-
Posts
8,193 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Alshain
-
I frequently see requests for changes or mods that can be done easily using nothing but a module manager patch, often those have already been requested several times. Rather than copy/paste every in every single request, I thought it might be nice to make a database of module manager patches for the stock game so players can simply scroll through the list and pick out what they like. If you have a specific MM patch you would like to add to the list, feel free to post it. If someone else made it for you, please include their name. I would like to attribute the correct author.I will try to keep the thread up to date and will likely improve the thread organization as it grows. Instructions For Usage Install Module Manager. Many mods already come packaged with this, so you may already have it. However, it is wise to ensure you have the latest version. Copy the entire contents of the patch(es) you want into a text editor. I recommend Notepad++, but any text editor will do. Save the file in the Kerbal Space Program\GameData folder using a *.cfg extension and any name you wish (example: ServiceBayDeployLimiter.cfg). The patches may be almost anywhere in the GameData folder, you may wish to create a "Patches" folder for organization. The patches can all be in one file or split among many for your convenience (white space is ignored). Patches that alter the same modules may be combined provided they have the same header, see example below. Rules for Patches in the Database Patches in this thread must be for stock KSP. Mod patches should be posted in their respective threads. Patches must include the name of the original author or if you do not know, say so. Patches posted here are assumed to include no reserved rights beyond attribution. SCPD Patch Manager You can now download this database formatted for use with @linuxgurugamer's PatchManager mod. Simply extract the zip file to your GameData folder. Download Module Manager Patch Database Quality of Life Improvements These patches do not alter the overall difficulties in the game. In most cases they simply make it easier to do things you can already do through less convenient means. Add Deploy Limiter to Service Bays Contributor: @Alshain Add Staging Control to Parachutes, Engines, and Launch Clamps (Advanced Tweakables) Contributor: @Alshain, @Xyphos, @sebi.zzr Note: For Multi-Mode Engines (Panther/Rapier) you must toggle staging on both engine modes! Add Class Descriptions to Antennas Contributor: @tg626 Allow setting a maximum brightness value for cockpit lights Contributor: @Iamsodarncool Adjust the Rotation of the HECS core for better alignment Contributors: @eddiew, Adjust the Attachment Nodes for Heat Shields Contributor: @Snark Add Deployment Limiter to Landing Gear Contributor: @Mecripp Tweakable Defaults These patches allow you to alter the default state for many part tweakables so that you do not have to remember to do it every time. These are personal preference items and do no alter gameplay. In all cases, these can still be altered in-game while the patch is active, it only changes their starting settings. No Monopropellant in New Command Pods/Cockpits Contributor: Unknown RCS to Translate Only Contributor: @Snark Clamshell Style Fairings Contributor: @Alshain Number of Fairing Sides Contributor: @Alshain Fairing Ejection Force Contributor: @Alshain Decoupler, Separator, and Heat Shield Ejection Force Contributor: @Alshain Hibernate in Warp to Auto Contributor: @Alshain Fairing Nodes to Off Contributor: @JAFO Fairing Trusses to Off Contributor: @JAFO Decouplers to Allow Crossfeed Contributor: @Armisael Command Pod and Cockpit Lights On Contributor: @slubman Command Pod and Cockpit Lights Not Bound to Action Group Contributor: @slubman Kerbal EVA Lights On Contributor: @slubman Reduce Default Ablator to 20% of full Contributor: @Foxster Default Antennas to Allow Partial Contributor: @Blackline Default Flag Decals to Off Contributor: @Messy Recipe Scaled and New Parts These patches add new parts from existing textures to fill in some of the gaps in stock. 