Foxster Posted October 20, 2016 Share Posted October 20, 2016 On 17/05/2016 at 6:34 PM, Alshain said: [1.1] RCS to Translate Only Contributor: @Snark Hide contents // Configure RCS to Translate Only by Default // Author: Snark @PART[*]:HAS[@MODULE[ModuleRCS]] { @MODULE[ModuleRCS] { %enableYaw = false %enablePitch = false %enableRoll = false } } Is this still good for 1.2? Has "ModuleRCS" changed? Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 20, 2016 Author Share Posted October 20, 2016 5 minutes ago, Foxster said: Is this still good for 1.2? Has "ModuleRCS" changed? Theoretically it should still work, ModuleRCSFX is used now but is impemented from ModuleRCS (just like the engines). If it isn't working try adding FX to the end of both ModuleRCS lines. Let me know how it goes. Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted October 20, 2016 Share Posted October 20, 2016 1 minute ago, Alshain said: Theoretically it should still work, ModuleRCSFX is used now but is impemented from ModuleRCS (just like the engines). If it isn't working try adding FX to the end of both ModuleRCS lines. Let me know how it goes. Works for me and caught me by surprise the one time I tried to use RCS for rotation. Quote Link to comment Share on other sites More sharing options...
Foxster Posted October 20, 2016 Share Posted October 20, 2016 (edited) 22 minutes ago, Alshain said: Theoretically it should still work, ModuleRCSFX is used now but is impemented from ModuleRCS (just like the engines). If it isn't working try adding FX to the end of both ModuleRCS lines. Let me know how it goes. Thanks. Yes, needed the FX. Edited October 20, 2016 by Foxster Quote Link to comment Share on other sites More sharing options...
monstah Posted October 20, 2016 Share Posted October 20, 2016 You know, I was thinking of making such a thread the other day. I didn't know it already existed How about a section for mod patches? I got one in my signature. Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 20, 2016 Author Share Posted October 20, 2016 (edited) 3 minutes ago, monstah said: You know, I was thinking of making such a thread the other day. I didn't know it already existed How about a section for mod patches? I got one in my signature. If you want to create and manage a second thread for individual mod patches, you are more than welcome (I'll even link to it in the main post here). But with the new forums maintaining this thread is pretty difficult as it is, so I'm not going to do mods (that includes Squad's official mods and the Porkjet parts). Personally I think mod makers should host a list of patches like that in the thread for the mod. Edited October 20, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
monstah Posted October 20, 2016 Share Posted October 20, 2016 Fair enough. There are a ton of them, anyway Quote Link to comment Share on other sites More sharing options...
Enceos Posted October 20, 2016 Share Posted October 20, 2016 (edited) @Alshain Half a year ago I made a little patch which adds attachment nodes to all solar panels. Great for KIS users and symmetry lovers. Spoiler @PART[*]:HAS[#node_attach[*],@MODULE[ModuleDeployableSolarPanel]] { %node_stack_root = #$node_attach$ @attachRules = 1,1,0,0,1 @bulkheadProfiles = size1, srf } Can be reconfigured to add nodes to any part with surface attachment. Edited October 20, 2016 by Enceos Quote Link to comment Share on other sites More sharing options...
monstah Posted October 20, 2016 Share Posted October 20, 2016 I didn't see this one in the OP Quote Link to comment Share on other sites More sharing options...
Vegetal Posted October 20, 2016 Share Posted October 20, 2016 2 hours ago, Enceos said: @Alshain Half a year ago I made a little patch which adds attachment nodes to all solar panels. Great for KIS users and symmetry lovers. Hide contents @PART[*]:HAS[#node_attach[*],@MODULE[ModuleDeployableSolarPanel]] { %node_stack_root = #$node_attach$ @attachRules = 1,1,0,0,1 @bulkheadProfiles = size1, srf } Can be reconfigured to add nodes to any part with surface attachment. As a KIS user myself, this seems very useful indeed! Can it be applied like this to rover wheels too? Also, no one answered me on the jettisoning. Can it be done? I suck with code... Quote Link to comment Share on other sites More sharing options...
