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How to disable mods?


LucianHavens

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RT2 antennas don't come with the stock science transmission when the .dll is disabled, you may have to add it manuallyfidling through part.cfg files, but I haven't done it before, so I'm not going to tell you how it's done to avoid disasters xD

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I have the solution! (ModuleManager required)

1)Delete all folders and files in the RemoteTech2 folder except Parts folder.

2)Create new text file and change extension to .cfg

3)Insert following text into the .cfg file

4)Save it

5)Enjoy!


@PART[RTShortAntenna1]
{
TechRequired = flightControl
MODULE
{
name = ModuleDataTransmitter

packetInterval = 0.3
packetSize = 2

packetResourceCost = 15.0
requiredResource = ElectricCharge

DeployFxModules = 0
}
}

@PART[RTLongAntenna2]
{
TechRequired = largeElectrics
MODULE
{
name = ModuleDataTransmitter

packetInterval = 0.3
packetSize = 2

packetResourceCost = 15.0
requiredResource = ElectricCharge

DeployFxModules = 0
}
}

@PART[RTLongAntenna3]
{
TechRequired = specializedElectrics
MODULE
{
name = ModuleDataTransmitter

packetInterval = 0.3
packetSize = 2

packetResourceCost = 15.0
requiredResource = ElectricCharge

DeployFxModules = 0
}
}

@PART[RTShortDish1]
{
TechRequired = electrics
MODULE
{
name = ModuleDataTransmitter

packetInterval = 0.3
packetSize = 2

packetResourceCost = 15.0
requiredResource = ElectricCharge

DeployFxModules = 0
}

}

@PART[RTShortDish2]
{
TechRequired = electrics
MODULE
{
name = ModuleDataTransmitter

packetInterval = 0.3
packetSize = 2

packetResourceCost = 15.0
requiredResource = ElectricCharge

DeployFxModules = 0
}

}

@PART[RTLongDish1]
{
TechRequired = largeElectrics
MODULE
{
name = ModuleDataTransmitter

packetInterval = 0.3
packetSize = 2

packetResourceCost = 15.0
requiredResource = ElectricCharge

DeployFxModules = 0
}

}

@PART[RTLongDish2]
{
TechRequired = largeElectrics
MODULE
{
name = ModuleDataTransmitter

packetInterval = 0.3
packetSize = 2

packetResourceCost = 15.0
requiredResource = ElectricCharge

DeployFxModules = 0
}

}

@PART[RTGigaDish1]
{
TechRequired = advScienceTech
MODULE
{
name = ModuleDataTransmitter

packetInterval = 0.3
packetSize = 2

packetResourceCost = 15.0
requiredResource = ElectricCharge

DeployFxModules = 0
}
}

@PART[RTGigaDish2]
{
TechRequired = specializedElectrics
MODULE
{
name = ModuleDataTransmitter

packetInterval = 0.3
packetSize = 2

packetResourceCost = 15.0
requiredResource = ElectricCharge

DeployFxModules = 0
}

}

Edited by Magion
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  • 5 months later...

I imagine that Squad don't come in threads but as a sugestion: Devs may place in setup menu a list of all mods installed (checked in Gamedata) and a checkbox to enable/disable them. IMO this is a very simple think to implemente and could save time and compatibility with installed mods

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I imagine that Squad don't come in threads but as a sugestion: Devs may place in setup menu a list of all mods installed (checked in Gamedata) and a checkbox to enable/disable them. IMO this is a very simple think to implemente and could save time and compatibility with installed mods

Squad does poke around on the forums, although not necessarily commenting on everything (or anything) in particular.

The issue with real time enable/disable of mods is that parts and pieces of save files that use mods get wiped out when you disable things. It would be very easy to make a costly mistake.

There are ways to fix that obviously, but I'm not sure if such a menu setup is in the works. Sounds like a good suggestion though. You can throw that up in the suggestions subforum and see what others come up with.

Welcome to the forums :D

~Claw

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Also, that's really not how mods work. Some, like Deadly Reentry, could (and basically does) have a toggle. But consider a mod that gives the LV-N extra thrust. Once you launch KSP, the stats of the LV-N have been read, and the stats that are read are "here's the thrust of the LV-N." How are you going to turn that "off"?

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