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KerbMav

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  1. @Sigma88 Thank you for all these explainations today! So, multiple conditions for when to execute something do not work, it picks the first one - and calling a part by its name after giving it a new one does not work at all (the way it is done here). I guess that was the whole problem! PartOverhaul is actually just Porkjet's rocket part files and a config file I glued together from posts of @Kerbal101 and @Alshain in another thread. (Would a mod in the sense of ModuleManager require a dll for :AFTER, :NEEDS etc. to work?) Since I am nowhere near a programmer but daring enough to try stuff, I usually just take what I find and bend it till it works for me as good as I can. The idea here was for the Squad parts to first load, then delete the originals that are to be replaced and rename the new ones to take their place, so saved crafts and other mods can still use the stock names. After that some changes are made to bring the parts parameters back to stock, meaningful titles are given and part test contracts enabled. // we remove those first, but just after Squad parts are loaded /// should you encounter a mod, which changes properties and fuels of MK1 parts, /// please add ":BEFORE[xxxx]" just after "[Squad]" below, working all the way down to the end, /// with xxx being directory name of the mod. /// for example: -PART[mk1pod]:AFTER[Squad] --> -PART[mk1pod]:AFTER[Squad]:BEFORE[FuelChanger] /// this will cause replacer do the job before the said mod touches the parts. -PART[mk1pod]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[liquidEngine3]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[liquidEngine]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[liquidEngine2]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTankSmallFlat]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTankSmall]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTank]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTank_long]:AFTER[Squad]:FOR[PartOverhauls] {} // then we rename newer parts to older part names, effectively replacing them. // precise names were tested against ksp wiki. @PART[fuelTank100]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTankSmallFlat } @PART[fuelTank200]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTankSmall } @PART[fuelTank400]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTank } @PART[fuelTank800]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTank_long } @PART[mk1podNew]:AFTER[Squad]:FOR[PartOverhauls] { @name = mk1pod } @PART[liquidEngineT45]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine2 } @PART[liquidEngineT30]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine } @PART[liquidEngine909]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine3 } @PART[liquidEngine|liquidEngineT30*]:AFTER[PartOverhauls] { @entryCost = 3200 @cost = 1100 @MODULE[ModuleEngines] { @maxThrust = 240 -UPGRADES {} -atmosphereCurve {} atmosphereCurve { key = 0 310 key = 1 265 key = 7 0.001 } } } @PART[liquidEngine2|liquidEngineT45*]:AFTER[PartOverhauls] { @MODULE[ModuleEngines] { @maxThrust = 215 -UPGRADES {} -atmosphereCurve {} atmosphereCurve { key = 0 320 key = 1 250 key = 6 0.001 } } } @PART[liquidEngine3|liquidEngine909*]:AFTER[PartOverhauls] { @entryCost = 1600 @cost = 390 @MODULE[ModuleEngines] { @maxThrust = 60 -UPGRADES {} -atmosphereCurve {} atmosphereCurve { key = 0 345 key = 1 85 key = 3 0.001 } } // -RESOURCE[LiquidFuel] {} // -RESOURCE[Oxidizer] {} } // Remove any engine upgrades @PART[*]:AFTER[PartOverhauls] { @MODULE[ModuleEngines] { -UPGRADES {} } } // Rename part variants @PART[liquidEngineT15]{ @title = LV-T15-A "Valiant" Liquid Fuel Engine } @PART[liquidEngineT15_Boattail]{ @title = LV-T15-B "Valiant" Liquid Fuel Engine } @PART[liquidEngine]:FINAL{ @title = LV-T30-A "Reliant" Liquid Fuel Engine } @PART[liquidEngineT30_Boattail]{ @title = LV-T30-B "Reliant" Liquid Fuel Engine } @PART[liquidEngine2]{ @title = LV-T45-A "Swivel" Liquid Fuel Engine } @PART[liquidEngineT45_Boat]{ @title = LV-T45-B "Swivel" Liquid Fuel Engine } @PART[liquidEngine303]{ @title = LV-303-A "Pug" Liquid Fuel Engine } @PART[liquidEngine303_Boattail]{ @title = LV-303-B "Pug" Liquid Fuel Engine } @PART[liquidEngine3]{ @title = LV-909-A "Terrier" Liquid Fuel Engine } @PART[liquidEngine909_Boattail]{ @title = LV-909-B "Terrier" Liquid Fuel Engine } // Add testing contracts to overhauled parts //@PART[liquidEngineT15,liquidEngineT15_Boattail,liquidEngine,liquidEngineT30_Boattail,liquidEngine2,liquidEngineT45_Boat,liquidEngine303,liquidEngine303_Boattail,liquidEngine3,liquidEngine909_Boattail]:HAS[!MODULE[ModuleTestSubject]] @PART[liquidEngine*]:HAS[!MODULE[ModuleTestSubject]] { MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } } Everything works but the new titles. For the ModuleTestSubject I am not sure, but I removed the listing of parts with my own line, looking for engines without it.