Enceos Posted October 21, 2016 Share Posted October 21, 2016 (edited) 14 hours ago, Vegetal said: As a KIS user myself, this seems very useful indeed! Can it be applied like this to rover wheels too? Absolutely, just changing the module name will do the trick. @PART[*]:HAS[#node_attach[*],@MODULE[ModuleWheelBase]] Didn't try it with the " | " (or) syntax Maybe you can have one config for both types of parts. @PART[*]:HAS[#node_attach[*],@MODULE[ModuleDeployableSolarPanel|ModuleWheelBase]] Edited October 21, 2016 by Enceos Quote Link to comment Share on other sites More sharing options...
Enceos Posted October 21, 2016 Share Posted October 21, 2016 (edited) I also have a config for a delayed retro booster: Spoiler +PART[sepMotor1]:Final { @name = delayedRetro @title = Sepratron I-D @description = Same as the Sepratron I but with a delayed fuse. !MODULE[ModuleSRBThrust] {} MODULE { name = ModuleSRBThrust resourceName = SolidFuel useTimeCurve = false thrustCurve { key = 0.00 0.01 key = 0.05 1.00 0 0 key = 0.93 1.00 0 0 key = 0.98 0.10 0 0 key = 1.00 0.10 } } } And adding thrust curves to the solid boosters (the curves feature became stock in 1.1 afaik). The one below is a Shuttle type SRB curve, good for scaled "Kickback": Simple linear curve will look like this: key = 0 0 key = 1 1 Spoiler @PART[*]:HAS[@RESOURCE[SolidFuel]] { @MODULE[ModuleEngine*] { %useThrustCurve = true %thrustCurve { key = 0 0.01 8.032298 1.11047 key = 0.01342202 0.07843862 1.11047 0.2269303 key = 0.01526241 0.7107602 1.799464 1.591762 key = 0.2355173 0.8904908 0.1987092 0.1987092 key = 0.3413242 0.7365882 -2.900315 -2.900315 key = 0.4019614 0.7171836 0.4377778 0.5915467 key = 0.7633486 0.9773242 0.407829 0.407829 key = 1 1 } } } A config for 5m fairings: Spoiler +PART[fairingSize3] { %name = fairingSize4 @MODEL { %scale = 1.33,1,1.33 } %title = AE-FF4 Airstream Protective Shell (5m) %description = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! The AE-FF4 is the experimental prototype from FLOOYD. It is designed for the largest rockets which come from private companies from various parts of Kerbin. %mass = 0.64 %bulkheadProfiles = size4 @MODULE[ModuleProceduralFairing] { %baseRadius = 2.5 %maxRadius = 8 %xSectionHeightMax = 7 } } And a 7m fairing for those mammoth boosters by @NecroBones (provided by @Stone Blue in my thread) Spoiler +PART[fairingSize3] { %name = fairingSize5 @MODEL { %scale = 2,1,2 } %title = AE-FF5 Airstream Protective Shell (7.5m) %description = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! The AE-FF5 is the experimental prototype from FLOOYD. It is designed for the largest rockets which come from private companies from various parts of Kerbin. %mass = 1.1 %bulkheadProfiles = size5 @MODULE[ModuleProceduralFairing] { %baseRadius = 3.75 %maxRadius = 10.5 %xSectionHeightMax = 7 } } Edited October 21, 2016 by Enceos Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 21, 2016 Author Share Posted October 21, 2016 Ok, I think I have the list updated up to this point. Quote Link to comment Share on other sites More sharing options...
