Jump to content

A Mechanic Is Jeb, or "KAS For Almost Everything"


GavinZac

Recommended Posts

Would love to see KSPX's applicable parts added: http://forum.kerbalspaceprogram.com/threads/30472-0-23-x-KSPX-Kerbal-Stock-Part-eXpansion-mod-reposted-v0-2-6-1-2-04-14

So I made this: http://uploaded.net/file/aym12p9u/A_Mechanic_Is_Franklin.cfg

Let me know if I did it right. Feel free to change around the storage sizes. I don't really like the idea of all parts, irrespective of size and weight, only taking up '4' slots.

Link to comment
Share on other sites

Also, Squad's large solar panels fall into this filter (<=1.0 mass, radial attachable), so if anyone else wants to add those, add this somewhere:

@PART[largeSolarPanel] {
MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.0, -0.15)
evaPartDir = (0,0,-1)
storable = True
storedSize = 40
attachOnPart = True
attachOnEva = False
attachOnStatic = False
}
}

Link to comment
Share on other sites

how about some grab-able mechjeb cases? That's about the only thing I can think of that I have but is not already on your list.

Also, I got a module manager error after loading this file.

Edit: I think I found the fix after reading the thread.

Edited by Capt. Hunt
Link to comment
Share on other sites

  • 2 weeks later...

Is anyone getting an error message on startup with more recent versions of Module Manager? (2.1.0 in my case) due to this file? I'm not certain if it is actually causing a problem, but it brings up a note in load-up (continues loading up anyway).

Link to comment
Share on other sites

Is anyone getting an error message on startup with more recent versions of Module Manager? (2.1.0 in my case) due to this file? I'm not certain if it is actually causing a problem, but it brings up a note in load-up (continues loading up anyway).

Just looking at it if you open it and found //KDEX @PART[Kerbal Dust Experiment]

It as 2 space's in the name so make it look like @PART[Kerbal?Dust?Experiment] will fix the error

for that 1.

Link to comment
Share on other sites

  • 3 weeks later...

I think some mods from my mod list are missing:

Mehanic KAS Compability V4: http://forum.kerbalspaceprogram.com/threads/71683-A-Mechanic-Is-Jeb-or-KAS-For-Almost-Everything

Load on Demand V3: http://forum.kerbalspaceprogram.com/threads/73236-WIP-Loading-textures-only-as-required

Module Manager V2.1.5: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29

ResearchThemAll V1.1: http://forum.kerbalspaceprogram.com/threads/78067-0-23-5-Research-Them-All-1-0-%28April-27%29

000_Toolbar V1.7.1: http://forum.kerbalspaceprogram.com/threads/60066-0-23-5-Toolbar-Plugin-1-7-1-Common-API-for-draggable-resizable-buttons-toolbar

ATM V3.1: http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs!

blizzy (Achievements) V1.6.0: http://forum.kerbalspaceprogram.com/threads/52535-0-23-5-Achievements-1-6-0-Earn-136-achievements-while-playing

Aerojet Kerbodyne V1.1: http://forum.kerbalspaceprogram.com/threads/76170-0-23-5-Aerojet-Kerodyne-%28Service-Module-NASA-Extension%29

B9_Aerospace V4.0c: http://forum.kerbalspaceprogram.com/threads/25241-0-22-B9-Aerospace-Pack-R4-0c-New-pods-IVAs-engines-fuselages-structures

BahaSP (Taurus) v1.0.1: http://forum.kerbalspaceprogram.com/threads/75074-Taurus-HCV-3-75-m-Stock-ish-Crew-Pod-now-with-internals!-v1-0-1-April-20-2014

BoJaN (Q Struts) 27-2: http://forum.kerbalspaceprogram.com/threads/71030-Quantum-Struts-Continued-%282014-02-27%29-Tweakables-KAS-grab-attach

BoulderCo (EVE/Better Atmosphere) V4: http://forum.kerbalspaceprogram.com/threads/77523-Better-Atmospheres-V4-April-23rd-2014?p=1111947

ConnectedLivingSpace V1.0.5: http://forum.kerbalspaceprogram.com/threads/70161.

