EndAllFilms Posted July 23, 2022 Share Posted July 23, 2022 Is there anyway that I could place the ISRU liquid methane +Ox refuel to the fuel tank with liquid methane instead of liquid fuel? Quote Link to comment Share on other sites More sharing options...
Rodger Posted July 25, 2022 Share Posted July 25, 2022 On 7/24/2022 at 5:29 AM, EndAllFilms said: Is there anyway that I could place the ISRU liquid methane +Ox refuel to the fuel tank with liquid methane instead of liquid fuel? If you install CryoTanks, it adds liquid methane and methane/ox modes to ISRU converters: --- And since I'm here, a patch I made to make the stock science arms less annoying to use: //armdisinfuriator.cfg by Rodg88 @PART[RobotArmScanner_S*]:FINAL { @MODULE[ModuleRobotArmScanner] { @cancelScanDistance = 1 @emergencyStopDistanceFromSurface = 0.1 @firstJointRotationLimit = 95 } } side effects are you may get very slight craft-clipping or the drills not quite fully hitting the targets, but for me its totally worth it to have it run the experiment without cancelling the scan every single time I try. Quote Link to comment Share on other sites More sharing options...
tg626 Posted March 24, 2023 Share Posted March 24, 2023 (edited) Still like to drop things here when I discover them. A little QOL fix to keep those heat-shields and Making History pods from returning all shiny after reentry. // Tweak ablator effects so they always go dark at 99.75% ablator remaining // TG626 @PART[*]:HAS[@MODULE[ModuleAblator]]:FINAL { @MODULE[ModuleAblator] { %charMin = 0.0 %charMax = 1.0 } @MODULE[ModuleColorChanger]:HAS[#moduleID[shieldChar]] { @shaderProperty = _BurnColor @redCurve { @key,0 = 0.9975 .4 } @greenCurve { @key,0 = 0.9975 .4 } @blueCurve { @key,0 = 0.9975 .4 } } } Major credit to @sumghai and by extension @JPLRepo for their diligent research! Edited March 24, 2023 by tg626 Quote Link to comment Share on other sites More sharing options...
Rakete Posted April 4, 2023 Share Posted April 4, 2023 (edited) On 5/17/2016 at 7:34 PM, Alshain said: Adjust the Rotation of the HECS core for better alignment Contributors: @eddiew, Hide contents // Adjust the rotation alignment of the HECS probe core // Authors: eddiew, Aelfhe1m @PART[probeCoreHex] { -mesh %MODEL { %model = Squad/Parts/Command/probeCoreHex/model %position = 0.0, 0.0, 0.0 %scale = 1.0, 1.0, 1.0 %rotation = 0, 30, 0 } } How can I adapt this to repair one of the Near Future Spacecraft Mod's Capsules? One of them is controllpointwise twisted 180 degrees, meaning, that the Kerbals behind the windows fly upsidedown when in space while having the vehicle aligned in a way, that pressing yaw right also does yaw right. So to my mind, the model has to be twisted 180° around the ... Y? Z ? (the one, that goes straight up in the VAB) .... axis. Can I do it on my own by editing the part config? The partconfig starts like this - where can I insert a 180 degree rotation of the model?: Spoiler // Near Future Spacecraft 1.0.0 // MEM-style command pod (Almathea) PART { // --- general parameters --- name = command-mk4-1 module = Part author = Chris Adderley (Nertea) // --- asset parameters --- MODEL { model = NearFutureSpacecraft/Parts/Command/command-pods/command-mk4-1 } scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom01 = 0.0, -0.746, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom02 = 0.0, -1.166, 0.0, 0.0, -1.0, 0.0, 4 node_stack_top = 0.0, 2.265, 0.0, 0.0, 1.0, 0.0, 1 stackSymmetry = 3 NODE { name = jet1 // whatever you fancy transform = node0 size = 0 method = FIXED_JOINT } NODE { name = jet2 // whatever you fancy transform = node1 size = 0 method = FIXED_JOINT } NODE { name = jet3 // whatever you fancy transform = node2 size = 0 method = FIXED_JOINT } NODE { name = jet4 // whatever you fancy transform = node3 size = 0 method = FIXED_JOINT } // --- editor parameters --- TechRequired = commandModules entryCost = 21500 cost = 9000 category = Pods subcategory = 0 title = #LOC_NFSpacecraft_command-mk4-1_title ... Edit: I tried inserting. But the IVA and the wall breaches to look inside where not twisted with it. Can I do something about it to repair this too? rotation = 0, 180, 0 Edited April 4, 2023 by Rakete Quote Link to comment Share on other sites More sharing options...
