Xyphos Posted July 24, 2016 Share Posted July 24, 2016 I want my parachutes to deploy only by action group, is there a stock or mod method to disable their staging? Quote Link to comment Share on other sites More sharing options...
Rocket In My Pocket Posted July 24, 2016 Share Posted July 24, 2016 No in game way to do it that I know of. A quick look at some part.cfg files though leads me to believe that the line "Stage Offset" only appears in parts that get added to the staging menu. If you were to remove this line from the parachutes they would hopefully no longer be added to the staging list. However I haven't tested this and can make no guarantees. Furthermore this change would apply to all parachutes of that type unless you made your own version of the parachute sans staging and saved it. Which actually wouldn't be that hard really. Let me know how you make out. Quote Link to comment Share on other sites More sharing options...
FyunchClick Posted July 24, 2016 Share Posted July 24, 2016 Good one, I would actually like this as well. On the up side, there's now a disarm option, so if you do stage them by accident in orbit, you can unstage them. Quote Link to comment Share on other sites More sharing options...
Rocket In My Pocket Posted July 24, 2016 Share Posted July 24, 2016 I just tried it myself out of curiosity and it didn't remove it from the staging list. I'm going to poke around a bit more but at the moment I can't find anything obvious in the part.cfg files that governs whether a part is added to the staging list or not. Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted July 24, 2016 Share Posted July 24, 2016 @Rocket In My Pocket,"Stage Offset" this is added so that it knows where the icon in staging tree is placed. For example,if you're finished building your craft,and you add a parachute last,the parachute icon will always be on top of the staging. 2 hours ago, Xyphos said: I want my parachutes to deploy only by action group, is there a stock or mod method to disable their staging? You can use this MM patch: @PART[*]:HAS[@MODULE[ModuleParachute]]:Final { @MODULE[ModuleParachute] { stagingEnabled = False } } it'll completely remove activation of parachute through staging (remove staging icon),but will allow you to deploy them through action group or left click menu. It's the same method for decouplers and docking ports,but i actually didn't think it will work,because the staging is hard coded and tied to the specific module. Quote Link to comment Share on other sites More sharing options...
Xyphos Posted July 24, 2016 Author Share Posted July 24, 2016 (edited) Ah, well I was hoping for a toggle menu button, but this will work too, I guess. Cheers, Mate! Edit: I hope in the future, Squad will un-hardcode everything stageable and make a seprarate staging module with toggle menus; engines, chutes, decouplers, etc. Edited July 24, 2016 by Xyphos Quote Link to comment Share on other sites More sharing options...
Guest Posted July 24, 2016 Share Posted July 24, 2016 3 hours ago, sebi.zzr said: @Rocket In My Pocket,"Stage Offset" this is added so that it knows where the icon in staging tree is placed. For example,if you're finished building your craft,and you add a parachute last,the parachute icon will always be on top of the staging. You can use this MM patch: @PART[*]:HAS[@MODULE[ModuleParachute]]:Final { @MODULE[ModuleParachute] { stagingEnabled = False } } it'll completely remove activation of parachute through staging (remove staging icon),but will allow you to deploy them through action group or left click menu. It's the same method for decouplers and docking ports,but i actually didn't think it will work,because the staging is hard coded and tied to the specific module. What would a version of this be like for fairings, just '@MODULE[ModuleFairing]'? Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted July 24, 2016 Share Posted July 24, 2016 (edited) On 25.7.2016 at 0:09 AM, String Witch said: What would a version of this be like for fairings, just '@MODULE[ModuleFairing]'? @PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:Final { @MODULE[ModuleProceduralFairing] { stagingEnabled = False } } Edited July 27, 2016 by sebi.zzr it works the same way Quote Link to comment Share on other sites More sharing options...
qromodynmc Posted July 24, 2016 Share Posted July 24, 2016 Hmm, put them at last stage, and dont mash space button all the time, be careful you are flying a rocket. Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted September 3, 2016 Share Posted September 3, 2016 On 24.7.2016 at 8:45 PM, Xyphos said: Ah, well I was hoping for a toggle menu button, but this will work too, I guess. Cheers, Mate! I recently discovered some new things,so i bumping this thread with new patch: @PART[*]:HAS[@MODULE[ModuleParachute]]:Final { @MODULE[ModuleParachute] { stagingToggleEnabledEditor = true } } This will now allow you to toggle staging icon in editor.If you also want for icon toggle in flight,you need to add this line: stagingToggleEnabledFlight = true Quote Link to comment Share on other sites More sharing options...