Crew Manifest V0.5.7.0: http://forum.kerbalspaceprogram.com/threads/60936-0-23-5-Kerbal-Crew-Manifest-v0-5-7-0

Deadly Reentry V4.7: http://forum.kerbalspaceprogram.com/threads/54954-0-23-5-Deadly-Reentry-Continued-v4-7-5-5-14

Distant Object Enhancement V1.3: http://forum.kerbalspaceprogram.com/threads/69907-0-23-Distant-Object-Enhancement-v1-3-Planets-satellites-in-the-night-sky!-%283-3%29

Editor Extensions V1.1: http://forum.kerbalspaceprogram.com/threads/38768-0-23-5-Editor-Extensions-v1-1-2-Apr-2014-%28EdTools-Editor-Tools-replacement%29

EnvironmentalVisualEnhancements V7.3: http://forum.kerbalspaceprogram.com/threads/55905-0-23-5-7-3-EnvironmentalVisualEnhancements-NEW!-VolumetricClouds!

ExsurgentEngineering (B9's plugin): http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixes

Ferram Aerospace Research V0.13.3: http://forum.kerbalspaceprogram.com/threads/20451-0-23-5-Ferram-Aerospace-Research-v0-13-3-4-30-14

Firesplatter V6.3: http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-%28May-6th%29-for-KSP-0-23-5

FShangarExtender V1.1: http://forum.kerbalspaceprogram.com/threads/65747-0-23-Hangar-Extender

HullCameraVDS V0.2.9.5: http://forum.kerbalspaceprogram.com/threads/46365-0-23-5-Hullcam-VDS-Converted-DEA-to-MU-Updated-29-Apr

ImprovedChaseCamera V1.3.1: http://forum.kerbalspaceprogram.com/threads/80112-0-23-5-Improved-Chase-Camera-v1-2

Kerbal Attachment System V0.4.7 http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System

Kethane V0.8.5: http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-5-Find-it-mine-it-burn-it!-0-23-5-%28ARM%29-compatibility-update

Klockheed_Martian (Asteroids) V0.4: http://forum.kerbalspaceprogram.com/threads/79675-Klockheed-Martian-Asteroid-Cities-V0-2-Improved-conversion-and-detection

Kine Tech Animation (B9's plugin): http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixes

KerbalFlightIndicators V2: http://forum.kerbalspaceprogram.com/threads/80277-Kerbal-Flight-Indicators-%2817-05-2014%29

KerbalJointReinforcement V2.3: http://forum.kerbalspaceprogram.com/threads/55657-0-23-5-Kerbal-Joint-Reinforcement-v2-3-4-14-14

Kotysoft (Test weights) V1.4: http://forum.kerbalspaceprogram.com/threads/76231

KSPScienceLibrary V1.1: http://forum.kerbalspaceprogram.com/threads/78305-0-23-5-Science-Library-v1-1

KW Rocketry V2.5.6B: http://forum.kerbalspaceprogram.com/threads/51037-0-21-X-KW-Rocketry-v2-5-29-09-2013

MagicSmokeIndustries (Infernal Robotics) V0.15d: http://forum.kerbalspaceprogram.com/threads/37707-0-23-5-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-14-stable%29

MechJeb V2.2.1: http://forum.kerbalspaceprogram.com/threads/12384-PART-0-23-5-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-2-1

ModsByTal (Cargo Tansportion) V0.3.4: http://forum.kerbalspaceprogram.com/threads/77505-Cargo-Transportation-Solutions-%28WIP%29

ModZero: B9 KSPI Fix

Nereid (Final Frontier) V0.3.9: http://forum.kerbalspaceprogram.com/threads/67246-0-23-Final-Frontier-0-3-9

