Gordon Dry Posted June 18, 2018 Share Posted June 18, 2018 (edited) I also refer it here because I like it. And I need feedback about the outcome. It started with this threadhttps://forum.kerbalspaceprogram.com/index.php?/topic/175961-trying-to-fiddle-with-modulegimbal/ and resulted in this patch: GameData\zFinal\zzz_useGimbalReponseTime.cfg // Ferram Aerospace Research // // ATTENTION: // When not using RealismOverhaul you have to delete the following config: // GameData\FerramAerospaceResearch\stockEngineGimbalIncrease.cfg // // @PART[*]:HAS[@MODULE[ModuleGimbal]]:NEEDS[!RealismOverhaul]:FINAL // { // @MODULE[ModuleGimbal] // { // @gimbalRange *= 1.5 // %useGimbalResponseSpeed = true // %gimbalResponseSpeed = 15 // } // } // // It just would overwrite or at least interfere with anything what's below: // @PART[*]:HAS[@MODULE[ModuleGimbal]:HAS[~gimbalResponseSpeed[]]]:FINAL { @MODULE[ModuleGimbal] { %useGimbalResponseSpeed = true %gimbalResponseSpeed = 6 } } @PART[*]:HAS[@MODULE[ModuleGimbal]:HAS[#gimbalRange[>0]],@MODULE[ModuleEngines*]:HAS[#maxThrust[>0]],!MODULE[ModuleEngineConfigs],#mass[>0]]:FINAL { // @MODULE[ModuleGimbal],*:HAS[#gimbalTransformName[thrustTransform]|#gimbalTransformName[pivotPoint]|#gimbalTransformName[?ozzle]|#gimbalTransformName[GimbalBone]|#gimbalTransformName[Engine_Nozzle]|#gimbalTransformName[newThrustTransform]|#gimbalTransformName[gimbal?ransform]|#gimbalTransformName[gimbal?ransform1]|#gimbalTransformName[gimbal?ransform2]|#gimbalTransformName[?imbal]|#gimbalTransformName[fxTransform]|#gimbalTransformName[tt2]|#gimbalTransformName[Cylinder_3]|#gimbalTransformName[jet?]] @MODULE[ModuleGimbal],*:HAS[#gimbalRange[>0]] { temp = #$gimbalRange$ @gimbalRange /= #$/mass$ tempa = #$gimbalRange$ tempb = #$/MODULE[ModuleEngines*]/maxThrust$ @gimbalRange /= #$tempb$ @gimbalRange *= 500 @gimbalRange /= #$tempa$ @gimbalRange *= #$/mass$ @gimbalRange ^= :(\.\d\d)\d+$:$1: tempc = 0 @tempc += #$gimbalRange$ @tempc -= #$temp$ @gimbalResponseSpeed /= #$/mass$ @gimbalResponseSpeed ^= :(\.\d\d)\d+$:$1: } } @PART[*]:HAS[@MODULE[ModuleGimbal]:HAS[#gimbalRange[>0]],@MODULE[@ModuleEngines*],@MODULE[ModuleEngineConfigs]:HAS[~type[ModuleRCS],#origMass[>0]]]:NEEDS[RealFuels]:FINAL { // @MODULE[ModuleGimbal],*:HAS[#gimbalTransformName[thrustTransform]|#gimbalTransformName[pivotPoint]|#gimbalTransformName[?ozzle]|#gimbalTransformName[GimbalBone]|#gimbalTransformName[Engine_Nozzle]|#gimbalTransformName[newThrustTransform]|#gimbalTransformName[gimbal?ransform]|#gimbalTransformName[gimbal?ransform1]|#gimbalTransformName[gimbal?ransform2]|#gimbalTransformName[?imbal]|#gimbalTransformName[fxTransform]|#gimbalTransformName[tt2]|#gimbalTransformName[Cylinder_3]|#gimbalTransformName[jet?]] @MODULE[ModuleGimbal],*:HAS[#gimbalRange[>0]] { temp = #$gimbalRange$ @gimbalRange /= #$/MODULE[ModuleEngineConfigs]/origMass$ tempa = #$gimbalRange$ tempb = #$/MODULE[ModuleEngineConfigs]/CONFIG/maxThrust$ @gimbalRange /= #$tempb$ @gimbalRange *= 500 @gimbalRange /= #$tempa$ @gimbalRange *= #$/MODULE[ModuleEngineConfigs]/origMass$ @gimbalRange ^= :(\.\d\d)\d+$:$1: tempc = 0 @tempc += #$gimbalRange$ @tempc -= #$temp$ @gimbalResponseSpeed /= #$/MODULE[ModuleEngineConfigs]/origMass$ @gimbalResponseSpeed ^= :(\.