maculator Posted October 10, 2016 Share Posted October 10, 2016 So all patches in one place seems to be a good idea. Here is stuff from my thread and my collection: Spoiler 1. Set of science experminents at the start node of the techtree: @PART[*]:HAS[#category[Science],!MODULE[ModuleScienceLab],!MODULE[ModuleResourceScanner],!MODULE[ModuleOrbitalSurveyor],!MODULE[ModuleDataTransmitter]]:FINAL { %TechRequired = start } 2. Empty monoprop tanks of commandpods (from @Otis) @PART[*]:HAS[@MODULE[ModuleCommand],@RESOURCE[MonoPropellant]] { @RESOURCE[MonoPropellant] { %amount = 0 } } 3. Decoupler for heatshields (obsolete), add to stock description //Add decouplers to heatshields @PART[HeatShield*]:FINAL { sound_vent_large = decouple fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouplefx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple @description ^= :$:. Equiped with integrated decoupler and ultra cool "woosh"-effect! They'll know what hit 'em.: MODULE { name = ModuleDecouple ejectionForce = 40 isOmniDecoupler = true } } 4. Mechjeb for all pods //Unlock MechJeb for all command-parts at start: @PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[MechJeb2]:FINAL { %MODULE[MechJebCore] { MechJebLocalSettings[*] { %unlockTechs = start } } } 5. Enhanced generator of launchclamps //More electric power for launchclamps: @PART[*]:HAS[@MODULE[LaunchClamp]] { @MODULE[ModuleGenerator] { @OUTPUT_RESOURCE[ElectricCharge] { @rate = 100 //1 is normal } } } 6. Resize part $PART[launchClamp1] { @name = [launchClamp2] @rescaleFactor = 2 //1 = 100% } 7. 7. Crewreports for sciencelab //enable Crewreports for scienclab @PART[Large_Crewed_Lab] { MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } } 8. Increase range of mysterygoo and small lab (from @Warzouz) // Increase range of Lab @PART[science_module] { @MODULE[ModuleScienceExperiment] { @interactionRange = 3 } } // Increase range of Goo @PART[GooExperiment] { @MODULE[ModuleScienceExperiment] { @interactionRange = 3 } } 9. 100% for transmitting experiments @PART[*]:HAS[MODULE[ModuleScienceExperiment]] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } } 10. Give the stock ISRUs a balanced generator //ISRU Generator //FuelCells produce 900EC/1LF now the ISRU can do this too but slower compared to the mass/EC ratio. //But it's boostable through engineers. @PART[ISRU] { MODULE { name = ModuleResourceConverter ConverterName = Generator StartActionName = Start ISRU [Generator Mode] StopActionName = Stop ISRU [Generator Mode] AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.22222 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.27160 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 200 DumpExcess = false } } } //MiniISRU Generator //FuelCells produce 900EC/1LF now the MiniISRU can do this too but slower compared to the mass/EC ratio. //But it's boostable through engineers.. @PART[MiniISRU] { MODULE { name = ModuleResourceConverter ConverterName = Generator StartActionName = Start ISRU [Generator] StopActionName = Stop ISRU [Generator] AutoShutdown = true TemperatureModifier { key = 0 50000 key = 750 25000 key = 1000 5000 key = 1250 2500 key = 2000 2500 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.9 0 0 key = 1000 1.0 0 0 key = 1250 0.9 0 0 key = 1500 0.5 0 0 key = 3000 0.0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.06667 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.08148 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 60 DumpExcess = false } } } Quote Link to comment Share on other sites More sharing options...