Wolf Baginski Posted October 22, 2016 Share Posted October 22, 2016 On the sequencing of Module Manager patches On 19/07/2016 at 9:48 PM, Foxster said: Adds Mechjeb to all command modules and makes all its functions available from start Ah, just realised this thread is for stock KSP. Ignore this then. Might suggest something of wider interest, though. Current beta versions of MechJeb are applying the most restrictive set of rules they find, so if one mod applies a different version of the settings, unexpected things can happen. I don't know which way round two different patches, both set to ":Final" would be applied, though the "%" looks to cover many situations. But if you have two subfolders of GameData you can set the patches in one folder to run after those in the other. If there isn't a .dll to take the Mod name from, you can use the folder-name. Something like GameData/MMPatch1 and GameData/MMPatch2 so you could use something such as :After[MMPatch1] Then you could do something general in MMPatch1, amend specific items in MMPatch2, and not have to worry about using :Final And you would also be able to use :Before :For and :Needs I am not sure how Module Manager sets the order of these named groups, but it wouldn't surprise me "U2" was ordered before "ZZTop". Maybe having a "ZZTop" folder with a dummy patch, not doing anything important, would give you an :After[ZZTop] pass that would be executed before :Final and after everything else. And then there is the possibility of re-naming some utility .dll to do the same. But I don't know how the module-name and filename intereract. Does it matter if you change the filename for calling a module? It doesn't sound like a good idea. Quote Link to comment Share on other sites More sharing options...
samamstar Posted November 3, 2016 Share Posted November 3, 2016 (edited) So I tried making a patch to make the atmospheric sensor smaller(Because its HUGE) but its not applying on load, any ideas why? //this patch makes the atmopheric sensor smaller @PART[sensorAtmosphere]:FINAL { //set this factor bigger to make the part bigger, smaller to shrink it @rescaleFactor = 0.3 //I suggest 0.3, that puts it right around the scale of the thermometer & accelerometer } and yes, I double checked its a .cfg file in my gamedata folder. edit: OH YEAH 1.2.1! I guess it broke MM edit2: nvm, sarbian said it works Edited November 4, 2016 by samamstar TYPO, then realizing 1.2.1 is a thing Quote Link to comment Share on other sites More sharing options...
samamstar Posted November 4, 2016 Share Posted November 4, 2016 On 11/3/2016 at 1:48 PM, samamstar said: So I tried making a patch to make the atmospheric sensor smaller(Because its HUGE) but its not applying on load, any ideas why? //this patch makes the atmopheric sensor smaller @PART[sensorAtmosphere]:FINAL { //set this factor bigger to make the part bigger, smaller to shrink it @rescaleFactor = 0.3 //I suggest 0.3, that puts it right around the scale of the thermometer & accelerometer } and yes, I double checked its a .cfg file in my gamedata folder. edit: OH YEAH 1.2.1! I guess it broke MM edit2: nvm, sarbian said it works Actually, it does work, I just wasn't making the cfg correctly Quote Link to comment Share on other sites More sharing options...
fourfa Posted November 12, 2016 Share Posted November 12, 2016 A couple of small tweaks I've been thinking about; I assume these are fairly simple since they both have advanced tweakable buttons? 1. Make crossfeed enabled by default in radial decouplers 2. Make fairing truss and additional nodes default to off A possibly more complex one - I've been using a patch to give kerbals a simple low-power EVA transmitter that can relay through a nearby ship: Which necessarily adds a battery to the EVA suit. Combined with EVAFuel, it's a little more challenge and realism. I'd like to add electric power draw for the EVA helmet lights too. Could this be as simple as the electric power draw cfg for command pods, once the suit is modded to have electricity? Quote Link to comment Share on other sites More sharing options...
samamstar Posted November 13, 2016 Share Posted November 13, 2016 (edited) Came up with another patch, this one adds new adapters filled with fuel: //this adds new fuel filled adapters for ksp. should be decently balanced //new 1.25 to 0.625 fueled adapter +PART[adapterSmallMiniTall]:FINAL { @name = adapterSmallMiniTallFueled @TechRequired = advFuelSystems @entryCost = 3000 @cost = 200 @category = FuelTank @title = FL-A10 Fuel Tank @description = We had some engineers installing a FL-A10 adapter when they came to the sudden realization that we were packing all that extra empty space for no reason! @mass = 0.70 RESOURCE { name = LiquidFuel amount = 45 maxAmount = 45 } RESOURCE { name = Oxidizer amount = 55 maxAmount = 55 } } //2.5 meter adapter fuel tank +PART[largeAdapter]:FINAL { @name = largeAdapterFueled @TechRequired = advFuelSystems @entryCost = 7000 @cost = 3500 @category = FuelTank @title = Rockomax Brand Adapter @manufacturer = Rockomax Conglomerate @description = When C7 designed an adapter for rockomax rocketry parts we immediately took legal action against them, but it is aparently perfectly legal to design periferals for someone else's product. So we beat them at their own game. @mass = 0.5 RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } } //3.75 meter adapter fuel tank +PART[Size3to2Adapter]:FINAL { @name = Size3to2AdapterFueled @TechRequired = highPerformanceFuelSystems @entryCost = 10000 @cost = 2750 @category = FuelTank @title = Kerbodyne ADTP-2-3 Fuel Tank @manufacturer = Kerbodyne @description = After Jeb's junkyard filled the FL-A10 adapter with fuel, some eggheads at kerbodyne came up with a great idea! Fill our adapter with fuel! @mass = 1.75 RESOURCE { name = LiquidFuel amount = 1296 maxAmount = 1296 } RESOURCE { name = Oxidizer amount = 1584 maxAmount = 1584 } } the highlighting makes it look like there is a giant string, but module manager doesn't recognize that in it's syntax Edited November 13, 2016 by samamstar Quote Link to comment Share on other sites More sharing options...
