I frequently see requests for changes or mods that can be done easily using nothing but a module manager patch, often those have already been requested several times. Rather than copy/paste every in every single request, I thought it might be nice to make a database of module manager patches for the stock game so players can simply scroll through the list and pick out what they like. If you have a specific MM patch you would like to add to the list, feel free to post it. If someone else made it for you, please include their name. I would like to attribute the correct author.I will try to keep the thread up to date and will likely improve the thread organization as it grows.
Instructions For Usage
- Install Module Manager. Many mods already come packaged with this, so you may already have it. However, it is wise to ensure you have the latest version.
- Copy the entire contents of the patch(es) you want into a text editor. I recommend Notepad++, but any text editor will do.
- Save the file in the Kerbal Space Program\GameData folder using a *.cfg extension and any name you wish (example: ServiceBayDeployLimiter.cfg).
- The patches may be almost anywhere in the GameData folder, you may wish to create a "Patches" folder for organization. The patches can all be in one file or split among many for your convenience (white space is ignored).
- Patches that alter the same modules may be combined provided they have the same header, see example below.
Spoiler
// Combined script to Default fairings to Clamshell, have 3 sides, and allow staging control// Author: Alshain@PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:FINAL{@MODULE[ModuleProceduralFairing]{useClamshell = truenArcs = 3stagingEnableText = Fairing: Enable StagingstagingDisableText = Fairing: Disable StagingstagingToggleEnabledEditor = true}}
Rules for Patches in the Database
- Patches in this thread must be for stock KSP. Mod patches should be posted in their respective threads.
- Patches must include the name of the original author or if you do not know, say so.
- Patches posted here are assumed to include no reserved rights beyond attribution.
SCPD Patch Manager
You can now download this database formatted for use with @linuxgurugamer's PatchManager mod. Simply extract the zip file to your GameData folder.
Module Manager Patch Database
Quality of Life Improvements
These patches do not alter the overall difficulties in the game. In most cases they simply make it easier to do things you can already do through less convenient means.
Add Deploy Limiter to Service Bays
Contributor: @Alshain
Spoiler
// Add a deploy limiter to service bays// Author: Alshain@PART[ServiceBay_*]:FINAL{@MODULE[ModuleAnimateGeneric]{allowDeployLimit = truerevClampDirection = true}}
Add Staging Control to Parachutes, Engines, and Launch Clamps (Advanced Tweakables)
Contributor: @Alshain, @Xyphos, @sebi.zzr
Note: For Multi-Mode Engines (Panther/Rapier) you must toggle staging on both engine modes!
Spoiler