kurgut Posted May 19, 2023 Share Posted May 19, 2023 Hi, Is it possible to search for specific part tags via MM, to apply patching ? For instance, to increase the gimbal range on engines, but only for sustainer/booster engine type. Something like this ? (I have no idea about tags syntax, so help greatly aperciated ! ) @PART[*]:HAS[@MODULE[ModuleGimbal],tags[launch,sustainer,rocket]]:FINAL { @MODULE[ModuleGimbal] { @gimbalRange *= 1.5 %useGimbalResponseSpeed = true %gimbalResponseSpeed = 15 } } Peace Quote Link to comment Share on other sites More sharing options...
Zelda Posted May 19, 2023 Share Posted May 19, 2023 (edited) 12 hours ago, kurgut said: Hi, Is it possible to search for specific part tags via MM, to apply patching ? For instance, to increase the gimbal range on engines, but only for sustainer/booster engine type. Something like this ? (I have no idea about tags syntax, so help greatly aperciated ! ) @PART[*]:HAS[@MODULE[ModuleGimbal],tags[launch,sustainer,rocket]]:FINAL { @MODULE[ModuleGimbal] { @gimbalRange *= 1.5 %useGimbalResponseSpeed = true %gimbalResponseSpeed = 15 } } Peace I think something like this would work for you if you knew the tags would always be in the same order. It uses some wildcards to account for different capitalization or end of string. Give it a try! Also, it's rare but some engines have two gimbals, one for each axis. So by adding ',*' after the module selection, you are saying "make these edits to all ModuleGimbal modules" instead of "Make these edits to the first ModuleGimbal module I find" @PART[*]:HAS[@MODULE[ModuleGimbal]]:HAS[#tags[*aunch*ustainer*ocke*]]:FINAL { @MODULE[ModuleGimbal],* { @gimbalRange *= 1.5 %useGimbalResponseSpeed = true %gimbalResponseSpeed = 15 } } Edited May 19, 2023 by Zelda Fixed code oopsie Quote Link to comment Share on other sites More sharing options...
kurgut Posted May 19, 2023 Share Posted May 19, 2023 3 minutes ago, Zelda said: I think something like this would work for you Awesome, thanks for your reply and your help ! I'll give it a try, Cheers Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 5, 2023 Share Posted June 5, 2023 (edited) @Jiraiyah I saw your upload to Spacedock, but those patches, as bundled, can be quite dangerous, since if someone put the entire thing into his GameData folder, very unusual things would happen. Some of those patches conflict with each other, etc. Why not use Patch Manager to set up the configs so that they can be enabled/disabled via the PM screen rather than forcing people to do it by hand? Actually the author of this thread, @Alshain has already done that. I think it would be best if you removed this from SpaceDock, as it is going to cause confusion Edited June 5, 2023 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted June 9, 2023 Share Posted June 9, 2023 On 6/5/2023 at 4:38 PM, linuxgurugamer said: @Jiraiyah I saw your upload to Spacedock, but those patches, as bundled, can be quite dangerous, since if someone put the entire thing into his GameData folder, very unusual things would happen. Some of those patches conflict with each other, etc. Why not use Patch Manager to set up the configs so that they can be enabled/disabled via the PM screen rather than forcing people to do it by hand? Actually the author of this thread, @Alshain has already done that. I think it would be best if you removed this from SpaceDock, as it is going to cause confusion Hi thanks for the warning, removed the upload as you suggested, although I thought I collected only those that would not conflict with each other, but didn't know that OP had an upload, I had done it to keep a reference for my future self lol, anyways, deleted now. Quote Link to comment Share on other sites More sharing options...