Sharpy Posted September 3, 2016 Share Posted September 3, 2016 On 24.07.2016 at 8:45 PM, Xyphos said: I hope in the future, Squad will un-hardcode everything stageable and make a seprarate staging module with toggle menus; engines, chutes, decouplers, etc. Yeah, I wish I could exclude the hingespider engines from staging in my heavy platform thing. Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted September 3, 2016 Share Posted September 3, 2016 23 minutes ago, Sharpy said: Yeah, I wish I could exclude the hingespider engines from staging in my heavy platform thing. Actually now you can: @PART[radialEngineMini]:Final { @MODULE[ModuleEngines] { stagingToggleEnabledEditor = true stagingToggleEnabledFlight = true } } Quote Link to comment Share on other sites More sharing options...
Alshain Posted September 3, 2016 Share Posted September 3, 2016 (edited) 1 hour ago, sebi.zzr said: Actually now you can: @PART[radialEngineMini]:Final { @MODULE[ModuleEngines] { stagingToggleEnabledEditor = true stagingToggleEnabledFlight = true } } My testing has shown that doesn't work on ModuleEngines. There is some conflict that prevents it from being removed from staging on any engine that doesn't use ModuleEnginesFX. It adds the button to the tweakables but it isn't functional. The threads a few months old but for the parachutes (and everything stageable except ModuleEngines) I have patches listed here allow you to disable them. Edited September 3, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
Xyphos Posted September 3, 2016 Author Share Posted September 3, 2016 1 minute ago, Alshain said: My testing has shown that doesn't work on ModuleEngines That's because ModuleEngines was obsoleted and replaced by ModuleEnginesFX a few patches ago. @sebi.zzzr - great find! thanks! Quote Link to comment Share on other sites More sharing options...
Alshain Posted September 3, 2016 Share Posted September 3, 2016 Just now, Xyphos said: That's because ModuleEngines was obsoleted and replaced by ModuleEnginesFX a few patches ago. @sebi.zzzr - great find! thanks! But not all engines have adopted it yet. Quote Link to comment Share on other sites More sharing options...
Xyphos Posted September 3, 2016 Author Share Posted September 3, 2016 (edited) @PART[*]:HAS[@MODULE[ModuleParachute]]:Final { @MODULE[ModuleParachute] { stagingToggleEnabledEditor = true } } @PART[*]:HAS[@MODULE[ModuleEngines]]:Final { @MODULE[ModuleEngines] { stagingToggleEnabledEditor = true } } @PART[*]:HAS[@MODULE[ModuleEnginesFX]]:Final { @MODULE[ModuleEnginesFX] { stagingToggleEnabledEditor = true } } @PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:Final { @MODULE[ModuleProceduralFairing] { stagingToggleEnabledEditor = true } } Edited September 3, 2016 by Xyphos Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted September 3, 2016 Share Posted September 3, 2016 19 minutes ago, Alshain said: My testing has shown that doesn't work on ModuleEngines. There is some conflict that prevents it from being removed from staging on any engine that doesn't use ModuleEnginesFX. It adds the button to the tweakables but it isn't functional. Apparently i just made this up,right? Here is the video that will show how it works:http://sendvid.com/ed0m4hyo Quote Link to comment Share on other sites More sharing options...
Xyphos Posted September 3, 2016 Author Share Posted September 3, 2016 And I just released this as a mod on SpaceDock, credit goes to sebi.zzr for figuring this out. http://spacedock.info/mod/933/Off Stage?ga=+3102+'kerbal+space+program'> Quote Link to comment Share on other sites More sharing options...