NovaPunch V2.04: http://forum.kerbalspaceprogram.com/threads/3870

Open Resource System V1.1.0: http://forum.kerbalspaceprogram.com/threads/64595-Open-Resource-System-%28ORS%29-Mod-Resource-API-version-1-1-0

Part Catalog V2.4-3.0 RC2: http://forum.kerbalspaceprogram.com/threads/35018-0-23-5-PartCatalog-2-4-3-0-RC2-released

Procedural Fairings V3.03: http://forum.kerbalspaceprogram.com/threads/39512-0-23-Procedural-Fairings-2-4-4-tech-tree-and-minor-improvements-%28March-31%29

Protractor V2.4.5: http://forum.kerbalspaceprogram.com/threads/21544-23-Protractor-Rendezvous-Plugin-v-2-4-5

R&SCapsuledyne (Taurus) V1.0.1: http://forum.kerbalspaceprogram.com/threads/75074-Taurus-HCV-3-75-m-Stock-ish-Crew-Pod-now-with-internals!-v1-0-1-April-20-2014

RealChute V1.1.0.1: http://forum.kerbalspaceprogram.com/threads/57988-0-23-x-RealChute-Parachute-Systems-Presets!-v1-1-0-1-27-04-14

ResGen V0.28: http://forum.kerbalspaceprogram.com/threads/28895-0-20-2-Resource-Generation-Module-%280-28%29

ROMFARER (Lazor) V33: http://forum.kerbalspaceprogram.com/threads/9923-0-23-5-Lazor-System-v33-%28April-17%29

SCANSat + SCANsatRPM V7 RC2.2: http://forum.kerbalspaceprogram.com/threads/80369

ScienceAlert V1.5: http://forum.kerbalspaceprogram.com/threads/76793-0-23-5-ScienceAlert-1-5-Experiment-availability-feedback-%28April-26%29

Smoke Screen V2.0.1.0: http://forum.kerbalspaceprogram.com/threads/71630-0-23-SmokeScreen-Extended-FX-plugin

ShipManifest V0.23.5.3.3: http://forum.kerbalspaceprogram.com/threads/62270-0-23-5-Ship-Manifest-%28Crew-Science-Resources%29-v0-23-5-3-2-3-11-May-14

TAC V0.8: http://forum.kerbalspaceprogram.com/threads/40667-0-23-0-23-5-WIP-TAC-Life-Support-0-8-22Dec

TimeControl V11.1: http://forum.kerbalspaceprogram.com/threads/69363-0-23-5-Time-Control-4-23-14-v11-1

Timmers (KeepFit): V1.0.44: http://forum.kerbalspaceprogram.com/threads/67739-0-23-WIP-PLUGIN-KeepFit-Kerbal-fitness-degradation-mod-v1-0-43

TreeLoader V1.0: http://forum.kerbalspaceprogram.com/threads/53192-0-22-TreeLoader-Custom-Career-Tech-tree-Loader-1-0

TriggerTech (Alt. Resource Display) V2.2.0.0: http://forum.kerbalspaceprogram.com/threads/60227-0-23-5-KSP-Alternate-Resource-Panel-v2-2-0-0-%28April-19%29

UmbraSpaceIndustries (MKS) V0.16.7: http://forum.kerbalspaceprogram.com/threads/79588

VNG V1.2: http://forum.kerbalspaceprogram.com/threads/25305-0-23-Vanguard-Technologies-EVA-parachutes-23!-Sry-4-not-fixing-earlier-%28Dec-30%29

WarpPlugin (Interstellar) V0.11: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11

No pressure ;)

Well some of these mods doesn't add any parts at all.

Also what about making all command pods equipped with MechJeb?

It could be another cfg-based addon ;)

Edit: Found this mod here: http://www.curse.com/ksp-mods/kerbal/221109-mechjeb-embedded-universal

Also newest MM throws out one error.