  2. I was surprised to see Kerbin's and Jool's moons having smaller SOIs than usually, but all other SOIs of the other planets/moons have not changed, so that is clear now, thank you. CustomRingSize works indeed. Regarding the uploading of files - I am running about 60 mods, sooo https://www.dropbox.com/sh/vo24f7ebo0wmzc7/AAAMxUAo_bTbHygHb5rtqjnia?dl=0
  3. Are the SOI changed by default in any way? I only increased Kerbin and Jool, even set CustomSoISize = 1, but the values still differ from the ones in the wiki - did Squad change something in 1.3? Also, the rings from SVE/Scatterer vanish when I enlarge Jool. I set the rings variable to the same factor - maybe it should scale with resize instead of rescale by default?
  4. ScienceConfigValuesNode { bodyDefaltConfigs { Item { @DMagicIs bodyDefaltConfigs a typo or intentional?
  5. -PART[mk1pod]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[liquidEngine]:AFTER[Squad]:FOR[PartOverhauls] {} Removes stock parts - works. @PART[mk1podNew]:AFTER[Squad]:FOR[PartOverhauls] { @name = mk1pod } @PART[liquidEngineT30]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine } Renames new part to old name - supposedly. @PART[mk1podNew]:AFTER[PartOverhauls] {stuff happens} Works - but should not, because part should have "name = mk1pod" now? Note the AFTER, but it still targets the old name. @PART[liquidEngine|liquidEngineT30*]:AFTER[PartOverhauls] {more stuff} Works - seemingly because "liquidEngineT30*" catches the part that should be named "liquidEngine". @PART[liquidEngine] { @title = LV-T30-A "Reliant" Liquid Fuel Engine } Does not work - although part should be named "liquidEngine" now? Note the lack of :AFTER and it still not working. (Code appears in this order in one file.)
  6. I used Sigma Dimensions to enlarge Kerbin by x2 and Jool by x5 - worked fine for Kerbin, but Jool has problems with its complexion.
  7. @Infleto @DStaal Does Interstellar use another own tech tree?
  8. I took the liberty to combine some of the solutions in this thread. Though I do not dare to sort it into any of the three catagories or even a new one! -PART[mk1pod]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[liquidEngine3]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[liquidEngine]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[liquidEngine2]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTankSmallFlat]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTankSmall]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTank]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTank_long]:AFTER[Squad]:FOR[PartOverhauls] {} @PART[fuelTank100]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTankSmallFlat } @PART[fuelTank200]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTankSmall } @PART[fuelTank400]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTank } @PART[fuelTank800]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTank_long } @PART[mk1podNew]:AFTER[Squad]:FOR[PartOverhauls] { @name = mk1pod } @PART[liquidEngineT45]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine2 } @PART[liquidEngineT30]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine } @PART[liquidEngine909]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine3 } // Correct changes back to stock @PART[liquidEngine|liquidEngineT30*]:AFTER[PartOverhauls] { @entryCost = 3200 @cost = 1100 @MODULE[ModuleEngines] { @maxThrust = 240 -UPGRADES {} -atmosphereCurve {} atmosphereCurve { key = 0 310 key = 1 265 key = 7 0.001 } } } @PART[liquidEngine2|liquidEngineT45*]:AFTER[PartOverhauls] { @MODULE[ModuleEngines] { @maxThrust = 215 -UPGRADES {} -atmosphereCurve {} atmosphereCurve { key = 0 320 key = 1 250 key = 6 0.001 } } } @PART[liquidEngine3|liquidEngine909*]:AFTER[PartOverhauls] { @entryCost = 1600 @cost = 390 @MODULE[ModuleEngines] { @maxThrust = 60 -UPGRADES {} -atmosphereCurve {} atmosphereCurve { key = 0 345 key = 1 85 key = 3 0.001 } } // -RESOURCE[LiquidFuel] {} // -RESOURCE[Oxidizer] {} } // Remove any engine upgrades @PART[*]:AFTER[PartOverhauls] { @MODULE[ModuleEngines] { -UPGRADES {} } } // Rename part variants @PART[liquidEngineT15]{ @title = LV-T15-A "Valiant" Liquid Fuel Engine } @PART[liquidEngineT15_Boattail]{ @title = LV-T15-B "Valiant" Liquid Fuel Engine } @PART[liquidEngine]:FINAL{ @title = LV-T30-A "Reliant" Liquid Fuel Engine } @PART[liquidEngineT30_Boattail]{ @title = LV-T30-B "Reliant" Liquid Fuel Engine } @PART[liquidEngine2]{ @title = LV-T45-A "Swivel" Liquid Fuel Engine } @PART[liquidEngineT45_Boat]{ @title = LV-T45-B "Swivel" Liquid Fuel Engine } @PART[liquidEngine303]{ @title = LV-303-A "Pug" Liquid Fuel Engine } @PART[liquidEngine303_Boattail]{ @title = LV-303-B "Pug" Liquid Fuel Engine } @PART[liquidEngine3]{ @title = LV-909-A "Terrier" Liquid Fuel Engine } @PART[liquidEngine909_Boattail]{ @title = LV-909-B "Terrier" Liquid Fuel Engine } // Add testing contracts to overhauled parts @PART[liquidEngine*]:HAS[!MODULE[ModuleTestSubject]] { MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } } I agree with removing the Upgrade Modules, but kept the small fuel tanks in. (The 909 receives about 800 dV in space according to Kerbal Engineer for a just <2t craft.) Interstellar Fuel Switch seems to do nothing with specific parts and it works just fine - with the excpetion of the tanks in the new engines, but meh. Edit: changed it to something that works
  9. The contract pack contains a dll - and you are still discussing 1.2.2 - should I even dare to ask for experiences in 1.3 with this?
