SkyFall2489 Posted October 30, 2022 Author Share Posted October 30, 2022 9 hours ago, Clancythecat said: it looks like this so, some patch like this: Spoiler @PART[*]:HAS[@MODULE[ModuleDeployableCentrifuge]] { MODULE { name = WOLF_CrewCargoModule ModuleName = #LOC_USI_WOLF_CrewCargoModuleName PartInfo = #LOC_USI_WOLF_CrewCargoCrate_PartInfo_Summary economyBerths = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ luxuryBerths = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ luxuryBerths *= 0.5 } } This should work, as long as all centrifuges have an even deployed crew capacity. Tell me if it doesn't. Quote Link to comment Share on other sites More sharing options...
FullOfStars Posted November 3, 2022 Share Posted November 3, 2022 I've been working to learn all of this stuff, and have been trying to make my own planetpack. Something that is confusing me while studying other mods is this (this one is from AfterKerbin) @Scatterer_planetsList:BEFORE[AK] or similar. I understand this is to edit the Scatter planet list and do it before adding this mod, but how the heck does [AK] get defined? In none of the other configs does it specifically "define" AK. Then take a look at this from SVE: @Scatterer_config:FOR[StockVisualEnhancements] This made me believe for a while that it was referencing the name of the file in the Gamedata, but that can't be the case because After Kerbin isn't labelled AK in the game folder, it's labelled Afterkerbin. GPP and Kcalbelohsystemhave a very similar format to SVE, but if it were true that it was the gamedata file name (Their [] values are gamedata matched) , then Afterkerbin shouldn't work. Can anyone shed some light on this? I've hit a standstill because I can't figure out how to define that Mod name. Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted November 3, 2022 Author Share Posted November 3, 2022 18 minutes ago, FullOfStars said: I've been working to learn all of this stuff, and have been trying to make my own planetpack. Something that is confusing me while studying other mods is this (this one is from AfterKerbin) @Scatterer_planetsList:BEFORE[AK] or similar. I understand this is to edit the Scatter planet list and do it before adding this mod, but how the heck does [AK] get defined? In none of the other configs does it specifically "define" AK. Then take a look at this from SVE: @Scatterer_config:FOR[StockVisualEnhancements] This made me believe for a while that it was referencing the name of the file in the Gamedata, but that can't be the case because After Kerbin isn't labelled AK in the game folder, it's labelled Afterkerbin. GPP and Kcalbelohsystemhave a very similar format to SVE, but if it were true that it was the gamedata file name (Their [] values are gamedata matched) , then Afterkerbin shouldn't work. Can anyone shed some light on this? I've hit a standstill because I can't figure out how to define that Mod name. If a patch is in a certain folder in gamedata, it is FOR the name of that folder. If a patch is in a folder with a patch with a FOR, it also gets the FOR. If a patch is in a folder with a DLL, it is FOR the name of that DLL. At least, that's what I think. Testing may be required. Quote Link to comment Share on other sites More sharing options...
FullOfStars Posted November 3, 2022 Share Posted November 3, 2022 15 minutes ago, SkyFall2489 said: If a patch is in a certain folder in gamedata, it is FOR the name of that folder. If a patch is in a folder with a patch with a FOR, it also gets the FOR. If a patch is in a folder with a DLL, it is FOR the name of that DLL. At least, that's what I think. Testing may be required. That was my thinking, until I ran into After Kerbin. The others make sense, this doesn't because it has -No DLL -Non matching Gamefolder path -Has no other patches inside of that to reference other than AK -No folders inside of this has the name AK (Although three files in there have an AK_(config) name) I really just don't get how they can patch something that doesn't look like it's defined anywhere. This -might- be why it breaks Scatterer (other than deleting the planetlist config) and why I am having trouble getting it to reference anything. Even using SVE though... Here's from another thread I posted where it doesn't seem to be referencing properly (of course this is probably just me not understanding): Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted November 3, 2022 Author Share Posted November 3, 2022 11 hours ago, FullOfStars said: That was my thinking, until I ran into After Kerbin. The others make sense, this doesn't because it has -No DLL -Non matching Gamefolder path -Has no other patches inside of that to reference other than AK -No folders inside of this has the name AK (Although three files in there have an AK_(config) name) I really just don't get how they can patch something that doesn't look like it's defined anywhere. This -might- be why it breaks Scatterer (other than deleting the planetlist config) and why I am having trouble getting it to reference anything. Even using SVE though... Here's from another thread I posted where it doesn't seem to be referencing properly (of course this is probably just me not understanding): Are there ANY CFG files saying :FOR[AK]? Anywhere? If not, yeah, After Kerbin might be breaking things. Quote Link to comment Share on other sites More sharing options...
