eightiesboi Posted December 14, 2020 Share Posted December 14, 2020 (edited) 35 minutes ago, OHara said: 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: Hide contents // 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 } } } Got it, I think. So the modified code you just posted holds thrust to 1% for the first 10% of the burn (i.e., 90% of fuel remaining), then goes to 100% thrust for the remainder of the burn, correct? What do the 3rd and 4th columns do (the -10 in row 3, column 4)? And thank you. Update: With what you just provided me, I changed the "fuse" portion (i.e., the third key) to .001 , which then makes this work pretty well as advertised (although .01 works as well). If this thread is ever updated, it would probably be a good idea to update Enceos original code with your modification. Thank you again! Edited December 14, 2020 by eightiesboi Updated after testing Quote Link to comment Share on other sites More sharing options...
canisin Posted December 22, 2020 Share Posted December 22, 2020 I created a patch to remove eva chutes from the list of default kerbal inventories. @PART[kerbalEVA*]:FINAL { @MODULE[ModuleInventoryPart] { @DEFAULTPARTS { !name = deleteall name = evaJetpack } } } Quote Link to comment Share on other sites More sharing options...
NyanTurian Posted December 31, 2020 Share Posted December 31, 2020 (edited) I've been trying to produce a patch to reduce fuel tank max temperature but exclude spaceplane parts MK2 and MK3. I can't seem to exclude them by tech required however. @PART[*]:HAS[~TechRequired[highAltitudeFlight]|[supersonicFlight]|[experimentalAerodynamics]|[heavyAerodynamics],#category[FuelTank]]:Final { @maxTemp = 1200 } @PART[Size3*,externalTankRound,externalTankCapsule,bluedog_DeltaIV_DCSS_5m,bluedog_DCSS_Tank]:Final { @maxTemp = 1200 } But I did find a solution by keeping the correct temperature for certain parts. @PART[*]:HAS[#category[FuelTank]]:Final { @maxTemp = 1200 } @PART[Size3*,externalTankRound,externalTankCapsule]:Final { @maxTemp = 1200 } @PART[mk3Fuselage*,adapterMk3*,adapterSize3*,adapterSize2-Mk2]:Final { @maxTemp = 2700 } Edited January 1, 2021 by NyanTurian Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted January 10, 2021 Share Posted January 10, 2021 (edited) On 5/17/2016 at 6:34 PM, Alshain said: // full science for each experiment the first time the experiment is performed // Author: MalevolentNinja @EXPERIMENT_DEFINITION[*] { %baseValue = #$scienceCap$ } Does this patch still work? I still have to complete the mystery goo three times. I'm an idiot with multiple games on the go, it helps if you patch the right one! Sorry! Edited January 12, 2021 by Cruesoe Idiocy Quote Link to comment Share on other sites More sharing options...
EoD Posted January 19, 2021 Share Posted January 19, 2021 (edited) None of my Kerbals on missions have an evaJetpack after updating the game to 1.11. Is there a way to add the evaJetpack to all ModuleInventoryPart of my Kerbals with some MM script? Edited January 19, 2021 by EoD Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted February 2, 2021 Share Posted February 2, 2021 On 1/18/2021 at 10:46 PM, EoD said: None of my Kerbals on missions have an evaJetpack after updating the game to 1.11. Is there a way to add the evaJetpack to all ModuleInventoryPart of my Kerbals with some MM script? No, because modulemanager just changes how things in the game work, not whether or not your astronauts have those things. You can however look at your persistent.sfs file and compare a kerbal with the jetpack to one without, and make the changes directly in the save file. Oh and before you do that, remember to MAKE A BACKUP FIRST!!!!!!!!!!!!!!!!!!!!!! Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted February 15, 2021 Share Posted February 15, 2021 On 7/24/2017 at 5:15 AM, Kerbal101 said: [...] Make Stayputnik available earlier Apart from making career more historically correct, it significantly decreases risks associated with test-driving prototype planes and rockets when playing on Hard without reloading.It moves Stayputnik and (inline attachable) fitting battery Z-200 from Tech Level 3 "Electrics" to Tech Level 2 "Engineering 101", allowing much earlier unlock. Solar panels NOT included. @PART[batteryBankMini] { @TechRequired = engineering101 } @PART[probeCoreSphere] { @TechRequired = engineering101 } Enjoy! Hello, I tried this MM patch but, for an unknown reason, even adding the ":FINAL" clause, the Stayputnik remains in its original place. Can someone help me? Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted February 15, 2021 Share Posted February 15, 2021 50 minutes ago, jlcarneiro said: Hello, I tried this MM patch but, for an unknown reason, even adding the ":FINAL" clause, the Stayputnik remains in its original place. Can someone help me? Yeah, this is an easy fix. Rename probeCoreSphere to probeCoreSphere_V2 The Stayputnik model was updated a few versions ago and the old part deprecated. Quote Link to comment Share on other sites More sharing options...