// Add staging control to parachutes// Author: Alshain@PART[*]:HAS[@MODULE[ModuleParachute]]:FINAL{@MODULE[ModuleParachute]{stagingEnableText = Parachute: Enable StagingstagingDisableText = Parachute: Disable StagingstagingToggleEnabledEditor = true}}// Add staging control to engines// Author: Alshain, Xyphos, sebi.zzr@PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL{@MODULE[ModuleEngines*],*{stagingEnableText = Engine: Enable StagingstagingDisableText = Engine: Disable StagingstagingToggleEnabledEditor = true}@MODULE[ModuleJettison],*{stagingEnabled = False}}// Add staging control to launch clamps// Author: Alshain@PART[*]:HAS[@MODULE[LaunchClamp]]:FINAL{@MODULE[LaunchClamp]{stagingEnableText = Clamp: Enable StagingstagingDisableText = Clamp: Disable StagingstagingToggleEnabledEditor = true}}
Add Class Descriptions to Antennas
Contributor: @tg626
Spoiler
//Add Class Descriptions to Antenna//Author: tg626@PART[longAntenna]:FINAL {+description ^= :^:<color=orange>Class 1 Antenna.</color> :}@PART[SurfAntenna]:FINAL {+description ^= :^:<color=orange>Class 1 Antenna.</color> :}@PART[HighGainAntenna5]:FINAL {+description ^= :^:<color=orange>Class 2 Antenna.</color> :}@PART[mediumDishAntenna]:FINAL {+description ^= :^:<color=orange>Class 3 Antenna.</color> :}@PART[RelayAntenna5]:FINAL {+description ^= :^:<color=orange>Class 3 Antenna.</color> :}@PART[HighGainAntenna]:FINAL {+description ^= :^:<color=orange>Class 4 Antenna.</color> :}@PART[RelayAntenna50]:FINAL {+description ^= :^:<color=orange>Class 4 Antenna.</color> :}@PART[commDish]:FINAL {+description ^= :^:<color=orange>Class 5 Antenna.</color> :}@PART[RelayAntenna100]:FINAL {+description ^= :^:<color=orange>Class 5 Antenna.</color> :}
Allow setting a maximum brightness value for co*ckpit lights
Contributor: @Iamsodarncool
Spoiler
// Allows setting a maximum brightness value for cabin lights// Author: Iamsodarncool@PART[Mark1co*ckpit] { @MODULE[ModuleAnimateGeneric] { allowDeployLimit = true revClampDirection = true }}@PART[Mark2co*ckpit] { @MODULE[ModuleAnimateGeneric] { allowDeployLimit = true revClampDirection = true }}@PART[MK1CrewCabin] { @MODULE[ModuleAnimateGeneric] { allowDeployLimit = true revClampDirection = true }}@PART[mk2co*ckpit_Standard] { @MODULE[ModuleAnimateGeneric] { allowDeployLimit = true revClampDirection = true }}@PART[mk2co*ckpit_Inline] { @MODULE[ModuleAnimateGeneric] { allowDeployLimit = true revClampDirection = true }}@PART[mk2CrewCabin] { @MODULE[ModuleAnimateGeneric] { allowDeployLimit = true revClampDirection = true }}@PART[mk3co*ckpit_Shuttle] { @MODULE[ModuleAnimateGeneric] { allowDeployLimit = true revClampDirection = true }}@PART[mk3CrewCabin] { @MODULE[ModuleAnimateGeneric] { allowDeployLimit = true revClampDirection = true }}
Adjust the Rotation of the HECS core for better alignment
Contributors: @eddiew,
Spoiler
// Adjust the rotation alignment of the HECS probe core// Authors: eddiew, Aelfhe1m@PART[probeCoreHex]{-mesh%MODEL{ %model = Squad/Parts/Command/probeCoreHex/model %position = 0.0, 0.0, 0.0 %scale = 1.0, 1.0, 1.0 %rotation = 0, 30, 0}}
Adjust the Attachment Nodes for Heat Shields
Contributor: @Snark
Spoiler
// Tweak the stock heat shields to do two things:// - Shroud is disabled by default// - "Direct" attachment node (intended for attaching without shroud) is removed.// - "Bottom" attachment node (intended for use with shroud) is moved to former location of "direct" node.// Author: Snark@PART[HeatShield1] { @node_stack_bottom = 0.0, -0.00, 0.0, 0.0, -1.0, 0.0, 1 -node_stack_direct = nil @MODULE[ModuleJettison] { %shroudHideOverride = True }}@PART[HeatShield2] { @node_stack_bottom = 0.0, -0.00, 0.0, 0.0, -1.0, 0.0, 2 -node_stack_direct = nil @MODULE[ModuleJettison] { %shroudHideOverride = True }}@PART[HeatShield3] { @node_stack_bottom = 0.0, -0.00, 0.0, 0.0, -1.0, 0.0, 3 -node_stack_direct = nil @MODULE[ModuleJettison] { %shroudHideOverride = True }}
