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[1.3] Little changes and tweaks


KerbMav

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I thought I would share some of the tweaks I usually use in my games. It is a mix of stuff I pasted together from configs I copied left and right, some I changed extensively, a little bit is by myself.

Everything relies on ModuleManager and has to be copied into a .cfg file.

I may also have been a little chatty while updating this ...

----------

Adding a decoupler and heat shield to the MK-1 Pod

In career mode we start out with no decouplers, so any rocket has to land with tanks and engines still attached. Granted, it only takes a short excursion to the launch pad to get enough science for the first decoupler, but it still bothered me.

So I added the decoupler MODULE to the 1-man crew capsule via ModuleManager - and did the same for the Launch Escape System while I was at it.

The capsule will appear in staging with its cute old icon again - which should also add an easy visual indicator for reentry heat - and decouples when staged.

While inserting Porkjet's overhauled parts it became apparent that the new MK1 pod has a bigger bottom and clips through the 1.5m heat shield. So, all the more reason for me to add this little change, as well as throw in a heat shielding of its own.

For more information on adding Porkjet's parts see here:

There is also a post by me with a combined and slightly edited config for integrating the parts, but since I copied 98,5% of it, I dare not link to it directly!

Below the separate change to add the decoupler and heat shield to the pod.

@PART[mk1pod*]
{

	stagingIcon = COMMAND_POD
	stageOffset = 1
	childStageOffset = 1

	fx_gasBurst_white = -1.16832, 0.0, -0.0826454, -1.0, 0.0, 0.0, decouple
	sound_vent_large = decouple
	
	@maxTemp = 3300
	!skinMaxTemp = // 2400

	MODULE
	{
		name = ModuleDecouple
		ejectionForce = 150
		explosiveNodeID = bottom
	}

	MODULE
	{
		name = ModuleAblator
		ablativeResource = Ablator
		lossExp = -7500
		lossConst = 0.1
		pyrolysisLossFactor = 6000
		reentryConductivity = 0.01
		ablationTempThresh = 500
		
		useChar = True
		charModuleName = shieldChar
	}
	
	RESOURCE
	{
		name = Ablator
		amount = 100
		maxAmount = 100
	}	
	
	MODULE
	{
		name = ModuleColorChanger
		moduleID = shieldChar
		shaderProperty = _BurnColor
		useRate = False
		toggleInEditor = False
		toggleInFlight = False
		
		redCurve
		{
			key = 0 0
			key = 1 1
		}
		greenCurve
		{
			key = 0 0
			key = 1 1
		}
		blueCurve
		{
			key = 0 0
			key = 1 1
		}
		alphaCurve
		{
			key = 0 0.8
		}
	}
}

----------

And a Decoupler for the LES too!

@PART[LaunchEscapeSystem]
{
	MODULE
	{
		name = ModuleDecouple
		ejectionForce = 25
		explosiveNodeID = bottom
	}
}

----------

Making Probe Cores receive SAS Software Upgrades via Tech Tree

The newest addition is a modification of the configs for Porkjet's engines that would have been the first Squad parts with upgradable stats had they been integrated into the game. This (upgradable parts in stock) luckily never happened and in the above mentioned thread one can find a way to remove the Upgrade MODULE from these parts, but I used what I saw and learned, and muggled together my own modification for the probe cores.

I always wanted all probe cores to remain valid parts in constructing vessels, regardless on how far a player has progressed in the tech tree.

I added a software upgrade into the respective tech tree nodes (of the probe core that introduces a new SAS level, not always 100% conform though, some plane parts will not grant upgrade when unlocking their tech node, but oh well ...), which will set the SAS level in all probe cores (in new vessels only, not launched ones) to the new level.

And finally with a way to deactivate SAS completely, even for the Stayputnik!

@PART[probeCoreSphere]:BEFORE[SASupgrade]
{
	MODULE
	{
	name = ModuleSAS	
	}
}

@PART[*]:HAS[@MODULE[ModuleSAS]]:FOR[SASupgrade]

{

	@MODULE[ModuleSAS]
	{
				
	%SASServiceLevel = 0
	%moduleIsEnabled = false		
	%showUpgradesInModuleInfo = true
		
		UPGRADES
		{

			UPGRADE
			{
				name__ = SASupgradeLvl0
				description__ = SAS Vers. 1.0
				ExclusiveWith__ = SASb
				//IsAdditiveUpgrade__ = false
				moduleIsEnabled = true
				SASServiceLevel = 0
			}
			
			UPGRADE
			{
				name__ = SASupgradeLvl1
				description__ = SAS Vers. 1.1
				ExclusiveWith__ = SASb
				//IsAdditiveUpgrade__ = false
				moduleIsEnabled = true
				SASServiceLevel = 1
			}
			
