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[1.3.0] Community Database of Module Manager Patches for Stock KSP


Alshain

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2 hours ago, linuxgurugamer said:

Why not duplicate the part, and use the duplicate, you can set the weight of the duplicate to 0.001 if you like

Simply put, I don't like mods that add parts because if the mod doesn't survive an update, all my ships wouldn't be loaded... So if Module Manager isn't updated, well I'll just lose the staging info view.

The initial idea was to use an existing part such as command pods.

Anyway, here's the duplication part

    

+PART[omsEngine]
    {
        @name = QuickInfo
        @title = Quick Info in the stage view
        @description = Stage this part to see the monopropellant and electric charge directly in the stage view!
        
        @mass = 0.001
        @rescaleFactor = 0.20
        
        @entryCost = 100
        @cost = 25
        @category = Utility
                
        %TechRequired = advFlightControl
        @MODULE[ModuleEnginesFX]
        {
            @maxThrust = 0.001 // dont put 0
            
            @PROPELLANT[MonoPropellant]
            {
                @ratio = 0.0
            }
            
            PROPELLANT
            {
                name = ElectricCharge
                ratio = 0.0
                DrawGauge = True
            }
        }
        
        !MODULE[ModuleGimbal] {}
        
        
    }

Apart from all the isp and other useless info to remove, I'm still missing the ability to set the thrust limiter of this engine to 0, or else it burns but with no thrust.

Edited by Goufalite
typo
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3 minutes ago, Goufalite said:

Simply put, I don't like mods that add parts because if the mod doesn't survive an update, all my ships wouldn't be loaded... So if Module Manager isn't updated, well I'll just lose the staging info view.

The initial idea was to use an existing part such as command pods.

Anyway, here's the duplication part

That's one way, the other way I was actually thinking of was to create a new part file, copy the old part file into it and make that a new part.

Both work, nice way to do it

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@slubman first one also light up some engines in the Editor, so I commented it out 

// Command pods have lights on by default
// Author: slubman

// This patch also makes engines having the red light in the VAB

//@PART[*]:HAS[@MODULE[ModuleColorChanger]]:FINAL
//{
//	@MODULE[ModuleColorChanger]
//	{
//		%animState = true
//	}
//}

// Cockpits and cabins have lights on by default
// Author: slubman
@PART[*Cabin*|*Cockpit*]:HAS[@MODULE[ModuleAnimateGeneric]]:FINAL
{
	@MODULE[ModuleAnimateGeneric]
	{
		%animSwitch = false
		%animTime = 1
		%animSpeed = 1
	}
}

 

Edited by flart
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  • 5 weeks later...

I go through this pre-launch routine every time.  I was wondering if there a simple MM patch for setting the default view on some preferred launch configurations:

  • Expand staging bar to show numbers
  • Change to orbital AP and PE numbers
  • Pop out the resource levels on the bar
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I had the need to edit the atmosphereCurve on a part and the simplest approach I found was to just nuke the old definition and put in my new one.

	@MODULE[ModuleEnginesFX]
	{
		-atmosphereCurve{} 
		atmosphereCurve
		{
			key = 0 345
			key = 1 85
			key = 3 0.001
		}
	}
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If I were to touch a part's config anyway, I'd make double sure to

-atmosphereCurve{},*


You'd be surprised how many other patches think it's a good idea to add just another node, in cases such as this where there should be only one of that type... by accident or ignorance. And in case there is only one–as it should be–, it doesn't hurt.

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  • 4 weeks later...

I used to enjoy offroading as a hobby.  A 45 degree slope was easy, my limit was around 60 degrees. I got annoyed that rovers in KSP get hung up on even moderate inclines of 10-20 degrees, I've seen steeper driveways.  Digging into it, one thing I found is Squad wheels have a high initial torque that tapers off pretty rapidly as the speed increases. I changed the torque output of the wheels to better represent a real world electric motor, mainly Tesla dynometer results.  These have a flat torque curve up to about 50% of their speed limit and then taper off to the limit speed of the wheel. Wheels from some of the mods I use are mixed in with this.

Spoiler

@PART[roverWheel2,Akita_Wheel,KKAOSS_Landing_Gear2_g] {        // RoveMax S2
    @MODULE[ModuleWheelMotor] {
        -torqueCurve {}
        torqueCurve
        {
            key = 0 1.0 0 0
            key = 1 1.0 0 0
            key = 3 1.0 0 0
            key = 4 1.0 0 0
            key = 10 0.2 0 0
            key = 12 0 0 0
        }
    }
    @MODULE[ModuleWheelBrakes] 
    {
        @maxBrakeTorque = 1.0
    }

}
@PART[roverWheelM1-F,Malemute_Miniwheel] {        // RoveMax M1-F
    @MODULE[ModuleWheelMotor] {
        -torqueCurve {}
        torqueCurve
        {
            key = 0 0.5 0 0
            key = 2 0.5 0 0
            key = 8 0.5 0 0
            key = 12 0.5 0 0
            key = 23 0.1 0 0
            key = 25 0 0 0
        }
    }
    @MODULE[ModuleWheelBrakes] 
    {
        @maxBrakeTorque = .5
    }

}


@PART[roverWheel1,Malemute_Roverwheel] {        // RoveMax M1
    @MODULE[ModuleWheelMotor] {
        -torqueCurve {}
        torqueCurve
        {
            key = 0 1.5 0 0
            key = 3 1.5 0 0
            key = 10 1.5 0 0
            key = 15 1.5 0 0
            key = 30 0.25 0 0
            key = 34 0 0 0
        }
    }
    @MODULE[ModuleWheelBrakes] 
    {
        @maxBrakeTorque = 1.5
    }

}
@PART[wheelMed] {        // RoveMax TR-2L
    @MODULE[ModuleWheelMotor] {
        -torqueCurve {}
        torqueCurve
        {
            key = 0 2.1 0 0
            key = 5 2.1 0 0
            key = 15 2.1 0 0
            key = 25 2.1 0 0
            key = 52 0.5 0 0
            key = 58 0 0 0
        }
    }
    @MODULE[ModuleWheelBrakes] 
    {
        @maxBrakeTorque = 2.1
    }

}
@PART[roverWheel3] {        // RoveMax XL3
    @MODULE[ModuleWheelMotor] {
        -torqueCurve {}
        torqueCurve
        {
            key = 0 25 0 0
            key = 1.5 25 0 0
            key = 3 25 0 0
            key = 6 25 0 0
            key = 15 5.0 0 0
            key = 15.5 0 0 0
        }
    }
    @MODULE[ModuleWheelBrakes] 
    {
        @maxBrakeTorque = 25.0
    }

}

 

 

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22 minutes ago, OHara said:

In the first post of this thread, under the title "Add Angled Docking Ability to Docking Ports"

Doh! :sealed: 

Thank you! That is much appreciated.

I missed it first and second round.  Must have been looking for the wrong thing.

Peace.

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As a complement to the RCS to Translate Only patch I made a patch that disables the RCS for command pods (currently the Mk1-3 Command Pod and the Munar Excursion Module):

@PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleRCSFX]]:FINAL
{
    @MODULE[ModuleRCSFX]
    {
        rcsEnabled = false
    }
}

 

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  • 2 weeks later...

Finally I found this thread...

Since people have been asking for it for at least six years now, only for it to fall on deaf ears, here's some SAS for the Stayputnik:

@PART[probeCoreSphere*]
{
	%MODULE[ModuleSAS]
	{
		SASServiceLevel = 0
	}
}

Nothing else is changed, so the OKTO is still strictly superior in terms of compact size, internal reaction wheel and second attachment node, thus game balance is preserved.

Edited by Fraktal
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  • 1 month later...
  • 1 month later...
  • 1 month later...

Hey all, 

I don't know if anyone pays much attention to the old patches in this thread, but if so, I could use some assistance. Two of the tweaks in the OP don't seem to function for me. Note: I am not getting any errors, it just doesn't seem as if they are doing what they should be.

Swap crew report and EVA report biome-dependence in space low. 

// Swap Crew report and EVA report biome-dependence in space low
// Author: pwhk
@EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]]:FINAL           { @biomeMask = 23 }
@EXPERIMENT_DEFINITION[*]:HAS[#id[evaReport]]:FINAL            { @biomeMask = 7  }

I suspect the problem here has to do with biome masks, but at least in munar orbit, I have EVA science to do in every biome, and only Crew report once.

Delayed Action Sepratron

// Add a delayed action sepatron
// Author: Enceos
+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
		}
	}
}

The part certainly exists. I assume that it is supposed to work by holding the thrust curve to 0.01 for 5 seconds and then accelerating, but if so, it seems to accelerate directly to 100% thrust. 

Nearly any suggestions would be welcome.

Edited by eightiesboi
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10 hours ago, eightiesboi said:

The part certainly exists. I assume that it is supposed to work by holding the thrust curve to 0.01 for 5 seconds and then accelerating, but if so, it seems to accelerate directly to 100% thrust. 

That doesn't make sense, because it certainly doesn't burn for 100 seconds.  Try putting them both on a decoupler and firing them at the same time and see if there is a difference? 

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5 hours ago, eberkain said:

That doesn't make sense, because it certainly doesn't burn for 100 seconds.  Try putting them both on a decoupler and firing them at the same time and see if there is a difference? 

Not a bad idea. First, as you pointed out, I was incorrect in my assumption as to what it does. What it does is hold the thrust to 1% for the first 5% of the total burn. This effectively makes the sepratron burn for roughly 7 seconds instead of 5 (at it's default fuel and thrust).  After testing further, I found that 1% is the minimum thrust; setting the value to anything lower (including 0, but I didn't test negative values) does nothing. As soon as it is staged, however, thrust begins. My plan was to use this to deorbit docked and unmanned parts: stage the delayed fuse, undock, watch it fly off a few seconds later. Ah, well.

I would suggest a modification of the description as its not necessarily accurate to refer to its firing as delayed. Progressive thrust sepratron, maybe? :) @Enceos, I think you're taking a break right now, but do you have any thoughts on this?

Thank for the suggestion!

Edited by eightiesboi
Typo
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4 hours ago, eberkain said:

There is a timer part in the Smart Parts mod, you can stage it along with your decoupler, and then it can trigger another staging event on the separate craft a few seconds later. 

I had totally forgotten about Smart Parts! Thanks! 

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8 hours ago, eightiesboi said:

What it does is hold the thrust to 1% for the first 5% of the total burn.

thrustCurve works the other way around.  The first column is fuel remaining and the second is thrust, so the line you saw means 1% thrust for the last 5% of remaining fuel.  The last line in Enceos's file is the one that describes the fuse.

But engines flame-out under 7% thrust by default, so a slow fuse would flame-out, unless you also disable that feature:

Spoiler

// Add a delayed action sepatron
// Derived from code from Author: Enceos
+PART[sepMotor1]:Final
{
	@name = delayedRetro
	@title = Sepratron I-D
	@description = Same as the Sepratron I but with a delayed fuse 2.
	@MODULE[ModuleEngine*]
	{
		%useThrustCurve = true
		%flameoutBar = 0
		%thrustCurve
		{
			key = 0.00 1.00 0 0
			key = 0.90 1.00 0 -10
			key = 1.00 0.01 0 0
		}
	}
}

 

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