Malah Posted October 27, 2015 Author Share Posted October 27, 2015 (edited) I don't quite understand this. What does the category mean for a save game?Also, if someone is using realchutes, installs stockrealchutes, you think it would break their save? Doesn't that happen for most of the stock* mods since we're disabling it in the tech tree?No, my stock's configs can't break a savegame, because no part are removed. They are only hided from the part list and from the tech tree, they are still on the game, still loaded (the only way which can break the savegame is when you use AutoPruner or delete parts directory but it isn't the default use of these configs).With RealChutes, we can't hide their parts from the part list because it uses a plugin to add all parts on the part list (and with @category = none). The only solution I have found to hide them would be to delete them -> breaking save. Edited October 27, 2015 by Malah Link to comment Share on other sites More sharing options...
maculator Posted October 30, 2015 Share Posted October 30, 2015 My english is not good enough to follow right now But the thing im guessing about breaking saves is:The purpose of those little mods is to ad the ability to keep your save if the mod for some reason doesnt work in the next update, and not the other way arround.You're not supposed to deinstall a x-Stock mod and expect the mod to keep working.I love those mods by the way. Just threw the ones I need + my own .cfgs in a single file and got rid of most of the things that annoyed me with just one file.Also I just noticed that I'm now running EXACTLY 400 MM-Patches with (according to CKAN) 20 installed mods. MY OCD is quite happy Link to comment Share on other sites More sharing options...
Kerbahl Posted November 1, 2015 Share Posted November 1, 2015 Hello, I would like to know how to use the Mechjeb stock plugin and still use the awesome probe pod included in the latest Mechjeb 2.0! I looked around the mod file and didn't see an obvious for me to fix.Thank you for reading! Link to comment Share on other sites More sharing options...
Malah Posted November 2, 2015 Author Share Posted November 2, 2015 Hello, I would like to know how to use the Mechjeb stock plugin and still use the awesome probe pod included in the latest Mechjeb 2.0! I looked around the mod file and didn't see an obvious for me to fix.Thank you for reading!Hello, if you want to keep the parts on the VAB you need to edit the file StockPlugins/MechJeb.cfg and delete this :@PART[mumech_MJ2_AR202|mumech_MJ2_Pod]:NEEDS[MechJeb2]:AFTER[MechJeb2]{ @TechRequired = unassigned @category = none} Link to comment Share on other sites More sharing options...
Malah Posted November 11, 2015 Author Share Posted November 11, 2015 Hello, I've made a little update to StockPlugins and StockNoContracts. StockRT and StockSCANsat work fine on KSP 1.0.5StockPluginsDownload:Kerbal StuffKerbal CurseForgeGithubChangelogv1.11 - 2015.11.11 Fix: Corrected an error which can be seen with HyperEdit, Update ModuleManager to 2.6.13, Update to KSP 1.0.5StockNoContractsDownload:Kerbal StuffGithubChangelogv1.01 - 2015.11.11 Update ModuleManager to 2.6.13, Update to KSP 1.0.5 Link to comment Share on other sites More sharing options...
vosechu Posted February 9, 2016 Share Posted February 9, 2016 (edited) On 10/22/2015 at 8:02 AM, Malah said: I haven't planned to make a StockRealChute for three reasons: RealChute add his parts to the partlist with a new category, it means a StockRealChute can't be compatible with existing savegame which uses these parts, some of the RealChute's part can't be reproduced in stock, it will only be a lock of the RealChute's parts (which can be better done if you prune/delete the folder /GameData/RealChute/Parts/). If need it can be something like this (I haven't test it): // Delete of all RealChute parts -PART[RC_radial|RC_stack|RC_cone_double|RC_cone]:NEEDS[RealChute]:AFTER[RealChute] {} If you have a better idea for this, I'm open to talk about it I have a couple questions for you: I think that most of the parts can be reproduced in stock except two: Double cone Inline stack chute How do you feel about the big white nosecone optionally being the double cone chute? Or would it be better to How do you feel about command pods having a parachute instead of the inline stack part? (If this is even possible, this is where I had trouble. Clicking the pod wouldn't open the RealChute interface). Edited February 9, 2016 by vosechu Link to comment Share on other sites More sharing options...