\d\d)\d+$:$1: } } @PART[*]:HAS[@MODULE[ModuleGimbal]:HAS[#tempc[>0]],@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleGimbal] { @gimbalRange = #$temp$ } } @PART[*]:HAS[@MODULE[ModuleGimbal]:HAS[#gimbalResponseSpeed[>15]]]:FINAL { // @MODULE[ModuleGimbal],*:HAS[#gimbalResponseSpeed[>15],#gimbalTransformName[thrustTransform]|#gimbalTransformName[pivotPoint]|#gimbalTransformName[?ozzle]|#gimbalTransformName[GimbalBone]|#gimbalTransformName[Engine_Nozzle]|#gimbalTransformName[newThrustTransform]|#gimbalTransformName[gimbal?ransform]|#gimbalTransformName[gimbal?ransform1]|#gimbalTransformName[gimbal?ransform2]|#gimbalTransformName[?imbal]|#gimbalTransformName[fxTransform]|#gimbalTransformName[tt2]|#gimbalTransformName[Cylinder_3]|#gimbalTransformName[jet?]] @MODULE[ModuleGimbal],*:HAS[#gimbalResponseSpeed[>15]] { @gimbalResponseSpeed = 15 } } @PART[*]:HAS[@MODULE[ModuleGimbal]:HAS[#gimbalResponseSpeed[<6]]]:FINAL { // @MODULE[ModuleGimbal],*:HAS[#gimbalResponseSpeed[>15],#gimbalTransformName[thrustTransform]|#gimbalTransformName[pivotPoint]|#gimbalTransformName[?ozzle]|#gimbalTransformName[GimbalBone]|#gimbalTransformName[Engine_Nozzle]|#gimbalTransformName[newThrustTransform]|#gimbalTransformName[gimbal?ransform]|#gimbalTransformName[gimbal?ransform1]|#gimbalTransformName[gimbal?ransform2]|#gimbalTransformName[?imbal]|#gimbalTransformName[fxTransform]|#gimbalTransformName[tt2]|#gimbalTransformName[Cylinder_3]|#gimbalTransformName[jet?]] @MODULE[ModuleGimbal],*:HAS[#gimbalResponseSpeed[<6]] { @gimbalResponseSpeed = 6 } } @PART[*]:HAS[@MODULE[ModuleGimbal]:HAS[#tempc[*]],@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleGimbal] { !temp = delete !tempa = delete !tempb = delete !tempc = delete } } The first block which is commented out is just in there as a reminder. Without that the whole patch works in stock and for all mods. ofc I cannot test every single engine from stock and from mods out there - especially because issues depend of the whole vessel design, CoM, CoL etc. pp. But in short words: This patch decreases the gimballing range in degrees of all engines containing a ModuleEngines or a ModuleEnginesFX and contain a ModuleGimbal which contains a gimbalRange. The higher the mass / thrust of the engine, the lower the gimbalRange. Specific gimbal factors like gimbalRangeX etc. are untouched. So this works with "normal" rocket engines, verniers or fins with verniers. Very modded and sophisticated engines with built-in verniers which are customized by the dev are untouched. The gimbalResponseSpeed is also calculated, but with a low pass filter to be minimum 6 and a high pass filter to be maximum 15. The higher the mass / thrust of the engine, the slower the response speed. So you don't need to move the gimbal slider to the left anymore in VAB or flight mode to avoid wobbling. Edited May 10, 2020 by Gordon Dry as it looks today Quote Link to comment Share on other sites More sharing options...
fourfa Posted November 4, 2018 Share Posted November 4, 2018 I wanted a Launch Escape System appropriate to the stock 1.25m and 1.875m pods, without installing a parts pack (and the one I've tried was way unbalanced, as usual for modded parts). So trying to keep it simple, I just rescaled the stock LES by 0.5: Quote //Add 0.625m Launch Escape System //Author: Fourfa +PART[LaunchEscapeSystem] { %name = LaunchEscapeSystemSmall @rescaleFactor = 0.5 @TechRequired = start @entryCost = 2000 @cost = 500 @title = Small Launch Escape System @mass = 0.3 @bulkheadProfiles = size0 @MODULE { name = ModuleEnginesFX @maxThrust = 325 } @RESOURCE { name = SolidFuel @amount = 10 @maxAmount = 10 } } I did some playtesting, and this seems to work ok. Pad aborts with only the basic 0.625m chute could be a bit spicy. Open to feedback on tuning the numbers I chose... Quote Link to comment Share on other sites More sharing options...
Tyko Posted November 21, 2018 Share Posted November 21, 2018 (edited) I was looking for a way to reduce the range and strength of the docking port "magnetism" Does this look right? Any suggestions? I thought I'd seen it on the forums before, but couldn't find it using search. @PART[*]:HAS[@MODULE[ModuleDockingNode]] { @MODULE[ModuleDockingNode] { %acquireForce = 0.1 %acquireRange = 0.1 %captureRange = 0.1 } } Edited November 21, 2018 by Tyko Quote Link to comment Share on other sites More sharing options...
doggonemess Posted November 21, 2018 Share Posted November 21, 2018 On 5/17/2016 at 1:34 PM, Alshain said: Default Flag Decals to Off Contributor: @Messy Recipe I salute you, sir. I have been looking for a way to do this for years. Only just now have I discovered Module Manager and figured someone would want the flags off by default. Quote Link to comment Share on other sites More sharing options...
flart Posted December 23, 2018 Share Posted December 23, 2018 (edited) Smart™ Classes to the Part Description CommNet Antennas Spoiler // Class Descriptions to CommNet antennas v1.1 (20190318) // Author: Flart @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:antenna.</color> : } @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaType[RELAY]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:relay : } @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaType[DIRECT]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:direct : } @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaType[INTERNAL]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:internal : } // C0 = 5000 @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[<5499]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 0 : } @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>5499],#antennaPower[<249E3]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 0+ : } @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>249E3],#antennaPower[<449E3]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 0++ : } // C1 = 500k @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>449E3],#antennaPower[<549E3]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 1 : } @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>549E3],#antennaPower[<4499E3]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 1+ : } // C2 = 5M @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>4499E3],#antennaPower[<5499E3]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 2 : } @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>5499E3],#antennaPower[<494E6]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 2+ : } @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>494E6],#antennaPower[<1996E6]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 2++ : } // C3 = 2G @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>1996E6],#antennaPower[<2004E6]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 3 : } @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>2004E6],#antennaPower[<14960E6]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 3+ : } // C4 = 15G @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>14960E6],#antennaPower[<15040E6]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 4 : } @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>15040E6],#antennaPower[<99E9]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 4+ : } // C5 = 100G @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>99E9],#antennaPower[<101E9]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 5 : } @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>101E9],#antennaPower[<996E9]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 5+ : } // C6 = 1000G @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>996E9],#antennaPower[<1004E9]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 6 : } @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>1004E9],#antennaPower[<9960E9]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 6+ : } // C7 = 10T @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>9960E9],#antennaPower[<10040E9]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 7 : } @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaPower[>10040E9]]]:NEEDS[!RemoteTech]:FINAL { @description ^= :^:<color=orange>Class 7+ : } Edited July 8, 2019 by flart Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 24, 2019 Share Posted February 24, 2019 On 5/17/2016 at 1:34 PM, Alshain said: You can now download this database formatted for use with @linuxgurugamer's PatchManager mod. Simply extract the zip file to your GameData folder. Download Is this up-to-date, or are there new patches not in the database? Quote Link to comment Share on other sites More sharing options...
BlackHat Posted February 24, 2019 Share Posted February 24, 2019 (edited) 3 hours ago, linuxgurugamer said: Is this up-to-date, or are there new patches not in the database? Well I would say any patches added to the topic since Sep 07, 2017 (date of the database) would not be in the database. Doing a quick and dirty scan of the thread. It looks like nothing since the July 9 2017 post has been included. Edited February 24, 2019 by BlackHat Quote Link to comment Share on other sites More sharing options...
klesh Posted February 25, 2019 Share Posted February 25, 2019 On 5/17/2016 at 1:34 PM, Alshain said: Stop Solar Panels from Sun Tracking Contributor: @tg626, @Alshain Hide contents // Stop solar panel from sun tracking // Author: tg626, Alshain @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL { @MODULE[ModuleDeployableSolarPanel] { //%sunTracking = false //v1.1 and earlier %isTracking = false // v1.2+ } } Hey fellas, is there anyway this could be made as a PAW button that could turn tracking on and off mid-flight? Quote Link to comment Share on other sites More sharing options...
swjr-swis Posted February 25, 2019 Share Posted February 25, 2019 13 hours ago, klesh said: Hey fellas, is there anyway this could be made as a PAW button that could turn tracking on and off mid-flight? Would love that too, but I've been told by people with actual modding skills that PAW buttons for which no module is preexisting require coding - iow it can't be done with a simple MM patch. Quote Link to comment Share on other sites More sharing options...
EchoLima Posted February 25, 2019 Share Posted February 25, 2019 14 hours ago, klesh said: Hey fellas, is there anyway this could be made as a PAW button that could turn tracking on and off mid-flight? Tweakable Everything does this. Quote Link to comment Share on other sites More sharing options...
klesh Posted February 25, 2019 Share Posted February 25, 2019 1 hour ago, EchoLima said: Tweakable Everything does this. In fact it does. Works great too. Booyah! Thanks for the heads up, homie. @swjr-swis You might be interested... Quote Link to comment Share on other sites More sharing options...
icecreamcooper Posted March 14, 2019 Share Posted March 14, 2019 So my solar panels have been producing double the electric charge that they are supposed to produce, the panels still read default numbers ie 1.6 ec/s for the basic 1x6 panels and AmpYear does too, however the actual charge produced is double. My thought after trying to find the offending mod and fix it, which was not successful, I decided mm patch might fix it but the patch i've created either doesn't work or is unable to fix the issue as it is coded into a mod. Can any one of the brilliant minds out there check the patch to see if the patch was built right and should work or if it needs tweaking. Thanks to anyone who reads this post and double thanks if you can also help, even if it is pointing in right direction. @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel],@RESOURCE[ElectricCharge]]:FINAL { @RESOURCE[ElectricCharge] { @chargeRate = *0.5 } } Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 20, 2019 Share Posted March 20, 2019 On 3/14/2019 at 12:49 PM, icecreamcooper said: So my solar panels have been producing double the electric charge that they are supposed to produce, the panels still read default numbers ie 1.6 ec/s for the basic 1x6 panels and AmpYear does too, however the actual charge produced is double. My thought after trying to find the offending mod and fix it, which was not successful, Are you using a planet mod that replaces Sun with a giant star and/or puts Kerbin closer to the star? If either is true then the star's luminosity is likely greater, causing the double solar input. Your MM patch for solar panels should be more like this, but then in the VAB, the panel will also tell you beforehand that it will produce half of what it normally will (so the Gigantor panel will tell you it will produce 12 EC/s, not 24 EC/s), which I don't expect you to enjoy. Also, most solar panels don't have batteries so targeting RESOURCE {} will lead to very little or nothing happening. @PART:HAS[@MODULE[ModuleDeployableSolarPanel]] { @MODULE[ModuleDeployableSolarPanel] { @chargeRate *= 0.5 } } Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 15, 2019 Share Posted May 15, 2019 A couple prophylactic patches: Fix for error thrown by ContractConfigurator caused by missing title field in agent definition. I have several old (some not so old) mods that don't have this defined. // Fix missing agent title string @AGENT[*]:HAS[~title] { title = #$name$ } Fix for VAB lockups on missing bulkhead profiles. Most mod authors have pushed updates to fix their mods when the problem has been pointed out. But I've had two rather popular modders that have failed to fix this since I raised the issue. One never replied or applied fixes even while pushing other updates. This defines a new profile missingsrf that will group your problem parts together to make it easier to identify problem parts. // Catchall for poorly patched mods @PART[*]:HAS[~bulkheadProfiles[]] { bulkheadProfiles = missingsrf } Quote Link to comment Share on other sites More sharing options...
HansAcker Posted July 8, 2019 Share Posted July 8, 2019 On 5/17/2016 at 7:34 PM, Alshain said: Kerbal EVA Lights On Contributor: @slubman The new Breaking Ground suits add a ModuleColorChanger for the suit light strips that needs to be switched on, too: Spoiler // Kerbal have lights on when starting EVA // Author: slubman @PART[*]:HAS[@MODULE[KerbalEVA]]:FINAL { @MODULE[KerbalEVA] { %lampOn = true } @MODULE[ModuleColorChanger] { %animState = true } } Quote Link to comment Share on other sites More sharing options...
Tyko Posted July 14, 2019 Share Posted July 14, 2019 Has anyone written a mod to change the default Docking Acquire Force with 1.7.3? Quote Link to comment Share on other sites More sharing options...
HansAcker Posted July 14, 2019 Share Posted July 14, 2019 (edited) 13 hours ago, Tyko said: Has anyone written a mod to change the default Docking Acquire Force with 1.7.3? The attribute is "acquireForceTweak" in ModuleDockingNode. To change the force in all docking nodes, use this: Spoiler @PART:HAS[@MODULE[ModuleDockingNode]] { @MODULE[ModuleDockingNode] { // Change to any whole number between 0 and 200 %acquireForceTweak = 150 } } Edited July 14, 2019 by HansAcker Quote Link to comment Share on other sites More sharing options...
GKSP Posted July 28, 2019 Share Posted July 28, 2019 When pasting these into a new file, can I name it whatever I want? Quote Link to comment Share on other sites More sharing options...
KerbMav Posted July 28, 2019 Share Posted July 28, 2019 21 minutes ago, GKSP said: When pasting these into a new file, can I name it whatever I want? Yes. You could even paste them all into a single file, but that usually leeds to (human) errors when editing, deleting, adding stuff later. Quote Link to comment Share on other sites More sharing options...
Jognt Posted July 28, 2019 Share Posted July 28, 2019 23 minutes ago, GKSP said: When pasting these into a new file, can I name it whatever I want? As long as it ends with “.cfg”, it’s all good. Quote Link to comment Share on other sites More sharing options...
GKSP Posted July 28, 2019 Share Posted July 28, 2019 (edited) Thanks. Is there also a patch to make Sun tracking optional? Sometimes I like it, sometimes I don't. Edit: on solar panels Edited July 28, 2019 by GKSP clarification Quote Link to comment Share on other sites More sharing options...
GeneCash Posted August 4, 2019 Share Posted August 4, 2019 I think it's really strange that the large lander pods don't have space for experiments. I've added 6 slots to the new Mk2 Lander Can, which is really useful when it's in large rover form. // Add experiment inventory slots to new Mk 2 lander can // Author: GeneCash @PART[mk2LanderCabin_v2] { MODULE { name = ModuleInventoryPart InventorySlots = 6 } } Quote Link to comment Share on other sites More sharing options...
airtrafficcontroller Posted October 30, 2019 Share Posted October 30, 2019 Just a small patch correcting the bottom node of Stayputnik. Spoiler @PART[probeCoreSphere_v2] { %node_stack_bottom = 0.0, -0.31748, 0.0, 0.0, -1.0, 0.0, 0 } Before: Spoiler After: Spoiler Quote Link to comment Share on other sites More sharing options...
Snark Posted November 6, 2019 Share Posted November 6, 2019 StrongerBigSRBs.cfg: A patch I use for upping the thrust of the big-size SRBs so that their TWR isn't so dramatically lower than the smaller ones. Cheetah.cfg: Adjusts the bottom node of the Cheetah engine from Making History, so that it's just under the engine and not hanging way down in space. Quote Link to comment Share on other sites More sharing options...