FullOfStars Posted November 3, 2022 Share Posted November 3, 2022 (edited) 3 hours ago, SkyFall2489 said: Are there ANY CFG files saying :FOR[AK]? Anywhere? If not, yeah, After Kerbin might be breaking things. Not specifically for AK as far as I could tell. I've since moved away from it and to other Planet packs that make sense. Was able to get Scatterer to work and update, now I'm having issue with EVE_Clouds not loading correctly. Either putting them in a single cfg or trying to patch them with module manager commands doesn't seem to work. Was wondering if there was a way to create a Blank EVE_Clouds folder and then @ seperate config files in to create a master list to reference. Trying @EVE_Clouds:FOR[MyMod] didn't work and creating a blank EVE_Clouds cfg gives a module manager error. It would be nice if I could test to make sure EVE was even working properly by a single master CFG working, but that isn't loading everything either so. Think that is where I will start and go from there. But a suggestion on how to do the following with MM patches would be welcome if anyone sees this. Basically I'd like: EVE boot up > EVE_Clouds (blank template) > Individual EVE_Clouds config @ (Adds to template to build up that database) I really don't see why @EVE_Clouds:For[MyMod] doesn't work. EVE seems to only recognize and randomly choose one config file. Maybe cause it doesn't have that template to try to add on to and EVE can't patch. Hmm. Scatterer and Module Manager have great Wikis. EVE's seems to either be outdated or nonexistant. If anyone has an EVE manual link I'd appreciate it. Example of what I was thinking below Spoiler Config 1:EVE_Clouds Blank Template (I still haven't figured out how to make this "Blank" template) EVE_Clouds:FINAL { (Think I'm missing something here. OBJECT {} ?) } //Should load EVE_Clouds with any following config patches applied? /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Config 2: Individual Planet Cloud CFGs (These do load if treated as non @ files, but they will only load one or sparsely or at random) @EVE_Clouds:FOR[MyMod] { @Object { (Object Info) } } //Should Apply patch to EVE_Clouds before loading final EVE_Clouds with full list of patches? Edited November 3, 2022 by FullOfStars Clarification: CFG Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted November 4, 2022 Author Share Posted November 4, 2022 7 hours ago, FullOfStars said: Not specifically for AK as far as I could tell. I've since moved away from it and to other Planet packs that make sense. Was able to get Scatterer to work and update, now I'm having issue with EVE_Clouds not loading correctly. Either putting them in a single cfg or trying to patch them with module manager commands doesn't seem to work. Was wondering if there was a way to create a Blank EVE_Clouds folder and then @ seperate config files in to create a master list to reference. Trying @EVE_Clouds:FOR[MyMod] didn't work and creating a blank EVE_Clouds cfg gives a module manager error. It would be nice if I could test to make sure EVE was even working properly by a single master CFG working, but that isn't loading everything either so. Think that is where I will start and go from there. But a suggestion on how to do the following with MM patches would be welcome if anyone sees this. Basically I'd like: EVE boot up > EVE_Clouds (blank template) > Individual EVE_Clouds config @ (Adds to template to build up that database) I really don't see why @EVE_Clouds:For[MyMod] doesn't work. EVE seems to only recognize and randomly choose one config file. Maybe cause it doesn't have that template to try to add on to and EVE can't patch. Hmm. Scatterer and Module Manager have great Wikis. EVE's seems to either be outdated or nonexistant. If anyone has an EVE manual link I'd appreciate it. Example of what I was thinking below Reveal hidden contents Config 1:EVE_Clouds Blank Template (I still haven't figured out how to make this "Blank" template) EVE_Clouds:FINAL { (Think I'm missing something here. OBJECT {} ?) } //Should load EVE_Clouds with any following config patches applied? /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Config 2: Individual Planet Cloud CFGs (These do load if treated as non @ files, but they will only load one or sparsely or at random) @EVE_Clouds:FOR[MyMod] { @Object { (Object Info) } } //Should Apply patch to EVE_Clouds before loading final EVE_Clouds with full list of patches? No idea about the specifics of your mods. So, if I’m understanding this right , EVE and AK are not interacting right. Either EVE doesn’t see AK, or EVE has no patch to support AK. Can you dig through EVE and AK to see if either of them have things marked NEEDS[AK] or NEEDS[EVE]? Quote Link to comment Share on other sites More sharing options...