Alshain Posted September 3, 2016 Share Posted September 3, 2016 (edited) 19 minutes ago, sebi.zzr said: Apparently i just made this up,right? Here is the video that will show how it works:http://sendvid.com/ed0m4hyo Interesting. It must have been fixed since I last tested it. You can see in my database thread above that I had discussed it with NathanKell back in 1.1.2, and it was definitely not working. Maybe he got it fixed that quickly. EDIT: Ok, so it's working on the Spider engines which is really strange since they do use ModuleEngines and do not appear to use ModuleEnginesFX (The Twitch engine does use FX). However, it's still not working on all engines. It doesn't work on the Rhino and Mainsail for example. I'm not sure what the difference is, there are others too. I thought it was the FX module, but it must be something else. Edited September 3, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
Alshain Posted September 3, 2016 Share Posted September 3, 2016 I think I just realized what it is. The engines it doesn't work on have the possibility of an automatic shroud. That's the only thing I can see that they have in common. All the engines can be disabled as long as they do not have a shroud option when the patch is active. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 3, 2016 Share Posted September 3, 2016 Maybe Real Chutes will allow you to mark a chute as not stahable? Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted September 3, 2016 Share Posted September 3, 2016 (edited) 2 hours ago, Alshain said: I think I just realized what it is. The engines it doesn't work on have the possibility of an automatic shroud. That's the only thing I can see that they have in common. All the engines can be disabled as long as they do not have a shroud option when the patch is active. You're completely right,it's not working on "ModuleEngines" with "ModuleJettison".In that case this'll work: @PART[*]:HAS[@MODULE[ModuleEngines]]:Final { @MODULE[ModuleEngines] { stagingToggleEnabledEditor = true stagingToggleEnabledFlight = true } @MODULE[ModuleJettison] { stagingEnabled = False } } also @Xyphos,for your mod,you can use @PART[*]:HAS[@MODULE[ModuleEngines*]]:Final { } it'll apply patch for both engine types. Edited September 3, 2016 by sebi.zzr Quote Link to comment Share on other sites More sharing options...
Alshain Posted September 3, 2016 Share Posted September 3, 2016 (edited) @sebi.zzr It doesn't work for MultiMode engines as well I updated the patch in my database thread, but here is the patch. // Add staging control to engines // Author: Alshain @PART[*]:HAS[@MODULE[ModuleEngines*],!MODULE[ModuleJettison],!MODULE[MultiModeEngine]]:FINAL { @MODULE[ModuleEngines*] { stagingEnableText = Engine: Enable Staging stagingDisableText = Engine: Disable Staging stagingToggleEnabledEditor = true } } The problem with setting staging to false on the shroud is then I don't think the shroud will function correctly. Not a problem if you don't use it I suppose. My patch simply doesn't add the staging toggle to those engines. I haven't tried it specifically, but I think the patch you listed might produce errors. You need to add ModuleJettison to your HAS line as not all engines have it. EDIT: After some testing, it seems it will work on everything but the LV-N, which needs staging to discard it's shroud through staging. The others rely on decouplers. So I could further refine that patch to include more engines using your jettison staging disable and just ignore the LV-N specifically. Edited September 3, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted September 3, 2016 Share Posted September 3, 2016 We kind of hijacked this thread 48 minutes ago, Alshain said: The problem with setting staging to false on the shroud is then I don't think the shroud will function correctly. Not a problem if you don't use it I suppose. My patch simply doesn't add the staging toggle to those engines. I tested it on "Mainsail":http://sendvid.com/fak6su6q and i didn't saw any problem. 56 minutes ago, Alshain said: I haven't tried it specifically, but I think the patch you listed might produce errors. You need to add ModuleJettison to your HAS line as not all engines have it. With how MM is working "@" is for edit only,so if MM doesn't see the parameter you want to edit it'll skip the part and patch will not be applied.Opposite to "%" which will create the entry on the part that don't have one.And if i use "HAS:MODULE[ModuleJettison]" the patch get applied only to those parts instead of all with "MODULE[ModuleEngines*]. Quote Link to comment Share on other sites More sharing options...
Alshain Posted September 3, 2016 Share Posted September 3, 2016 Just now, sebi.zzr said: We kind of hijacked this thread Yes we did, but he did get what he needed. 1 minute ago, sebi.zzr said: I tested it on "Mainsail":http://sendvid.com/fak6su6q and i didn't saw any problem. Same here but it definitely breaks the LV-N shrouds. That appears to be the only one. 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.