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534443

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Posts posted by 534443

  1. Update: I have just moved my primary savegame from 1.2.0 to 1.4.2 and I am now going to utilize my mod extensively. In the next few weeks, I should be able to figure out if any balance work is required and might also try to see if there is any other mod that I am currently using that could use a bit of a reconfiguration too.

    As always, if you have an idea for a particular reconfiguration that you may need feel free to ask me.

  2. New release v0.4.1.

    Please, only update if you are already using EL 6.0.

     

    Notice: In order to get MKS working with the new EL you need to include the following lines into a *.cfg file somewhere in your GameData folder:

    Spoiler

    [EL 6.0 Syntax Update @.../MKS_EL_Classes.cfg]
    @EXPERIENCE_TRAIT[Technician]:NEEDS[Launchpad]
    {
        EFFECT
        {
            name = ELConstructionSkill
        }
    }

    @EXPERIENCE_TRAIT[Mechanic]:NEEDS[Launchpad]
    {
        EFFECT
        {
            name = ELConstructionSkill
        }
    }


    [EL 6.0 Syntax Update @.../MKS_EL_Integration.cfg]
    KSExpSeatMap
    {
        SeatTasks {
            name = MKS_Workspace
            default = Workshop
        }

        SeatTasks {
            name = MKS_ColonyHub
            default = Workshop
        }

        SeatTasks {
            name = MKS_EL_OrbitalDock
            default = Workshop
        }
    }

    @PART[MKS_EL_LaunchPad]:NEEDS[Launchpad]
    {
        MODULE
        {
            name = ELTarget
            TargetName = LaunchPad
            TargetTransform = LaunchNode
        }
        // Add Build Capability
        MODULE
        {
            name = ELLaunchPad
            SpawnHeightOffset = 2.25
        }
    }

    @PART[MKS_EL_OrbitalDock]:NEEDS[Launchpad]
    {
        MODULE
        {
            name = ELTarget
            TargetName = Cylinder
            TargetTransform = LaunchNode
        }

        // Add Build Capability
        MODULE
        {
            name = ELLaunchPad
            SpawnHeightOffset = 3
        }
    }

    @PART[Tundra_Akademy,Tundra_ASM,Tundra_AssemblyPlant,Tundra_Kolonist375,Tundra_MedBay375,Tundra_NukeProc,Tundra_RecyclingPlant,Tundra_Refinery,Tundra_RegSifter]:NEEDS[Launchpad]
    {
        MODULE
        {
            name = ELWorkshop
            ProductivityFactor = 5
        }
    }

    @PART[MKS_Workspace,MKS_EL_OrbitalDock,Ranger_Workshop]:NEEDS[Launchpad]
    {
        MODULE
        {
            name = ELWorkshop
            productivityFactor = 2
        }
    }

    @PART[Duna_Agriculture,Duna_Kerbitat,Duna_Kolonist,Duna_LogCenter,Duna_MedBay,Duna_PDU,Duna_Pioneer,Tundra_Agriculture250,Tundra_Agriculture375,Tundra_Kerbitat250,Tundra_Kerbitat375,Tundra_Kolonist250,Tundra_MedBay250,Tundra_PDU,Tundra_PioneerLC,Tundra_Workshop250]:NEEDS[Launchpad]
    {
        MODULE
        {
            name = ELWorkshop
            productivityFactor = 1
        }
    }

    @PART[Duna_Pioneer,Tundra_PioneerLC]:NEEDS[Launchpad]
    {
        MODULE
        {
            name = ELSurveyStation
        }
    }

     

     

    Also, update KD (if you are using it) by copying the following configuration kindly provided by LatiMacciato:

     

  3. On 8/4/2018 at 1:39 AM, LatiMacciato said:

    EL major update!

    for everyone who uses EL 6.0 ONLY:
    /GameData/KeridianDynamics/KeridianDynamics-EL.cfg:

      Reveal hidden contents
    
    
    //	########## ModuleManager Patches ##########
    @PART[KD-Pad]:NEEDS[Launchpad|SimpleConstruction]
    {
    	MODULE,1
    	{
    		name = ELLaunchPad
    		SpawnTransform = LaunchPos
    		PadName = Surface Launchpad
    	}
    }
    @PART[KD-OrbitalPad]:NEEDS[Launchpad|SimpleConstruction]
    {
    	MODULE,1
    	{
    		name = ELLaunchPad
    		SpawnTransform = LaunchPos
    		PadName = Orbital Launchpad
    	}
    }
    @PART[KD-SidePad]:NEEDS[Launchpad|SimpleConstruction]
    {
    	MODULE,1
    	{
    		name = ELLaunchPad
    		SpawnTransform = LaunchPos
    		PadName = Launchpad (Side)
    	}
    }
    @PART[KD-TopPad]:NEEDS[Launchpad|SimpleConstruction]
    {
    	MODULE,1
    	{
    		name = ELLaunchPad
    		SpawnTransform = LaunchPos
    		PadName = Launchpad (Top)
    	}
    }
    @PART[KD-Recycler]:NEEDS[Launchpad|SimpleConstruction]
    {
    	MODULE,2
    	{
    		name = ELRecycler
    		RecycleRate = 25
    //		RecycleField_name = RecycleField
    	}
    	MODULE,3
    	{
    		name = ELTarget
    		TargetName = Recycler
    		TargetTransform = RecycleTarget
    	}
    }
    @PART[KD-RecyclerSmall]:NEEDS[Launchpad|SimpleConstruction]
    {
    	MODULE,2
    	{
    		name = ELRecycler
    		RecycleRate = 5
    //		RecycleField_name = RecycleField
    	}
    	MODULE,3
    	{
    		name = ELTarget
    		TargetName = RecyclerSmall
    		TargetTransform = RecycleTarget
    	}
    }
    @PART[KD-RecycleSite]:NEEDS[Launchpad|SimpleConstruction]
    {
    	MODULE,1
    	{
    		name = ELRecycler
    		RecycleRate = 0.1
    //		RecycleField_name = RecycleField
    	}
    	MODULE,2
    	{
    		name = ELTarget
    		TargetName = Recycle Site
    		TargetTransform = TransformRecycle
    	}
    }
    @PART[KD-Fundament-*]:NEEDS[Launchpad|SimpleConstruction]
    {
    	@MODULE[LaunchClamp]
    	{
    		@name = ELtendingLaunchClamp
    	}
    }
    @PART[KD-LaunchSite]:NEEDS[Launchpad|SimpleConstruction]
    {
    	MODULE,2
    	{
    		name = ELSurveyStake
    	}
    }
    @PART[KD-MobileVAB]:NEEDS[Launchpad|SimpleConstruction]
    {
    	MODULE,2
    	{
    		name = ELSurveyStation
    		StationName = Mobile VAB
    	}
    	MODULE,3
    	{
    		name = ELWorkshop
    		ProductivityFactor = 5
    	}
    }
    @PART[KD-OrbitalHangar]:NEEDS[Launchpad|SimpleConstruction]
    {
    	MODULE,1
    	{
    		name = ELLaunchPad
    		SpawnTransform = LaunchPosVAB
    		PadName = Orbital Hangar VAB
    	}
    	MODULE,2
    	{
    		name = ELLaunchPad
    		SpawnTransform = LaunchPosSPH
    		PadName = Orbital Hangar SPH
    	}
    	MODULE,3
    	{
    		name = ELWorkshop
    		ProductivityFactor = 3.5
    	}
    }
    @PART[KD-FC]:NEEDS[Launchpad|SimpleConstruction]
    {
    	MODULE,6
    	{
    		name = ELWorkshop
    		ProductivityFactor = 2
    	}
    }

     

     

    Thank you for your contribution!

  4. For anyone that uses KD, I have made some patches that change some configurations, as follows:

    • The cost of the majority of parts has been greatly reduced.
    • Resource Tanks do not display negative cost values anymore.
    • All tanks can now also store Specialized Parts.
    • All tanks are now either under the "Container" category/tab (when KIS is installed), or the "Utility" one (when KIS is not installed).

    If you want to profit from those changes just copy and paste the text below into a .cfg file and then put it inside the GameData folder.

    Notice: Do not use these reconfigurations if you have SimpleConstruction installed.