Add Deployment Limiter to Landing Gear
Contributor: @Mecripp
Spoiler
// Add deployment limiter to landing gear// Authors: eddiew, Aelfhe1m@PART[landingLeg1]{ !MODULE[ModuleWheelBase]{} !MODULE[ModuleWheelSuspension]{} !MODULE[ModuleWheelDeployment]{} !MODULE[ModuleWheelLock]{} !MODULE[ModuleWheelBogey]{} !MODULE[ModuleWheelDamage]{} !EFFECTS{}MODULE{ name = ModuleAnimateGeneric animationName = Deploy startEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Extend Legs endEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Retract Legs actionGUIName = #autoLOC_502077 //#autoLOC_502077 = Toggle Legs allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true }}@PART[landingLeg1-2]{ !MODULE[ModuleWheelBase]{} !MODULE[ModuleWheelSuspension]{} !MODULE[ModuleWheelDeployment]{} !MODULE[ModuleWheelLock]{} !MODULE[ModuleWheelBogey]{} !MODULE[ModuleWheelDamage]{} !EFFECTS{}MODULE{ name = ModuleAnimateGeneric animationName = newlandingleg startEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Extend Legs endEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Retract Legs actionGUIName = #autoLOC_502077 //#autoLOC_502077 = Toggle Legs allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true }} @PART[miniLandingLeg]{ !MODULE[ModuleWheelBase]{} !MODULE[ModuleWheelSuspension]{} !MODULE[ModuleWheelDeployment]{} !MODULE[ModuleWheelLock]{} !MODULE[ModuleWheelBogey]{} !MODULE[ModuleWheelDamage]{} !EFFECTS{}MODULE{ name = ModuleAnimateGeneric animationName = probeleg startEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Extend Legs endEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Retract Legs actionGUIName = #autoLOC_502077 //#autoLOC_502077 = Toggle Legs allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true }}
Tweakable Defaults
These patches allow you to alter the default state for many part tweakables so that you do not have to remember to do it every time. These are personal preference items and do no alter gameplay. In all cases, these can still be altered in-game while the patch is active, it only changes their starting settings.
No Monopropellant in New Command Pods/co*ckpits
Contributor: Unknown
Spoiler
// Empty monopropellant from new pods/co*ckpits// Author: Unknown@PART[*]:HAS[@MODULE[ModuleCommand],@RESOURCE[MonoPropellant]]:FINAL{ @RESOURCE[MonoPropellant] { @amount = 0 }}
RCS to Translate Only
Contributor: @Snark
Spoiler
// Configure RCS to Translate Only by Default// Author: Snark@PART[*]:HAS[@MODULE[ModuleRCSFX]]{@MODULE[ModuleRCSFX]{%enableYaw = false%enablePitch = false%enableRoll = false}}
Clamshell Style Fairings
Contributor: @Alshain
Spoiler
// Default fairings to Clamshell// Author: Alshain@PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:FINAL{@MODULE[ModuleProceduralFairing]{useClamshell = true}}
Number of Fairing Sides
Contributor: @Alshain
Spoiler
// Change the default number of fairing sides// Author: Alshain@PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:FINAL{@MODULE[ModuleProceduralFairing]{// Change to any whole number between 2 and 6nArcs = 3}}
Fairing Ejection Force
Contributor: @Alshain
Spoiler