FullOfStars Posted November 4, 2022 Share Posted November 4, 2022 26 minutes ago, SkyFall2489 said: No idea about the specifics of your mods. So, if I’m understanding this right , EVE and AK are not interacting right. Either EVE doesn’t see AK, or EVE has no patch to support AK. Can you dig through EVE and AK to see if either of them have things marked NEEDS[AK] or NEEDS[EVE]? I got rid of AK to start from scratch since I didn't like what it was doing and it gave me a chance to try to build everything out. I've got three planets working, but for some reason, the same format even though its just a basic rip and change of directory. I thought I was onto something where it actually didn't need any editing to the EVE_Clouds file since 3 of them worked as is long as I put everything where it should. No idea what's up with Jool not loading though, even though it seems to be fine in EVE itself. Here's the files if you're curious. https://www.dropbox.com/s/ie1i6429ud0upmx/CSS.rar?dl=0 Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted November 4, 2022 Author Share Posted November 4, 2022 6 minutes ago, FullOfStars said: I got rid of AK to start from scratch since I didn't like what it was doing and it gave me a chance to try to build everything out. I've got three planets working, but for some reason, the same format even though its just a basic rip and change of directory. I thought I was onto something where it actually didn't need any editing to the EVE_Clouds file since 3 of them worked as is long as I put everything where it should. No idea what's up with Jool not loading though, even though it seems to be fine in EVE itself. Here's the files if you're curious. https://www.dropbox.com/s/ie1i6429ud0upmx/CSS.rar?dl=0 I've got absolutely no idea how EVE's config structure works, so I doubt I'll be able to help much here. Quote Link to comment Share on other sites More sharing options...
Leganeski Posted November 20, 2022 Share Posted November 20, 2022 This took me over a week to figure out because it doesn't seem to be stated explicitly anywhere, so I'll put it here: Module Manager does not support inline math operations. For example, if you wanted to calculate 71 * 58, the syntax product = 71 * 58 does not work. Instead, use the corresponding math assignment operator: product = 71 @product *= 58 Other supported operations include += (addition), -= (subtraction), /= (division), and != (exponentiation). Quote Link to comment Share on other sites More sharing options...