tg626 Posted October 12, 2016 Share Posted October 12, 2016 Any of you MM guru's know of a way to shut off sun tracking in solar panels that track? Used to have that with stock bug fix, but I don't know if it took special DLL to accomplish it or what... On 10/9/2016 at 2:09 AM, Psycho_zs said: Blacklist of stock parts superseded by Porkjet's Part Overhaul: !PART[liquidEngine3]{} !PART[liquidEngine]{} !PART[liquidEngine2]{} !PART[fuelTankSmallFlat]{} !PART[fuelTankSmall]{} !PART[fuelTank]{} !PART[fuelTank_long]{} !PART[mk1pod]{} Rather then delete, you might want to change the category to = none. If you do, they won't appear in the VAB, but you can still load craft that use them... Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 12, 2016 Author Share Posted October 12, 2016 1 hour ago, tg626 said: Any of you MM guru's know of a way to shut off sun tracking in solar panels that track? Used to have that with stock bug fix, but I don't know if it took special DLL to accomplish it or what... Try this. I don't have time to test it now, so I don't know that this property actually does that. Let me know. @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL { @MODULE[ModuleDeployableSolarPanel] { useRaycastforTrackingDot = false } } Quote Link to comment Share on other sites More sharing options...
tg626 Posted October 12, 2016 Share Posted October 12, 2016 41 minutes ago, Alshain said: Try this. I don't have time to test it now, so I don't know that this property actually does that. Let me know. @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL { @MODULE[ModuleDeployableSolarPanel] { useRaycastforTrackingDot = false } } Turned out to be way simpler (this didn't work) What did work was @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL { @MODULE[ModuleDeployableSolarPanel] { sunTracking = false } } So you got me started!! Thanks! Now to make stationary duplicates. Quote Link to comment Share on other sites More sharing options...
BlackHat Posted October 12, 2016 Share Posted October 12, 2016 Nice! There was one tweak that would drive me crazy trying to find it each time I upgraded my system or lost my ksp folder, was the patch for switching the Crew report and EVA report. (So you would not have to EVA each time you went to a new biome, you just do a crew report instead) It worked under 1.0.5-1.1.3 I dont know if it works with 1.2 yet. // This tweak is from Science Revisited Revisited by Capt Robau // It switches the biome mask for EVA and crew reports so you don't have to keep sending Kerbals on EVA for each biome. @EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]] { @biomeMask = 23 } @EXPERIMENT_DEFINITION[*]:HAS[#id[evaReport]] { @biomeMask = 7 } Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 12, 2016 Author Share Posted October 12, 2016 (edited) 8 hours ago, tg626 said: Turned out to be way simpler (this didn't work) What did work was @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL { @MODULE[ModuleDeployableSolarPanel] { sunTracking = false } } So you got me started!! Thanks! Now to make stationary duplicates. Interesting, I didn't even see sunTracking as a property. It must be inherited. EDIT: I just looked again, there is no public boolean named sunTracking in any of the three classes that make up ModuleDeployableSolarPanel. Are you absolutely sure that works? There are other things we can try though. I see a TrackingMode in ModuleDeployablePart, but it isn't boolean. There is a boolean named isTracking. Edited October 12, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
tg626 Posted October 12, 2016 Share Posted October 12, 2016 (edited) Yep, it's in the wiki and stated as "believed to control panels pointing at he sun" or some such. I found it by googling ModuleDeployableSolarPanel. http://wiki.kerbalspaceprogram.com/wiki/Module#ModuleDeployableSolarPanel Edited October 12, 2016 by tg626 Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 12, 2016 Author Share Posted October 12, 2016 (edited) 27 minutes ago, tg626 said: Yep, it's in the wiki and stated as "believed to control panels pointing at he sun" or some such. I found it by googling ModuleDeployableSolarPanel. http://wiki.kerbalspaceprogram.com/wiki/Module#ModuleDeployableSolarPanel That is really strange. It definitely isn't in 1.2, I'm looking at the object browser. Are you running an earlier version? EDIT: Ok, I went back and that property does exist in earlier versions, but not the current release. I suspect it was moved and is now isTracking in ModuleDeployablePart (which does not exist in previous version), I'll need to test that to confirm. There is also an enum which suggests it was renamed because they added the ability to track other sources. The enum name is TrackingMode and contains the values SUN, HOME, CURRENT, and VESSEL. Edited October 12, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 12, 2016 Author Share Posted October 12, 2016 (edited) Ok, I've confirmed. isTracking does work in 1.2. I've added the patch to the OP. Edited October 12, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
tg626 Posted October 12, 2016 Share Posted October 12, 2016 48 minutes ago, Alshain said: That is really strange. It definitely isn't in 1.2, I'm looking at the object browser. Are you running an earlier version? EDIT: Ok, I went back and that property does exist in earlier versions, but not the current release. I suspect it was moved and is now isTracking in ModuleDeployablePart (which does not exist in previous version), I'll need to test that to confirm. There is also an enum which suggests it was renamed because they added the ability to track other sources. The enum name is TrackingMode and contains the values SUN, HOME, CURRENT, and VESSEL. v1.2.1856 and it works. I don't know what "the object browser" is (Although I'd love to know) but sunTracking = false works. Meanwhile, that TrackingMode looks intriguing.... Quote Link to comment Share on other sites More sharing options...