0.625m Fuselage Contributor: @Psycho_zs 1.25m Modular Girder System Contributor: @Alshain 0.313m Modular Girder System Contributor: @Alshain 0.625m & 2.5m HubMax Contributor: @Alshain 1.25m to 0.625m Bi/Tri/Quad Adapters Contributor: @Alshain 0.625m, 2.5m, 3.75m Bi/Tri/Quad Couplers Contributor: @Alshain Extra Landing Gear Contributor @Vegetal Additional Launch Clamps Contributor: @maculator Delayed Action Sepatron Contributor: @Enceos Add a 5m and 7m Fairing Contributor: @Enceos, @Stone Blue Make the Atmospheric Sensor Smaller Contributor: @samamstar Add Fuel Filled Adapters Contributor: @samamstar Small & Large Air Brakes Contributor: @Errol Radial LFO Tank Contributor: @Snark, @Aelfhe1m Internal Combustion Engine (Wheels) Contributor: @KerbMav Gameplay Changes These patches can be perceived as changing gameplay or otherwise altering the presumably intended difficulty in the game. Reduce the mass of the Mk 1-2 Pod and Mk2 Lander to a more 'balanced' value Contributor: @Alshain Reduce the mass of structural parts Contributor: @Psycho_zs Add Limited Torque to All Probes Contributor: @Alshain Reduce the Effective Torque of All Reaction Wheels Contributor: @Psycho_zs Allow Deflating Inflatable Heat Shield Contributor: @Chris97b Allow All Deployable Solar Panels to Retract Contributor: @Alshain Add a Power Generator to All Command Pods Contributor: @Foxster Add Angled Docking Ability to Docking Ports Contributor: @Psycho_zs Move All Science to Starting Tech Tree Node Contributor: @maculator Increase Electric Output of the Launch Clamp Contributor: @maculator Add Crew Reports to Science Lab Contributor: @maculator Increase Interaction Range of Mystery Goo and Science Jr. Contributor: @Warzouz Recieve 100% Science when Transmitting Contributor: @maculator Add a Generator to ISRU Contributor: @maculator Stop Solar Panels from Sun Tracking Contributor: @tg626, @Alshain Add Attachment Nodes to Various Parts Contributor: @Enceos Add electric requirements to cockpit cabin lights Contributor: @Alshain Add Science Transfer to Science Labs and Command Pods Contributor: @steve_v Gain Full Science the First Time and Experiment is Run Contributor: @MalevolentNinja Change the Convert-O-Tron 125 to Allow Continuous Work and Improve Efficiency Contributor: @Raphaello Set anomaly detection rate to 100% for high tech probes Contributor: @slubman Swap crew report and EVA report biome-dependence in space low Contributor: @pwhk Change the impact tolerance of all engines Contributor: @TheRagingIrishman Unmanned Command Pods Contributor: @Aelfhe1m All Engines Surface Attachable Contributor: @MatterBeam Disable Kerbal Rescue Contracts Contributor: @Wyzard LY-01 Landing Gear Improved Contributor: @Kerbal101 Add Brakes to LY-05 Landing Gear Contributor: @Kerbal101 Make the Stayputnik Available Earlier Contributor: @Kerbal101 Give pilots fuel efficiency as a skill. Contributor: @theshepherd Add Science Transfer to All Parts that Can Hold Science Contributor: @Wyzard Add Engine Spool Delay Contributor: @Aelfhe1m, @aquilux Increase the Amount of Science the Mobile Science Lab can Hold Contributor: @juanml82 Extend the Range of the Struts Contributor: @Xyphos
- 506 replies
-
- 60
-
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Alshain replied to TriggerAu's topic in KSP1 Mod Releases
Take your time, get it right. Life is more important than video games. Personally, I'm waiting for 1.1.3 anyway. You were not rude in the slightest. No worries. -
SoonTM Really though, we don't even know if it will be out before 1.2 or 1.3. The timetable is completely unknown to us for the console versions. Obviously it is in the best interest of both Squad and FlyingTiger to get it out there and making money as soon as possible, before the game itself becomes too outdated and stale (see Minecraft Wii U Version, released last December and sold next to nothing). However, they probably do not want a repeat of the 1.1 mistake, putting it out there too early.