panarchist Posted December 30, 2022 Share Posted December 30, 2022 On 11/2/2022 at 7:22 PM, FullOfStars said: That was my thinking, until I ran into After Kerbin. The others make sense, this doesn't because it has -No DLL -Non matching Gamefolder path -Has no other patches inside of that to reference other than AK -No folders inside of this has the name AK (Although three files in there have an AK_(config) name) I really just don't get how they can patch something that doesn't look like it's defined anywhere. This -might- be why it breaks Scatterer (other than deleting the planetlist config) and why I am having trouble getting it to reference anything. On 11/3/2022 at 7:14 AM, SkyFall2489 said: Are there ANY CFG files saying :FOR[AK]? Anywhere? If not, yeah, After Kerbin might be breaking things. AfterKerbin has several CFG files with "FOR [AK]" in them. @FullOfStars When any CFG file has "FOR [X] " in it, if X does not exist in the Modlist, MM will create entry X in the Modlist. This is so that when CFGs are called prior to Mod X being loaded, the settings are already there later when it is. A side effect is that if your mod has no DLL, all the settings will be in the specified object in the Modlist even if the directory is renamed. (i.e. all AK stuff is in "AK" even though the folder is named "AfterKerbin") The behavior is described in the "Patch Ordering" page in the MM wiki. Specifically regarding Scatterer and AfterKerbin, KSP loads "Scatterer_config" from /GameData/AfterKerbin/scatterer/config.cfg into the KSP GameDatabase first since it's an insert. Then MM looks for a DLL and doesn't find any. (Other than the DLL in Scatterer, if present) Then it scans all the configs in alphabetical order looking for FOR - it hits /GameData/AfterKerbin/_Core00/AK_MainMenuBody.cfg and sees "@Kopernicus:FOR[AK]" and adds "AK" to the list of loaded mods. From this point on, anything with "FOR [AK]" or "NEEDS [AK]" will execute. Then it adds "AfterKerbin" to the loaded mods list, since that's the top level directory name. This tripped me up early on, and does for a lot of people. Some badly-written patches use "FOR" when they mean "NEEDS", and the FOR statement creates the entry if it doesn't already exist. After the above happens, Scatterer runs, and then AK_Scatterer.cfg runs. Looking at Scatterer, I see 2 issues: 1. If Scatterer isn't present, the config file still gets created 2. Scatterer also creates "Scatterer_config", after it's been created by AK. I actually don't know how KSP handles creating 2 nodes of the same name. I think that this is likely the root cause of the behavior you were seeing. Quote Link to comment Share on other sites More sharing options...
eagleswing12 Posted May 5, 2023 Share Posted May 5, 2023 @PART[*]:HAS[@MODULE[ModuleCommand,![ModuleScienceContainer]]]:FINAL{ MODULE { name = ModuleScienceContainer reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments evaOnlyStorage = True // i.e. can nearby regular vessels also do this, or EVA only storageRange = 1.3 canBeTransferredToInVessel = True canTransferInVessel = True showStatus = True } } This probe is supposed to add science containers to all probes. Why doesn't it? Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted May 27, 2024 Share Posted May 27, 2024 Is it possible to write a module manage patch FOR a patch? e.g, There is a patch that edits ALL parts. Can I interrupt this patch, modify it to only edit specific parts, then let it go back to happening WITHOUT editing the patch file itself? At the moment the approach is to make a 0000 that loads before the patch, modify the desired parts with a key:value pair then modify the mod's patch cfgs to check for this key:value pair. I'm wondering if I could do it without touching the mod's files. Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted January 29 Share Posted January 29 Does anyone have a spread sheet format of all syntax / command functions of module manager / ksp? Like one stripped of explanations and definitions for quick reference? Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted January 30 Author Share Posted January 30 1 hour ago, Fizzlebop Smith said: Does anyone have a spread sheet format of all syntax / command functions of module manager / ksp? Like one stripped of explanations and definitions for quick reference? I mainly refer to this: https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook It's where I got nearly all the info for this thread. Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted January 31 Share Posted January 31 (edited) 23 hours ago, SkyFall2489 said: I mainly refer to this: https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook It's where I got nearly all the info for this thread. This one is way better than the one that i have booked marked. It is more manageable in scope. Thank you (Edit Ungodly long day, my brain was fried and initial response"s" we with little juice left and a ton of window open) Edited January 31 by Fizzlebop Smith Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted January 31 Author Share Posted January 31 55 minutes ago, Fizzlebop Smith said: This one is way better than the one that i have booked marked. It is more manageable in scope. Thank you (Edit Ungodly long day, my brain was fried and initial response"s" we with little juice left and a ton of window open) Yknow, I probably should have linked this in the OP - I'll do that Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted Saturday at 05:04 PM Share Posted Saturday at 05:04 PM I am wanting to do some contracts that afford more freedom in the way that they are performed. The recent mod that is in Cyrillic is what has inspired me to try. I thought it was such a wonderful and novel idea. I do not want to have to hit this narrow window when testing a parachute. Sometimes the speeds require orbital insertion or deploying while on the way up. Though this does sound very kerbal in nature it is sometimes frustrating to run several attempts.... just to match the right speed in your narrow altitude window. I have messed around with some other games, but am very unfamiliar with functions and syntax of module manager. Given this I am trying to keep things rather simple and not get overly creative. I want to create more open ended mission profiles, where you get more autonomy over some contract types. Parts Testing being one. Can someone please review this and see if i am on the right track. Spoiler RACT_TYPE { name = FlexibleParachuteTest title = Test a Parachute the Kerbal Way description = The kerbals are tired of those uptight, stringent testing requirements. Here at Not Safe Solutions, we test your parachutes like a true kerbal—with just enough safety to keep it interesting! Deploy any chute under real-world conditions (or as close as we can get without screaming). synopsis = Deploy a parachute under flexible, kerbal-approved conditions to complete this contract. targetBody = Kerbin // General Requirements minExpiry = 3 maxExpiry = 15 deadline = 20 // Rewards rewardFunds = 15000 rewardReputation = 5 rewardScience = 2 advanceFunds = 5000 failureFunds = -5000 failureReputation = -3 PARAMETER { name = PartTest type = PartTest // Detects any part with ModuleParachute, including modded chutes partModule = ModuleParachute // Ensure vessel is flying and not under thrust PARAMETER { name = FlightCondition type = VesselParameterGroup // Condition Situation Requirement // (not landed or splashed) PARAMETER { name = Situation type = Situation situation = Flying } // Cannot have Active Thrust. Freefall // PARAMETER { name = NoThrust type = VesselModule moduleType = ModuleEngines invertRequirement = true } } // Single Variable Condition // PARAMETER { name = AltitudeCondition type = Altitude minAltitude = Random(1500, 2000) // Between 1500m and 2000m for normal chutes // // If it's a drogue chute, increase the minimum altitude HAS { partTitle = *rogue* // Not Sure about Case Sensitive // minAltitude = Random(3500, 5000) // Higher up for drogues // } } // Speed Condition Drogue Chutes ONLY // PARAMETER { name = SpeedCondition type = Speed // For Drogues, require deployment at speeds randomly between 1800 m/s and 2500 m/s HAS { partTitle = *rogue* minSpeed = Random(1800, 2500) } } } } Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted Saturday at 06:53 PM Author Share Posted Saturday at 06:53 PM 1 hour ago, Fizzlebop Smith said: I am wanting to do some contracts that afford more freedom in the way that they are performed. The recent mod that is in Cyrillic is what has inspired me to try. I thought it was such a wonderful and novel idea. I do not want to have to hit this narrow window when testing a parachute. Sometimes the speeds require orbital insertion or deploying while on the way up. Though this does sound very kerbal in nature it is sometimes frustrating to run several attempts.... just to match the right speed in your narrow altitude window. I have messed around with some other games, but am very unfamiliar with functions and syntax of module manager. Given this I am trying to keep things rather simple and not get overly creative. I want to create more open ended mission profiles, where you get more autonomy over some contract types. Parts Testing being one. Can someone please review this and see if i am on the right track. Hide contents RACT_TYPE { name = FlexibleParachuteTest title = Test a Parachute the Kerbal Way description = The kerbals are tired of those uptight, stringent testing requirements. Here at Not Safe Solutions, we test your parachutes like a true kerbal—with just enough safety to keep it interesting! Deploy any chute under real-world conditions (or as close as