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Random Part reconfigs to create new wonders.


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 Found out that the MM patch that added the EVA ballast system was not getting every suit type. This new patch has been tested on all three suits and 8 of the variations, so hopefully will fix the problem.

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  • 2 weeks later...

I have been working out new and (for me at least) better configurations of various USI Explorer pack parts. I have got lights working, I have now got the RCS systems working right, minus some RCS sounds in some directions (that I don't know how to fix.) I have a fully functional, inflatable escape pod with working parachute. (went back to the *.mu from the previous iteration because the parachute seems to be visible more often, not sure if that is just circumstance or whether the Author changed something.) I have upgraded the AES to have a better chance of using it's Ducted fan system and upgraded the the ducted fans to be less greedy. I now have an AquaPod version that uses Eva Ballast and produces Ion Steam to run Aqua versions of it's RCS system. Gave both AES pods some new nodes and I have created smaller versions of a piston and grappler that can be attached so that it can be used by the Aqua Pod to do recovery work. Fixed the Derp2 service ring so that the landing gear works. Have been doing work on the Sea Lab (now Sea Bee) interior. Also been doing the Orbital tug Mod, The orbital tug has a Pilot chair and nav ball and light up panel in the correct places. Still experimenting to try to understand Prop rotation fully.(it is quite complicated.) I have the Orbital tugs junior grappler tug working well as a deep sea recovery vehicle with it's own ballast and I have a working Sea Drone that has a grappler and is quite fun to use. (the Author seems to have reversed which side has a green light and which a red though.) Recreated all the attachment nodes so they don't have to use an MM patch. Probably need to contact the Authors to see if I can release this stuff as a mod. I know that some is all rights reserved, though I remember a "If you ask nicely section". Propellors that use Firespitter animation aren't going because I have been trying to do this all without firespitter.

Will slowly try to put configs up here over time.

Just linked to an album to load less up.

https://imgur.com/a/tUgRr8k

 

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Ok some stuff from the Orbital Tug mod.

https://spacedock.info/mod/2198/Orbital Utility Vehicle Updated

Will require my Working Underwater Lite Mod.

https://spacedock.info/mod/2749/Working Underwater Lite

This gives you a ballast adjustable RCS maneuverable, with grappler and light, remote control recovery drone.

For this instance I copied all the dependencies from  GameData\OrbitalTug\helper\   into GameData\WorkingUnderLite\SeaDrone\ ( you will have to create the SeaDrone folder) and renamed the helperDrone.mu to SeaDrone.mu

Named the config file you are to create and then paste this in to helperDroneSea.cfg


 

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Same mods needed as above.

This goes in. GameData\OrbitalTug\adaptor\ as  grapplerJRSea.cfg

Haven't tried this with the original still activated but hopefully will go next to it. Gives you a one Kerbal submersible recovery mini tug. Just remember to adjust the Kerbal EVA Ballast as well as the tug ballast, or it will rise up at the nose. Can be put between parts of craft and then decoupled at both ends and the shrouds jettisoned. The config of this will show you how to fix up the original, so that everything works right.

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This is for the Tug Pod for ocean work. Again haven't tested with original activated. Will have to go test these things out to see if any conflicts. It goes well with it's big grappler and parts from the USI Sub Pack.

GameData\OrbitalTug\pod\  named  OrbitalTugPodSea.cfg

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This is the internal for it. I made some texture changes in mine so I will just give you the 3 props I added. Just paste them in at the bottom of the config between the last 2 brackets.   in   GameData\OrbitalTug\pod\internal\orbitTugIVA.cfg

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The things that will follow will require the USI Exploration Pack. I am doing my best to make things MM and Firespitter free. The Derp2 inflatable escape pod is using the  DERP_POD.mu from the 1.3.0 iteration because the parachute being visible has been more reliable.

I have generally just been adjusting the originals, so except for the Aqua Pod and it's RCS packs, these will replace originals. Keep this in mind if you liked certain features from the originals. The mod packs are available here.

https://github.com/UmbraSpaceIndustries/ExplorationPack/releases and the water stuff will require my Working Underwater Lite Mod.

https://spacedock.info/mod/2749/Working Underwater Lite

The Aqua Pod and RCS have gone in next to the originals without problem.