Goufalite Posted July 9, 2021 Share Posted July 9, 2021 Override the mass and volume of deployable science modules so they could fit in a kerbal's inventory along side with a jetpack @PART[*]:HAS[@MODULE[ModuleGroundExperiment]] { @mass = 0.02 @MODULE[ModuleGroundExperiment] { @packedVolume = 20 } } @PART[*]:HAS[@MODULE[ModuleGroundExpControl]] { @mass = 0.02 @MODULE[ModuleGroundExpControl] { @packedVolume = 20 } } @PART[*]:HAS[@MODULE[ModuleGroundSciencePart]] { @mass = 0.02 @MODULE[ModuleGroundSciencePart] { @packedVolume = 20 } } @PART[*]:HAS[@MODULE[ModuleGroundCommsPart]] { @mass = 0.02 @MODULE[ModuleGroundCommsPart] { @packedVolume = 20 } } Quote Link to comment Share on other sites More sharing options...
Goufalite Posted July 15, 2021 Share Posted July 15, 2021 (edited) For 1.11.1+, prevent your jetpack and eva cylinder to refuel when entering a crew module (prerequisite: set the kerbal inventory to be persistent in the difficulty settings) @PART[evaJetpack] { @MODULE[ModuleCargoPart] { %reinitResourcesOnStoreInVessel = false } } @PART[evaCylinder] { @MODULE[ModuleCargoPart] { %reinitResourcesOnStoreInVessel = false } } Applying this has some cons tho Jetpacks and eva cylinders don't refuel. Period. There is no other way to refuel them (without mods of course). There is no indication on which jetpack is empty or not. You need to right-click the item in the inventory to see how many fuel it has remaining or make the kerbal wear it. If you're not an engineer, there is no way to ditch empty jetpacks, you need to swap inventory items or store them in an empty available slot. Since kerbal inventory is persistent, the kerbals will carry the consummed jetpack even on a new mission so you need to remember to "change" the jetpack in the VAB. For more info about this new attribute, see this bug report (modders wanted to use their own fuel) Edited September 27, 2021 by Goufalite persistent inventory as a prerequisite Quote Link to comment Share on other sites More sharing options...
canisin Posted July 16, 2021 Share Posted July 16, 2021 I'll just leave this here and run, hopefully it's useful for someone! //Add thrust to weight ratio to engine descriptions @PART[*]:HAS[@MODULE[ModuleEngines]]:FINAL { ttw = #$MODULE[ModuleEngines]/maxThrust$ @ttw /= #$mass$ @ttw ^= :(\.\d\d)\d+:$1: @description = #$description$ [TTW: $ttw$] } @PART[*]:HAS[@MODULE[ModuleEnginesFX]]:FINAL { ttw = #$MODULE[ModuleEnginesFX]/maxThrust$ @ttw /= #$mass$ @ttw ^= :(\.\d\d)\d+:$1: @description = #$description$ [TTW: $ttw$] } Quote Link to comment Share on other sites More sharing options...
Goufalite Posted July 24, 2021 Share Posted July 24, 2021 Make a non movable part movable in EVA construction @PART[myPart] { %MODULE[ModuleCargoPart] { packedVolume = -1 } } Quote Link to comment Share on other sites More sharing options...
Goufalite Posted September 1, 2021 Share Posted September 1, 2021 Not sure this has been posted yet: give all your kerbals the ability to parachute independently of class or level (and since parachutes are cargo items now why not use an item you already carry...) @EXPERIENCE_TRAIT[*] { @EFFECT[EVAChuteSkill] { @level = 0 } } Quote Link to comment Share on other sites More sharing options...
theJesuit Posted September 10, 2021 Share Posted September 10, 2021 This patch to make experiments only have to run one no longer works? @EXPERIMENT_DEFINITION[*] // by @MalevolentNinja from Community Database of MM Patches for Srock KSP { %baseValue = #$scienceCap$ } Or am I missing soemthing? Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted September 10, 2021 Share Posted September 10, 2021 46 minutes ago, theJesuit said: This patch to make experiments only have to run one no longer works? @EXPERIMENT_DEFINITION[*] // by @MalevolentNinja from Community Database of MM Patches for Srock KSP { %baseValue = #$scienceCap$ } Or am I missing soemthing? I couldn't get that to work myself. I, and the PBC did it by naming the values to match. @EXPERIMENT_DEFINITION:HAS[#id[atmosphereAnalysis]] { @baseValue = 10 @scienceCap = 10 } But I was changing the values anyway so I just used Excel to write the code string. Quote Link to comment Share on other sites More sharing options...
