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Oinker

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Everything posted by Oinker

  1. Okay. I'm reworking the old RT configs to make them .21 compat and so they work with build engineer. In doing so, it irked me that the unmanned probes had an electric requirement for unmanned operation (as they should) and I still had to list a value for the RemoteTech module. I decided to just list the RT module as 1/min and subtract that from the unmanned probe requirements but that's not what I'm writing about. This made me think about the electric requirements and mass requirements for the different types of RT modules. There need to be three types: 1) unmanned ops (no relay, just delay. minimal mass and no electric requirement since this is included in the resources for stock command module) Your module only needs to add the delay and disconnect operations if out of contact. Add module to stock probes with modulemanager.dll (no part needed) 2) unmanned capable with relay (relay requires a powered transmission which means power supplies and mass - significant mass and electric requirement when adding part) 3) command transmitter (relay-capable if less than 3 crew, command capable if 3 or more, significant mass and electric requirement when adding part Make relay and command transmission toggle-able to reduce electric requirement to unmanned requirement if desired.
  2. post the damn cfgs. the copyright police aren't going to come down on you for it.
  3. I'm just starting this thread for those who want to give input or ask questions about the part.cfg files for different mods and how we can adjust the capabilities of the parts to keep the game challenging and fun. I have two addons: MechJeb and RemoteTech for all - adds MJ and Protractor modules to all craft and adds RT to all unmanned craft. Complimentary Configs for All - after the part mod authors have updated to .21, I'll adjust their values to be in-line with the stock part values. Both mods use ialdabaoth's ModuleManager to inject data / modules in the part database and don't touch the authors' original configs. [will switch CompConfigforAll to this method after authors update to .21]
  4. Here are some config files for the KOSMOS command modules and ASAS / SAS units to update them to .21 format using the new SAS system. Complimentary Configs for All
  5. RemoteTech .20 parts made compatible with .21. New SAS works. Config replacers here: click to download Add RemoteTec to all unmanned modules / probes in .21: click here
  6. You can change the .cfg data without changing the .cfg file by using ModuleManager. Find it by search "Kerbal ModuleManager Forum".
  7. That's MechJeb and RemoteTech for All. But don't bother with the Kerbal Engineer portion of it since that data is incorporated into MechJeb2. MechJeb has been updated for .21 - v 2.0.9 on the MechJeb forum. The part may not attach but you can add it to the modules with the aforementioned mod.
  8. MechJeb 2.0.9 (.21 update) on MechJeb Forum - part may not connect - i didn't test. But you can use module compatibility to add it to stock pods.
  9. When comparing MechJeb's Delta-V stats to Engineer, I see the same TWR and burn time, but MechJeb shows slightly higher Delta-V for both atmospheric and vacuum. Which is correct and why is there a discrepancy? I'd also like to see MechJeb support output from other mods. Protractor or Engineer (engineer made redundant by the Delta-V window) could send the display information and the module would be listed in the MechJeb windows panel. Could you move that panel slider down? It's in the way of Resources and the info icons.
  10. When comparing MechJeb's Delta-V stats to Engineer, I see the same TWR and burn time, but MechJeb shows slightly higher Delta-V for both atmospheric and vacuum. Which is correct and why is there a discrepancy?
  11. Click here: MechJeb on all stock capsules and all major add-ons (selectable for add-ons).
  12. @PART[cupola] @PART[landerCabinSmall] @PART[Mark1Cockpit] @PART[Mark2Cockpit] @PART[mark3Cockpit] @PART[Mark1-2Pod] @PART[mk1pod] @PART[mk2LanderCabin] @PART[probeCoreCube] @PART[probeCoreOcto] @PART[probeCoreOcto2] @PART[probeCoreSphere] @PART[probeStackLarge] @PART[probeStackSmall] @PART[seatExternalCmd] { MODULE { name = MechJebCore } } I tested this and it does not work. Too bad though. It's a hell of a lot easier to read and update.
  13. ModuleManager can't find a part name with a space in it. I stripped the spaces from the part names and modified the craft files to match. Now ModuleManager can modify the data for these parts. Please include these changes from MechJeb and RemoteTech for All and repack your add-ons. Existing ships and persistent.sfs files will have to be edited to have the new part names. Maybe a batch or vbscript file could make this easy for the users.