kurgut Posted June 18, 2023 Share Posted June 18, 2023 (edited) Hi, Do you know if it would be possible via a MM patch, to make the science lab produce science at a fixed rate, rather than being dependent on data stored ? Maybe via some formula I'd guess to counteract the exponential aspect of the data stored ...? But my maths skills (and also math MM mahts writing skills) hit a limit there ^^ Thank you ! Peace Edited June 18, 2023 by kurgut Quote Link to comment Share on other sites More sharing options...
Rakete Posted July 11, 2023 Share Posted July 11, 2023 (edited) Tired of not being to able to refuel your ship by connecting directly to an ISRU and Oretanks (without pumping from other tanks into the vessel), because the dockingport is at a capsule, that is connected to a heatshield, that does block fuelflow through it? I got you covered: For your immersion: Imagine ablator covered hatches and quickly disconnecting pipes in the heatshields, that close rapidly upon decoupling. QoL Patch: Spoiler // Gives all stock heatshields the ability to transfer fuel through them. // This enables docked vessels to be refilled directly by a docked ISRU even through heatshields, as soon as the xflow-valves in the decouplers on the way to the tanks are open too. @PART [HeatShield0] { fuelCrossFeed = True } @PART [HeatShield1] { fuelCrossFeed = True } @PART [HeatShield1p5] { fuelCrossFeed = True } @PART [HeatShield2] { fuelCrossFeed = True } @PART [HeatShield3] { fuelCrossFeed = True } @PART [InflatableHeatShield] { fuelCrossFeed = True } Edited July 12, 2023 by Rakete Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 11, 2023 Share Posted July 11, 2023 On 6/18/2023 at 7:10 PM, kurgut said: Hi, Do you know if it would be possible via a MM patch, to make the science lab produce science at a fixed rate, rather than being dependent on data stored ? Maybe via some formula I'd guess to counteract the exponential aspect of the data stored ...? But my maths skills (and also math MM mahts writing skills) hit a limit there ^^ Thank you ! Peace I dont think that this is possible. But also, are you just wanting the science that is not tramsmitable to be processed without an exploit? If that is the case then kerbalism has you covered Quote Link to comment Share on other sites More sharing options...
BoZo_Xo2 Posted July 23, 2023 Share Posted July 23, 2023 (edited) Is there any way to make kerbals more stable, e.g. they trip/fall over less? edit:I found the stumble settings, I’ll have to experiment. Edited July 23, 2023 by BoZo_Xo2 Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 24, 2023 Share Posted July 24, 2023 23 hours ago, BoZo_Xo2 said: Is there any way to make kerbals more stable, e.g. they trip/fall over less? edit:I found the stumble settings, I’ll have to experiment. Where are the stumble settings to be found? Asking for a friend. Quote Link to comment Share on other sites More sharing options...
BoZo_Xo2 Posted July 24, 2023 Share Posted July 24, 2023 2 hours ago, theJesuit said: Where are the stumble settings to be found? Asking for a friend. It’s in GameData/Squad/Parts/Prebuilt/kerbalEVA Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 24, 2023 Share Posted July 24, 2023 1 hour ago, BoZo_Xo2 said: It’s in GameData/Squad/Parts/Prebuilt/kerbalEVA Ah. An obvious place in hindsight. Did the stumble settings edit work? Quote Link to comment Share on other sites More sharing options...