    Spoiler

    // Tank Revision for KD-VA
    @PART[KD-T*FS|KD-ST*FS]:HAS[@RESOURCE[KDVolume]]:AFTER[KeridianDynamics]
    {
        %tags:NEEDS[KIS] = cck-containers KIS container inventory
        @category:NEEDS[KIS] = none
        @category:NEEDS[!KIS] = Utility
        
        @MODULE[FSmeshSwitch]:NEEDS[Firespitter&!InterstellarFuelSwitch]
        {
            @objectDisplayNames = RocketParts; Metal; Ore; MaterialKits; SpecializedParts; RareMetals & ExoticMinerals; Dirt; LFO; ScrapMetal; MetalOre
            @objects = FS01; FS02; FS03; FS04; FS01; FS05; FS06; FS07; FS08; FS09
            @fuelTankSetups = 0; 1; 2; 3; 4; 5; 6; 7; 8; 9
        }
        
        @MODULE[InterstellarMeshSwitch]:NEEDS[InterstellarFuelSwitch]
        {
            @objectDisplayNames = RocketParts; Metal; Ore; MaterialKits; SpecializedParts; RareMetals & ExoticMinerals; Dirt; LFO; ScrapMetal; MetalOre
            @objects = FS01; FS02; FS03; FS04; FS01; FS05; FS06; FS07; FS08; FS09
            @fuelTankSetups = 0; 1; 2; 3; 4; 5; 6; 7; 8; 9
        }
        
        // tank cost by resource
        KDCRP = #$KDV5$              // RocketParts
        @KDCRP *= 1.5
        KDCM = #$KDV5$               // Metal
        @KDCM *= 9.36
        KDCO = #$KDV5$               // Ore
        @KDCO *= 0.02
        KDCMK = #$KDV1$              // MaterialKits
        @KDCMK *= 2
        KDCRE = #$KDV1$              // RareMetals&ExoticMinerals
        @KDCRE *= 150
        KDCD = #$KDV1$               // Dirt
        @KDCD *= 0.3
        KDCLO = #$KDV5$              // Lf+Ox
        @KDCLO *= 0.459
        KDCSM = #$KDV5$              // ScrapMetal
        @KDCSM *= 0.384
        KDCMO = #$KDV5$              // MetalOre
        @KDCMO *= 1.056
        KDCSP = #$KDV1$              // SpecializedParts -- missing texture
        @KDCSP *= 32
        
        @MODULE[FSfuelSwitch]:NEEDS[Firespitter&!InterstellarFuelSwitch]
        {
            @resourceGUI:NEEDS[InterstellarFuelSwitch] = RocketParts;Metal;Ore;MaterialKits;SpecializedParts;RareMetals&ExoticMinerals;Dirt;LFO;ScrapMetal;MetalOre
            @resourceNames:NEEDS[CommunityResourcePack] = RocketParts;Metal;Ore;MaterialKits;SpecializedParts;RareMetals,ExoticMinerals;Dirt;LiquidFuel,Oxidizer;ScrapMetal;MetalOre
            @resourceAmounts:NEEDS[CommunityResourcePack&!SimpleConstruction] = #$../KDV5$;$../KDV5$;$../KDV5$;$../KDV1$;$../KDV1$;$../KDV1H$,$../KDV1H$;$../KDV1$;$../KDVLF$,$../KDVOX$;$../KDV5$;$../KDV5$
            initialResourceAmounts:NEEDS[CommunityResourcePack&!SimpleConstruction] = 0;0;0;0;0;0,0;0;0,0;0;0
            //@displayCurrentTankCost = false
            @tankMass = 0;0;0;0;0;0;0;0;0;0
            tankCost = #$../KDCRP$;$../KDCM$;$../KDCO$;$../KDCMK$;$../KDCSP$;$../KDCRE$;$../KDCD$;$../KDCLO$;$../KDCSM$;$../KDCMO$
        }
        
        @MODULE[InterstellarFuelSwitch]:NEEDS[InterstellarFuelSwitch]
        {
            @resourceGUI:NEEDS[InterstellarFuelSwitch] = RocketParts;Metal;Ore;MaterialKits;SpecializedParts;RareMetals&ExoticMinerals;Dirt;LFO;ScrapMetal;MetalOre
            @resourceNames:NEEDS[CommunityResourcePack] = RocketParts;Metal;Ore;MaterialKits;SpecializedParts;RareMetals,ExoticMinerals;Dirt;LiquidFuel,Oxidizer;ScrapMetal;MetalOre
            @resourceAmounts:NEEDS[CommunityResourcePack&!SimpleConstruction] = #$../KDV5$;$../KDV5$;$../KDV5$;$../KDV1$;$../KDV1$;$../KDV1H$,$../KDV1H$;$../KDV1$;$../KDVLF$,$../KDVOX$;$../KDV5$;$../KDV5$
            initialResourceAmounts:NEEDS[CommunityResourcePack&!SimpleConstruction] = 0;0;0;0;0;0,0;0;0,0;0;0
            //@displayCurrentTankCost = false
            @tankMass = 0;0;0;0;0;0;0;0;0;0
            tankCost = #$../KDCRP$;$../KDCM$;$../KDCO$;$../KDCMK$;$../KDCSP$;$../KDCRE$;$../KDCD$;$../KDCLO$;$../KDCSM$;$../KDCMO$
        }
    }