-
Is it true that most KSP players never go interplanetary?
Alshain replied to KerikBalm's topic in KSP1 Discussion
It did take me a while to get past Minmus, but keep in mind, those stats (which we haven't seen btw) are skewed by the fact that a lot of the career game takes place before leaving Kerbin's SOI. No matter how good a game is, there are going to be a lot of players that get bored or realize the game is not their kind of game before they get any further than that. If we were able to somehow get stats from only the people who truly enjoy the game, I think you would find it would be different. -
Why Does Anybody Use Engine Gimbal?
Alshain replied to Geschosskopf's topic in KSP1 Gameplay Questions and Tutorials
I honestly have no idea how recent it is, I had to open the game to confirm it. Now, yes SAS is all or nothing, I'm well aware of that one (SAS is really stupid), but the gimbal itself is not. Here you go, made a video. It is a modded install but I'm fairly confident I have no mod doing that. EDIT: May be wrong on that, Claw's stock bug fix package does something to gimbal." I'll investigate further. We'll get to the bottom of this. EDIT2: Well I had Gimbal Plus in that mod disabled, but I'm gonna play it safe and kill all mods and try the test again. FINAL EDIT: Confirmed, stock behavior. -
Why Does Anybody Use Engine Gimbal?
Alshain replied to Geschosskopf's topic in KSP1 Gameplay Questions and Tutorials
The engine gimbal is not all or nothing, your keyboard is. If you have a flight stick, or even an XBox controller, it will scale. It's no different than using ailerons with a keyboard really. A keyboard is just an inferior way to simulate this sort of thing. I understand not everyone owns a controller or stick, but the game does simulate gimbal correctly. -
I think Kerbal Engineer has a whole section on heat.
-
Make the Sun Kerbol
Alshain replied to almagnus1's topic in KSP1 Suggestions & Development Discussion
I think some people prefer that one because "Astronaut" is originally/typically associated with the United States while "Cosmonaut" is associated with Russia, and Kerbonaut is not partial to either. The idea being that KSP should be universal and not partial to any one space program. But yeah I kind of agree with you, I dislike the "K" trend. -
Make the Sun Kerbol
Alshain replied to almagnus1's topic in KSP1 Suggestions & Development Discussion
Nonono, if you want a good name it should be "That hot thing in the sky that is yellow even though it should be white." -
Make the Sun Kerbol
Alshain replied to almagnus1's topic in KSP1 Suggestions & Development Discussion
Just don't put any dots over the U or we will never hear the end of the pronunciation threads. EDIT: Is this a different thread? How did we end up with two of these? -
Make the Sun Kerbol
Alshain replied to almagnus1's topic in KSP1 Suggestions & Development Discussion
It's official but not developer information. Squad hosts it but the information is fan maintained, so what he says is true. It even says so on the front page. " The official community-driven guide to the game. " And if you read the linked article. " “Kerbol” is a fan-made portmanteau of “Kerbal” and “Sol” — the Latin name for the real-life Sun. ... Fans on the KSP forums invented and popularized the name. " -
Parachute Staging Toggle
Alshain replied to The_Lieutenant's topic in KSP1 Suggestions & Development Discussion
Not to distract from your stock suggestion, but in case you need it, here is a ModuleManager script to make it happen. I included my own fairing control as well. @PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:FINAL { @MODULE[ModuleProceduralFairing] { stagingEnableText = Fairing: Enable Staging stagingDisableText = Fairing: Disable Staging stagingToggleEnabledEditor = true } } @PART[*]:HAS[@MODULE[ModuleParachute]]:FINAL { @MODULE[ModuleParachute] { stagingEnableText = Parachute: Enable Staging stagingDisableText = Parachute: Disable Staging stagingToggleEnabledEditor = true } } Unfortunately Engines do not appear implement this control. I tried, it didn't work. -
I think you kinda missed the point though. The point was his suggestion did not have a suggestion in it, and that is why it was misinterpreted as a question.