Malah Posted February 9, 2016 Author Share Posted February 9, 2016 40 minutes ago, vosechu said: I have a couple questions for you: I think that most of the parts can be reproduced in stock except two: Double cone Inline stack chute How do you feel about the big white nosecone optionally being the double cone chute? Or would it be better to How do you feel about command pods having a parachute instead of the inline stack part? (If this is even possible, this is where I had trouble. Clicking the pod wouldn't open the RealChute interface). Hello, sorry, but I really don't know what can be the best solution for a Stock RealChute, I never really used it. I've just tried it some month/years ago. It's a great mod, but I've never needed it. Link to comment Share on other sites More sharing options...
vosechu Posted February 9, 2016 Share Posted February 9, 2016 25 minutes ago, Malah said: Hello, sorry, but I really don't know what can be the best solution for a Stock RealChute, I never really used it. I've just tried it some month/years ago. It's a great mod, but I've never needed it. No problem. I've finally come to the same conclusion as you. I'm going to ask @stupid_chris if he has ideas in the other thread. But maybe this just isn't possible. The main reason I use it is that it opens chutes gradually so they don't break off as easily. It's a small thing. Link to comment Share on other sites More sharing options...
vosechu Posted February 11, 2016 Share Posted February 11, 2016 (edited) I've asked in the other thread and @stupid_chris is going to try to fix this in RealChute 2.0. Woohoo! Edited February 11, 2016 by vosechu Link to comment Share on other sites More sharing options...
Malah Posted April 22, 2016 Author Share Posted April 22, 2016 Hello, I've updated all configs, nothing new (if you still use old configs, it will work too). Link to comment Share on other sites More sharing options...
Malah Posted May 1, 2016 Author Share Posted May 1, 2016 Hello, I've made a little fix on StockPlugins. StockPlugins Download: SpaceDockGithub Changelog - v1.21 - 2016.04.01 Fix: Corrected an error with the Cherry Light part from kOS, Fix: Deleted decoupler patch on heatshields, Fix: Updated DeadlyReentry patch, Update ModuleManager to 2.6.24, Update to KSP 1.1.2 Link to comment Share on other sites More sharing options...
Demian_Scales Posted July 19, 2016 Share Posted July 19, 2016 Hello there! It seems, unfortunately, my StockRT installed from CKAN doesn't worked at all. Can you please help me or maybe update your plugin for new 1.1.3 version of KSP? Thanks. Link to comment Share on other sites More sharing options...
Malah Posted July 19, 2016 Author Share Posted July 19, 2016 (edited) 2 hours ago, Demian_Scales said: Hello there! It seems, unfortunately, my StockRT installed from CKAN doesn't worked at all. Can you please help me or maybe update your plugin for new 1.1.3 version of KSP? Thanks. Hello, as it's a config file, it doesn't need an update at each KSP update... Can you explain what's your error, I've just test it after your message and all seems to work fine. Edited July 19, 2016 by Malah Link to comment Share on other sites More sharing options...
Demian_Scales Posted July 19, 2016 Share Posted July 19, 2016 Thanks for your quick reply, @Malah Here you can see my post, I think I can double it for you. I added in UnmannedBeforeManned-TechTree.cfg this @PART[RTPassiveAntennaTech]:NEEDS[RTStock]:AFTER[RTStock] { @TechRequired = survivability } And it works, i think. I think this is conflict of these plugins, maybe UnmannedBeforeManned rewrites tech tree, and delete RTPassiveAntennaTech. I don't know, how you both can fix that, but I find temporary solution for me. Link to comment Share on other sites More sharing options...
