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Good starting ground for modding?


WhiteWeasel

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So I wouldn't say I'm new to modding, but I am definitely not experienced in it. And well I'm guessing KSP modding is a tad different than Space Engineers modding.

So I guess to start off small I'd like to rebalance some of the stock engines. Sure I could edit the part values, but how do I make that into a downloadable mod for others to use? I also heard contracts are easy to implement. So far I have downloaded or in the process of downloading the tools I need. And well for a simple mod like this what do I need?

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Rebalance in what ways? Efficiency, thrust, weight, size? And on the note of starting off small, 'tis a good thing to do, as my first mod, Kerbal Weather Systems, has turned out to be quite the project for my first mod... so take it from someone who has a bit of experience when I say, take it easy, step by step. Look over part config files and see what you can do there to get a feel for things, then maybe peruse through some mods you find may have the functionality of yours, then look through their code to get a footing of how they may do things, and how you may also achieve said things. As for making it downloadable, just take the folder you got the part config from, and package that as a download, when users go to install the mod, it will over-write the configs to give them your values instead of Squad's. It's as simple as that! From a fellow Furry fuzzy animal, I wish you the best in your KSP modding adventures! ~SilverFox8124 P.S There is an IRC channel specifically for KSP modders called #kspmodders on Espernet IRC network. If you haven't used IRC before, here is a web client to get you connected and started: http://webchat.esper.net/?channels=kspmodders

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If you just want to change setting ModuleManager is the way http://forum.kerbalspaceprogram.com/threads/55219-0-25-Module-Manager-2-5-1-%28Oct-08%29-Win64-must-die-edition.

EDIT- And, I wouldn't just copy the part cfg and change things and have them override the the stock as some people won't backup first, If people have ModuleManager installed you just make a patch file a CFG with the changes there easy to take back out if people don't like it.

Edited by Mecripp2
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Thanks, as for the rebalancing my main goal is to widen the performance (lack of) gap between the Lv 909 and the 48-7s. Make the mark 55 radial (the white engines) not garbage. And make it so that the radial engines are slightly worse in performance to their inline counterparts, but have higher vectoring.

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Hey for the LV-1R i'd like to add a tiny amount if gimbal to it, does this code look sound?


PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 290
key = 1 220
}


MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 0.5
}
}

MODULE
{
name = ModuleTestSubject

// nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8
environments = 15

useStaging = True
useEvent = True
}

}

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You just put MM in your KSP/Gamedata folder and then with you texteditter if windows notepad will work write

@PART[microEngine]

{

MODULE

{

name = ModuleGimbal

gimbalTransformName = thrustTransform

gimbalRange = 0.5

}

}

and save as CFG don't matter what you name it and then put it somewhere in ksp/Gamedata or in a folder in there thats it.

EDIT- Then start game and you will have alittle gimbal on that part if you did right lol.

EDIT- You can change the fuel or fuels pretty much do what ever with it but like changing fuel you would need to make a Resources file with the

RESOURCE_DEFINITION
{
name = LiquidFuel
density = 0.005
unitCost = 0.8
flowMode = STACK_PRIORITY_SEARCH
transfer = PUMP
isTweakable = true
}
RESOURCE_DEFINITION
{
name = Oxidizer
density = 0.005
unitCost = 0.18
flowMode = STACK_PRIORITY_SEARCH
transfer = PUMP
isTweakable = true
}

MM is the best want to change things because if you don't like it you just take out the CFG you made or put in and you are back to what they was.

EDIT- If you wanted to ADD a engine and keep the stock engine like it is you might try

+PART[microEngine]
{
@name = microEngine[COLOR="#FF0000"]2[/COLOR] Make a small change
@title =LV-1 Liquid Fuel Engine[COLOR="#FF0000"]2[/COLOR]
@manufacturer = what ever you want
@description = what ever you want


%rescaleFactor = [COLOR="#FF0000"]1[/COLOR] <-------- If you wanted to make it bigger add this line like 1.25 or 2

@mass *= [COLOR="#FF0000"]0.03[/COLOR] <------- And if you wanted to change because the size

Edited by Mecripp2
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I already have MM thanks to mods, so just have this as a cfg? Is it really that easy?


@PART[smallRadialEngine]
{
MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 20
heatProduction = 150
fxOffset = 0, 0, 0.01
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 300
key = 1 250
}

}

MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 2
}
}

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I already have MM thanks to mods, so just have this as a cfg? Is it really that easy?


@PART[smallRadialEngine]
{
MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 20
heatProduction = 150
fxOffset = 0, 0, 0.01
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 300
key = 1 250
}

}

MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 2
}
}

If you made changes add the @ at the MODULE and at the sub node guess is what they call it

@PART[smallRadialEngine]
{
@MODULE
{
@name = ModuleEnginesFX
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 20
heatProduction = 150
fxOffset = 0, 0, 0.01
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 300
key = 1 250
}

MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 2
}

}

That should get it, yep that easy that will make your change.

Edited by Mecripp2
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Come to think of it don't know if you can give Gimbal to a part that don't have it somethings have to be set in untiy for a part to have.

EDIT- That is a good point the gimbal is just working off the thrustTransform but the thrustTransform eould have to be setup .

Edited by Mecripp2
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Come to think of it don't know if you can give Gimbal to a part that don't have it somethings have to be set in untiy for a part to have.

Any thrustTransform can have a functioning gimbal, but the engine nozzle will not move unless the model is set up correctly.

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I put my mod into action, and so far the mod *functionally* works well. But I get this graphical error:

EDIT: Also my change to the LV-1 ISP does not show up in the VAB description.

2wg6f6b.jpg

Also how do you go about licensing and whatnot?

Edited by WhiteWeasel
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For licensing can look here https://creativecommons.org/choose/?lang=en and by you picture you have 2 ModuleEngines running on the part did you mean to do that ? And what is the graphical error ?

That's the graphical error, the two fuel bars are not supposed to be there.

So just add this icon? Is it really that easy?

<a rel="license" href="http://creativecommons.org/licenses/by-nc-nd/4.0/"><img alt="Creative Commons License" style="border-width:0" src="https://i.creativecommons.org/l/by-nc-nd/4.0/88x31.png" /></a><br />This work is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-nc-nd/4.0/">Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License</a>

Edited by WhiteWeasel
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