Franklin Posted May 9, 2014 Share Posted May 9, 2014 Would love to see KSPX's applicable parts added: http://forum.kerbalspaceprogram.com/threads/30472-0-23-x-KSPX-Kerbal-Stock-Part-eXpansion-mod-reposted-v0-2-6-1-2-04-14So I made this: http://uploaded.net/file/aym12p9u/A_Mechanic_Is_Franklin.cfgLet me know if I did it right. Feel free to change around the storage sizes. I don't really like the idea of all parts, irrespective of size and weight, only taking up '4' slots. Link to comment Share on other sites More sharing options...
Franklin Posted May 9, 2014 Share Posted May 9, 2014 Also, Squad's large solar panels fall into this filter (<=1.0 mass, radial attachable), so if anyone else wants to add those, add this somewhere:@PART[largeSolarPanel] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 40 attachOnPart = True attachOnEva = False attachOnStatic = False }} Link to comment Share on other sites More sharing options...
Capt. Hunt Posted May 9, 2014 Share Posted May 9, 2014 (edited) how about some grab-able mechjeb cases? That's about the only thing I can think of that I have but is not already on your list.Also, I got a module manager error after loading this file.Edit: I think I found the fix after reading the thread. Edited May 10, 2014 by Capt. Hunt Link to comment Share on other sites More sharing options...
Synthesis Posted May 18, 2014 Share Posted May 18, 2014 Is anyone getting an error message on startup with more recent versions of Module Manager? (2.1.0 in my case) due to this file? I'm not certain if it is actually causing a problem, but it brings up a note in load-up (continues loading up anyway). Link to comment Share on other sites More sharing options...
Mecripp Posted May 18, 2014 Share Posted May 18, 2014 Is anyone getting an error message on startup with more recent versions of Module Manager? (2.1.0 in my case) due to this file? I'm not certain if it is actually causing a problem, but it brings up a note in load-up (continues loading up anyway).Just looking at it if you open it and found //KDEX @PART[Kerbal Dust Experiment]It as 2 space's in the name so make it look like @PART[Kerbal?Dust?Experiment] will fix the error for that 1. Link to comment Share on other sites More sharing options...
Deathsoul097 Posted June 6, 2014 Share Posted June 6, 2014 Anyone done the Kosmos parts? such as the Pravillio Radial control system and the RCS blocks? Link to comment Share on other sites More sharing options...
raxo2222 Posted June 6, 2014 Share Posted June 6, 2014 (edited) I think some mods from my mod list are missing:Mehanic KAS Compability V4: http://forum.kerbalspaceprogram.com/threads/71683-A-Mechanic-Is-Jeb-or-KAS-For-Almost-EverythingLoad on Demand V3: http://forum.kerbalspaceprogram.com/threads/73236-WIP-Loading-textures-only-as-requiredModule Manager V2.1.5: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29ResearchThemAll V1.1: http://forum.kerbalspaceprogram.com/threads/78067-0-23-5-Research-Them-All-1-0-%28April-27%29000_Toolbar V1.7.1: http://forum.kerbalspaceprogram.com/threads/60066-0-23-5-Toolbar-Plugin-1-7-1-Common-API-for-draggable-resizable-buttons-toolbarATM V3.1: http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs!blizzy (Achievements) V1.6.0: http://forum.kerbalspaceprogram.com/threads/52535-0-23-5-Achievements-1-6-0-Earn-136-achievements-while-playingAerojet Kerbodyne V1.1: http://forum.kerbalspaceprogram.com/threads/76170-0-23-5-Aerojet-Kerodyne-%28Service-Module-NASA-Extension%29B9_Aerospace V4.0c: http://forum.kerbalspaceprogram.com/threads/25241-0-22-B9-Aerospace-Pack-R4-0c-New-pods-IVAs-engines-fuselages-structuresBahaSP (Taurus) v1.0.1: http://forum.kerbalspaceprogram.com/threads/75074-Taurus-HCV-3-75-m-Stock-ish-Crew-Pod-now-with-internals!-v1-0-1-April-20-2014BoJaN (Q Struts) 27-2: http://forum.kerbalspaceprogram.com/threads/71030-Quantum-Struts-Continued-%282014-02-27%29-Tweakables-KAS-grab-attachBoulderCo (EVE/Better Atmosphere) V4: http://forum.kerbalspaceprogram.com/threads/77523-Better-Atmospheres-V4-April-23rd-2014?p=1111947ConnectedLivingSpace V1.0.5: http://forum.kerbalspaceprogram.com/threads/70161.Crew Manifest V0.5.7.0: http://forum.kerbalspaceprogram.com/threads/60936-0-23-5-Kerbal-Crew-Manifest-v0-5-7-0Deadly Reentry V4.7: http://forum.kerbalspaceprogram.com/threads/54954-0-23-5-Deadly-Reentry-Continued-v4-7-5-5-14Distant Object Enhancement V1.3: http://forum.kerbalspaceprogram.com/threads/69907-0-23-Distant-Object-Enhancement-v1-3-Planets-satellites-in-the-night-sky!-%283-3%29Editor Extensions V1.1: http://forum.kerbalspaceprogram.com/threads/38768-0-23-5-Editor-Extensions-v1-1-2-Apr-2014-%28EdTools-Editor-Tools-replacement%29EnvironmentalVisualEnhancements V7.3: http://forum.kerbalspaceprogram.com/threads/55905-0-23-5-7-3-EnvironmentalVisualEnhancements-NEW!-VolumetricClouds!ExsurgentEngineering (B9's plugin): http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixesFerram Aerospace Research V0.13.3: http://forum.kerbalspaceprogram.com/threads/20451-0-23-5-Ferram-Aerospace-Research-v0-13-3-4-30-14Firesplatter V6.3: http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-%28May-6th%29-for-KSP-0-23-5FShangarExtender V1.1: http://forum.kerbalspaceprogram.com/threads/65747-0-23-Hangar-ExtenderHullCameraVDS V0.2.9.5: http://forum.kerbalspaceprogram.com/threads/46365-0-23-5-Hullcam-VDS-Converted-DEA-to-MU-Updated-29-AprImprovedChaseCamera V1.3.1: http://forum.kerbalspaceprogram.com/threads/80112-0-23-5-Improved-Chase-Camera-v1-2Kerbal Attachment System V0.4.7 http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-SystemKethane V0.8.5: http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-5-Find-it-mine-it-burn-it!-0-23-5-%28ARM%29-compatibility-updateKlockheed_Martian (Asteroids) V0.4: http://forum.kerbalspaceprogram.com/threads/79675-Klockheed-Martian-Asteroid-Cities-V0-2-Improved-conversion-and-detectionKine Tech Animation (B9's plugin): http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixesKerbalFlightIndicators V2: http://forum.kerbalspaceprogram.com/threads/80277-Kerbal-Flight-Indicators-%2817-05-2014%29KerbalJointReinforcement V2.3: http://forum.kerbalspaceprogram.com/threads/55657-0-23-5-Kerbal-Joint-Reinforcement-v2-3-4-14-14Kotysoft (Test weights) V1.4: http://forum.kerbalspaceprogram.com/threads/76231KSPScienceLibrary V1.1: http://forum.kerbalspaceprogram.com/threads/78305-0-23-5-Science-Library-v1-1KW Rocketry V2.5.6B: http://forum.kerbalspaceprogram.com/threads/51037-0-21-X-KW-Rocketry-v2-5-29-09-2013MagicSmokeIndustries (Infernal Robotics) V0.15d: http://forum.kerbalspaceprogram.com/threads/37707-0-23-5-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-14-stable%29MechJeb V2.2.1: http://forum.kerbalspaceprogram.com/threads/12384-PART-0-23-5-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-2-1ModsByTal (Cargo Tansportion) V0.3.4: http://forum.kerbalspaceprogram.com/threads/77505-Cargo-Transportation-Solutions-%28WIP%29ModZero: B9 KSPI FixNereid (Final Frontier) V0.3.9: http://forum.kerbalspaceprogram.com/threads/67246-0-23-Final-Frontier-0-3-9NovaPunch V2.04: http://forum.kerbalspaceprogram.com/threads/3870Open Resource System V1.1.0: http://forum.kerbalspaceprogram.com/threads/64595-Open-Resource-System-%28ORS%29-Mod-Resource-API-version-1-1-0Part Catalog V2.4-3.0 RC2: http://forum.kerbalspaceprogram.com/threads/35018-0-23-5-PartCatalog-2-4-3-0-RC2-releasedProcedural Fairings V3.03: http://forum.kerbalspaceprogram.com/threads/39512-0-23-Procedural-Fairings-2-4-4-tech-tree-and-minor-improvements-%28March-31%29Protractor V2.4.5: http://forum.kerbalspaceprogram.com/threads/21544-23-Protractor-Rendezvous-Plugin-v-2-4-5R&SCapsuledyne (Taurus) V1.0.1: http://forum.kerbalspaceprogram.com/threads/75074-Taurus-HCV-3-75-m-Stock-ish-Crew-Pod-now-with-internals!