Red Shirt Posted December 3, 2016 Share Posted December 3, 2016 (edited) deleted Edited December 4, 2016 by Red Shirt Quote Link to comment Share on other sites More sharing options...
Jarin Posted December 15, 2016 Share Posted December 15, 2016 (edited) Is it possible to patch in a staging toggle for launch clamps? I'm using them for support legs on bases built with Extraplanetary Launchpads, and would like to avoid fumblefinger staging my bases into the ground. Even better would be if this could be toggled post-launch in the flight scene. Edited December 15, 2016 by Jarin Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted December 20, 2016 Share Posted December 20, 2016 On 10/21/2016 at 4:45 AM, Enceos said: I also have a config for a delayed retro booster: I'm having a problem with this config. I keep getting the log error: [ERR 04:34:16.345] Cannot find a PartModule of typename 'ModuleSRBThrust' Cannot find any reference or documentation to ModuleSRBThrust. Ideas? Quote Link to comment Share on other sites More sharing options...
Enceos Posted December 20, 2016 Share Posted December 20, 2016 @TranceaddicT I see the problem, I accidentally pasted an old patch for the SRB Thrust Control mod. Here's the stock patch: +PART[sepMotor1]:Final { @name = delayedRetro @title = Sepratron I-D @description = Same as the Sepratron I but with a delayed fuse. @MODULE[ModuleEngine*] { %useThrustCurve = true %thrustCurve { key = 0.00 0.01 key = 0.05 1.00 0 0 key = 0.93 1.00 0 0 key = 0.98 0.10 0 0 key = 1.00 0.10 } } } @Alshain would you please update it in the OP. Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted December 20, 2016 Share Posted December 20, 2016 @Enceos Thanks for that. That's what I was thinking; went nuts trying to find something about ModuleSRBthrust. I even installed Unity and downloaded the FloatCurve editor 1.0 by @r4m0n At least after all that, I've learned more than enough about all the various floatCurves. Quote Link to comment Share on other sites More sharing options...
Enceos Posted December 20, 2016 Share Posted December 20, 2016 (edited) @TranceaddicT There's actually an ingame curve editor made by sarbian https://ksp.sarbian.com/jenkins/job/AmazingCurveEditor/10/artifact/AmazingCurveEditor-1.1.1.0.zip Curves are awesome, my shuttle ascends on SRBs just the right way and the Soyuz rocket has differently timed sepratrons just like the real one (except the upper sepratron is not a sepratron IRL). Edited December 20, 2016 by Enceos Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted December 22, 2016 Share Posted December 22, 2016 ACE: The only draw back to this is that it does not modify the floatCurve of a part. I've confirmed with @sarbian that is is meant as an in-game version of FloatCurve editor 1.0. It doesn't actually implement any changes to a part. delayedSepratron: I was really looking for a possible solution to an 'real' delay. Unfortunately, thrustCurve does not allow for this possibility. Fortunately, I found [1.0.4] Smart Parts v1.6.6 for exactly what I want ... a true firing delay of 1s. Quote Link to comment Share on other sites More sharing options...
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