// Change the default fairing ejection force// Author: Alshain@PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:FINAL{@MODULE[ModuleProceduralFairing]{// Change to any whole number between 0 and 1000ejectionForce = 50}}
Decoupler, Separator, and Heat Shield Ejection Force
Contributor: @Alshain
Spoiler
// Change the default decoupler, separator, and heat shield ejection force// Author: Alshain@PART[*]:HAS[@MODULE[ModuleDecouple]]:FINAL{@MODULE[ModuleDecouple]{// Change to any whole number between 0 and 100ejectionForcePercent = 50}}
Hibernate in Warp to Auto
Contributor: @Alshain
Spoiler
//Default Hibernate in Warp to Auto//Author: Alshain@PART[*]:HAS[@MODULE[ModuleCommand]:HAS[#hasHibernation[True]]]:FINAL{@MODULE[ModuleCommand] {%hibernateOnWarp = true}}
Fairing Nodes to Off
Contributor: @JAFO
Spoiler
// Fairing nodes default to off// Author: JAFO@PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:FINAL{@MODULE[ModuleStructuralNodeToggle]{showNodes = false}}
Fairing Trusses to Off
Contributor: @JAFO
Spoiler
// Fairing trusses default to off// Author: JAFO@PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:FINAL{@MODULE[ModuleStructuralNodeToggle]{showMesh = false}}
Decouplers to Allow Crossfeed
Contributor: @Armisael
Spoiler
//New radial decouplers allow crossfeed//Author: Armisael@PART[*]:HAS[@MODULE[ModuleAnchoredDecoupler]]:FINAL{ @MODULE[ModuleToggleCrossfeed] { @crossfeedStatus = true }}@PART[*]:HAS[@MODULE[ModuleDecouple]:HAS[#explosiveNodeID[srf]]]:FINAL{ @MODULE[ModuleToggleCrossfeed] { @crossfeedStatus = true }}
Command Pod and co*ckpit Lights On
Contributor: @slubman
Spoiler
// Command pods have lights on by default// Author: slubman@PART[*]:HAS[@MODULE[ModuleColorChanger]]:FINAL{@MODULE[ModuleColorChanger]{%animState = true}}// co*ckpits and cabins have lights on by default// Author: slubman@PART[*Cabin*|*co*ckpit*]:HAS[@MODULE[ModuleAnimateGeneric]]:FINAL{@MODULE[ModuleAnimateGeneric]{%animSwitch = false%animTime = 1%animSpeed = 1}}
Command Pod and co*ckpit Lights Not Bound to Action Group
Contributor: @slubman
Spoiler
// Command pods have lights on not bound to ActionGroup// Author: slubman@PART[*]:HAS[@MODULE[ModuleColorChanger]]:FINAL{@MODULE[ModuleColorChanger]{%defaultActionGroup = None}}// co*ckpits and cabins not bound to ActionGroup// Author: slubman@PART[*Cabin*|*co*ckpit*]:HAS[@MODULE[ModuleAnimateGeneric]]:FINAL{@MODULE[ModuleAnimateGeneric]{%defaultActionGroup = None}}
Kerbal EVA Lights On
Contributor: @slubman
Spoiler
// Kerbal have lights on when starting EVA// Author: slubman@PART[*]:HAS[@MODULE[KerbalEVA]]:FINAL{@MODULE[KerbalEVA]{%lampOn = true}}
Reduce Default Ablator to 20% of full
Contributor: @Foxster
Spoiler
// Set starting ablator to 20% of max for heatshields// Author: Foxster@PART[HeatShield*]:FINAL{@RESOURCE[Ablator]{ @amount *= 0.2}}
Default Antennas to Allow Partial
Contributor: @Blackline
Spoiler
// Default antennas to allow partial// Author: Blackline@PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:FINAL{ @MODULE[ModuleDataTransmitter] { %xmitIncomplete = True }}
Default Flag Decals to Off
Contributor: @Messy Recipe
Spoiler
// Turn off flag decals by default// Author: Messy Recipe@PART[*]:HAS[@MODULE[FlagDecal]]:FINAL{@MODULE[FlagDecal]{%flagDisplayed = false}}
Scaled and New Parts
These patches add new parts from existing textures to fill in some of the gaps in stock.