  10. Blew some hours into figuring out how thinks work, finding a number of syntax errors on my behalf and still not getting 100% what I wanted - but 95%. I always wanted all probe cores to remain valid parts in constructing vessels, regardless on how far a player has progressed in the tech tree. Stumbling over the stock part upgrade system while looking at PorkJet's rocket part overhaul configs, I set out on my little journey. By now I managed to add a software upgrade into the respective tech tree nodes (of the probe core that offers a new SAS level), which will set the SAS level in all probe cores (new and launched) to the new level. BUT: For the Stayputnik to work, it had to receive the basic level of SAS. Because: I did not find a way to add a new MODULE to a part, only how to change a value inside an already existing MODULE. Reason: The Stayputnik has NO ModuleSAS to begin with - SASServiceLevel = 0 already gives basic attitude assist, Level 1 Pro+Retrograde, etc. http://wiki.kerbalspaceprogram.com/wiki/Command_module#Control @PART[probeCoreSphere] { MODULE { name = ModuleSAS } } @PART[*]:HAS[@MODULE[ModuleSAS]]:Final { @MODULE[ModuleSAS] { SASServiceLevel = 0 showUpgradesInModuleInfo = true UPGRADES { // UPGRADE // { // name__ = SASupgradeLvl0 // description__ = SAS Vers. 1.0 // ExclusiveWith__ = SASlvl // SASServiceLevel = 0 // } UPGRADE { name__ = SASupgradeLvl1 description__ = SAS Vers. 1.1 ExclusiveWith__ = SASlvl SASServiceLevel = 1 } UPGRADE { name__ = SASupgradeLvl2 description__ = SAS Vers. 1.2 ExclusiveWith__ = SASlvl SASServiceLevel = 2 } UPGRADE { name__ = SASupgradeLvl3 description__ = SAS Vers. 1.3 ExclusiveWith__ = SASlvl SASServiceLevel = 3 } } } } //PARTUPGRADE // { // name = SASupgradeLvl0 // partIcon = probeCoreSphere // techRequired = electrics // entryCost = 1000 // cost = 0 // title = SAS Software Upgrade 1.0 // description = Installs SAS software Version 1.0 // } PARTUPGRADE { name = SASupgradeLvl1 partIcon = probeCoreSphere techRequired = precisionEngineering entryCost = 5000 cost = 0 title = SAS Software Upgrade 1.1 description = Updates SAS software to Version 1.1 } PARTUPGRADE { name = SASupgradeLvl2 partIcon = probeCoreSphere techRequired = unmannedTech entryCost = 10000 cost = 0 title = SAS Software Upgrade 1.2 description = Updates SAS software to Version 1.2 } PARTUPGRADE { name = SASupgradeLvl3 partIcon = probeCoreSphere techRequired = advUnmanned entryCost = 15000 cost = 0 title = SAS Software Upgrade 1.3 description = Updates SAS software to Version 1.3 }
  11. I am missing the stalamites on Pol - did anything happen to them? Asking here because (I think) this is the only mod I use that changes the planets surface. Scatterer, EVE, SVE, Kopernicus, Sigma Dimensions also installed - I made no changes to surface scatter, other planets still have them.
  12. Cannot wait for the first modder to integrate a Surface Sample animation! *fiddles thumbs*gets hungry*falls asleep*
  13. This is missing an undocking sound - hopefully no conflicts with the Docking Sounds mod will occur.
  14. Can someone please help me modding the power generation of solar panels to scale with a rescaled Kerbal system, without making them melt the batteries close to Moho and already going dead beyond Jool? Basically I would like to enlarge the stock system but keep power generated by solar panels the same relative to the orbits of the planets. So, similar to the table in this wiki page: http://wiki.kerbalspaceprogram.com/wiki/Electric_charge#Solar_panels
  15. Number of seats kinda makes more sense - at least in my opinion anyways. When I adapt USI life support to my liking, I usually adjust the amount of rations by the numbers of Kerbals a part can hold. (Further adjusted by whether it is a command or living quarter part, but that may be irrelevant here.)
  16. Hello fello online-gamers in the KSP Community Does anyone know of an alternative for Overwolf as an overlay for Teamspeak?
  17. Still trying to find ways to build big self-sustaining ships. It is just such a bummer, that these big monsters have so few dV in the end. Adding a dockable resource gatherer to the mothership makes it only worse.
  18. ... ... ... It is fascinating - they seem to have a business adavantage from giving away free stuff. But for the last x times anyone gave something away for free, I only heard about it after is was over.
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