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So I want to get into modding but I have some questions, mainly how do I swap an IVA view?


DanBMan

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Hey all, I hope this is the right forum for this.

So first off a huge thanks to the modding community for the work that you do, it makes an amazing game even better. I would like to contribute, but I have not been able to find any good tutorials on modding KSP, so instead I come here. I have began by reverse engineering my current mods, seeing what happens when I remove certain files and such. From this I have figured out that the .CFG file seems to be important and is where all of the modifications are done.

My current goal is to take the IVA view from the MK2 crew cabin in the B9 aerospace pack and make the game use it for the stock MK2 crew cabin, which has no IVA view at all. How would I go about doing this? I figure it is possible as in B9 the Mk5 and HL share an interior, but I could not figure out how they do this. Could anyone tell me how to go about modifying whatever I have to modify so I can make this happen?:confused:

I also plan on looking into how to add parts to tweakscale, but I believe that is mentioned in the tweakscale thread so I will go there and look. Hopefully I will get the hang of this and eventually will be able to patch broken files, and maybe even make my own mod one day:cool:! For now though my main concern is how to make a part with no IVA use the IVA from another vehicle. Any suggestions?

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You Mean the MK3 ? but all you have to do is open the cfg for the pod, For example the MK3

PART
{

// --- general parameters ---
name = mk3Cockpit_Shuttle
module = Part
author = Porkjet

// --- asset parameters ---
mesh = model.mu

rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -1.25, 0.0, 0.0, 1.0, 0.0, 3
node_stack_top = 0.0, 3.1875, 0.625, 0.0, 1.0, 0.0, 1



// --- editor parameters ---
TechRequired = heavyAerodynamics
entryCost = 50000
cost = 10000
category = Pods
subcategory = 0
title = Mk3 Cockpit
manufacturer = C7 Aerospace Division
description = A cockpit for those die hard explorers. Especially useful when transporting extra crew to a remote rock to save the day. Note: IVA still in shipping and customs.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 3.5
dragModelType = override
maximum_drag = 0.1
minimum_drag = 0.1
angularDrag = 2
crashTolerance = 60
maxTemp = 3400
fuelCrossFeed = True

vesselType = Ship

// --- internal setup ---
CrewCapacity = 4

[COLOR="#FF0000"]INTERNAL
{
name = internalkso <------------------- HERE you can see, I put the KSO on my pod but you would just edit it and change the [COLOR="#FF0000"]name = B9_Cockpit_MK2_Internal[/COLOR]
}[/COLOR]


MODULE
{
name = RasterPropMonitorComputer
}

MODULE
{
name = ModuleCommand
minimumCrew = 1
}

RESOURCE
{
name = ElectricCharge
amount = 500
maxAmount = 500
}

MODULE
{
name = ModuleReactionWheel

actionGUIName = Toggle RW

PitchTorque = 40
YawTorque = 40
RollTorque = 20

RESOURCE
{
name = ElectricCharge
rate = 1.0
}
}
MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 1.0
}
MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 4.0
}

RESOURCE
{
name = MonoPropellant
amount = 100
maxAmount = 100
}
MODULE
{
name = KASModuleContainer
maxSize = 80
}
MODULE
{
name = FlagDecal
textureQuadName = FLAG
}
MODULE
{
name = ModuleAnimateGeneric
animationName = Mk3Cockpit_Shuttle
actionGUIName = Toggle Lights
startEventGUIName = Lights On
endEventGUIName = Lights Off
}
//MODULE
//{
// name = ModuleLiftingSurface
// deflectionLiftCoeff = 1 // proportionally less than Mk2
// dragAtMaxAoA = 0.2
// dragAtMinAoA = 0.05
//}
}

Hope it helps.

EDIT- And on tweakscale you can try my all mod tweakscale cfg https://dl.dropboxusercontent.com/u/72893034/TweakScale_All.cfg.zip

Edited by Mecripp2
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MeCripp: The MK2, I actually ended up deleting the stock MK3 shuttle and will use the B9 HL in its place. I will take a look at your tweakscale configs though, thanks!

nil2work: I poked around in both .cfgs and found that line, it wasn't as complex as I thought, seems to be working though so thanks! http://imgur.com/2TGs0qx http://imgur.com/oQDuav0,2TGs0qx#0

I figure I can now modify costs and stuff as well, there were some parts that I thought were to cheap. I think I can get the hang of the basic stuff for now, it would be cool to learn how to actually customize IVA but I reckon that requires a 3D modelling program. Anyways, thanks again for the help!

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I am actually using nil2works RastaProp MK2 fix which led me to needing a proper IVA for the crew cabin :). I think I am starting to understand .cfg files though, and will look at more of nil2works tutorials as well. To change the cost of something I simply change the number cost = x seems easy enough. But what about text variables such as (category = Pods) or (TechRequired = advLanding), is it again simply changing it to something like (TechRequired = fieldScience) if I want a certain pod to be bumped up a node? It seems relatively straight forward but I am a little worried about discovering / creating some horrific bug that won't show itself until half way through my career so I want to make sure to do this right. http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Node_Definitions was very helpful btw thx.

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And you can do most all of this with writing MM ( ModuleManager *.*.* ) Patch so you don't have to edit the main file so if things go bad you can delete the patch you made.

EDIT- And if you looked at what, I posted we were showing you the samething, I hightlighed in red the changes you needed to make.

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