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KSP2 Release Notes
Everything posted by sarbian
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One way would be to edit you command pod to add the MJ2 module. You can do that for all you commande pod with modulemanger, and its extenssion Put those 2 dll in your Gamedata folder ( anywhere) https://github.com/Ialdabaoth/ModuleManager/blob/master/ModuleManager.dll?raw=true ( from http://forum.kerbalspaceprogram.com/showthread.php/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needs ) http://www.sarbian.com/sarbian/MMSarbianExt.dll (from http://forum.kerbalspaceprogram.com/showthread.php/41616-Extension-for-ModuleManager-with-wildcard-and-conditional-v0-2-24-july-2013 ) Create a MJ2.cfg in your Gamedata folder ( anywhere) with this : @PART[*]:HAS[@MODULE[ModuleCommand]] { !MODULE[MechJebCore] MODULE { name = MechJebCore } } You have now have MJ2 on all your command pods.
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
sarbian replied to ialdabaoth's topic in KSP1 Mod Releases
This time the Internal is not already here, so you need to remove the @ to add it. But i don't know if this internal will work with 0.20 @PART[crewCabin] { INTERNAL[crewCabinInternals] } } -
The thread for the Maneuver Node Improvement is here http://forum.kerbalspaceprogram.com/showthread.php/42716-0-21-1-Maneuver-Node-Improvement-v1-2?p=547589#post547589
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
sarbian replied to ialdabaoth's topic in KSP1 Mod Releases
Your code add a new module to the part, and you want to edit the one already here. You need to do this : @PART[HL_AirshipEnvelope_Una] { @MODULE[HLEnvelopePartModule] { @envelopeVolume = 50.2 } } -
I have a working version while you wait for the official fix : (with other fix from Raf04 as usual) DLL : http://www.sarbian.com/sarbian/MechJeb2.dll Updated Part.cfg : https://raw.github.com/sarbian/MechJeb2/0_21/Parts/MechJeb2_AR202/part.cfg Source : https://github.com/sarbian/MechJeb2/tree/Raf04_Sarbian
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0.2 is released. Can't edit the first post now since the forum is dying with .21 release. Link in first post Now you can use ! to check if a module is NOT here, and # to check a properties of the part ( like module = Winglet ) you need to use HAS ( all uppercase ) instead of Has Edit all fixed wings @PART[*]:HAS[#module[Winglet]] { @maxTemp=200 } Add MonoPropellant to all tank who don't have any : @PART[*Tank*]:HAS[!RESOURCE[MonoPropellant]] { RESOURCE { name = MonoPropellant amount = 750 maxAmount = 750 } } Edit all part from the Propulsion category who don't have any SolidFuel and XenonGas @PART[*]:HAS[#category[Propulsion]:HAS[!RESOURCE[SolidFuel],!RESOURCE[XenonGas]]] { @maxTemp=200 }
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A security for the "abort" would be nice since It's next to the cycle vessel
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
sarbian replied to ialdabaoth's topic in KSP1 Mod Releases
Yes there is. Ok, finished the condition check. New thread to keep this one clear http://forum.kerbalspaceprogram.com/showthread.php/41616-Extension-for-ModuleManager-with-wildcard-and-conditional-v0-1-23-july-2013 -
This is an extension for ModuleManager ( http://forum.kerbalspaceprogram.com/showthread.php/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needs ). It does not woks when ModuleManager is not installed. ialdabaoth suggested to do extension for things that he don't think fits in the default ModuleManager. This one let you search part with wildcard and conditionals. Most of this code come from ialdabaoth's code. You should be able to do things like searching for "any PART that contains both a ModuleAlternator and a ModuleEngines MODULE and a ModuleGimbal, but only if the ModuleEngines contains an Oxidizer PROPELLANT." @PART[*]:HAS[@MODULE[ModuleEngines]:HAS[PROPELLANT[Oxidizer]],@MODULE[ModuleAlternator],@MODULE[ModuleGimbal]] { xxxxx } Add mechjeb to every probe core, but not to crew capsule (capsule don't use ElectricCharge) @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[@RESOURCE[ElectricCharge]]] { !MODULE[MechJebCore] MODULE { name = MechJebCore } } Edit all fixed wings @PART[*]:HAS[#module[Winglet]] { @maxTemp=200 } Add MonoPropellant to all tank who don't have any : @PART[*Tank*]:HAS[!RESOURCE[MonoPropellant]] { RESOURCE { name = MonoPropellant amount = 750 maxAmount = 750 } } Edit all part from the Propulsion category who don't have any SolidFuel and XenonGas @PART[*]:HAS[#category[Propulsion]:HAS[!RESOURCE[SolidFuel],!RESOURCE[XenonGas]]] { @maxTemp=200 } You can also do things like @PART[b9_*] or @PART[b9_Cockpit_???] ( * or ? ) Feel free to post any bug with the .cfg file you used, or point out how horrible my code is Changelog : 0.1 : Ready for testing. 0.2 : Now you can use ! to check if a module is NOT here, and # to check a properties of the part ( like module = Winglet ) you need to use HAS ( all uppercase ) instead of Has Source : https://github.com/sarbian/MMSarbianExt/ Download : http://www.sarbian.com/sarbian/MMSarbianExt.dll Install it by dropping it in the gamedata folder. Put your patch .cfg files anywhere in the gamedata folder or subfolders. Licenced under CC share-alike license.
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
sarbian replied to ialdabaoth's topic in KSP1 Mod Releases
As ialdabaoth said IF/OR are overkill. And would remind me to much of a CS test 15 years ago I did not have much time to work on it but here is what I have : https://github.com/sarbian/MMSarbianExt/ ( I'll change the name later ) Wildcard search works. I need to implement the condition search. I found out that the parenthesis are not parsed by KSP, so I had to change them for brackets : @PART[*]:Has[@MODULE[ModuleEngines]:HAS[PROPELLANT[Oxidizer]] It's less friendly to read ... -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
sarbian replied to ialdabaoth's topic in KSP1 Mod Releases
Thanks I'll see how I can do that. A DLL that would only process node that the default modulemanager dont process, and call modulemanager function do do the editing. Your syntax look nice, I'll check how it's parsed by KSP. Won't do it in mine. You are right, it's over-engineering -
NovaPunch has 5m parts
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
sarbian replied to ialdabaoth's topic in KSP1 Mod Releases
I'll wait for a word from ialdabaoth. More complex test will make the code ugly fast, and there is limtation with how KSP parse cfg files ( can't use = ) -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
sarbian replied to ialdabaoth's topic in KSP1 Mod Releases
I have a version with wildcard pattern (* ?) and test for things like module = CommandPod. The code is not too ugly. But I won't post if without ialdabaoth consent. -
No, since an app can only use half and the other half is reserved for the kernel ( unless you use the /3GB switch )
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KSP is a 32bit app, it cannot use more than 2GB