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How to set default throttle to 0 on launchpad.


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The question: on launch, throttle is at 0.5. Is there a way in the settings or elsewhere to set that to zero?

The use case, and it's fun: I had a "test engine X on launch" contract, as well as a tourist contract -- and by coincidence my tourist ship has that same engine type on it. Just on an upper stage.

So, I board everyone. I set throttle to zero. I stage that upper stage by rearranging stages. Contract fulfilled! Then something came up so I had to quit playing and get back to real life instead of taking the tourists on a ride.

Next evening (that would be now) I fire up my save, choose the craft on the launch pad, and ... the throttle is at 0.5 affecting my enabled upper-stage engine. There ensues a certain amount of !!FUN!! Thankfully, no more Kerbals than usual were harmed in the production of said fun.

Anyway, I'd like to be able to avoid this misfeature in the future. Hence I'd like to have throttle be zero by default on the pad. Edited by numerobis
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[quote name='sebi.zzr']I hope,you know how to use MM patch :sticktongue:
[code]@PHYSICSGLOBALS
{
prelaunchDefaultThrottle = 0
}[/code][/QUOTE]

Last place I would've looked for this... why is this considered a physics global?

You sir, get the rep. Thank you.
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[quote name='numerobis']I do not. Where does this code go?[/QUOTE]

Install Module Manager. If you use any mods at all you may already have it.

Create a text file named something reasonable. zerothrottle.cfg maybe. Paste that text in it, and make sure it's somewhere in your gamedata folder. just in the gamedata folder is fine, though I make a subfolder named "00_configs" to keep things tidy. Once you start using ModuleManager, you may end up with lots of little configs :)

[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

[quote name='swjr-swis']why is this considered a physics global?[/QUOTE]

Because KSP.
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[quote name='NathanKell']It's a physics setting because that's where I stuck it. And as this thread shows, physics settings are patchable by ModuleManager, whereas game settings are not.[/QUOTE]

While a good reason to put the setting there, it's a better reason to make game settings patchable by ModuleManager.

(dreaming in pseudocode)
[code]
@GAMEGLOBALS
{
CONIC_PATCH_LIMIT = 8
}
[/code]
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[quote name='5thHorseman']While a good reason to put the setting there, it's a better reason to make game settings patchable by ModuleManager.

(dreaming in pseudocode)
[code]
@GAMEGLOBALS
{
CONIC_PATCH_LIMIT = 8
}
[/code][/QUOTE]

Sorry 5thHorseman, but I didn't get the true meaning of your message :/

Does you "code" work in reality ? If yes, I'll add if to my personna tweaking instead of modifying official files(and forgeting) each version. Thx
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[quote name='Warzouz']Sorry 5thHorseman, but I didn't get the true meaning of your message :/

Does you "code" work in reality ? If yes, I'll add if to my personna tweaking instead of modifying official files(and forgeting) each version. Thx[/QUOTE]

No that code does not work. I was using it as an example of something that would be WONDERFUL to be able to tweak in a ModuleManager config.

"Pseudocode" is a programming term for stuff that looks like code but isn't, when you either can't or don't feel like writing up real actual code to get your point across. In my case, I can't write actual code because no ModuleManager code will do this.
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[quote name='RocketPropelledGiraffe']You can already change the drawn conics limit in the config-file, why would you need it in the MM?[/QUOTE]

For the same reason you have ModuleManager configs for anything else: So you don't have to change it every time the game updates.

The act of copying your ModuleManager configs over magically changes it and the dozen other little things you want to be different, without you even having to think about it.

[i]Note: For me, for patched conics, this is actually a moot point. By the time I need more than 3 patched conic lines, I'm using PreciseNode which has a nice override that it remembers forever.[/i] Edited by 5thHorseman
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[quote name='5thHorseman']For the same reason you have ModuleManager configs for anything else: So you don't have to change it every time the game updates.

The act of copying your ModuleManager configs over magically changes it and the dozen other little things you want to be different, without you even having to think about it.

[I]Note: For me, for patched conics, this is actually a moot point. By the time I need more than 3 patched conic lines, I'm using PreciseNode which has a nice override that it remembers forever.[/I][/QUOTE]

Could you point me to a tutorial on how to write these patches?
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[quote name='A_name']Great, thanks![/QUOTE]

Want to know where I found that link? It's in the first post in the official ModuleManager thread [url]http://forum.kerbalspaceprogram.com/threads/55219[/url]
You could have found it yourself IF you had actually read that post.
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[quote name='A_name']Could you point me to a tutorial on how to write these patches?[/QUOTE]

Keep in mind writing these types of patches can often require knowledge of how to browse the DLL, which of course requires something like Visual Studio to do. That in itself can be a challenge to someone that doesn't know how.
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I get in my car and turn the key... the throttle is set at 50% from the factory, and in my garage I listen to the engine revving like hell for no reason. Oh well, I better mod the ECU on my stock car to set it to a sane idle...makes sense, although I have no effin clue how to do it.
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  • 4 months later...
18 hours ago, Virtualgenius said:

Is this still feasible in 1.1 as I have it set and it doesnt appear to work anyone else having this issue

Yep, it's not working for me either.  Hopefully somebody has the answer.

(edit)

Found it.  Need to add "@" before "prelaunchDefaultThrottle".

@PHYSICSGLOBALS
{
  @prelaunchDefaultThrottle = 0
}

 

Edited by OhioBob
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I believe that you could of just right clicked and selected test engine, which shouldn't actually activate it.

When I do parts on launch pad contract, I always give it no fuel, max thrust limiter, min decouple force, etc so I can quickly stage it all and then recover everything

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