity of 5.5m/s

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The new custom options menu (from 1.2.0)

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Here I've tweaked some options and changed the name. Notice the "UNSAVED*" button. You must save to save the changes, if you switch profiles without saving, changes will be lost!

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Here is a space-going submarine I plan to fly to Laythe then land with parachutes.

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4 x Mk2R's give a velocity of 9.5. This is too high for my liking (although would probably be fine).

 

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Adding another 2 drops the velocity to an estimated 7m/s, more like it (my max is set on 8)

 

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We arrive in orbit of Laythe...

 

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Waiting for the right light...

 

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Chutes deployed! Our tV is showing as around 8.5 m/s, so just over 1 m/s out, an acceptable error for our situation. 

 

 

 

Download

Github: https://github.com/FruitGooseKSP/ParachutesLetsUseMaths/releases/tag/v1.1.0

Spacedock: https://spacedock.info/mod/2724/Parachutes%3F%20Let%27s%20Use%20Maths%21%20%28P.L.U.M.%29

CKAN: Yes (box ticked on spacedock)

Source Code: https://github.com/FruitGooseKSP/ParachutesLetsUseMaths/tree/v1.1.0

 

 

Licence

MIT

 

 

 

 

 

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P.R.U.N.E.S

Potentially Really Useful New Editor Sorter

 

 

Description

Believe it or not, this mod was 5 years in the making. I happened to stumble on the solution whilst working on something else!

When you go into the Editor, do you find yourself constantly sorting the parts by something other than the default (and frankly useless) "Sort By Name" setting? Do you, like me, find constantly having to press the "Sort By" option you do want a really tedious and unwelcome affair?

You need a tin of prunes.

PRUNES automatically sorts your parts by the order you want. You can choose your preferred sort option in the Pause -> Settings -> Difficulty Options menu (i.e. where the advanced options are) by moving the slider to choose between Name (the default setting), Mass, Cost or Size. You can also specify whether you want them to be ascending or descending. When you go into the Editor, the parts will be sorted as if someone had pressed the button for you!

The mod sets the default to Sort By Mass/Ascending which seems to be the common request amongst players, although I personally prefer Sort By Size but that's just me.

 

Download

Github: https://github.com/FruitGooseKSP/PotentiallyReallyUsefulNewEditorSorter/releases/tag/v1.0.0

Spacedock: https://spacedock.info/mod/2679/Potentially%20Really%20Useful%20New%20Editor%20Sorter%20%28PRUNES%29

CKAN: Yes (box ticked on spacedock)

Source Code: https://github.com/FruitGooseKSP/PotentiallyReallyUsefulNewEditorSorter

 

 

Licence

MIT

 

 

 

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A.P.P.L.E.

Automated Popular Pre-Launch Experiment

Description

This is a collection of mini mods within a mini-mod. It started off as turning the SAS on for launch by default but has now grown into a boring task beating behemoth. APPLE does the following:

  • Automatically enables SAS for launch for ships, probes and planes but not for rovers or anything you wouldn't want it turned on for.
  • Automatically sets the UI display at the bottom left to Maneuver Node mode (to display distance to Ap/Pe) - my preferred setting - for ships/probes.
  • Automatically applies brakes to rovers and planes at launch to stop them rolling away.
  • Automatically turns vessel lights on and off, depending on whether it is dark or not.
  • Automatically turns Kerbal's helmet lights on and off, depending on whether it is dark or not.
  • Automatically lowers/raises Kerbal's visor depending on whether it is dark or not.
  • Automatically remove/add Kerbal's helmet if it is safe to do so/unsafe to have removed.
  • Automatically sets the NavBall to the Node setting when you create a maneuver node.
  • Automatically deploys and retracts landing gear, based on the altitude of your vessel.
  • Warp lead time changed from 30s to 10s.

 

Notes

  • Options can be individually toggled on or off through the Pause Menu options.
  • The auto lights feature only works for the active vessel, to save resources.
  • Sometimes the persistent Kerbal helmet setting will prevent the Visor from working. This can usually be overcome by manually lowering/raising Visor which seems to reset it.
  • Some mod landing legs won't deploy automatically (but will retract?!) so don't rush to land just in case! (they should deploy by 1000m above the surface).