  14. Since the optimal ascent path is unique for each rocket, a default 100 km orbit ascent path should be stored by MechJeb in the craft file. Would the developers let you add a section to the craft file delimeted by >>begin moduleinfo = MechJebCore and >>end moduleinfo ?
  15. [0.20] MechJeb and RemoteTech for All This adds MechJeb 2.x.x to all modules and probes. It also, optionally, adds RemoteTech, Kerbal Engineer, and Protractor (any combination of the four). It supports the stock modules & probes and the following add-ons: RemoteTech, MechJeb, B9 Aerospace, NovaPunch2, KOSMOS, Firespitter, H.O.M.E, Soviet Pack, American Pack, Deep Space Mission Pack, and CleverBobCat. It uses ialdabaoth's ModuleManager.dll to inject the data into the part database so it never overwrites the part.cfg files for the stock parts or the add-on parts. KW Rocketry doesn't need it because KW doesn't contain any command modules or probes.
  16. Interface request: please make the skin like MechJeb 2 or make it selectable like chatterer
  17. Interface requests: 1) Change default skin to the MechJeb2 skin (very nice) or make selectable like chatterer 2) Move icon position to top-left next to crew manifest and kerbal alarm clock or make selectable like chatterer 3) Make it a partless addon like chatterer and include the parts in an optional zip file so people with flights using the part(s) won't lose them
  18. That's what I'm talkin' about! Maybe put the code online on Google Docs or Office Online so you can work on it together or mark it up. Can we also check for multiple conditions with IF: AND, OR, >, <, =, not = :THEN set condition
  19. It's your baby, but the reason I don't include ModuleManager.dll with my mod is so they come here to get the latest version. That way you don't end up with somebody overwriting the new with the old.
  20. This is a request for interface modifications. I love the MechJeb 2 skin and use it on my Chatterer as well. I'd like all my plugins to use that skin by default or at least be selectable. Chatterer has a feature to move the icon where you click it in settings. I'd like this for Mapsat so I can move your icon up to the top with crew manifest, alarm clock, and chatterer.
  21. This is a request for interface modifications. I love the MechJeb 2 skin and use it on my Chatterer as well. I'd like all my plugins to use that skin by default or at least be selectable. Could we reduce the base RemoteTech menu to be an icon like Chatterer, Crew Manifest, Alarm Clock, and Mapsat? Chatterer has a feature to move the icon where you click it in settings. I'd like this for RemoteTech so I can move your icon up to the top with crew manifest, alarm clock, and chatterer.
  22. Kindly ask the author to remove ModuleManager.dll from his mod and point to this forum (page 1) for the download. Ask that he change the documentation to copy the ModuleManager.dll to the {KSP}/GameData folder.
  23. The old parts are not supported in KSP .20 and have been removed from MechJeb 2.0.8. You should have only the AR202 MechJeb computer part. Many of us aren't even using that but are adding the MechJeb module to the stock and addon command pods and probes with ModuleManager. This way our craft files can be opened by those who don't have MechJeb installed. Delete the MechJeb parts and plugins from the legacy folders. The new stuff goes in GameData folder only. If you can't pick them out from the legacy folders, you may want to do a clean install and reinstall only .20 compliant addons.
  24. I don't want to modify individual parts for each mod, but all parts where module = CommandPod in order to add mechjeb2 to them all. Additionally, I want to add remotetech to any part when module = CommandPod and CrewCapacity = 0. Can this be done? If not, would you add this functionality to the dll? in the meantime, I have this: MechJeb and RemoteTech for All Adds MechJeb2 to all command modules and probes. Adds RemoteTech remote control to all probes. Works for the stock parts and all the major addons.
  25. This mod runs fine. You're running into the 4 gig memory limit for 32 bit applications. You should establish an approximation for the RAM needed by your mods. Start clean, load a rocket and go to launch pad. Task Manager - check memory use for app. Install mods one by one, checking RAM use (subtract prior value). That's how I found that one of my favorites, ISA Mapsat was such a pig. You'll probably need to remove HOME or another parts pack.
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