Tex_NL Posted October 12, 2016 Share Posted October 12, 2016 (edited) Anybody know a patch to use all six seats in the MPL. I know I can simply change CrewCapacity = 2 to CrewCapacity = 6 but that won't give me an IVA or portraits Edited October 12, 2016 by Tex_NL Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 12, 2016 Author Share Posted October 12, 2016 (edited) 12 minutes ago, tg626 said: v1.2.1856 and it works. I don't know what "the object browser" is (Although I'd love to know) but sunTracking = false works. Meanwhile, that TrackingMode looks intriguing.... The object browser is a part of visual studio. It allows me to see all the public members in a class. After that, it does also tell you what data type it is but you just have to guess and experiment to figure out what a particular member might do. I have no idea why using sunTracking would work. It certainly does not exist anymore in 1.2, at least not as a public member, and I don't think module manager would be able to modify a private one. There is also documentation here which shows the public members now. https://kerbalspaceprogram.com/api/index.html However it isn't incredibly well documented, so there is still going to be a lot of educated guessing. Edited October 12, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
tg626 Posted October 12, 2016 Share Posted October 12, 2016 Ah this is going to help me try to dope out the changes to the flightcamera - 1.2 broke the docking camera in my KOAS... I'm new to VS so thanks. Quote Link to comment Share on other sites More sharing options...
maja Posted October 12, 2016 Share Posted October 12, 2016 1 hour ago, Tex_NL said: Anybody know a patch to use all six seats in the MPL. I know I can simply change CrewCapacity = 2 to CrewCapacity = 6 but that won't give me an IVA or portraits I have this one, which enables access to unused four seats.Untested in 1.2 @PART[Large_Crewed_Lab] { @CrewCapacity = 6 @description = No longer are you limited to research facilities only on Kerbin! With the Mobile Processing Lab, you can conduct long-term experiments and ongoing research with the data you collect in the field. Be sure to check back on your scientists from time to time, and transmit the results of their research home! This model is guaranteed to spontaneously combust less than previous models, and also has the equipment necessary to clean out and restore functionality to inoperable experiments. Note: It was recently discovered that the assembly instructions are double sided. That explains all the extra parts we had previously, this Lab can now seat six. } @INTERNAL[Mobile_Processing_Lab_Int] { MODULE { name = InternalSeat seatTransformName = Seat_UpLeft portraitCameraName = Camera_UpLeft allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_UpRight portraitCameraName = Camera_UpRight allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_BackLeft portraitCameraName = Camera_BackLeft allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_BackRight portraitCameraName = Camera_BackRight allowCrewHelmet = false } } Quote Link to comment Share on other sites More sharing options...
Tex_NL Posted October 12, 2016 Share Posted October 12, 2016 (edited) 3 minutes ago, maja said: I have this one, which enables access to unused four seats.Untested in 1.2 @PART[Large_Crewed_Lab] { @CrewCapacity = 6 @description = No longer are you limited to research facilities only on Kerbin! With the Mobile Processing Lab, you can conduct long-term experiments and ongoing research with the data you collect in the field. Be sure to check back on your scientists from time to time, and transmit the results of their research home! This model is guaranteed to spontaneously combust less than previous models, and also has the equipment necessary to clean out and restore functionality to inoperable experiments. Note: It was recently discovered that the assembly instructions are double sided. That explains all the extra parts we had previously, this Lab can now seat six. } @INTERNAL[Mobile_Processing_Lab_Int] { MODULE { name = InternalSeat seatTransformName = Seat_UpLeft portraitCameraName = Camera_UpLeft allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_UpRight portraitCameraName = Camera_UpRight allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_BackLeft portraitCameraName = Camera_BackLeft allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_BackRight portraitCameraName = Camera_BackRight allowCrewHelmet = false } } In 1.0.5 that worked great but I've tried it in 1.2pre with no luck. Have not tried in in the full 1.2 release though. Edited October 12, 2016 by Tex_NL Quote Link to comment Share on other sites More sharing options...