So in  GameData\UmbraSpaceIndustries\ExpPack\AES\    create  AESAqua.cfg and paste in

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Then create  AES_RCSAqua.cfg and paste in.

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The next 2 are 1.12.1 stock and Breaking ground reconfigs to create a small piston and micro grabber for use with the AquaPod.

in  GameData\Squad\Parts\Utility\smallClaw\  create  smallClawMicro.cfg  and paste in  

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And then in   GameData\SquadExpansion\Serenity\Parts\Robotics\  create   piston_02Micro.cfg and paste in.

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@Caerfinon and this last bit too. :)

 

Edited by ColdJ
Up'd the crash tolerance of AES to 60
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From the USI Exploration pack but using the 1.3.0 DERP_POD.mu   this replaces the config of the Inflatable escape pod so it doesn't need firespitter, will survive re-entry, uses the HERP interior so that it has a working internal that suits it. The Parachute works and it's staging can be turned off so that it doesn't go off early. It floats and has just enough reaction wheel to get you turned upright. It can decouple itself from whatever you had it attached to. Also stage destagable. Infation is done manually and is best done before you transfer in a Kerbal, for realism's sake. So in GameData\UmbraSpaceIndustries\SrvPack\DERP2\Parts\DERP_POD.cfg

Replace the entire contents with this.

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This next replaces the  DERP_ServiceRing.cfg   So that the landing gear work and the RCS work right in 1.12.1 without firespitter.

So in GameData\UmbraSpaceIndustries\SrvPack\DERP2\Parts\DERP_ServiceRing.cfg  replace the contents with.

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  On 7/25/2021 at 8:56 PM, Caerfinon said:

Are the added props stock? or is a mod required for them?

Expand  

The props are all stock, I try to make things so that an average player doesn't have to load too much. Reminds me I will need to reroute some Eagle props if I ever get around to finishing and releasing it as a mod.

To anyone who reads this. I leave old modules from the original configurations in but commented out so they don't load, as reference points to the old configurations. You can delete those modules if you like, but don't remove the comment double forward slashes or the part will stop function correctly.

I stumbled upon another great use for the Aqua Cat while looking to see if I could turn the helmet lights off on my Kerbal.

I believe I can fly.

iJyCD3N.png2iUTCD6.pngCoYdSVE.png

@Caerfinon @Dientus @Martian Emigrant @Astrion

Edited by ColdJ
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  On 7/26/2021 at 2:07 PM, ColdJ said:

I haven't tried this in earlier than 1.12.1 yet, but I am guessing as long as the parachute is the cargo variety it works?

@Dientus

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I only meant that since the update and the rotating docks issue I haven't played KSP because I have 3 rather large space stations I don't want krakenified :grin: So I been waiting for a large bugfix update, but what you show me looks really good so I just may move my old save games out and start up bone stock to play with your toys ;p

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So a few more from the USI Explorer pack. These replace the originals.

GameData\UmbraSpaceIndustries\ExpPack\AES\AES.cfg

Copy and paste over the contents.
 

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GameData\UmbraSpaceIndustries\ExpPack\AES\AES_DuctedFan.cfg

Copy and paste over the contents.

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GameData\UmbraSpaceIndustries\ExpPack\AES\AES_RCS.cfg

Copy and paste over the contents.

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Remember to move the ducted fans up a few notches for COM balance, SAS is a must. They still chew electricity, but not as fast and if you land the battery will slowly top back up. This and the pod configs to come have the lights now coming on properly.

Edited by ColdJ
Made some edits for some leftout and better fans.
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C:\KSP1.12.1\Kerbal Space Program\GameData\UmbraSpaceIndustries\ExpPack\HERP\parts\HERP_POD.cfg

Copy and paste over the contents.

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I haven't been adding inventory slots to these small pods, but If you want one just add the following module into the config.

 

    MODULE
    {
        name = ModuleInventoryPart        
        InventorySlots = 1
    }

Edited by ColdJ
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I am pretty sure that I have only changed the light unit on the PackRat rover. So

GameData\UmbraSpaceIndustries\ExpPack\PackRat\PackParts\PackRat_Front.cfg

Copy and paste over the contents.