 

Download

Github: https://github.com/FruitGooseKSP/AutomatedPopularPreLaunchExperiment/releases/tag/v1.1.7

Spacedock: https://spacedock.info/mod/2666/Approved%20Popular%20Pre-Launch%20Experiment%20%28A.P.P.L.E.%29

CKAN box ticked on Spacedock.

Source Code: https://github.com/FruitGooseKSP/AutomatedPopularPreLaunchExperiment

 

Licence

MIT

 

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P.E.A.R.

Programmatic Extension And Retraction

Description

Are you sick of hunting around in the dark to try and find each solar panel, radiator and antenna to manually extend/retract? Forgot to set them as an Action Group in the Editor but only found out 10 minutes into your mission? You need a slice of PEAR.

PEAR adds a 'microprocessor' to each solar panel/radiator/antenna to link them together inside a network of sorts. This means you can control ALL extendable items through one.

  • Right click on any panel/radiator/antenna. On the pop up menu, you will have the option to "Extend All Extendables" (or "Retract All Extendables" if they're extended). Simply click and all within the network will extend (or retract).
  • To remove a part from the network (in editor or flight) click on the "PEAR Toggle" which will stop the part being included. To re-add, just toggle again. There is a status which confirms the current setting.
  • All parts still conform to stock requirements, that is you still can't deploy a panel that's stowed or an antenna in the atmosphere etc.
  • As a bonus, the "one-shot" stock panels are now retractable.
  • Add on parts will work assuming they use stock part modules.

 

 

Notes

  • The stock Ox-Stat fixed panel is extremely problematic as it uses the same part module to handle deployment even though it is obviously not deployable. You would think it would be programmed to ignore any request to extend but alas no, as it actually includes animation parameters. Unfortunately these produce NRE spams. Therefore, I have had to create a "blacklist" of parts that shouldn't be included in PEAR. If you have an add-on panel that causes similar, it can be added to the blacklist (inside PluginData) which will allow the mod to function correctly (please let me know as well so I can add it for distribution).

 

Dependencies

Requires ModuleManager

 

Download

Github: https://github.com/FruitGooseKSP/ProgramaticExtensionAndRetraction/releases/tag/v1.0.1

Spacedock: https://spacedock.info/mod/2667/Programmatic%20Extension%20And%20Retraction%20%28PEAR%29

CKAN box ticked on Spacedock.

Source Code: https://github.com/FruitGooseKSP/ProgramaticExtensionAndRetraction

 

Licence

MIT

 

 

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O.R.A.N.G.E.

Oh Really? Another Name Generating Endeavour?

Description

Do you struggle to come up with new names for your vessels? Sick of settling for "Hermes" or "Voyager"? You need a segment of ORANGE. This is a 'lite' naming generator that randomly generates a vessel name based on a set of saved names.

  • In the editor, right click on any "command module" (command pod/probe core etc) and press the "Change Name" button. A new name will be generated and inserted into the vessel name box at the top of the screen. If you don't like it, just click again to generate a new one!
  • The names are generated from 2 text files. You can add/remove/edit the names to customise the choice (keep to the same format - one per line).
  • You can also select from just one list if you desire (see readme inside PluginData for more details).

 

Notes

The name generation is completely random, but due to the words added and the nature of generation, sometimes it throws up some "risque" names. This is purely random and not intentional, apologies if you are easily offended by such things.

 

 

Dependencies

Requires ModuleManager

 

Download

Github: https://github.com/FruitGooseKSP/OhReallyAnotherNamingEndeavour/releases/tag/v1.0.2

Spacedock: https://spacedock.info/mod/2665/Oh%20Really%20Another%20Name%20Generating%20Endeavour%3F%21%20%28O.R.A.N.G.E%29

CKAN box ticked on Spacedock.

Source Code: https://github.com/FruitGooseKSP/OhReallyAnotherNamingEndeavour

 

Licence

MIT

 

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L.I.M.E.

Lie In Must Ensue!

Description

I personally like to launch my rockets in daylight, therefore I'm an avid user of the "warp to sunrise" button. Unfortunately, the stock sunrise is still too dark for my liking so this mini-mod changes the definition of sunrise to an hour later, when it is bright and sunny! Additionally, you now have the option to select your preferred warp to time, either sunrise (the stock setting), sunny (LIME), sunset or midnight, depending on your requirements. Go on, have yourself a lie in.