Malah Posted July 19, 2016 Author Share Posted July 19, 2016 (edited) 1 hour ago, Demian_Scales said: Thanks for your quick reply, @Malah Here you can see my post, I think I can double it for you. I added in UnmannedBeforeManned-TechTree.cfg this @PART[RTPassiveAntennaTech]:NEEDS[RTStock]:AFTER[RTStock] { @TechRequired = survivability } And it works, i think. I think this is conflict of these plugins, maybe UnmannedBeforeManned rewrites tech tree, and delete RTPassiveAntennaTech. I don't know, how you both can fix that, but I find temporary solution for me. Hello, It's not a bug, UnmannedBeforeManned moves RTPassiveAntennaTech at Unmanned Tech which is Tier 7 if you want to keep it in Tier 3 you can add this tweak on a file as GameData/MyConfig.cfg: @PART[RTPassiveAntennaTech]:NEEDS[StockRT&UnmannedBeforeManned]:AFTER[UnmannedBeforeManned] { @TechRequired = survivability } With this, after an UnmannedBeforeManned update you won't need to re-add your patch. Hello, after thinking of it I will add support of UnmannedBeforeManned to put RTPassiveAntennaTech at the Tier 0 node, as on StockRT you have no Reflectron DP-10. Edited July 20, 2016 by Malah Link to comment Share on other sites More sharing options...
Demian_Scales Posted July 20, 2016 Share Posted July 20, 2016 (edited) 13 hours ago, Malah said: Hello, after thinking of it I will add support of UnmannedBeforeManned to put RTPassiveAntennaTech at the Tier 0 node, as on StockRT you have no Reflectron DP-10. @Malah,as I sad in PM, it will be great to see supporting this patch, because they need it. After some sort of tests and with your help in UbM thread, I made this patch in your code for me and it works like a charm: // Unlock PassiveAntenna in survivability tech. @PART[RTPassiveAntennaTech]:NEEDS[RemoteTech,!UnmannedBeforeManned]:AFTER[RemoteTech] { @TechRequired = survivability @title = Communication Tech @description = Allows RemoteTech probe and command pods cores to contact ships within 100 km without the need for a dedicated antenna. } @PART[*]:HAS[@MODULE[ModuleRTAntennaPassive]]:NEEDS[RemoteTech,!UnmannedBeforeManned]:AFTER[RemoteTech] { @MODULE[ModuleRTAntennaPassive] { @TechRequired = survivability } } //Demian_Scales was here :) @PART[RTPassiveAntennaTech]NEEDS[RemoteTech&UnmannedBeforeManned]:AFTER[UnmannedBeforeManned] { @TechRequired = start @title = Communication Tech @description = Allows RemoteTech probe and command pods cores to contact ships within 100 km without the need for a dedicated antenna. } @PART[*]:HAS[@MODULE[ModuleRTAntennaPassive]]:NEEDS[RemoteTech&UnmannedBeforeManned]:AFTER[UnmannedBeforeManned] { @MODULE[ModuleRTAntennaPassive] { @TechRequired = start } } I actually don't know that coding language, and definitely don't know how to do IF statement here, but in that order it working fine. Thanks again! ^^ P.S. Last one works only in R&D, but then you go to VAB, RTPassiveAntennaTech will dissapear. Edited July 20, 2016 by Demian_Scales Link to comment Share on other sites More sharing options...
Yemo Posted July 20, 2016 Share Posted July 20, 2016 (edited) 17 hours ago, Malah said: Hello, after thinking of it I will add support of UnmannedBeforeManned to put RTPassiveAntennaTech at the Tier 0 node, as on StockRT you have no Reflectron DP-10. Hm, thinking about it some more, I could just change the statement in UbM to put the RTPassiveAntennaTech at the start node. That would also fit better in the UbM progression, even without StockRT installed. I ll have to do an update anyway and that would imho be the simplest solution. @Demian_Scales: Thank you very much for your suggestion! Edited July 20, 2016 by Yemo Link to comment Share on other sites More sharing options...
Malah Posted July 22, 2016 Author Share Posted July 22, 2016 (edited) Hello, I've updated StockRT Download: SpaceDockGithub Changelog - v1.33 - 2016.07.21 New: Added support to the mod Unmanned before Manned (thanks @Demian_Scales & @Yemo), Update to KSP 1.1.3 Edited July 22, 2016 by Malah Link to comment Share on other sites More sharing options...