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This creates a Kerbal carryable cargo part that can be added or removed and moved, inflatable under water wreck recovery float bag. A Kerbal has to not be carrying anything else in their inventory to have it in theirs. But of course can move it about outside the inventory in build mode. Dive to a wreck, weld some of these on and manually inflate to lift the wreck up. It will stack 4 in a ship inventory slot.

GameData\UmbraSpaceIndustries\SrvPack\Floats\  create this  USI_Float_05Recover.cfg

copy and paste in and save.
 

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Hello all. Now to get the USI Explorers Pack Sub pack done. All of this is compatible with (and most need) Working Underwater Lite.

Everything to follow goes in

GameData\UmbraSpaceIndustries\SubPack\Otter\Parts\

Create a new blank *.cfg named to the file name I give at each beginning and then copy and paste the info in the spoiler that follows it, in.

BallastTankCJ.cfg

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RadialBallastCJ.cfg

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SubBracket.cfg  ( this creates a bracket out of the radial engines to hold Juno sized intake and engine.)

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SubHullCJ.cfg  (the internal for this will be forth coming but is a bit more complicated, it involves copying and modifying some Squad files)

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SubPodHerp.cfg  (this includes a stacked in Herp Pod so that it is now possible to exit and enter through the windscreen rather than get stuck if no other part of the craft has an internal.

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SubSlimBallast.cfg

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Ok this is way more complicated.

First you need to copy and paste the following folder into WorkingUnderLite.

GameData\Squad\Spaces\mk1CabinInternal

so that you have

GameData\WorkingUnderLite\mk1CabinInternal

Then you need to copy

GameData\Squad\Spaces\OverlayMasks\Mk1CabinBorder.mu and GameData\Squad\Spaces\OverlayMasks\Mk1CabinMask.mu

into a folder you create so that they go in

GameData\WorkingUnderLite\mk1CabinInternal\OverlayMasks

Then create another folder so that you have this pathway.

GameData\WorkingUnderLite\mk1CabinInternal\Props\

Then go into

GameData\Squad\Props\PropsGeneric\

and copy the following in to your new props folder.

Hatch_Plane.cfg    Hatch_Plane.mu   propsGeneric.dds

Then create this folder pathway

GameData\WorkingUnderLite\mk1CabinInternal\sharedAssets\

Then go into

GameData\Squad\Spaces\sharedAssets\

And copy  CockpitGeneric.dds and CockpitGeneric_NRM.dds

into it.

In GameData\Squad\Spaces\mk1CabinInternal

Open the   internal.cfg     copy and paste the following over the contents to completely replace it. and then save first and then rename it   OtterCabinternal.cfg DO NO "SAVE AS" OR YOU WILL HAVE A COPY THAT YOU HAVE TO GET RID OF TO STOP CONFLICT.

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If you read that then you will see 3 instances of a prop that doesn't exist yet. We are now going to create it.

Go into

GameData\WorkingUnderLite\mk1CabinInternal\Props\

open   Hatch_Plane.cfg copy the following over the contents, save, then rename it to   Hatch_SubCab.cfg
 

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Then rename   Hatch_Plane.mu   to  Hatch_SubCab.mu

In the same folder, rename  propsGeneric.dds to  propsGenericold.dds and the copy and paste the following png and name it propsGeneric.png

( if you know what you are doing you can flip it vertically in Paint.net and save it as a *.dds, just make sure you rename the *.png something else.)

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in  GameData\WorkingUnderLite\mk1CabinInternal\sharedAssets\

do the same thing to  CockpitGeneric.dds and then paste and rename the following.

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I think that covers all the internal.

it should end up looking like this.

OZKdhXn.png

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In

GameData\UmbraSpaceIndustries\SubPack\Otter\Assets\

if you replace    MiniSub_01.dds    with this *.png renamed etc.  You will get my Sea Bee scheme.

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and   MiniSub_02.dds  with this.

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WedTITe.png

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GameData\Squad\Parts\Engine\jetEngines

Copy the jetEngines folder from here in to  GameData\WorkingUnderLite\

And once more do the rename game to paste in the following named to   Jet Engines.png in the new folder.
 

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Don't mind the Arrow, just working something out.

Then in  GameData\WorkingUnderLite\MarineEngines

create   AdultWaterStock.cfg and paste the following and save. You will now have my Sea Bee engine.

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