 

Download

Github: https://github.com/FruitGooseKSP/LieInMustEnsue/releases/tag/v1.1.2

Spacedock: https://spacedock.info/mod/2664/Lie%20In%20Must%20Ensue%20%28L.I.M.E.%29

CKAN box ticked on Spacedock.

Source Code: https://github.com/FruitGooseKSP/LieInMustEnsue

 

Licence

MIT

 

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F.I.G

Filling Inventory Generously

Description

Managed to destroy a solar panel on your ship and now have no power? You check the crew manifest... there is an Engineer onboard - great. Let's get him to repair it... wait, you forgot to bring any repair kits didn't you? Hardly surprising given the tedious nature of loading the inventory with them. This mini-mod addresses this issue by adding a full stack of repair kits to any empty slot contained within a command module.

  • Fill any slots inside your Command Pod with items as you desire inside the Editor. Then when you launch, any that have not been filled will be filled with repair kits.
  • Dedicated cargo storage is NOT filled, as there is the potential for hundreds of repair kits to be loaded which is both unnecessary and unrealistic!

 

 

Download

Github: https://github.com/FruitGooseKSP/FillingInventoryGenerously/releases/tag/v1.0.1

Spacedock: https://spacedock.info/mod/2668/Filling%20Inventory%20Generously%20%28FIG%29

CKAN box ticked on Spacedock.

Source Code: https://github.com/FruitGooseKSP/FillingInventoryGenerously

 

Licence

MIT

 

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M.A.N.G.O.

My Antennae Never Go Offline

Description

This mini-mod attempts to address the issue of the "not enough power!" spam message when you transmit science. It does this by re-balancing the mechanics involved. Basically:

  • This mod looks at the vessel and checks the number of solar panels and their ability to generate electricity, as well as the number/type of antennae and their ability to transmit data. 
  • Depending on the results of the above, it then sets a transmission time in a balanced fashion (basically more/better solar panels/antennae = less transmission time), reduces the electricty usage to help prevent the no power spam, and then reduces the amount of electricity a solar panel generates as means of payment/compensation.
  • The end result is the player should be able to transmit all data at the cost of TIME rather than ELECTRICITY; so the transmission will go through but it will take longer.

 

Notes

  • This isn't a "infinite electricity" cheat. You may still run out of electric if your vessel's current capacity is low.
  • You need solar panels and antennae for this to work; if the vessel doesn't have any, it will not function.
  • When you've unlocked the top-end panels/antennae, the data will probably transmit as fast as stock. This is to reflect the improved ability of these parts (and also you'll probably have less science to transmit anyway!)

 

Dependencies

ModuleManager

 

Download

Github: https://github.com/FruitGooseKSP/MyAntennaeNeverGoOffline/releases/tag/v1.1.0

Spacedock: https://spacedock.info/mod/2669/My%20Antennae%20Never%20Go%20Offline%20%28MANGO%29

CKAN box ticked on Spacedock.

Source Code: https://github.com/FruitGooseKSP/MyAntennaeNeverGoOffline

 

Licence

MIT

 

If you prefer to download the mini mods together, you can now do so here:

Github:https://github.com/FruitGooseKSP/FruitKocktailComplete/releases/tag/v1.2.0

Spacedock: https://spacedock.info/mod/2671/FruitKocktailComplete

CKAN: Yes

Dependencies

ModuleManager

Licence

MIT

 

Edited by FruitGoose
updated PLUM
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NIce! ... I just wish these were all on the same repo, and had a combined release pacage, so you could grab them all at once, as well as the seperate pacages to pic & choose...
But great job!

Also, not sure I did it the preferred method, but I submitted a nomination for Thread of The Month for this ;)

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3 hours ago, FruitGoose said:

 

  • The stock Ox-Stat fixed panel is extremely problematic as it uses the same part module to handle deployment even though it is obviously not deployable. You would think it would be programmed to ignore any request to extend but alas no, as it actually includes animation parameters. Unfortunately these produce NRE spams. Therefore, I have had to create a "blacklist" of parts that shouldn't be included in PEAR. If you have an add-on panel that causes similar, it can be added to the blacklist (inside PluginData) which will allow the mod to function correctly (please let me know as well so I can add it for distribution).

Just a tip - this can be handled by checking the isTracking flag in the ModuleDeployableSolarPanel part module (fixed panels don't track).

