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Everything posted by Dazpoet
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So I have no idea what I'm doing but I want to add MechJeb to all probecores by default while I maintain the unlock order from the techtree. I also want to add the electrical demand of MJ (0.005) and the cost of the MJ module (750) to each probecore. I've gotten the first part done with the help of Sarbian in the MJ thread but I can't figure out how to do the other part. I read the MM Syntax guide https://github.com/sarbian/ModuleManager/wiki/Module%20Manager%20Syntax#edit---- but I must admit I'm probably more confused then anything else. This is what I've managed to put together @PART [*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]],#vesselType[Probe]]:Final{ MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } //Does the part below choose the ModuleCommand module and go to rate and then add 0.005? @MODULE[ModuleCommand] {@name = rate @numeric += 0.005} //Does this choose the first place in the file that has cost in it and then add 750 to it? { {@name = cost @numeric += 750} } } It might be clear from the above that I've never written code in my life, so please keep any answers on toddler level. Thanks! EDIT: After reading the MM handbook I start to wonder if maybe what I want to do is rather @rate += 0.005 in the case of increasing the electrical demand but cost isn't inside a module so how do I get to that one?
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Thank you for your answer! I can just put the MJCommandPod.cfg directly into the gamedata folder I assume or is there some kind of folderlogic I should use to not make it crash with other mods? Say I want to perhaps make further future changes using MM configs can I then creata a folder in gamedata like /GameData/Dazpoetbreaksthegame/ and put the .cfg file there? I tried reading up on the ModuleManager thread and it is... immense for someone not used to this stuff but it seems very powerful. As I mentioned I kind of want this change to be only for probecores so I wonder if this would do that or if I'm just being silly. [COLOR=#333333]@PART [*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]], [/COLOR]#vesselType[Probe]][COLOR=#333333]:Final[/COLOR]{ MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } [COLOR=#333333]}[/COLOR] I borrowed the vesseltype thing from the MM file in Starwasters probe-science mod, I hope that's not breaking a license or something? :S Should I move over to the MM thread for future questions I will have for adding the extra electricity and cost to probecores?
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I'll start this post out with saying I know absolutly nothing about programming and have only done minimal .cfg edits until now. Then I'll say how much I love this mod and how much it's helping me learn stuff by watching MJ do stuff and then trying it myself with that as guidance. But now I have a problem which I think might be easy to solve, or it might be impossible for all that I know. I'd like my probecores to have MJ built in from the get-go and to have the unlocks coming as usual. So flightcontrol is needed for the basic stuff up until advUnmanned for the tricky stuff. I have looked at .cfgs for probecores and the AR202 part and from I what I gather the files use some kind of module parameter to define the abilities of each part. Can I just add the MechJebCore module to a probecore config and it will work? That seems way to easy so I assume it's harder than that but that's why I'm here asking I'll show what I mean below. Let's use the Stayputnik as an example since it seems to be the probecore with least text in the .cfg. The standard config looks like this: PART { name = probeCoreSphere module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 CrewCapacity = 0 node_stack_bottom = 0.0, -0.3383468, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = flightControl entryCost = 1400 cost = 300 category = Pods subcategory = 0 title = Stayputnik Mk. 1 manufacturer = Probodobodyne Inc description = The Stayputnik offers the ultimate solution in crew safety. A lightweight sphere equipped with remote receivers and relay control input from the ground to the craft, it carries no crew at all, thus keeping them perfectly safe from all harm. This device does require electricity to operate however, and will cease to function if the power runs out. The built-in batteries should keep it going for about 10 minutes. attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 maxTemp = 1200 explosionPotential = 0 vesselType = Probe MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.02777778 } } RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 } } As per my assumption of how modules work I wonder if this variation would add MJ to the stayputnik. PART { name = probeCoreSphere module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 CrewCapacity = 0 node_stack_bottom = 0.0, -0.3383468, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = flightControl entryCost = 1400 cost = 300 category = Pods subcategory = 0 title = Stayputnik Mk. 1 manufacturer = Probodobodyne Inc description = The Stayputnik offers the ultimate solution in crew safety. A lightweight sphere equipped with remote receivers and relay control input from the ground to the craft, it carries no crew at all, thus keeping them perfectly safe from all harm. This device does require electricity to operate however, and will cease to function if the power runs out. The built-in batteries should keep it going for about 10 minutes. attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 maxTemp = 1200 explosionPotential = 0 vesselType = Probe MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.02777778 } } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advFlightControl } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 } } Reading about this thing called modulemanager and looking at an example I saw somewhere it also seems I could make an MM file that would automagically add the MJ module to everything that is a probecore rather than hard-editing the changes into every probecore .cfg file. If so could I also use the same MM config to increase the power requirements and costs of probecores to what it would be with MJ mounted? I expect I'm in way over my head here so please be gentle
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Dazpoet replied to DMagic's topic in KSP1 Mod Releases
Dmagic this mod is amazing! I esspecially love the orbital telescope and its biome support, I always tuck one on my probes and enjoy the hell out of it -
Not yet... but the more I look at how I would like the game to work the more necessary it seems.
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[0.23.5] Fuel Science v0.4 - Balance out that tech tree!
Dazpoet replied to ArcaneZedric's topic in KSP1 Mod Releases
Does this mod generate contracts in career mode? -
Iirc I bought it at 40% off on steam and seeing as it costs 27.99E there I guess I bought it for 16.99 or similar. Played about 110 hours so far and am currently planning how to mod my first "serious" career save. I'm gonna say this is one of the cheapest games I've ever bought when counted in sum/hour.