-
Our sun's name Sol, why do we call it the Sun? I mean, I really don't care, if Squad want's to rename it, then go for it. I just don't think it's that big of a deal. "sun" is a generic term, "the Sun", to me, refers to the star of the system you are currently in.
-
I guess? I'm not sure a nickname qualifies as role play though.
-
It's bugged. The developer that did it said it would be fixed SoonTM
-
That's a forum default. I haven't assigned any title to my name.
-
If you are making a suggestion, you need to make it clear and obvious what that suggestion is. Clever roleplay is not only against forum rules, but it is often open to interpretation which is not good for suggestions.
-
adding multiplayer
Alshain replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
You haven't given anything at all. There is a 0% chance that anyone will get into your save file for a single player game if multiplayer is implemented in any way that can't be done right now. Not 0.025%.... NONE, ZIP, ZILCH. It isn't remote, it is non existent. You are making stuff up about things you do not understand. You know what else is NONE, ZIP, ZILCH? The number of real reasons you have given why multiplayer would affect you playing single player. Even if there was such a chance, that is not a reason to not do something. There is a higher than 0.025% chance that implementing any of the things you want will break your save game. Is that a justification for not doing them? No Gas Planet 2 for you, it could potentially break the game. No alterations to career mode either, because well that could break your game. Any development of any kind could break your game, 1.1 is proof of that. Are you saying Squad should just stop right now?- 367 replies
-
- multiplayer
- ksp
-
(and 1 more)
Tagged with:
-
adding multiplayer
Alshain replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
You have no idea what you are talking about. Your world save is available to no one unless you explicit give open access to it, or your computer is hacked, but KSP being single player only won't stop that. Your reaching for arguments to support your stance which has no legs to stand on, and you are failing at it. Minecraft wasn't ported, it was re-written. The console versions are separate entities entirely (Java doesn't run on Apple, and I doubt it runs on PS4, it definitely doesn't run on Wii U) . My understanding of KSP is that will not the same, it is a direct port. If the game is done right, the bugs that affect single player will be the same in multiplayer. As I said above, they would be the same client. The only bugs that would independent of single player would be anything involving connections. I can't tell you how Squad is implementing the game, but I would certainly hope they would do it that way, it makes the most sense programmatically. As for bugs that exist now, that really shouldn't be a factor since multiplayer isn't coming right away. I agree, I hope they fix those first. I have nothing against people who want to play singleplayer, as you say, to each his own, but some people in the thread are saying nobody should get multiplayer because they don't want it, and that is just selfish.- 367 replies
-
- multiplayer
- ksp
-
(and 1 more)
Tagged with:
-
Ksp version 1.2
Alshain replied to Jeb-head-mug kerman's topic in KSP1 Suggestions & Development Discussion
We don't know when that will be coming. From what I've seen it's not even certain if we know if that is really coming. -
Press the Toggle Window button.
-
Ksp version 1.2
Alshain replied to Jeb-head-mug kerman's topic in KSP1 Suggestions & Development Discussion
There is none. There are some offhand mentions of graphics enhancements, part revamps, vr, and lots of mentions of multiplayer. However, we have no idea when (or if) any of that is coming and nothing has been confirmed for 1.2. EDIT: I take that back, we also are fairly confident the antenna system that RoverDude was working on is probably coming in 1.2, so there is that. -
adding multiplayer
Alshain replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
If done correctly yes. Single player would become a locally running multiplayer server with no outside access. Minecraft is a great example of this because it started where the mp client was separate from the sp client. When Mojang realised they were fixing bugs twice far too often, they merged the client. Now when you start a single player Minecraft game, its actually a very hidden multiplayer game.- 367 replies
-
- 1
-
- multiplayer
- ksp
-
(and 1 more)
Tagged with: