Goufalite Posted May 6, 2020 Share Posted May 6, 2020 (edited) 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 May 6, 2020 by Goufalite typo Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 6, 2020 Share Posted May 6, 2020 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 Quote Link to comment Share on other sites More sharing options...
flart Posted May 8, 2020 Share Posted May 8, 2020 (edited) @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 September 5, 2020 by flart Quote Link to comment Share on other sites More sharing options...
Probus Posted June 7, 2020 Share Posted June 7, 2020 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 Quote Link to comment Share on other sites More sharing options...
Goufalite Posted June 9, 2020 Share Posted June 9, 2020 For the resource levels I tweaked the Puff engine to display monoprop and EC in the staging view in a previous post. For the others, I don't think ModuleManager could handle this sort of tweaking. Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted June 15, 2020 Share Posted June 15, 2020 Stumbled across this ... Quote Link to comment Share on other sites More sharing options...
sturmhauke Posted June 15, 2020 Share Posted June 15, 2020 This goes more in-depth on the topic. Some of the links are out of date though. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 15, 2020 Share Posted June 15, 2020 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 } } Quote Link to comment Share on other sites More sharing options...
Corax Posted June 16, 2020 Share Posted June 16, 2020 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. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted July 13, 2020 Share Posted July 13, 2020 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 } } Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 13, 2020 Share Posted July 13, 2020 (edited) Is it possible to MM patch the docking nodes to snap lock in. At 90 degrees or 45 degrees? Peace. Edited July 13, 2020 by theJesuit Quote Link to comment Share on other sites More sharing options...
OHara Posted July 13, 2020 Share Posted July 13, 2020 41 minutes ago, theJesuit said: docking nodes to snap In the first post of this thread, under the title "Add Angled Docking Ability to Docking Ports" Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 13, 2020 Share Posted July 13, 2020 22 minutes ago, OHara said: In the first post of this thread, under the title "Add Angled Docking Ability to Docking Ports" Doh! Thank you! That is much appreciated. I missed it first and second round. Must have been looking for the wrong thing. Peace. Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted July 16, 2020 Share Posted July 16, 2020 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 } } Quote Link to comment Share on other sites More sharing options...
Fraktal Posted July 29, 2020 Share Posted July 29, 2020 (edited) 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 July 29, 2020 by Fraktal Quote Link to comment Share on other sites More sharing options...
Nicias Posted September 4, 2020 Share Posted September 4, 2020 Does anyone have a patch to add interstage nodes to the SpaceY fairings? Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted September 5, 2020 Share Posted September 5, 2020 This thread is about MM patches for Stock game - maybe better ask in the respective thread for that mod? Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted September 5, 2020 Share Posted September 5, 2020 (edited) 7 hours ago, VoidSquid said: Deleted Doing English before coffee is a bad idea. Edited September 5, 2020 by TranceaddicT Quote Link to comment Share on other sites More sharing options...
Rocket Witch Posted October 21, 2020 Share Posted October 21, 2020 What is the internal name of the module for wheels' traction and friction control modes? I want to set them both to override by default, with the friction control set to 0.5 by default. Quote Link to comment Share on other sites More sharing options...
eightiesboi Posted December 13, 2020 Share Posted December 13, 2020 (edited) 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 December 13, 2020 by eightiesboi Quote Link to comment Share on other sites More sharing options...
eberkain Posted December 13, 2020 Share Posted December 13, 2020 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? Quote Link to comment Share on other sites More sharing options...
eightiesboi Posted December 13, 2020 Share Posted December 13, 2020 (edited) 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 December 13, 2020 by eightiesboi Typo Quote Link to comment Share on other sites More sharing options...
eberkain Posted December 13, 2020 Share Posted December 13, 2020 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. Quote Link to comment Share on other sites More sharing options...
eightiesboi Posted December 13, 2020 Share Posted December 13, 2020 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! Quote Link to comment Share on other sites More sharing options...
OHara Posted December 14, 2020 Share Posted December 14, 2020 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 } } } Quote Link to comment Share on other sites More sharing options...
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