we can get without screaming). synopsis = Deploy a parachute under flexible, kerbal-approved conditions to complete this contract. targetBody = Kerbin // General Requirements minExpiry = 3 maxExpiry = 15 deadline = 20 // Rewards rewardFunds = 15000 rewardReputation = 5 rewardScience = 2 advanceFunds = 5000 failureFunds = -5000 failureReputation = -3 PARAMETER { name = PartTest type = PartTest // Detects any part with ModuleParachute, including modded chutes partModule = ModuleParachute // Ensure vessel is flying and not under thrust PARAMETER { name = FlightCondition type = VesselParameterGroup // Condition Situation Requirement // (not landed or splashed) PARAMETER { name = Situation type = Situation situation = Flying } // Cannot have Active Thrust. Freefall // PARAMETER { name = NoThrust type = VesselModule moduleType = ModuleEngines invertRequirement = true } } // Single Variable Condition // PARAMETER { name = AltitudeCondition type = Altitude minAltitude = Random(1500, 2000) // Between 1500m and 2000m for normal chutes // // If it's a drogue chute, increase the minimum altitude HAS { partTitle = *rogue* // Not Sure about Case Sensitive // minAltitude = Random(3500, 5000) // Higher up for drogues // } } // Speed Condition Drogue Chutes ONLY // PARAMETER { name = SpeedCondition type = Speed // For Drogues, require deployment at speeds randomly between 1800 m/s and 2500 m/s HAS { partTitle = *rogue* minSpeed = Random(1800, 2500) } } } } what is this exactly? I have never really looked at mods related to contracts, but for the most part this seems reasonable as a configuration file. Do you want to modify an existing configuration, or create a new one? and what mods does this relate to exactly? Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted Sunday at 03:07 AM Share Posted Sunday at 03:07 AM (edited) I want to eventually make a contract pack that is inspired by this mod * Σκοπός * The Author has a novel idea regarding relay contracts. Instead of placing a relay at a specific orbit / LAN and Altitude, You are given an altitude range and a requirement that you must be connect to a certain number of other relays. I did not try this mod (not a huge fan of Satellite missions), but it did inspire me. The goal here was to create parachute mission that give the user more freedom and fun when choosing a parts test. Sometimes the speed windows are hard to hit in a rocket because of altitude. I know many say this is part of the challenge of mission completion. I always find it tedious to balance the speed and try to control climb and fuel to maintain a certain vertical speed... etc. So.. I bring you Flexible Parachute Testing Spoiler CONTRACT_TYPE { name = FlexibleParachuteTest title = Test a Parachute the Kerbal Way description = The kerbals are tired of those uptight, stringent testing requirements. Here at Not Safe Solutions, we test your parachutes like a true kerbal—with just enough safety to keep it interesting! Deploy any chute under real-world conditions (or as close as we can get without screaming). synopsis = Deploy a parachute under flexible, kerbal-approved conditions to complete this contract. targetBody = Kerbin minExpiry = 3 maxExpiry = 15 deadline = 20 rewardFunds = 15000 rewardReputation = 5 rewardScience = 2 advanceFunds = 5000 failureFunds = -5000 failureReputation = -3 DATA { type = double randomAltitude = Random(1500, 2000) // Regular chutes somewhere between "probably fine" and "what were you thinking?" // randomDrogueAltitude = Random(3500, 5000) // Drogues go higher because they’re fancy like that // randomDrogueSpeed = Random(1800, 2500) // Drogues at face-melting speeds, obviously // } PARAMETER { name = PartTest type = PartTest // Detects any part with ModuleParachute, including modded chutes. Because who doesn’t love 147 mods? // partModule = ModuleParachute PARAMETER { name = Situation type = Situation situation = Flying } // I want No active thrust allowed. This is a parachute test, not a rocket test // PARAMETER { name = NoThrust type = Vessel nothrust = true } // Altitude Requirements - Because deploying at sea level is a little late. // PARAMETER { name = AltitudeCondition type = Altitude minAltitude = @randomAltitude // For normal chutes, we keep it "reasonable." // // For Drogue chutes, we crank it up. Higher altitude, because they’re overachievers. // HAS { partTitle = *rogue* // Case Sensitive? // } minAltitude = @randomDrogueAltitude } // Speed Requirements - Drogue chutes only because regular chutes can’t handle this insanity. // PARAMETER { name = SpeedCondition type = Speed HAS { partTitle = *rogue* } minSpeed = @randomDrogueSpeed } // Bonus Condition - Deploy at ludicrous speed for extra reputation. Because why not? // PARAMETER { name = OverachieverBonus type = VesselParameterGroup title = Bonus: Deploy at Double the Speed! // Only