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[1.0.5] Contract Pack: SCANSat [v0.6.0] [2016-01-19]
Dazpoet replied to DBT85's topic in KSP1 Mod Releases
Oooh Hi-res contracts would be awesome, I can't wait! Will be switching to this pack with the next save then -
[1.0.5] Contract Pack: SCANSat [v0.6.0] [2016-01-19]
Dazpoet replied to DBT85's topic in KSP1 Mod Releases
The orbits seem rather specific as do the eccentricity demands, what is the difference between this pack and the other one for scansat? I'm considering which one to use for my next save but haven't found any explanation of the difference between them. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Dazpoet replied to ethernet's topic in KSP1 Mod Releases
Aha seems I haven't looked hard enough at rewards then, thank you for pointing it out -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Dazpoet replied to ethernet's topic in KSP1 Mod Releases
Been having loads of fun with this mod! This is my station so far and it has been a learning experience to set up both the station itself aswell as a supplyroute to Minmus for constant experiments and kibbal supplies. However I wonder if this mod makes some kind of check to see if an experiment is acctually logical to give a contract for or not. The station pictured above is the only one I have with station science modules but yet I keep getting asked to do contracts with station science modules around Kerbin, Mun and Duna. It would be cool if experiments followed some kind of order and made sense. I'm not sure how easy it is to handle the adding of contracts into KSP but maybe there is some kind of check that could be done so that if a celestial body lacks a Science lab the first contract should be to put one of those into orbit and then new contracts which requires the science lab become available, including the contracts to add a Cyclotron and Zoology Bay. I don't think adding the second Cyclotron and Kibbal storage need contracts for the Kerbin system but for other celestial bodies it might be nice considering the added commitment of putting esspecially the Cyclotron there. I haven't gotten to the Spectrometer experiments yet so I can't really say anything about that one yet I'd love to see this mod have contracts like what I describe above. It is awesome as is but I think something like this would make it perfect -
Just har my first encounter with what I assume is the famous Kraken. A quarter of a million science vessel bound for Duna and Ike just went into nothingness when I switched to it for the last coursecorrection, luckily its sistership bound for Eve and Gilly has not shown the same tendencies to go poof so maybe the mission will atleast be a half of a succes.
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I just did my first ever pass into another planets SOI and now have a scansat probe looking for suitable future landning places on Duna. Also have probes bound for Eve and Jool aswell as umanned landers on their way to Duna and Eve plus their respective moons. Once I have these interplanetary things figured out I'll probably move over to a new save with a more refined modlist since right now I just try things out and switch stuff around constantly. Unfortunately no pictures since I'm stuck with mobile internet for the time being.
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Cursing at my own stupidity and lack of planning mostly Having unlocked nearly the full tech tree in career I'm now considering leaving the Kerbin system, although I do have some deep space probes in orbit around the sun already waiting for their small coursecorrections to hit other planets. Just got a contract to put a base in orbit around Duna which seems like a worthwhile project. Also started looking at mods for my next save, mostly considering the addition of NearFuture mods and Karbonite but the first seems to still lack an important part for 0.90
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I put a science station around Minmus and it's currently doing sciency stuff for a contract Also sent up 2 "escape pods" in case kerbals need to evacute to err... Minmus <.< Jeb tried one by doing a landing and planting a flag on Minmus for a contract. And yes, it is Ion+RCS only. I've wanted to try this on Minmus for a while and now that I have I'll probably never do it again because it took forever to break and I put on too few solarpanels to have all the thrust I wanted. Fiddled around with mixing ion and rcs to get down safely.
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My first ever space station/orbital build is starting to take form. The part with the large nukes will be the transfer stage for future interplanetary missions and I'll dock some science packages onto it over the next few launches. Plans are also laid out to make an escape pod and maybe transfer some kerbals up there (currently only probes "live" on the station). I also installed the station science mod just now for the ability to add some real usage to it
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I voted yes but I'd like to expand it to "Yes, if needed". I don't think they should go out of their way to remove backwards compability but I don't think they should put even a minute of time considering the problem either. This is beta for reason and I fully expect stuff to break regularly, it's a sign of progress!
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To me it seems TWR is king. I usually try to keep a "high" (1.2<TWR<2) TWR when below 10k metres and then it seems ~1.2 is enough up to about 35k metres and then whatever I have left is used before I switch to either a poodle or nukes to circularize. This thread seems awesome though since I'm guessing my methods are crap and can be optimized a lot. But as I said, it seems TWR is king.
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After reading that in FAR I should only need about 3.6k dV (iirc) to get into space I finally took the time to look up some youtube videos on gravityturns and saved a tonne of fuel (after a few failures).
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I found most of my starting mods by just scrolling around the forums but some ones I can't seem to live without are Procedural fairing, KW Rocketry (although I hear there are other packs like RLA, NovaPunch and AIES that are equally awesome, more a matter of taste it seems), SCANsat and FAR. I'd recommend you try out CKAN for easy mod handling http://forum.kerbalspaceprogram.com/threads/100067-The-Comprehensive-Kerbal-Archive-Network-%28CKAN%29-Package-Manager-v1-5-0-24-Dec-2014 and there you can also easily read quick, short, descriptions of mods and it handles dependencies
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Broke my save by removing mods in an attempt to un-hit the RAM celing. So I restarted career for the umpteenth time and now I'm heading to minmus after a successful Mun landing.