Edited by raxo2222
Link to comment
Share on other sites

  • 2 weeks later...
I think some mods from my mod list are missing:

Mehanic KAS Compability V4: http://forum.kerbalspaceprogram.com/threads/71683-A-Mechanic-Is-Jeb-or-KAS-For-Almost-Everything

.......

Also newest MM throws out one error.

Uh.......everyone is not crazy to add ALL of the mods you listed...some of them are redundant and can be excluded.

Edited by Joshwoo69
Decided to edit it
Link to comment
Share on other sites

yeah? which ones and how do you figure that out? ... trying to learn how to optimize

Cargo transportation

Loada on demand

thrimmers

lazor system(place where gui is can conflict with mechjeb)

ORS(It is a plugin/API!!)

and some others...

one more note. (if someone wants to load them,the game WILL crash when going to to the runway or something....(if using windows or mac))

Edited by Joshwoo69
Link to comment
Share on other sites

yeah? which ones and how do you figure that out? ... trying to learn how to optimize

I guess you've not understand well the purpose of this MM config, it has been made to allow parts (mod which is a plug-in only are irrelevant) to be KAS compatible, which means small enough parts can be put on a KAS box/container or picked by a kerbal on EVA. So a JB-64 for example will have not a single chance to be added to this config (unless after badasses, Squad add Herculean kerbals, or maybe a "power-up": space steroids or "astr-eroids" :D)

Link to comment
Share on other sites

I guess you've not understand well the purpose of this MM config, it has been made to allow parts (mod which is a plug-in only are irrelevant) to be KAS compatible, which means small enough parts can be put on a KAS box/container or picked by a kerbal on EVA. So a JB-64 for example will have not a single chance to be added to this config (unless after badasses, Squad add Herculean kerbals, or maybe a "power-up": space steroids or "astr-eroids" :D)

That part I did understand. That this is to allow parts to be moved by Kerbs in space, or really just by kerbs in general. So it would only make sense that some parts are movable and others will never be unless by crane or what have you. Also tht some are stowable and others aren't etc .. no i get that ..

I was really just asking about the redundancy statement. I mean if i have things that are redundant i want it gone. So I wanted to know if there was a way to determine that.

Link to comment
Share on other sites

That part I did understand. That this is to allow parts to be moved by Kerbs in space, or really just by kerbs in general. So it would only make sense that some parts are movable and others will never be unless by crane or what have you. Also tht some are stowable and others aren't etc .. no i get that ..

I was really just asking about the redundancy statement. I mean if i have things that are redundant i want it gone. So I wanted to know if there was a way to determine that.

Sorry, I have bad quoted I guess, my message was mainly for raxo2222 list.

The redundancy statement may be also a mystake or something like that, as this config doesn't apply to plug-in only (no sense) and transportation type mod (cargo, fairings, no sense too, unless someone like to put a cargo in a cargo, it's kind of super-cargo), and if you look more closely on post by Joshwoo69, he/she quote specifically KAS, which is redundant (KAS in KAS ? :D).

Link to comment
Share on other sites

Sorry for confusion - I copied and pasted my full mod list without any editing - so it was here as is.

Is Lazor System supported?

Lets pick Lazor System - I use it to guide me when warping (Interstellar) to see how far I'm from target. Also it makes ladders obsolete, as I can just teleport back kerbals ;)

Edited by raxo2222
Link to comment
Share on other sites

  • 4 weeks later...

If these aren't really being updated I can easily add a @Part...:For[DMagic]:NEEDS[KAS] line to my parts so that I can configure them myself and ensure that they always stay up-to-date (and probably the same goes for SCANsat).

It's possible to check if the module already exists on the part using MM syntax right?. That way it won't get added twice if someone has this file also installed.

Link to comment
Share on other sites

When loading the game Module Manager tells me that it found an error in the .cfg file for this mod. Is this an issue that interferes with functionality in any way or is it safe to ignore?

