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Showing results for tags 'tweakables'.
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Title is self explanitory, cant seem to find a toggle fuel crossfeed option with advanced tweakables being enabled, trying to do this on a TT-38K radial decoupler. I need this option because i dont have fuel lines yet.
- 3 replies
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- 1.12.3.3173
- fuel
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Download: GitHub | Source All bugs shall be submitted via the GitHub issues system (see Source link above). No logs, no support. "This is how fuel cells should work in stock." --DasValdez What this mod does is add a minimum electricity storage slider to the fuel cell. If you have a battery of 50 and set the slider to 50%, the fuel cell will activate when EC is drained to 25 units. If you have a battery of 50 and set the slider to 10%, the fuel cell will activate when EC is drained to 2.5 units. This mod makes the fuel cell behave like a backup generator! Bases: have them use solar during the day and switch over to fuel cell power during the night. Ships: have them as backup power as we all have time warped or endup on the dark side of a planet and run out of EC cause of not bringing enough batteries along. Science landers and planes: cause we all know some DMagic science parts can drain the battery like crazy, now you can simply add a fuel cell for backup power instead of bringing several batteries along Installation 1. !!!IMPORTANT!!! If going from KSP 1.2.2 to 1.3, delete the old Collide-o-Scope folder. 2. Install ModuleManager or use the provided version (may be out of date!) 3. Copy Squidsoft Collective into your KSP/GameData folder. OS X Note: You will have to go one level deeper and copy/merge the folders inside Squidsoft Collective into your KSP/GameData/Squidsoft Collective folder. Usage Output Capacity Limiter 1. Enable Advanced Tweakables for your save. 2. Right-click on a fuel cell and adjust the output capacity. History Credits - DasValdez for always being inspiring and classy. https://twitch.tv/DasValdez - Popskyy for the creativity fuel. https://popskyy.bandcamp.com/ License See License.txt
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I've found an interesting (and very annoying) bug that affects "tweakable" sliders on various parts in the VAB and SPH. (Imgur link explains what I'm trying to express much better) After attaching a part using either radial or vessel symmetry, I'll occasionally attempt to change a tweakable, be it the thrust limiter, authority limiter, or otherwise; and then I see its twin is unchanged. Exiting and entering a save file doesn't fix the issue but a full KSP program restart does fix it (temporarily). Imgur Link: https://imgur.com/gallery/otFHV Any help would be greatly appreciated -Aspen Space
- 8 replies
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- tweakables
- vab
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Download: GitHub | Source All bugs shall be submitted via the GitHub issues system (see Source link above). No logs, no support. Adds an action group entry for "Control From Here" to docking ports and command capable parts. Do note that if for some reason a part is both a docking port and a command module, the docking port will take priority. Installation 1. !!!IMPORTANT!!! If going from KSP 1.2.2 to 1.3, delete the old Collide-o-Scope folder. 2. Install ModuleManager or use the provided version (may be out of date!) 3. Copy Squidsoft Collective into your KSP/GameData folder. Allow files to be overwritten if necessary. OS X Note: You will have to go one level deeper and copy/merge the folders inside Squidsoft Collective into your KSP/GameData/Squidsoft Collective folder. Usage 1. Enable Advanced Tweakables for your save. 2. Add the new "Control From Here" action in the SPH or VAB just like any other action. History
- 2 replies
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- 9
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- sbs
- tweakables
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Please see the continuation of this addon here. Ever wanted to open a shielded docking port in the editor, or start your ship with crossfeed disabled across your docking ports? Maybe adjust the ejection force of your decouplers, or open a solar panel? The poorly-named TweakableEverything exists to provide exactly such features. Shielded and lateral docking ports can be opened in the editor and fitted with other stackable parts. Decoupler ejection force can be tweaked, and solar panels can be opened in the editor. These options and more leverage the new Tweakables system for your fun and profit¹. Featured Tweakables: Docking Port Decouple Staging Toggle Docking Port Ejection Force Slider Docking Port "Magnet" Force Slider Docking Port "Magnet" Torque Slider Docking Port Re-engage Distance Slider Docking Port Shield Toggle EVA Thruster Pack Gimbal Range Slider Gimbal Reverse Control Toggle Intake Enable/Disable in Editor Parachute Deployment Time Factor Sliders Reaction Wheel Torque Sliders (Yaw, Pitch, Roll) SAS Autopilot Upgrade Slider (Career mode only) Solar Panel/Radiator Deployment Toggle Solar Panel/Radiator Sun Tracking Toggle Bonus Features: Docking port "Control from here" now available for use in action groups. Resource flow enable/disable/toggle now available for use in action groups. Gimbal "reverse control" available for use in action groups. TweakableEverything is so named not because it makes everything tweakable (that would be ludicrous), but because it is Everything that I have made Tweakable. But, since you might not want all of it, I have broken things out into separate libraries. If, for example, you don't want TweakableSolarPanels, just delete TweakableSolarPanels.dll and TweakableSolarPanels.cfg from your TweakableEverything folder. I won't be offended -- promise! COMPATIBILITY: The TweakableGimbals module is known to be generally incompatible with HoneyFox's TweakableGimbal, which provides a more advanced set of tweakables for gimballed engines. If you are interested in using HoneyFox's TweakableGimbal alongside TweakableEverything's other functionality, just remove or don't install TweakableGimbals.dll and TweakableGimbals.cfg from the archives below. DOWNLOADS: GitHub for 1.16-beta: [zip] SpaceDock: [zip] Not SpaceDock: [zip] [tar.gz] [tar.xz] CHARITY: Do you like what you see here so much that you can't imagine downloading it without first parting with your hard-earned money? If so, this specially-crafted PayPal donation button will help you to take the currency of your choice and make it my money instead of your money. More seriously though: donations are 100% optional and entirely at your own discretion. If you do choose to donate, I'll appreciate it! INSTALL: 1. Unpack archive into /path/to/KSP_folder/. 2. ??? 3. Profit¹! USAGE: * Add Squad's docking ports to your vessels and tweak to your heart's content. CHANGELOG: LICENSE:
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As an option for adjusting the Tweakables values on certain parts, such as control surface authority, thrust limiters, fuel levels and the like, I'd like to be able to just type in my desired value. A simple text box that lets me manually enter the design amount saves me quite a bit of trouble having to faff about with the horrible, horrible sliders. For lights, why do we have to deal with RGB values in decimal? Just let us enter a value from 0-FF or 0-255 so we can get the lights in any standard hex color code. Why can't we adjust colors on lights placed with Symmetry enabled asymmetrically? Sure, it's a cosmetic item, but dammit, I want my disco pimp plane. I like how engines can have their gimbals adjusted for control authority in all three axes independently. Why can't control surfaces have the same configurability? The elevons at my wingtips have crazy roll input at full deflection that I want to scale back, but maybe I want them at full authority for pitch commands. And for that matter, why can't they be enabled/disabled via Action Group? Speaking of Action Groups, making them editable in-flight would do wonders in the quality-of-life department. There are quite a few smaller craft I've carried into orbit as payloads of a larger vessel, and those craft don't have Action Groups because giving them groups would interfere with those of the carrier craft. Same story goes for on-orbit construction projects, too.