This looks really cool, congratulations on the release

Edited by severedsolo
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4 hours ago, severedsolo said:

Just a tip - this can be handled by checking the isTracking flag in the ModuleDeployableSolarPanel part module (fixed panels don't track).

This looks really cool, congratulations on the release

Thank you! I'll look into that 

5 hours ago, Stone Blue said:

NIce! ... I just wish these were all on the same repo, and had a combined release pacage, so you could grab them all at once, as well as the seperate pacages to pic & choose...
But great job!

Also, not sure I did it the preferred method, but I submitted a nomination for Thread of The Month for this ;)

Thank you. I wasn't sure how it worked source/licence wise by combining them. I suppose I could just create a new repo with them all in then covered either way.

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Great!

APPLE could automatically remove helmets on EVA in breatheable atmosphere.

Didn't really care for the auto LG lowering. Can it be turned off?

Can LIME have two settings? Your sunny daylight but also the sun directly on the horizon? It is good for some launches.

 

Edited by Daniel Prates
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2 hours ago, FruitGoose said:

Thank you. I wasn't sure how it worked source/licence wise by combining them. I suppose I could just create a new repo with them all in then covered either way.

Could mebbe take a look at Malah's QuickMods repo, to see how thats setup...granted, theres a lot more modlets & *stuff* in there, than you probably need... lol

Edited by Stone Blue
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10 hours ago, Daniel Prates said:

Great!

APPLE could automatically remove helmets on EVA in breatheable atmosphere.

Didn't really care for the auto LG lowering. Can it be turned off?

Can LIME have two settings? Your sunny daylight but also the sun directly on the horizon? It is good for some launches.

 

Good idea, will look at implementing!

Yes in pause menu options under APPLE tab just uncheck option.

I originally planned for the player to be able to select the time but dismissed as unnecessary. However, perhaps a toggle to turn on and off (so you can use stock setting ) might work...

Thank you for the feedback &)

6 hours ago, lemon cup said:

If you need any help with L.E.M.O.N. let me know :cool:

:joy:

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3 hours ago, FruitGoose said:

I originally planned for the player to be able to select the time but dismissed as unnecessary

My reasoning is, some people (cof... me) like to design militarized planes, flying boats, amphibious etc. It is not always that you want to get real close tonthe ground and land.

Otherwise, great idea to have all options toggleable. It ensures most people will like the mod instead of droping it for "that one thing".

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3 hours ago, Drakomis said:

These mods are literally time savers and benefit my gameplay. THANK YOU.

You're welcome and thank you.

 

I've now added the option of downloading as 1 package as requested, it's at the end of the OP. Next up, work on those options for LIME...

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Really cool set of mods. Adding to my mod list right away! 

Spoiler

Also, you made me feel hungry

 

Edited by VoidCosmos
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Posted (edited)
13 hours ago, Cruesoe said:

Is it possible to make ORANGE pick from a single list rather than two?

Not officially, however as a workaround, if you remove all the names from the second list, it should do it (don't delete the actual file though). This will display a single name only of course (or whatever is listed on the line in list 1 if you edit it)

Edited by FruitGoose
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21 minutes ago, FruitGoose said:

Not officially, however as a workaround, if you remove all the names from the second list, it should do it (don't delete the actual file though). This will display a single name only of course (or whatever is listed on the line in list 1 if you edit it)

Unfortunately it didn't but I did it another way round. I put nothing but USS and similar in the first file. Works like a dream.

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25 minutes ago, Cruesoe said:

Unfortunately it didn't but I did it another way round. I put nothing but USS and similar in the first file. Works like a dream.

Great glad you sorted it. I will revise the code to allow what I described previously as well so thank you for bringing to my attention!

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UPDATES

APPLE

- added ability to auto add/remove helmet when safe to do so/not safe to do so

 

ORANGE

- added ability to select from a single list if desired without spamming NREs

 

LIME

- at the request of @Daniel Prates you now have the option of selecting the time you wish to warp to, accessible via a toolbar button. Options are sunrise (stock setting), sunny (LIME setting), sunset (for romantic players?) and midnight (if you build ugly rockets and are ashamed to launch them in the daylight?)

 

All links updated with new versions, Spacedock updated, combined package updated. Any issues/bugs/new ideas let me know!

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Congrats on TOTM!

Out of all these, MANGO is my favorite. I enjoy small probes and this mod is a lifesaver because it allows transmitting high-data experiments (like Magnetometer) without spamming batteries.

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