			UPGRADE
			{
				name__ = SASupgradeLvl2
				description__ = SAS Vers. 1.2
				ExclusiveWith__ = SASb
				//IsAdditiveUpgrade__ = false
				moduleIsEnabled = true
				SASServiceLevel = 2
			}
			
			UPGRADE
			{
				name__ = SASupgradeLvl3
				description__ = SAS Vers. 1.3
				ExclusiveWith__ = SASb
				//IsAdditiveUpgrade__ = false
				moduleIsEnabled = true
				SASServiceLevel = 3
			}
		}
	}
	
}
PARTUPGRADE
	{
	name = SASupgradeLvl0
	partIcon = probeCoreSphere
	techRequired = electrics
	entryCost = 1000
	cost = 0
	title = SAS Software 1.0
	description = Installs SAS software Version 1.0
	}

PARTUPGRADE
	{
	name = SASupgradeLvl1
	partIcon = probeCoreSphere
	techRequired = precisionEngineering
	entryCost = 5000
	cost = 0
	title = SAS Software Upgrade 1.1
	description = Updates SAS software to Version 1.1	
	}

PARTUPGRADE
	{
	name = SASupgradeLvl2
	partIcon = probeCoreSphere
	techRequired = unmannedTech
	entryCost = 10000
	cost = 0
	title = SAS Software Upgrade 1.2
	description = Updates SAS software to Version 1.2	
	}

PARTUPGRADE
	{
	name = SASupgradeLvl3
	partIcon = probeCoreSphere
	techRequired = advUnmanned
	entryCost = 15000
	cost = 0
	title = SAS Software Upgrade 1.3
	description = Updates SAS software to Version 1.3	
	}

----------

Swap EVA Report and Crew Report to resolve logical issues in my head

An EVA is an EVA and I see no reason why we should learn anything more from an orbital EVA above a certain biome than from looking out of the window - so I swapped the situational modifyers for EVA and crew report as well as their science values.

// situation bits:
// SrfLanded = 1,
// SrfSplashed = 2,
// FlyingLow = 4,
// FlyingHigh = 8,
// InSpaceLow = 16,
// InSpaceHigh = 32

@EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]]
{
        @baseValue = 8
        @scienceCap = 8
        @dataScale = 1
        @situationMask = 63
        @biomeMask = 31
}
 
@EXPERIMENT_DEFINITION[*]:HAS[#id[evaReport]]
{
        @baseValue = 5
        @scienceCap = 5
        @dataScale = 1

        @situationMask = 63
        @biomeMask = 3
}

 

---------

Tweak USI Life Support settings a bit and load pods with supplies

These definitely only make sense when using the corresponding mod:

USI LS simulates emergency rations (I guess) by letting kerbals survive for some time without supplies, but my OCD would not allow such reality bending! :wink:

All (hopefully) parts that can hold crew now also hold supplies and have room to store mulch for recycling.      

// Rate of consumption is 1.8 Supplies per Kerbal per Hour

// Adds 5 days worth of Supplies (per kerbal seat) to Command Modules
// Ignores parts that already have Supplies values declared
@PART[*]:HAS[@MODULE[ModuleCommand],!RESOURCE[Supplies],#CrewCapacity[>0]]
{
	RESOURCE
	{
		name= Supplies
		maxAmount = 40
		@maxAmount *= #$/CrewCapacity$
		amount = #$maxAmount$
	}
	
	RESOURCE
	{
		name= Mulch
		maxAmount = 20
		amount = 0
	}
}

// Adds 10 days worth of Supplies (per kerbal seat) to non-Command Modules
// Ignores parts that already have Supplies values declared
@PART[*]:HAS[!MODULE[ModuleCommand],!RESOURCE[Supplies],#CrewCapacity[>0]]
{
	RESOURCE
	{
		name= Supplies
		maxAmount = 400
		@maxAmount *= #$/CrewCapacity$
		amount = #$maxAmount$
	}
	
	RESOURCE
	{
		name= Mulch
		maxAmount = 200
		amount = 0
	}
}

I also changed the settings to reduce the survival time to 5 days (here: 24hrs!) without supplies (water and food) and 12 hours without energy (AC and air filters). But I halved the required EC to make Gemini like programs in the smaller pods a bit more viable while lacking power generation to avoid having to increase their internal battery capacity.

Everybody dies when their physical needs are not met, and so do my kerbonauts. Although they just quit their jobs when they get home sick and sit around doing nothing while waiting for the bus home (or better entertainment I guess).  