Oh the error is from a space in the name of one of the parts... Let me find it.

//KDEX
@PART[Kerbal?Dust?Experiment] {
MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.0, -0.15)
evaPartDir = (0,0,-1)
storable = True
storedSize = 10
attachOnPart = True
attachOnEva = False
attachOnStatic = False
}
}

The original file has spaces were the questions are, add the question marks and you will be golden

Link to comment
Share on other sites

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

Is there any interest in having a maintained version of this file?

Turns out I had essentially done most of the work in this file until I found it. There doesn't seem to be a github repo to send push requests to, so I'm considering starting up my own.

Link to comment
Share on other sites

Is there any interest in having a maintained version of this file?

Turns out I had essentially done most of the work in this file until I found it. There doesn't seem to be a github repo to send push requests to, so I'm considering starting up my own.

Yeah do it -- it'd be great to have it on git so updates are crowdsourced.

Link to comment
Share on other sites

Many* people have asked in both the KAS thread and the Module Manager thread: "how do I make all parts under 1 ton grabbable?" or "how do I make everything radially attachable be grabbable?"

This is not possible with ModuleManager at this time.

Instead, I've thrown together a MM config that matches lots of parts - 257 named parts plus a few more * matches - and makes them grabbable and storeable.

Here's the config:

http://mononyk.us/A_Mechanic_Is_Jeb.cfg

I know it's... unorthodox to make a thread for a config file in Add-On development. However, since there are so many parts included, it's probably best that this get some testing before it is called 'released', ie. I link to it in the KAS thread. If anyone would like to try it, please do.

Changelog

// v0.5 -- added KDEX and RLA stockalike parts

// v0.4 -- added Stock shielded docking ports

// v0.3 -- added DMagic and FASA packs

// v0.2 -- added AEIS stuff

PAQ:

omgcopyright!

There's nothing being distributed here but names.

What parts did you add it to?

Lots. Some of which metre-tall frogbeings with the body definition of a FigRoll probably couldn't really carry. But there were some criteria:

  1. Mass = 1 or less
  2. Radially Attachable or should have been radially attachable

What part packs are being modified?

  • AIES
  • Deadly Reentry
  • DMagic Science
  • FASA Rockets
  • KSP Interstellar
  • Squad
  • B9
  • Lionhead's Circular Panels
  • CP Airbags
  • Hexcans (inc TAC's)
  • Brass Moustache's TAC parts
  • Hullcam
  • Kethane
  • Klockheed Martian
  • KW Rocketry
  • Lack Lustre Labs
  • Lack's Stock Extension stuff
  • RealChutes
  • SurfaceLights
  • ScanSat
  • Telemachus
  • Cacteye Telescope
  • Infernal Robotics

Hey wait, everything is storedSize 4? The Delta Wing AND the little wing light are the same size?

Yes. I mean, no. Kind of. This config file was generated by a script, y'see. If you put them in a container they will still weigh what they should, it's just that large, light things fit in containers into which they probably shouldn't. Because magic. Let's test that these don't cause stuff to blow up (any more than Vanilla KAS does, at least) before we worry about little details. I will happily take suggestions.

Can you add MyFavouritePartsPackv.1.ponies?

Probably. Tell me what you want. Or just add it yourself, this is so easy a PHP script did it. And we know how dumb PHP is, right?

Liar and slave! MyFavouritePartsPackv.2 already has KAS support

Some of the packs already had partial support. I've added more.

That's totally unrealistic, Jeb couldn't just attach a delta Wing and a Fusion Generator to a probe core in space!

Rule of Cool

License please

Do we need licenses for MM configs? Anyway, it's Creative Commons Non-Commerical Attribution**.

* definitions of Many may differ

**with the usual 'I dedicate myself to the loyal service of GavinZac should the current world system degenerate into a post-apocalyptic horror story' addendum.

where does this cfg file go ?

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...