maja Posted October 12, 2016 Share Posted October 12, 2016 (edited) 49 minutes ago, Tex_NL said: In 1.0.5 that worked great but I've tried it in 1.2pre with no luck. Have not tried in in the full 1.2 release though. It works in 1.2 (tested right now) if you edit "largeCrewedLab.cfg" and add that seats directly. I have still unmoded version, so I can't test it with MM. Edited October 12, 2016 by maja Quote Link to comment Share on other sites More sharing options...
Tex_NL Posted October 12, 2016 Share Posted October 12, 2016 32 minutes ago, maja said: It works in 1.2 (tested right now) if you edit "largeCrewedLab.cfg" and add that seats directly. I have still unmoded version, so I can't test it with MM. Thanks. Will give it another try. Quote Link to comment Share on other sites More sharing options...
Tex_NL Posted October 12, 2016 Share Posted October 12, 2016 (edited) 1 hour ago, maja said: It works in 1.2 (tested right now) if you edit "largeCrewedLab.cfg" and add that seats directly. I have still unmoded version, so I can't test it with MM. Thanks. Will give it another try. Edit: @maja You were right. It does indeed work. I should have been as stubborn as I usually am and simply try it myself.@Alshain This one too can be added to the list. Edited October 12, 2016 by Tex_NL Quote Link to comment Share on other sites More sharing options...
tg626 Posted October 13, 2016 Share Posted October 13, 2016 Add missing modules to PorkJets revamped Mk1 Pod @PART[mk1podNew]:HAS[!MODULE[ModuleDataTransmitter]] { MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } } @PART[mk1podNew]:HAS[!MODULE[ModuleLiftingSurface]] { MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } } Quote Link to comment Share on other sites More sharing options...
fourfa Posted October 14, 2016 Share Posted October 14, 2016 We could use a cfg to set probe core Hibernate in Warp = Auto by default Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 14, 2016 Author Share Posted October 14, 2016 1 hour ago, fourfa said: We could use a cfg to set probe core Hibernate in Warp = Auto by default Done. Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted October 15, 2016 Share Posted October 15, 2016 16 hours ago, Alshain said: Done. Closing PART bracket in auto hibernate is reversed. Quote Link to comment Share on other sites More sharing options...
JAFO Posted October 15, 2016 Share Posted October 15, 2016 39 minutes ago, Tarheel1999 said: Closing PART bracket in auto hibernate is reversed. Well spotted.. thanks! Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 15, 2016 Author Share Posted October 15, 2016 2 hours ago, Tarheel1999 said: Closing PART bracket in auto hibernate is reversed. Fixed, thanks. I guess module manager didn't mind as long as I had it in it's own file, because it worked in testing anyway. Quote Link to comment Share on other sites More sharing options...
Vegetal Posted October 20, 2016 Share Posted October 20, 2016 Great thread idea! I ended up making an intermediate between the small landing gear and the medium, as the size difference between the two bothered me, as I am quite a plane guy. Spoiler // Author: Vegetal // Adds an intermediate landing gear between small and medium. +PART[GearSmall] { @name = [GearSmall2] @title = LY-25 Medium Landing Gear @rescaleFactor = 0.8 @TechRequired = advLanding @entryCost = 4800 @cost = 650 @description = Smaller version of LY-35 landing gear, not too big, not too small. @mass = 0.1 Now, does anyone know how I can make all the LF and LFO tanks have jettisoning capability? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.