    // Keridian Dynamics Cost Overhaul
    @PART[KD-3D-Printer]:AFTER[KeridianDynamics]
    {
        @entryCost = 25000
        @cost = 13500
    }

    @PART[KD-ChemicalReactor]:AFTER[KeridianDynamics]
    {
        @entryCost = 54000
        @cost = 24000
    }

    @PART[KD-FurnaceSmall]:AFTER[KeridianDynamics]
    {
        @entryCost = 21000
        @cost = 9000
    }

    @PART[KD-Furnace]:AFTER[KeridianDynamics]
    {
        @entryCost = 34000
        @cost = 15000
    }

    @PART[KD-LaunchSite]:AFTER[KeridianDynamics]
    {
        @entryCost = 500
        @cost = 40
    }

    @PART[KD-FC]:AFTER[KeridianDynamics]
    {
        @entryCost = 18000
        @cost = 8000
    }

    @PART[KD-MobileVAB]:AFTER[KeridianDynamics]
    {
        @entryCost = 64000
        @cost = 23500
    }

    @PART[KD-OrbitalHangar]:AFTER[KeridianDynamics]
    {
        @entryCost = 78000
        @cost = 39500
    }

    @PART[KD-PAM]:AFTER[KeridianDynamics]
    {
        @entryCost = 15000
        @cost = 6000
    }

    @PART[KD-PAMSmall]:AFTER[KeridianDynamics]
    {
        @entryCost = 10000
        @cost = 4000
    }

    @PART[KD-OrbitalPad]:AFTER[KeridianDynamics]
    {
        @entryCost = 25000
        @cost = 5200
    }

    @PART[KD-SidePad]:AFTER[KeridianDynamics]
    {
        @entryCost = 17000
        @cost = 3800
    }

    @PART[KD-Pad]:AFTER[KeridianDynamics]
    {
        @entryCost = 64000
        @cost = 35000
    }

    @PART[KD-Recycler]:AFTER[KeridianDynamics]
    {
        @entryCost = 51000
        @cost = 19500
    }

    @PART[KD-RecyclerSmall]:AFTER[KeridianDynamics]
    {
        @entryCost = 26000
        @cost = 11500
    }

    @PART[KD-RecycleSite]:AFTER[KeridianDynamics]
    {
        @entryCost = 500
        @cost = 40
    }

    @PART[KD-SledgeHammer]:AFTER[KeridianDynamics]
    {
        @entryCost = 250
        @cost = 14
    }

     

     

  5. 5NeBcH5.png

     

    Introduction
    "Kerbal Mods Overhaul" (KMO) is nothing more than a set of patches initially made to cope with the personal desire to simplify/modify a number of very popular mods, MKS in primis, in order to bring a slightly different gameplay experience to KSP.

    KMO has initially been made exclusively for myself, however, since the number of patches has greatly increased over the time, I have eventually decided to make a public release of this mods overhaul for anyone that may be interested in such a reconfiguration work.

     

    Disclaimer
    This mod is NOT an updated version of MKS-LITE, it should rather be seen as a new gameplay experience for standard MKS (and related mods) with fewer resources, a simplified production-chain, changed part functionalities and full support for ExtraplanetaryLaunchpads resources, production chain, Survey Stations and Workshops.
    Thus, this mod is NOT a tutorial mod for MKS beginners (that was the main purpose of MKS-Lite). If you just want to play an easier version of MKS in order to get your hands dirty and get to understand some basic mechanics, RoverDude has already implemented an optional patch that allows you to disable the requirement for machinery and get a gameplay experience closer to the one provided by MKS-Lite.
    In addition to that, this mod does not include any part, asset, config file or anything else from any other mod.
    Kerbal Mods Overhaul (KMO) is currently WIP.

     

    Patches and Changes

    I would like to make this mod as much configurable as possible, thus, I will try to add any suggestion/request into a patch, either optional or not. Please, ask for patches for supported mods only (see below). You may also ask me to create a patch for stock parts, however, the changes have to be related in some ways to the mods reconfigured by KMO.