Goufalite Posted September 10, 2021 Share Posted September 10, 2021 54 minutes ago, theJesuit said: This patch to make experiments only have to run one no longer works? @EXPERIMENT_DEFINITION[*] // by @MalevolentNinja from Community Database of MM Patches for Srock KSP { %baseValue = #$scienceCap$ } Or am I missing soemthing? The Full reward mod uses this patch, the older version even excluded deployed items Quote Link to comment Share on other sites More sharing options...
theJesuit Posted September 10, 2021 Share Posted September 10, 2021 (edited) 10 minutes ago, Goufalite said: The Full reward mod uses this patch, the older version even excluded deployed items Weird. Okay. I'll use this download then. Thanks! Edited September 10, 2021 by theJesuit Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted September 10, 2021 Share Posted September 10, 2021 Anyone know if it's possible to use Module Manager to produce a list of the ids of all parts currently in the game? Just broke ground on adding patches for parts for my new tech tree, but its very tedious to have to look up every parts name 1 by 1 to add it to my spreadsheet... Quote Link to comment Share on other sites More sharing options...
sturmhauke Posted September 11, 2021 Share Posted September 11, 2021 You can look at the MM cache files and extract the part info you're looking for from that. Quote Link to comment Share on other sites More sharing options...
mhoram Posted September 11, 2021 Share Posted September 11, 2021 20 hours ago, theJesuit said: This patch to make experiments only have to run one no longer works? @EXPERIMENT_DEFINITION[*] // by @MalevolentNinja from Community Database of MM Patches for Srock KSP { %baseValue = #$scienceCap$ } Or am I missing soemthing? I was able to use the following Patch for maxing science experiments @EXPERIMENT_DEFINITION:HAS[#baseValue[>2]]:Final { %baseValue = #$scienceCap$ } Note that it lacks the "[*]" of maculator's original and I exclude Breaking-Ground experiments via "HAS[#baseValue[>2]]". Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted September 11, 2021 Share Posted September 11, 2021 17 hours ago, CessnaSkyhawk said: Anyone know if it's possible to use Module Manager to produce a list of the ids of all parts currently in the game? Just broke ground on adding patches for parts for my new tech tree, but its very tedious to have to look up every parts name 1 by 1 to add it to my spreadsheet... Try this.. Quote Link to comment Share on other sites More sharing options...
bwied4 Posted January 6, 2022 Share Posted January 6, 2022 (edited) On 7/24/2021 at 3:48 PM, Goufalite said: Make a non movable part movable in EVA construction @PART[myPart] { %MODULE[ModuleCargoPart] { packedVolume = -1 } } Makes all non movable parts movable in EVA construction, while respecting existing module packed volumes and stacking capacity. This was my first time creating a patch, but after a lot of trial and error I believe I got it doing exactly what it should. Let me know if you find any issues with it. Thanks to @Goufalite for providing me with a starting point. //Makes all non movable parts movable in EVA construction, while respecting existing module packed volumes and stacking capacity. @PART[*]:HAS[!MODULE[ModuleCargoPart]&!MODULE[ModuleGround*]] { MODULE { name = insertedModuleCargoPart packedVolume = -1 } } @PART[*]:HAS[@MODULE[insertedModuleCargoPart]&@MODULE[ModuleInventoryPart]] { +MODULE[ModuleInventoryPart] { @name = tempModuleInventoryPart } } @PART[*]:HAS[@MODULE[tempModuleInventoryPart]] { -MODULE[ModuleInventoryPart] { } } @PART[*]:HAS[@MODULE[insertedModuleCargoPart]] { %MODULE[insertedModuleCargoPart] { @name = ModuleCargoPart } } @PART[*]:HAS[@MODULE[tempModuleInventoryPart]] { %MODULE[tempModuleInventoryPart] { @name = ModuleInventoryPart } } Edited January 13, 2022 by bwied4 Fixed issues with previous versions of this patch. Quote Link to comment Share on other sites More sharing options...
Goufalite Posted January 13, 2022 Share Posted January 13, 2022 (edited) Hello @bwied4, thanks for the mention but everytime you change your patch I have a "somebody quoted your post" notification... Can you either remove the mention (remove the @ and the quote) or put your patch in another post? Thanks Edited January 13, 2022 by Goufalite Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted January 23, 2022 Share Posted January 23, 2022 Is there any way to have kerbals start EVA with their visors down? I tried the below based on the API docs but no luck. @PART[*]:HAS[@MODULE[KerbalEVA]]:FINAL { @MODULE[KerbalEVA] { %lampOn = true // helmet lights %isVisorEnabled = true // doesn't work } @MODULE[ModuleColorChanger] { %animState = true // Breaking Ground Future Suit stripes } } My guess is that this doesn't work because unlike helmet lights, visor status is stored in the sfs (under "hasVisorEnabled"). And while the main settings menu allows the user to toggle whether kerbals start EVA with the helmet and neck ring on or off, it doesn't provide such an option for their visor. Quote Link to comment Share on other sites More sharing options...
mister_goo Posted March 6, 2022 Share Posted March 6, 2022 // increase SAS level of some probe cores @PART[probeCoreOcto_v2] { @MODULE[ModuleSAS] { %SASServiceLevel = 2 } } @PART[probeCoreHex_v2] { @MODULE[ModuleSAS] { %SASServiceLevel = 3 } } @PART[probeCoreOcto2_v2] { @MODULE[ModuleSAS] { %SASServiceLevel = 4 } } Quote Link to comment Share on other sites More sharing options...
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