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Enneract Space Industries ~ MM Compatibility Patches and Tweaks


enneract

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So, for the moment this is simply a selection of custom ModuleManager patches that I use in my own game. I thought some other people might find them useful.

If anyone has a particular patch they would like to see, please post and I'll see about making it happen. I'm mostly interested in inter-mod compatibility patches.

ModuleManager Patches

All of the mods in this category require the ModuleManager plugin. I'm not testing against any specific version, except the latest one.

Reaction Wheel Nerf

This patch will remove the built-in reaction wheels from all command pods, decrease the strength of any remaining wheels to 10%, while increasing their power usage by 500%.

[download]

MechJeb for all Command Pods

This patch will place MechJeb on all command pods. Unlike the other patches from earlier versions of the game which are floating around, this will also enforce career mode unlocks, but grant basic MechJeb functionality (dV calculation, mostly) right from the start. No particular version of MJ is required, but I recommend you grab the latest development version.

[download]

RemoteTech for all Antennas and Unmanned Pods

This patch adds a RemoteTech2 SPU module to all unmanned pods, enabling the features of that mod. Additionally, this patch will add RT2 functionality to all antennas that function more or less like squad antennas. This part of the patch is imperfect, as there is no way to differentiate between an antenna and a dish, or to configure ranges appropriate to the flavor of that particular part. This is intended to be a 'fall back' compatibility patch, and I will be making more specific patches on a per-mod basis below. Again, no particular version of that mod is required, though at the time I write this, the 'community hotfix' is highly recommended.

[download]

AIES Antennas for RemoteTech2

This is for adding RT functionality to
antennas. Note that this actually disables two AIES parts, as they are included in RT by default. Your craft should still load with these parts, but they will be unavailable to add to new craft.

[
]

Deadly Reentry Shields for AIES pods

This patch places an ablative heatshield from Deadly Reentry onto the orbital pod from AIES Aerospace. It is exactly the same as the heatshield for the Mk1 Pod. No other pods get heat shields, as none seemed suitable for re-entry.

[download]

While I'm not going to have the arrogance to suggest that anyone would find these useful enough to want to donate a beer, if you do find them useful, you could consider signing up at copy.com using that link to give me a referral bonus. (Though it doesn't count unless you also sign in to their software once :D)

Edited by enneract
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Cool stuff!

A suggestion for your B9 fix: instead of changing the engines to use the new MultiModeEngine module (which I helped Hodo through at the time), use the updated ExsurgentEngineering plugin careo's posted here, and the updated Firespitter plugin, replacing the .22 versions in the current B9 download.

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Cool stuff!

A suggestion for your B9 fix: instead of changing the engines to use the new MultiModeEngine module (which I helped Hodo through at the time), use the updated ExsurgentEngineering plugin careo's posted here, and the updated Firespitter plugin, replacing the .22 versions in the current B9 download.

Is there any particular reason? The Squad dual engine module seems to work just fine.

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very simple but super convenient mod!

you do have a problem with your mechjeb config though.

at least with the mods I have loaded, it spams "exception array out of range" or something like that and it does slow down the game a bit. it is an easy fix though! to get rid of it remove:

MODULE

{

name = MechJebPod

}

from your config.

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Yea as the post above says your MechJeb patch is wrong. You only need to add the MechJebCore module, the MechJebPod module handles the animation on the MechJeb pod (Similarly the MechJebAR02 module handles the animation on that part).

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Hello,

The B9 UnofficialUpdate.cfg has a small bug which makes it ineffective to fix the wobbly landing gears problem. The sidewaysStiffness property should be inside the FSwheel MODULE node, not the PART node. So instead of this:


@PART[B9_*_Landing_Gear_*]
{
@mass = 0.5
@sidewaysStiffness = 0.01
}

There should be this:


@PART[B9_*_Landing_Gear_*]
{
@mass = 0.5

@MODULE[FSwheel]
{
@sidewaysStiffness = 0.01
}
}

Apart from that, good job with this mod enneract!

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Hmm I can't seem to download the b9 pack

Large packs have a problem lately on Spaceport. I get them with a download manager like FlashGet just fine.

Nice mod, I have been doing a lot of this MM tweaking myself but I don't think I've made anything particularly useful, just personal tweaks. On that note, if anyone knows the consumption rate of oxygen per day in ECLSS I would love to know so I can continue the conversion of Bobcat Soviet pack from ECLSS to TACLS storage quantity.

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It's in there post and there is a rebalance cfg to and one thing to think about is a kerbal day is not 8 hr but 6 hr sometimes,I think they over look that.

EDIT here is the post on rebalance http://forum.kerbalspaceprogram.com/threads/58127-0-23-asmi-s-ECLSS-Mod-%28current-version-1-0-15%29-Life-Support-Mod?p=883321&viewfull=1#post883321

Edited by Mecripp2
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Large packs have a problem lately on Spaceport. I get them with a download manager like FlashGet just fine.

Nice mod, I have been doing a lot of this MM tweaking myself but I don't think I've made anything particularly useful, just personal tweaks. On that note, if anyone knows the consumption rate of oxygen per day in ECLSS I would love to know so I can continue the conversion of Bobcat Soviet pack from ECLSS to TACLS storage quantity.

I was talking about the B9 fix you had. I can't download it, still can't, other links seemed work :(

I did my own fix anyway. thanks

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