caipi Posted December 9, 2019 Share Posted December 9, 2019 (edited) This patch adds upgrades to every command pod with crew seats. These upgrades are science experiments. They get unlocked for the pod at the same time you unlock the regular science experiment. Probe Cores and any non command part with crew capacity are not affected. Unfortunately, I haven't adjusted the mass. I don't think you can "add" mass, only set it to a specific value (which of course wouldn't make any sense to set it globally for all command pods to one specific value). :-/ Feel free to correct me if I'm wrong. I'm just a clueless noob. This patch is an alteration of sebi.zzr's patch. I've added the Mystery Goo Experiment and the Material Labs Study to it, changed a few descriptions, typos, restored the original external usage requirements, and of course added the crewcapacity requirement. Spoiler @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]]:FINAL { MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = deltemp experimentActionName = #autoLOC_502067 //#autoLOC_502067 = Log Temperature resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data reviewActionName = Review Temperature Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.5 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adtemperatureScan experimentID = temperatureScan useActionGroups = True hideUIwhenUnavailable = False techRequired__ = engineering101 } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delbaro experimentActionName = #autoLOC_502065 //#autoLOC_502065 = Log Pressure Data resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data reviewActionName = Review Presure Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.5 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adsensorBarometer experimentID = barometerScan useActionGroups = True hideUIwhenUnavailable = False techRequired__ = survivability } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delseismic experimentActionName = #autoLOC_502063 //#autoLOC_502063 = Log Seismic Data resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data reviewActionName = Review Seismic Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.45 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adsensorAccelerometer experimentID = seismicScan useActionGroups = True hideUIwhenUnavailable = False techRequired__ = electronics } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delgrav experimentActionName = #autoLOC_502066 //#autoLOC_502066 = Log Gravity Data resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data reviewActionName = Review Gravity Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.4 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adsensorGravimeter experimentID = gravityScan useActionGroups = True hideUIwhenUnavailable = False techRequired__ = advScienceTech } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delatmo experimentActionName = #autoLOC_502048 //#autoLOC_502048 = Run Atmosphere Analysis resetActionName = #autoLOC_502049 //#autoLOC_502049 = Discard Data reviewActionName = Review Atmosphere Analysis Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.6 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adsensorAtmosphere experimentID = atmosphereAnalysis useActionGroups = True hideUIwhenUnavailable = False techRequired__ = scienceTech } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delgoo experimentActionName = #autoLOC_502053 //#autoLOC_502053 = Observe Mystery Goo resetActionName = #autoLOC_502054 //#autoLOC_502054 = Reset Goo Canister reviewActionName = Review Goo Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.3 rerunnable = False usageReqMaskInternal = 1 hideFxModuleUI = False collectActionName = #autoLOC_6004057 //#autoLOC_6004057 = Collect Data dataIsCollectable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 UPGRADES { UPGRADE { name__ = adGooExperiment experimentID = mysteryGoo useActionGroups = True hideUIwhenUnavailable = False techRequired__ = start } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delmatlab experimentActionName = #autoLOC_502061 //#autoLOC_502061 = Observe Materials Bay resetActionName = #autoLOC_502062 //#autoLOC_502062 = Reset Materials Bay reviewActionName = Review MatLab Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.35 rerunnable = False usageReqMaskInternal = 1 hideFxModuleUI = False collectActionName = #autoLOC_6004057 //#autoLOC_6004057 = Collect Data dataIsCollectable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 UPGRADES { UPGRADE { name__ = adMatLabExperiment experimentID = mobileMaterialsLab useActionGroups = True hideUIwhenUnavailable = False techRequired__ = basicScience } } } } //--uprades techtree PARTUPGRADE { name = adtemperatureScan partIcon = sensorThermometer techRequired = engineering101 entryCost = 2500 title = Pod Upgrade description = Adds termometer to pods. } PARTUPGRADE { name = adsensorBarometer partIcon = sensorBarometer techRequired = survivability entryCost = 2200 title = Pod Upgrade description = Adds barometer to pods. } PARTUPGRADE { name = adsensorAccelerometer partIcon = sensorAccelerometer techRequired = electronics entryCost = 8200 title = Pod Upgrade description = Adds accelerometer to pods. } PARTUPGRADE { name = adsensorGravimeter partIcon = sensorGravimeter techRequired = advScienceTech entryCost = 12200 title = Pod Upgrade description = Adds gravimeter to pods. } PARTUPGRADE { name = adsensorAtmosphere partIcon = sensorAtmosphere techRequired = scienceTech entryCost = 12200 title = Pod Upgrade description = Adds atmosensor to pods. } PARTUPGRADE { name = adGooExperiment partIcon = GooExperiment techRequired = start entryCost = 0 title = Pod Upgrade description = Adds goo experiment to pods. } PARTUPGRADE { name = adMatLabExperiment partIcon = science_module techRequired = basicScience entryCost = 5500 title = Pod Upgrade description = Adds MatLab experiment to pods. } //--experiment def.//fix NRE EXPERIMENT_DEFINITION { id = deltemp baseValue = 0 scienceCap = 0 } EXPERIMENT_DEFINITION { id = delbaro baseValue = 0 scienceCap = 0 } EXPERIMENT_DEFINITION { id = delseismic baseValue = 0 scienceCap = 0 } EXPERIMENT_DEFINITION { id = delgrav baseValue = 0 scienceCap = 0 } EXPERIMENT_DEFINITION { id = delatmo baseValue = 0 scienceCap = 0 } EXPERIMENT_DEFINITION { id = delgoo baseValue = 0 scienceCap = 0 } EXPERIMENT_DEFINITION { id = delmatlab baseValue = 0 scienceCap = 0 } Edited December 9, 2019 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