-v1-0-1-April-20-2014RealChute V1.1.0.1: http://forum.kerbalspaceprogram.com/threads/57988-0-23-x-RealChute-Parachute-Systems-Presets!-v1-1-0-1-27-04-14ResGen V0.28: http://forum.kerbalspaceprogram.com/threads/28895-0-20-2-Resource-Generation-Module-%280-28%29ROMFARER (Lazor) V33: http://forum.kerbalspaceprogram.com/threads/9923-0-23-5-Lazor-System-v33-%28April-17%29SCANSat + SCANsatRPM V7 RC2.2: http://forum.kerbalspaceprogram.com/threads/80369ScienceAlert V1.5: http://forum.kerbalspaceprogram.com/threads/76793-0-23-5-ScienceAlert-1-5-Experiment-availability-feedback-%28April-26%29Smoke Screen V2.0.1.0: http://forum.kerbalspaceprogram.com/threads/71630-0-23-SmokeScreen-Extended-FX-pluginShipManifest V0.23.5.3.3: http://forum.kerbalspaceprogram.com/threads/62270-0-23-5-Ship-Manifest-%28Crew-Science-Resources%29-v0-23-5-3-2-3-11-May-14TAC V0.8: http://forum.kerbalspaceprogram.com/threads/40667-0-23-0-23-5-WIP-TAC-Life-Support-0-8-22DecTimeControl V11.1: http://forum.kerbalspaceprogram.com/threads/69363-0-23-5-Time-Control-4-23-14-v11-1Timmers (KeepFit): V1.0.44: http://forum.kerbalspaceprogram.com/threads/67739-0-23-WIP-PLUGIN-KeepFit-Kerbal-fitness-degradation-mod-v1-0-43TreeLoader V1.0: http://forum.kerbalspaceprogram.com/threads/53192-0-22-TreeLoader-Custom-Career-Tech-tree-Loader-1-0TriggerTech (Alt. Resource Display) V2.2.0.0: http://forum.kerbalspaceprogram.com/threads/60227-0-23-5-KSP-Alternate-Resource-Panel-v2-2-0-0-%28April-19%29UmbraSpaceIndustries (MKS) V0.16.7: http://forum.kerbalspaceprogram.com/threads/79588VNG V1.2: http://forum.kerbalspaceprogram.com/threads/25305-0-23-Vanguard-Technologies-EVA-parachutes-23!-Sry-4-not-fixing-earlier-%28Dec-30%29WarpPlugin (Interstellar) V0.11: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11No pressure Well some of these mods doesn't add any parts at all.Also what about making all command pods equipped with MechJeb?It could be another cfg-based addon Edit: Found this mod here: http://www.curse.com/ksp-mods/kerbal/221109-mechjeb-embedded-universalAlso newest MM throws out one error. Edited June 9, 2014 by raxo2222 Link to comment Share on other sites More sharing options...
Joshwoo70 Posted June 17, 2014 Share Posted June 17, 2014 (edited) I think some mods from my mod list are missing:Mehanic KAS Compability V4: http://forum.kerbalspaceprogram.com/threads/71683-A-Mechanic-Is-Jeb-or-KAS-For-Almost-Everything.......Also newest MM throws out one error.Uh.......everyone is not crazy to add ALL of the mods you listed...some of them are redundant and can be excluded. Edited June 17, 2014 by Joshwoo69 Decided to edit it Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 17, 2014 Share Posted June 17, 2014 error in the KDEX grab. It has spaces in the part name so the MM config should read@PART[Kerbal?Dust?Experiment] { Link to comment Share on other sites More sharing options...
positivewun Posted June 18, 2014 Share Posted June 18, 2014 Uh.......everyone is not crazy to add ALL of the mods you listed...some of them are redundant and can be excluded.yeah? which ones and how do you figure that out? ... trying to learn how to optimize Link to comment Share on other sites More sharing options...