Tyko Posted August 8, 2016 Share Posted August 8, 2016 Hi, I'm getting an error when I try to transmit science "no comms device present, cannot transmit data" I'm getting this in a Mk1 Capsule that shows as having the "omni Range 100.00Km" antenna built in and I'm in a 75Km orbit with a number of comms satellites and ground stations in LoS. I added a second antenna and I can use that one just fine. It's only the one added by your mod to the capsule that won't transmit science. Thanks! Link to comment Share on other sites More sharing options...
Malah Posted August 8, 2016 Author Share Posted August 8, 2016 13 hours ago, tjt said: Hi, I'm getting an error when I try to transmit science "no comms device present, cannot transmit data" I'm getting this in a Mk1 Capsule that shows as having the "omni Range 100.00Km" antenna built in and I'm in a 75Km orbit with a number of comms satellites and ground stations in LoS. I added a second antenna and I can use that one just fine. It's only the one added by your mod to the capsule that won't transmit science. Thanks! Hello, are you on career? if yes, have you unlocked the Survivability node? if no, you need to unlock it, it's explained on the techtree. Link to comment Share on other sites More sharing options...
Tyko Posted August 9, 2016 Share Posted August 9, 2016 (edited) 3 hours ago, Malah said: Hello, are you on career? if yes, have you unlocked the Survivability node? if no, you need to unlock it, it's explained on the techtree. Yes, I have Survivability unlocked EDIT: I figured out why it wasn't working for me and it's probably more tied to play style than a "bug". the default 100km range wasn't reaching even the ground stations in many cases because at a 75km orbit if you're not pretty close to directly overhead you're not going to be within 100km. Also, my near-Kerbal satellite comms sats are at 250km...again, not close enough. I changed your default antenna to 500km and now I can reach the ground and the comms sats... Again, not your problem that I have my network set up that way, but at least it wasn't a bug in your code Edited August 9, 2016 by tjt Link to comment Share on other sites More sharing options...
Jacke Posted December 13, 2016 Share Posted December 13, 2016 Hi @Malah and others using these Stock Config mods. I was wondering how functional they are with KSP 1.2.2 and recent versions of the mods. (With an upgraded Module Manager of course.) Especially interested for SCANsat and RemoteTech. For the others, I know enough about MechJeb that its MM patch is good, as is Protractor's (although that mod is currently long unsupported). I have a suggestion for the file Graphotron.cfg in StockPlugin. Replace :NEEDS[olexlib] with :NEEDS[Graphotron] to match on the current Graphotron.dll. Link to comment Share on other sites More sharing options...
Malah Posted December 14, 2016 Author Share Posted December 14, 2016 (edited) On 13/12/2016 at 7:27 AM, Jacke said: Hi @Malah and others using these Stock Config mods. I was wondering how functional they are with KSP 1.2.2 and recent versions of the mods. (With an upgraded Module Manager of course.) Especially interested for SCANsat and RemoteTech. For the others, I know enough about MechJeb that its MM patch is good, as is Protractor's (although that mod is currently long unsupported). I have a suggestion for the file Graphotron.cfg in StockPlugin. Replace :NEEDS[olexlib] with :NEEDS[Graphotron] to match on the current Graphotron.dll. I don't know if StockSCANsat/StockRemoteTech work with KSP 1.2.X I think I need to test them ... For Graphotron, yes, It needs to be corrected thanks. I will updated them before the new year (vacancy Yeah) Edited December 15, 2016 by Malah Link to comment Share on other sites More sharing options...
omelaw Posted December 19, 2016 Share Posted December 19, 2016 how's the range of new stock antannas in 1.2.x ? Link to comment Share on other sites More sharing options...
Jacke Posted December 19, 2016 Share Posted December 19, 2016 3 hours ago, omelaw said: how's the range of new stock antannas in 1.2.x ? There's a table in the Wiki CommNet article. http://wiki.kerbalspaceprogram.com/wiki/CommNet Here's a good topic discussing how to handle CommNet. Link to comment Share on other sites More sharing options...
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