    This is a non-exhaustive list of the main patches and changes applied by KMO (v0.4):

    Spoiler

    TJKEDmN.png

     
     

    You can opt-in or out some patches in order to get a personalized gameplay experience in accordance with your personal taste (PatchManager required).

    See the individual .cfg files if you want to know more about the part specific overhaul.

     

    Example of a fully self-sufficient planetary base below in Spoiler. You can see how the colonization parts have been reconfigured and appreciate the new gameplay design, which allows you to create smaller and easier-to-run bases.

    Spoiler

    N5pnrhP.png

     

    Supported Mods

    Below you can find core and optional mods supported by KMO. Core mods are the ones for which my reconfiguration work has initially been made for and so they have the biggest amount of patches available. Optional mods nicely complete the gameplay experience (you should NOT install them ONLY if you have some serious RAM/hardware issues).

    Core mods:

    Optional mods:

    *If you install this mod, also consider installing Kerbal Attachment System (KAS) and Kerbal Inventory System (KIS), both made by KospY, winn75 and IgorZ.

    Notice: Always Remember to install all dependencies for the mods you use!

     

    Installation

    You can either:

    1. Download KMO from Spacedock and then copy and paste the content of GameData into your KSP GameData folder.

    2. OR, Download it directly from CKAN!

    Notice: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.

    Notice 2: The latest version of KMO (v0.4.1) works only in KSP 1.4+ and with EL 6.0+ installed.

     

    Changelog

    Spoiler

    *** Update no.5 | Mod Version: v0.4.1 | KSP Version: 1.4.x | Date: 10/04/2018 ***
    * EL 6.0 Syntax Update.
    * Other minor tweaks.

    *** Update no.4 | Mod Version: v0.4 | KSP Version: 1.4.1/1.3.1 | Date: 24/03/2018 ***
    * Karibou Expedition Rover now includes EL Survey Station capability.
    * Karibou Resource Tanks has been reconfigured. (Optional Patch)
    * OSE containers can now store Specialized Parts. (Optional Patch)
    * Other minor tweaks.

    *** Update no.3 | Mod Version: v0.3.1 | KSP Version: 1.4.1/1.3.1 | Date: 21/03/2018 ***
    * Added Support for KSP-AVC.

    *** Update no.2 | Mod Version: v0.3 | KSP Version: 1.4.1/1.3.1 | Date: 19/03/2018 ***
    * New patches for MKS C3 Containers. (See Patch Table)
    * New WIP patches added to Patch Table.
    * Other minor tweaks.

    *** Update no.1 | Mod Version: v0.2 | KSP Version: 1.4/1.3.1 | Date: 12/03/2018 ***
    * New patches for MKS Processors and OSE Converter. (See Patch Table)
    * PM patches description overhaul.
    * Other minor tweaks.

    *** Initial Release  | Mod Version: v0.1 | KSP Version: 1.4/1.3.1 | Date: 10/03/2018 ***
    * Patches for MKS, EL, USI-LS, KD, OSE Workshop and Stock parts. (See Patch Table)

     

     

    Licensing

    88x31.png

    Kerbal Mods Overhaul (KMO) by 534443 is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

     

  6. I am trying to include some optional configurations in a new mod that I have made and, unfortunately, I got some trouble.

    Basically, if a put a config file inside the "ActiveMMPatches" folder to make it enabled by default then it seems that the config itself becomes untoggleable (no action when "Apply All" is clicked). On the other hand, I do not have this problem when I put the patch inside the "PluginData" folder and thus set it disabled by default. This also means that I can disable a patch without any problem once I have activated it through the in-game menu.

    Ps. The "srcPath" variable always points to the .../PatchManager/PluginData folder (as specified).

  7. Hi,

    I am a long time KSP player, although I have never signed up to the forum until now.

    I have decided to join the community in order to publish a reconfiguration mod I have made recently.

    So, I am here to introduce my work to you (and also because I need to contact RoverDude by PM, thus I need to have 5 posts on the forum).

    This mod that I have made is basically a set of .cfg files with some tweaks for mods like MKS, USI-LS, EL, etc. The idea was to change some gameplay mechanics for these mods in order to get a slightly modified/easier game experience. Anyway, do not expect anything exceptional, indeed this reconfiguration/overhaul has initially been developed just as a private mod with the intent to cope with my own gameplay preferences, however, since the number of patches has greatly increased over the time, I have eventually come to the conclusion that my work might be of interest to someone out there.

    What do you think? Do you fancy the idea of a new easy-going version of MKS?

     

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