Joshwoo70 Posted June 18, 2014 Share Posted June 18, 2014 (edited) yeah? which ones and how do you figure that out? ... trying to learn how to optimizeCargo transportationLoada on demandthrimmerslazor system(place where gui is can conflict with mechjeb)ORS(It is a plugin/API!!)and some others...one more note. (if someone wants to load them,the game WILL crash when going to to the runway or something....(if using windows or mac)) Edited June 18, 2014 by Joshwoo69 Link to comment Share on other sites More sharing options...
Justin Kerbice Posted June 18, 2014 Share Posted June 18, 2014 yeah? which ones and how do you figure that out? ... trying to learn how to optimizeI guess you've not understand well the purpose of this MM config, it has been made to allow parts (mod which is a plug-in only are irrelevant) to be KAS compatible, which means small enough parts can be put on a KAS box/container or picked by a kerbal on EVA. So a JB-64 for example will have not a single chance to be added to this config (unless after badasses, Squad add Herculean kerbals, or maybe a "power-up": space steroids or "astr-eroids" ) Link to comment Share on other sites More sharing options...
positivewun Posted June 19, 2014 Share Posted June 19, 2014 I guess you've not understand well the purpose of this MM config, it has been made to allow parts (mod which is a plug-in only are irrelevant) to be KAS compatible, which means small enough parts can be put on a KAS box/container or picked by a kerbal on EVA. So a JB-64 for example will have not a single chance to be added to this config (unless after badasses, Squad add Herculean kerbals, or maybe a "power-up": space steroids or "astr-eroids" )That part I did understand. That this is to allow parts to be moved by Kerbs in space, or really just by kerbs in general. So it would only make sense that some parts are movable and others will never be unless by crane or what have you. Also tht some are stowable and others aren't etc .. no i get that .. I was really just asking about the redundancy statement. I mean if i have things that are redundant i want it gone. So I wanted to know if there was a way to determine that. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted June 19, 2014 Share Posted June 19, 2014 That part I did understand. That this is to allow parts to be moved by Kerbs in space, or really just by kerbs in general. So it would only make sense that some parts are movable and others will never be unless by crane or what have you. Also tht some are stowable and others aren't etc .. no i get that .. I was really just asking about the redundancy statement. I mean if i have things that are redundant i want it gone. So I wanted to know if there was a way to determine that.Sorry, I have bad quoted I guess, my message was mainly for raxo2222 list.The redundancy statement may be also a mystake or something like that, as this config doesn't apply to plug-in only (no sense) and transportation type mod (cargo, fairings, no sense too, unless someone like to put a cargo in a cargo, it's kind of super-cargo), and if you look more closely on post by Joshwoo69, he/she quote specifically KAS, which is redundant (KAS in KAS ? ). Link to comment Share on other sites More sharing options...
raxo2222 Posted June 20, 2014 Share Posted June 20, 2014 (edited) Sorry for confusion - I copied and pasted my full mod list without any editing - so it was here as is. Is Lazor System supported?Lets pick Lazor System - I use it to guide me when warping (Interstellar) to see how far I'm from target. Also it makes ladders obsolete, as I can just teleport back kerbals Edited June 20, 2014 by raxo2222 Link to comment Share on other sites More sharing options...
Jaxx Posted July 16, 2014 Share Posted July 16, 2014 Has this had any tweaking since the last "official" release? I'm seeing a lot of popular mod parts unsupported. Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 17, 2014 Share Posted July 17, 2014 error in the KDEX grab. It has spaces in the part name so the MM config should read@PART[Kerbal?Dust?Experiment] {And now the part is updated to not include the spaces so nevermind Link to comment Share on other sites More sharing options...
DMagic Posted July 17, 2014 Share Posted July 17, 2014 If these aren't really being updated I can easily add a @Part...:For[DMagic]:NEEDS[KAS] line to my parts so that I can configure them myself and ensure that they always stay up-to-date (and probably the same goes for SCANsat). It's possible to check if the module already exists on the part using MM syntax right?. That way it won't get added twice if someone has this file also installed. Link to comment Share on other sites More sharing options...
Inconvenience Posted July 21, 2014 Share Posted July 21, 2014 When loading the game Module Manager tells me that it found an error in the .cfg file for this mod. Is this an issue that interferes with functionality in any way or is it safe to ignore? Link to comment Share on other sites More sharing options...
