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Need to edit persistent file and disable torque.....


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Hi! So i have this ferris wheel that uses a lot of reaction wheels to spin. i've accidentally left SAS toggled on and now when i load it the reaction wheels tear it to peices. i need a way of turning the reaction wheels off until it loads properly and then i can turn them back on. i have tried loading it and quickly pressing T to turn off SAS but it breaks apart to fast. I know it loads fine because i've done it a few times. its only because i've left SAS on. I've thought of editing the persistent file and disabling all the torque wheels but after looking in it i'm at a loss as to which lines i need to change. any help would be appreciated!!!

Edited by Cerberus738
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First thing you want to do is find your ship in your persistance file (Be sure you Back up!) Then you want to find the following lines of code (If SAS is on it should look like this)


MODULE
{
name = ModuleReactionWheel
isEnabled = True
stateString = Operational
WheelState = Active

You want to change the "True" to "False" and that should fix it.

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Hey Taki117. i Tried your suggestion. Making that line false makes the torque permanently disabled. you can't toggle it back on after. not with the mouse menu or with actionkeys.

i found the 2 lines under it disable the wheel and make it so you can toggle it back on.

Also at the very end of the parts list for the current craft there is a section labeled ACTIONGROUPS. I found that toggling SAS false in there turns SAS off in game. at least the light is back off. it doesn't seem to apply torque when its toggled false. There are some numbers after true/false toggles for some of the lines but i have no idea what they reference.

MODULE

{

name = ModuleReactionWheel

isEnabled = True

stateString = Disabled

WheelState = Disabled

EVENTS

{

OnToggle

{

active = True

guiActive = True

guiIcon = Toggle Torque

guiName = Toggle Torque

category = Toggle Torque

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

Activate

{

actionGroup = Custom02

}

Deactivate

{

actionGroup = Custom01, Custom10

}

Toggle

{

actionGroup = None

}

}

}

-------------------------------------------------------------------------------

ACTIONGROUPS

{

Stage = False, 52434.3096341781

Gear = True, 54916.0886185439

Light = True, 52484.2096341701

RCS = False, 0

SAS = True, 373054.141885609

Brakes = False, 0

Abort = False, 0

Custom01 = False, 0

Custom02 = False, 0

Custom03 = False, 0

Custom04 = False, 0

Custom05 = False, 0

Custom06 = False, 0

Custom07 = False, 0

Custom08 = False, 0

Custom09 = False, 0

Custom10 = False, 0

}

Just as a followup i cannot get this thing to load without flying apart. it's very upsetting. i've edited all the reaction wheels to be disabled and also edited all the rover wheels to have the brakes unlocked. It does help a little. less parts fall off. I've also changed the physics delta in the settings menu. setting it at 0.12 doesn't seem to cause any time slow down and it the construction holds together better. setting it down at 0.03 causes time dilation and also causes the construction to wobble and flip around everywhere. after messing around with everything it still breaks apart and is unusable. i'm thinking it's time for a redesign and relaunch ha ha ha. any other insight???

Edited by Cerberus738
followup
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Hey Taki117. i Tried your suggestion. Making that line false makes the torque permanently disabled. you can't toggle it back on after. not with the mouse menu or with actionkeys.

i found the 2 lines under it disable the wheel and make it so you can toggle it back on.

Also at the very end of the parts list for the current craft there is a section labeled ACTIONGROUPS. I found that toggling SAS false in there turns SAS off in game. at least the light is back off. it doesn't seem to apply torque when its toggled false. There are some numbers after true/false toggles for some of the lines but i have no idea what they reference.

Given that, maybe you could turn of the reaction wheels that way, load it, turn off SAS, than go back to the persistance file and turn the reaction wheels on again?

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K so here it is successfully landed and working on the mun. i've loaded it at least once since then. i think twice but can't remember for sure. anyways. i went to show my friend and when i loaded it the kraken was taking a ride!

GXSx8Qm.png

destruction follows. this is after the edits and a lot less of it falls apart. all the reaction wheels are disabled even though SAS still shows on and all the rover wheels have the brakes unlocked.

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TtiExwy.png

koSGJIn.png

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:( luckily it was empty! while testing it at kerbin i had 16 kerbels on it and they all perished :(

n0XnIhG.png

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