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suicidemission

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Everything posted by suicidemission

  1. Just downloaded it from Page 1 of this thread an hour ago. EDIT: ...and apparently installed 6.1 because I don't sleep and this happens. Thanks.
  2. So I'm having a problem where any of the editor controls (shift, wasd/qe, etc) also toggle some part of the RCS build aid. Toggling translation/engine mode, changing the vector I'm looking at (front/back, left/right, etc) or otherwise altering the RCS BA settings while I'm trying to work, which is insanely frustrating and significantly slows my workflow. There appears to be no settings to enable/disable this in the RCS BA settings menu or KSP keybinds, so am I dealing with some kind of bug?
  3. So re-reading the way MM handles operators the default is INSERT, so if no operator is specified it adds it, which is why my second attempt created two values- I wasn't using the @ operator to edit the values, I was using +MODULE -MODULE but not modifying the operators within the values. Since it's not necessary to edit any MODULE values besides ejectionForce within ModuleDecouple, I cut out everything else and obtained this, which functions as intended: +PART[stackDecouplerMini] { @name = stackDecouplerMini-NoForce @title = TR-2VNF Stack Decoupler @description = The TR-2VNF Stack Decoupler is a miniature detachment utility for small rockets and space probes that separates the payload but does not exert any force upon it. @MODULE[ModuleDecouple] { @ejectionForce = 0 } } I'm going to start experimenting with the modified CFGs and EL's native textured primitive smelter tomorrow and see if I can get it working as intended. After that I'll start learning the MM method of configuring the attachment nodes before I finalize the model and start the texturing process.
  4. Okay, so experimenting a little I tried this: +PART[stackDecouplerMini] { @name = stackDecouplerMini-NoForce title = TR-2VNF Stack Decoupler description = The TR-2VNF Stack Decoupler is a miniature detachment utility for small rockets and space probes that separates the payload but does not exert any force upon it. MODULE { name = ModuleDecouple ejectionForce = 0 explosiveNodeID = top } } But when I ran KSP the new "no force" decoupler showed: Decoupler Force: 0 Decoupler Force: 15 So reading through the ModuleManager docs on GitHub I found the Edit operator but copying the node, modifying it to remove ejectionForce = 15 and modifying it again to add ejectionForce = 0 did nothing (I still saw both values in the editor). Do I suck at computer? I think I suck at computer.
  5. LOL go figure, I thought diving into Module Manager would be the hard way! Thanks Nathan. I decided my first foray into modding would be to mess around with some CFGs to get the hang of them. Next I plan on cooking up some improved models for a few parts. I have a WIP smelter for EL I'm hoping to configure for use with Near Future's heat sink mechanic, so understanding how CFG tweaking and Module Manager worked was pretty important. This is the first one I'm working on- an improved smelter model for Extraplanetary Launchpads, visually based on IRL smelters. Exported to SketchUp for a quick texture job to get an idea for appearances without having to unwrap and paint the UV map. I'm gonna try to get the tricount down by giving the pipes fewer sides (they have 12 at present, I think 9 will be enough visually), modifying the 1.25m 45deg ports (which are intended for mounting heat sinks for use with the Near Future "Thermal Load" mechanic), removing one of the radial tanks and making the 2.5m radial attach points flush with the body near the 3m bottom. At present it's about 7000 but I think I can make some improvements and get it down to 2000-3000 or so while keeping the overall similarity with IRL smelters intact. I'll be redoing the CFG to make the smelter's characteristics more similar to IRL smelters as well, based on the improved smelters settings from a smelter model I found here on the forums. Thanks again NathanKell! A journey of a thousand miles started with this single step!
  6. Background: I have no experience modding KSP but I figured I'd give it a go to learn a little bit by doing something I've wanted to for a long time- adding the "Ore" scanning function from Extraplanetary Launchpad's magnetometer to the much prettier magnetometer from DMagic Science Parts. According to the CFG File Documentation and "Changing Part Configuration Files" pages on the KSP wiki it should be as simple as copying the MODULE from the EL part to the DMagic part. Seems that, nope, that's not gonna do it. Here's what I was copying: MODULE { name = KethaneDetector DetectingPeriod = 1.5 DetectingHeight = 60000 PowerConsumption = 0.4 Resource { Name = Ore } } I dropped that inside the PART {} at the end of the DMagic CFG, the same way it appears inside the EL CFG but... de nada. No such module appears in the editor or on the ship once launched. My new magnetometer doesn't magnetowhatever. I also tried to make a copy of the part and adjust the references inside the CFG so it looked like a second part, identical but with added functionality. Also de nada. Did I completely misunderstand the tutorials? Is there some functionality I'm overlooking or a conflict? I'll post the CFG details from both in the post below.
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