MrWizerd Posted July 21, 2014 Share Posted July 21, 2014 When loading the game Module Manager tells me that it found an error in the .cfg file for this mod. Is this an issue that interferes with functionality in any way or is it safe to ignore?Oh the error is from a space in the name of one of the parts... Let me find it.//KDEX@PART[Kerbal?Dust?Experiment] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False }}The original file has spaces were the questions are, add the question marks and you will be golden Link to comment Share on other sites More sharing options...
Jaxx Posted August 4, 2014 Share Posted August 4, 2014 Has this had any tweaking since the last "official" release? I'm seeing a lot of popular mod parts unsupported.I'm guessing that's a no? Link to comment Share on other sites More sharing options...
bstpierre Posted August 16, 2014 Share Posted August 16, 2014 Is there any interest in having a maintained version of this file?Turns out I had essentially done most of the work in this file until I found it. There doesn't seem to be a github repo to send push requests to, so I'm considering starting up my own. Link to comment Share on other sites More sharing options...
somnambulist Posted August 17, 2014 Share Posted August 17, 2014 Is there any interest in having a maintained version of this file?Turns out I had essentially done most of the work in this file until I found it. There doesn't seem to be a github repo to send push requests to, so I'm considering starting up my own.Yeah do it -- it'd be great to have it on git so updates are crowdsourced. Link to comment Share on other sites More sharing options...
romoas Posted August 18, 2014 Share Posted August 18, 2014 Many* people have asked in both the KAS thread and the Module Manager thread: "how do I make all parts under 1 ton grabbable?" or "how do I make everything radially attachable be grabbable?"This is not possible with ModuleManager at this time.Instead, I've thrown together a MM config that matches lots of parts - 257 named parts plus a few more * matches - and makes them grabbable and storeable.Here's the config:http://mononyk.us/A_Mechanic_Is_Jeb.cfgI know it's... unorthodox to make a thread for a config file in Add-On development. However, since there are so many parts included, it's probably best that this get some testing before it is called 'released', ie. I link to it in the KAS thread. If anyone would like to try it, please do.Changelog// v0.5 -- added KDEX and RLA stockalike parts// v0.4 -- added Stock shielded docking ports// v0.3 -- added DMagic and FASA packs// v0.2 -- added AEIS stuffPAQ:omgcopyright!There's nothing being distributed here but names.What parts did you add it to?Lots. Some of which metre-tall frogbeings with the body definition of a FigRoll probably couldn't really carry. But there were some criteria:Mass = 1 or lessRadially Attachable or should have been radially attachableWhat part packs are being modified?AIESDeadly ReentryDMagic ScienceFASA RocketsKSP InterstellarSquadB9Lionhead's Circular PanelsCP AirbagsHexcans (inc TAC's)Brass Moustache's TAC partsHullcamKethaneKlockheed MartianKW RocketryLack Lustre LabsLack's Stock Extension stuffRealChutesSurfaceLightsScanSatTelemachusCacteye TelescopeInfernal RoboticsHey wait, everything is storedSize 4? The Delta Wing AND the little wing light are the same size?Yes. I mean, no. Kind of. This config file was generated by a script, y'see. If you put them in a container they will still weigh what they should, it's just that large, light things fit in containers into which they probably shouldn't. Because magic. Let's test that these don't cause stuff to blow up (any more than Vanilla KAS does, at least) before we worry about little details. I will happily take suggestions.Can you add MyFavouritePartsPackv.1.ponies?Probably. Tell me what you want. Or just add it yourself, this is so easy a PHP script did it. And we know how dumb PHP is, right?Liar and slave! MyFavouritePartsPackv.2 already has KAS supportSome of the packs already had partial support. I've added more.That's totally unrealistic, Jeb couldn't just attach a delta Wing and a Fusion Generator to a probe core in space!Rule of CoolLicense pleaseDo we need licenses for MM configs? Anyway, it's Creative Commons Non-Commerical Attribution**. * definitions of Many may differ**with the usual 'I dedicate myself to the loyal service of GavinZac should the current world system degenerate into a post-apocalyptic horror story' addendum.where does this cfg file go ? Link to comment Share on other sites More sharing options...
bstpierre Posted August 19, 2014 Share Posted August 19, 2014 Just drop it right in the root of GameData, alongside the folders of other mods. Link to comment Share on other sites More sharing options...
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