BoZo_Xo2 Posted July 31, 2023 Share Posted July 31, 2023 On 7/24/2023 at 12:17 AM, theJesuit said: Ah. An obvious place in hindsight. Did the stumble settings edit work? Yessir. It requires some more testing, however. Quote Link to comment Share on other sites More sharing options...
kurgut Posted December 1, 2023 Share Posted December 1, 2023 (edited) Hi, is it possible to specify tags in MM ? like so maybe ? @PART[*]:HAS[#CrewCapacity[>0]:HAS[#tags[*aero*]]]:FINAL Thanks ! INSTANT EDIT : I was so sure this would never work that I asked here, but against all odds, I tested it and it worked ^^ So I leave this here for reference : ) Cheers Edited December 1, 2023 by kurgut Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 4, 2023 Share Posted December 4, 2023 On 12/1/2023 at 4:17 PM, kurgut said: like so maybe ? @PART[*]:HAS[#CrewCapacity[>0]:HAS[#tags[*aero*]]]:FINAL Thanks ! Howdy. I believe the formatting would be more like: @PART:HAS[#CrewCapcity[>0],#tags[*aero*]] Just one HAS, with comma-separated list. You use multiple HAS if you're doing a recursive search such as: @PART:HAS[@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[fuelSwitch]]] // Any part that has a B9 module that has a moduleID "fuelSwitch" I think this works. I'm not sure anymore. The [*] isn't necessary as all parts have a name = value pair, but will cause your patch to fail if you target root nodes that don't have a name key, like Experiment definitions or tech tree nodes. Quote Link to comment Share on other sites More sharing options...
Errol Posted December 30, 2023 Share Posted December 30, 2023 Here is a simple script to correct the center of mass of the Munar Excursion Module from Making History. It also fixes the second bottom stacking node blocking the first, allowing you to choose if you want the adapter skirt or not. //Corrects Center of Mass and fixes bottom stacking nodes for Munar Excursion Module. //Author: @Errol; CoM values originally found by @RoboRay @PART[MEMLander]:FINAL { %CoMOffset = 0, 0.6998, 0.029 %node_stack_bottom2 = 0.0, -0.25, 0.0, 0.0, -1.0, 0.0, 1 } Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted February 5 Share Posted February 5 Hey, somehow I was completely unaware of this database! I haven't looked very deep into it at all, but what would you think about adding it to CKAN (with a dependency on Patch Manager of course)? Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted February 5 Share Posted February 5 Adding this little gem of a MM Patch for those that might think to look here instead of elsewhere in the forum. Is it worth adding this to the community fix patch or would this be changing something too many people have grown used to by now? MM Patch to fix the Stock IVA Altimeter so it reads with the triangle hand being 10,000x like an IRL altimeter @PROP[AltimeterThreeHands] { @MODULE[InternalAltimeterThreeHands] { @hand100Name = MediumArm @hand1000Name = ShortArm @hand10000Name = LongArm } } Quote Link to comment Share on other sites More sharing options...
kurgut Posted February 28 Share Posted February 28 If like me, you're tired of having 999+ images of RPM monitors screens in your KSP screenshot folder, this fixes it : @PROP[*]:HAS[@MODULE[RasterPropMonitor]]:FINAL { @MODULE[RasterPropMonitor] { %doScreenshots = false } } Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted April 6 Share Posted April 6 Wow, just found this thread... these little QoL patches are great. Any way to disable Kerbal parachutes by default? It's a waste of a cargo slot? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted April 6 Share Posted April 6 (edited) 44 minutes ago, Krazy1 said: Wow, just found this thread... these little QoL patches are great. Any way to disable Kerbal parachutes by default? It's a waste of a cargo slot? Didn't keep a link to the original post but: Spoiler // patch to remove eva chutes from the list of default kerbal inventories // Author: canisin, slightly modified by Aelfhe1m @PART:HAS[@MODULE[kerbalEVA]]:FINAL { @MODULE[ModuleInventoryPart] { @DEFAULTPARTS { !name = deleteall name = evaJetpack } } } I tweaked the part selector to target the module rather than the part name to catch any suit mods that might not follow the standard naming convention (I'm not aware of any at the moment, but this is future proofed) Edit: found original: Edited April 6 by Aelfhe1m linked original patch Quote Link to comment Share on other sites More sharing options...
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