applies to Drogue chutes because regular chutes would, uh, not survive. // HAS { partTitle = *rogue* } // Double the randomized drogue speed for bonus points. Because Kerbal logic. // PARAMETER { name = SpeedDemon type = Speed minSpeed = Expression(2 * @randomDrogueSpeed) // Double or nothing, baby! // } } } // Bonus Rewards - Because if you survive that, you deserve it. // REWARD { PARAMETER_COMPLETED { parameter = OverachieverBonus funds = 5000 // Extra funds for being a maniac. // reputation = 10 // Kerbals respect bravery, or at least recklessness. // } } } If this is the only mod in my contract pack folder and i turn off all stock contracts, will it ensure i can test to see if it works properly? Edited Sunday at 10:27 PM by Fizzlebop Smith Did not Want to Clutter Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted Sunday at 11:27 PM Author Share Posted Sunday at 11:27 PM 20 hours ago, Fizzlebop Smith said: I want to eventually make a contract pack that is inspired by this mod * Σκοπός * The Author has a novel idea regarding relay contracts. Instead of placing a relay at a specific orbit / LAN and Altitude, You are given an altitude range and a requirement that you must be connect to a certain number of other relays. I did not try this mod (not a huge fan of Satellite missions), but it did inspire me. The goal here was to create parachute mission that give the user more freedom and fun when choosing a parts test. Sometimes the speed windows are hard to hit in a rocket because of altitude. I know many say this is part of the challenge of mission completion. I always find it tedious to balance the speed and try to control climb and fuel to maintain a certain vertical speed... etc. So.. I bring you Flexible Parachute Testing Hide contents CONTRACT_TYPE { name = FlexibleParachuteTest title = Test a Parachute the Kerbal Way description = The kerbals are tired of those uptight, stringent testing requirements. Here at Not Safe Solutions, we test your parachutes like a true kerbal—with just enough safety to keep it interesting! Deploy any chute under real-world conditions (or as close as we can get without screaming). synopsis = Deploy a parachute under flexible, kerbal-approved conditions to complete this contract. targetBody = Kerbin minExpiry = 3 maxExpiry = 15 deadline = 20 rewardFunds = 15000 rewardReputation = 5 rewardScience = 2 advanceFunds = 5000 failureFunds = -5000 failureReputation = -3 DATA { type = double randomAltitude = Random(1500, 2000) // Regular chutes somewhere between "probably fine" and "what were you thinking?" // randomDrogueAltitude = Random(3500, 5000) // Drogues go higher because they’re fancy like that // randomDrogueSpeed = Random(1800, 2500) // Drogues at face-melting speeds, obviously // } PARAMETER { name = PartTest type = PartTest // Detects any part with ModuleParachute, including modded chutes. Because who doesn’t love 147 mods? // partModule = ModuleParachute PARAMETER { name = Situation type = Situation situation = Flying } // I want No active thrust allowed. This is a parachute test, not a rocket test // PARAMETER { name = NoThrust type = Vessel nothrust = true } // Altitude Requirements - Because deploying at sea level is a little late. // PARAMETER { name = AltitudeCondition type = Altitude minAltitude = @randomAltitude // For normal chutes, we keep it "reasonable." // // For Drogue chutes, we crank it up. Higher altitude, because they’re overachievers. // HAS { partTitle = *rogue* // Case Sensitive? // } minAltitude = @randomDrogueAltitude } // Speed Requirements - Drogue chutes only because regular chutes can’t handle this insanity. // PARAMETER { name = SpeedCondition type = Speed HAS { partTitle = *rogue* } minSpeed = @randomDrogueSpeed } // Bonus Condition - Deploy at ludicrous speed for extra reputation. Because why not? // PARAMETER { name = OverachieverBonus type = VesselParameterGroup title = Bonus: Deploy at Double the Speed! // Only applies to Drogue chutes because regular chutes would, uh, not survive. // HAS { partTitle = *rogue* } // Double the randomized drogue speed for bonus points. Because Kerbal logic. // PARAMETER { name = SpeedDemon type = Speed minSpeed = Expression(2 * @randomDrogueSpeed) // Double or nothing, baby! // } } } // Bonus Rewards - Because if you survive that, you deserve it. // REWARD { PARAMETER_COMPLETED { parameter = OverachieverBonus funds = 5000 // Extra funds for being a maniac. // reputation = 10 // Kerbals respect bravery, or at least recklessness. // } } } If this is the only mod in my contract pack folder and i turn off all stock contracts, will it ensure i can test to see if it works properly? I assume it should... I've never really done anything contract related though. Quote Link to comment Share on other sites More sharing options...
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