	@LIFE_SUPPORT_SETTINGS
{
	@SupplyTime = 432000		//How many seconds before Kerbals are affected by no supplies
	@ECTime = 43200	 			//How many seconds before Kerbals are affected by no EC
	@EVATime = 21600			//How many seconds before ill effects on EVA
	@ECAmount = 0.005			//EC per Kerbal per second						
	@SupplyAmount = 0.0005		//Supplies consumed per Kerbal per second
	@WasteAmount = 0.0005		//Mulch produced per Kerbal per second
	@NoSupplyEffect = 5			//Effect if a Kerbal has no supplies
	@NoSupplyEffectVets = 5		//Effect if a Kerbal is a vet and has no supplies
	@NoECEffect = 5				//Effect if a Kerbal has no EC
	@NoECEffectVets = 5			//Effect if a Kerbal is a vet and has no EC
	@EVAEffect = 5				//Effect if a Kerbal exceeds EVA time		
	@EVAEffectVets = 5			//Effect if a Kerbal is a vet and exceeds EVA time
	@NoHomeEffect = 1			//Effect if a Kerbal becomes homesick
	@NoHomeEffectVets = 1		//Effect if a Kerbal is a vet and becomes homesick
	@HabMultiplier = 1			//Bonus to hab values (1 = default = 100% of the part's rated value)
	@HomeWorldAltitude = 25000	//Altitude on Kerbin that negative effects are removed
	@BaseHabTime = 0.25			//How long can 1 crew capacity support 1 Kerbal, expressed in Kerbal Months
	@ReplacementPartAmount = 0	//How fast life support equipment and habs 'wears out'
	@HabRange = 150				//How close we need to be to use other vessel's habitation modules and recyclers.
	@EnableRecyclers = true		//Use resource recyclers?  Not the same as resource converteres like greenhouses!
	@VetNames = Jebediah,Valentina,Bill,Bob	
	@ScoutHabTime = 9180000
	@PermaHabTime = 459000000
}

//  SIDE EFFECTS:
// 
//  0 = No Effect (The feature is effectively turned off
//  1 = Grouchy (they become a Tourist until rescued)
//  2 = Mutinous (A tourist, but destroys a part of a nearby vessel...)
//  3 = Instantly 'wander' back to the KSC - don't ask us how!
//  4 = M.I.A. (will eventually respawn)
//  5 = K.I.A. 

Since USI now requires Fertilizer (can be produced from Ore in the mod) to convert Mulch in space gardens into new supplies, I added a way to refine it from Mulch (with big losses) the same way the mod produces it from Ore: an addition to the small ISRU refinery.

@PART[MiniISRU]
{
	MODULE
	{
		name = ModuleResourceConverter_USI
		ConverterName = Compost
		StartActionName = Start ISRU [Mulch -> Fertilizer]
		StopActionName = Stop ISRU [Mulch -> Fertilizer]

		INPUT_RESOURCE
		{
			ResourceName = Mulch
			Ratio = 0.025
		}
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 30
		}
		OUTPUT_RESOURCE
		{
			ResourceName = Fertilizer
			Ratio = 0.0025
			DumpExcess = False
		}
	}	
}

 

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Edited by KerbMav
new stuff
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  landeTLS said:
Now to see who makes the first tier 0 command pod multistage decoupler exploit ship using this:D

People were exploiting SRBs as decouplers before, so I do not pay that much thought. :D

I just wanted a more realistic feel for the first real mission. :)

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  KerbMav said:
People were exploiting SRBs as decouplers before, so I do not pay that much thought. :D

I just wanted a more realistic feel for the first real mission. :)

Yea. I like the idea. I just thought about how that ship would look would be funny

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  • 2 weeks later...

Actually, this is more of a mod than most things posted here. Most stuff here is either an add-on or a plugin, which means that it doesn't modify anything. This modifies the stock parts, so it's one of the few things in this subforum that can actually be described as a mod.

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  wasmic said:
Actually, this is more of a mod than most things posted here. Most stuff here is either an add-on or a plugin, which means that it doesn't modify anything. This modifies the stock parts, so it's one of the few things in this subforum that can actually be described as a mod.

Plugins modify the game itself in some manner. That's the traditional meaning of "mod" in the gaming sense. "Modifying stock parts" is a more KSP-specific notion. But let's not get into a "modlier than thou" discussion. :sticktongue:

Edited by Gaius
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  • 1 year later...
  • 2 weeks later...

interesting.

so with a little change, the LV-N would properly burn enricheduranium and produce nuclear waste, which already exists in CRS.

:)

there is one other idea, I like quite much: the decoupling pods. they are just a bit a pain because they nowadays need the heatshield below them ;-) (but the mk1 together with deadly reentry has a built in heatshield aswell.

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  Hotblack Desiato said:
there is one other idea, I like quite much: the decoupling pods. they are just a bit a pain because they nowadays need the heatshield below them ;-) (but the mk1 together with deadly reentry has a built in heatshield aswell.

Because of this I ended up not using it for the saves without DRE - although I really miss the decouplers, the stock ones are way to massive ...

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  • 2 years later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

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