0.625m Fuselage
Contributor: @Psycho_zs
Spoiler
//Add 0.625m Fuselage//Author: Psycho_zs+PART[Mk1FuselageStructural]{ @name = Mk0FuselageStructural @rescaleFactor = 0.5 @TechRequired = generalConstruction @entryCost = 1500 @cost = 220 @title = Structural Fuselage (small) @description = A substandard 0.625m fuselage. Derived from the early papier-mache mockup of the full-scale fuselage with added reinforcements. @mass = 0.0125 @node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0, 0 @node_attach[6] = 0 @bulkheadProfiles = size0}
1.25m Modular Girder System
Contributor: @Alshain
Spoiler
//Add 1.25m Modular Girder//Author: Alshain+PART[trussPiece1x]{ @name = largeTrussPiece1x @rescaleFactor = 2 @TechRequired = specializedConstruction @entryCost = 5200 @cost = 50 @title = Large Modular Girder Segment @mass = 0.25 @node_stack_bottom[6] = 2 @node_stack_top[6] = 2 @node_attach = 0.0, -0.5592728, 0.0, 0.0, -1.0, 0.0, 2 @bulkheadProfiles = size2}//Add 1.25m to 2.5 Modular Girder Adapter//Author: Alshain+PART[trussAdapter]{ @name = largeTrussAdapter @rescaleFactor = 2 @TechRequired = advMetalworks @entryCost = 9600 @cost = 100 @title = Large Modular Girder Adapter @mass = 0.50 @node_stack_bottom[6] = 2 @node_stack_top[6] = 2 @description = This piece allows you to attach Large Modular Girder parts to standard 2.5m attachment points. @bulkheadProfiles = size2}//Add 1.25m Modular Girder XXL//Author: Alshain+PART[trussPiece3x]{ @name = largeTrussPiece3x @rescaleFactor = 2 @TechRequired = metaMaterials @entryCost = 15600 @cost = 125 @title = Modular Girder Segment XXL @mass = 0.75 @node_stack_bottom[6] = 2 @node_stack_top[6] = 2 @node_attach = 0.0, -1.475238, 0.0, 0.0, -1.0, 0.0, 2 @bulkheadProfiles = size2}//Add 1.25m Micronode//Author: Alshain+PART[structuralMiniNode]{ @name = structuralMacroNode @rescaleFactor = 4 @TechRequired = advMetalworks @entryCost = 39200 @cost = 100 @title = The Not-Rockomax Macronode @mass = 0.60 @node_stack_right[6] = 2 @node_stack_left[6] = 2 @node_stack_back[6] = 2 @node_stack_front[6] = 2 @node_stack_top[6] = 2 @node_stack_bottom[6] = 2 @bulkheadProfiles = size2}
0.313m Modular Girder System
Contributor: @Alshain
Spoiler
//Add 0.313m Modular Girder//Author: Alshain+PART[trussPiece1x]{ @name = smallTrussPiece1x @rescaleFactor = 0.5 @TechRequired = miniaturization @entryCost = 1300 @cost = 12.5 @title = Small Modular Girder Segment @mass = 0.0625 @node_stack_bottom[6] = 0 @node_stack_top[6] = 0 @node_attach = 0.0, -0.5592728, 0.0, 0.0, -1.0, 0.0, 0 @bulkheadProfiles = size0}//Add 0.313m to 0.625m Modular Girder Adapter//Author: Alshain+PART[trussAdapter]{ @name = smallTrussAdapter @rescaleFactor = 0.5 @TechRequired = precisionEngineering @entryCost = 2400 @cost = 25 @title = Small Modular Girder Adapter @mass = 0.125 @node_stack_bottom[6] = 0 @node_stack_top[6] = 0 @description = This piece allows you to attach Small Modular Girder parts to standard 0.625m attachment points. @bulkheadProfiles = size0}//Add 0.313m Modular Girder XS//Author: Alshain+PART[trussPiece3x]{ @name = smallTrussPiece3x @rescaleFactor = 0.5 @TechRequired = precisionEngineering @entryCost = 3900 @cost = 31.25 @title = Modular Girder Segment XS @mass = 0.1875 @node_stack_bottom[6] = 0 @node_stack_top[6] = 0 @node_attach = 0.0, -1.475238, 0.0, 0.0, -1.0, 0.0, 0 @bulkheadProfiles = size0}//Add 0.625m Micronode//Author: Alshain+PART[structuralMiniNode]{ @name = structuralNode @rescaleFactor = 2 @TechRequired = advConstruction @entryCost = 19600 @cost = 50 @title = The Not-Rockomax Node @mass = 0.30 @node_stack_right[6] = 1 @node_stack_left[6] = 1 @node_stack_back[6] = 1 @node_stack_front[6] = 1 @node_stack_top[6] = 1 @node_stack_bottom[6] = 1 @bulkheadProfiles = size1}
0.625m & 2.5m HubMax
Contributor: @Alshain
Spoiler
//Add 2.5m HubMax connector//Author: Alshain+PART[stationHub]{ @name = stationHubLarge @rescaleFactor = 2 @TechRequired = metaMaterials @entryCost = 21600 @cost = 1800 @title = Rockomax HubExtreme Multi-Point Connector @mass = 3.0 @node_stack_right[6] = 2 @node_stack_left[6] = 2 @node_stack_back[6] = 2 @node_stack_front[6] = 2 @node_stack_top[6] = 2 @node_stack_bottom[6] = 2 @bulkheadProfiles = size2}//Add 0.625m HubMax connector//Author: Alshain+PART[stationHub]{ @name = stationHubSmall @rescaleFactor = 0.5 @TechRequired = metaMaterials @entryCost = 5400 @cost = 450 @title = Rockomax HubMin Multi-Point Connector @mass = 0.75@node_stack_right[6] = 0@node_stack_left[6] = 0@node_stack_back[6] = 0@node_stack_front[6] = 0@node_stack_top[6] = 0@node_stack_bottom[6] = 0 @bulkheadProfiles = size0}
1.25m to 0.625m Bi/Tri/Quad Adapters
Contributor: @Alshain
Spoiler
//Add 0.625m - 1.25m Bi-Adapter//Author: Alshain+PART[adapterLargeSmallBi]{ @name = adapterSmallTinyBi @rescaleFactor = 0.5 @TechRequired = advConstruction @entryCost = 3900 @cost = 200 @title = TVR-200S Stack Bi-Adapter @description = After realizing 'larger circles' wasn't a very patentable concept, O.M.B. Enterprises rolled out a new line of ingenious multi-connector adapters to fit Rockomax sized parts. Lawsuit still pending. Converts a single 1.25m stack into two 0.625m stacks. @mass = 0.05 @node_stack_bottom01[6] = 0 @node_stack_bottom02[6] = 0 @node_stack_top[6] = 1 @bulkheadProfiles = size0}//Add 0.625m - 1.25m Tri-Adapter//Author: Alshain+PART[adapterLargeSmallTri]{ @name = adapterSmallTinyTri @rescaleFactor = 0.5 @TechRequired = advConstruction @entryCost = 3200 @cost = 300 @title = TVR-300S Stack Bi-Adapter @description = After realizing 'larger circles' wasn't a very patentable concept, O.M.B. Enterprises rolled out a new line of ingenious multi-connector adapters to fit Rockomax sized parts. Lawsuit still pending. Converts a single 1.25m stack into three 0.625m stacks. @mass = 0.075 @node_stack_bottom01[6] = 0 @node_stack_bottom02[6] = 0 @node_stack_bottom03[6] = 0 @node_stack_top[6] = 1 @bulkheadProfiles = size0}//Add 0.625m - 1.25m Quad-Adapter//Author: Alshain+PART[adapterLargeSmallQuad]{ @name = adapterSmallTinyQuad @rescaleFactor = 0.5 @TechRequired = advConstruction @entryCost = 3500 @cost = 400 @title = TVR-400S Stack Bi-Adapter @description = After realizing 'larger circles' wasn't a very patentable concept, O.M.B. Enterprises rolled out a new line of ingenious multi-connector adapters to fit Rockomax sized parts. Lawsuit still pending. Converts a single 1.25m stack into four 0.625m stacks. @mass = 0.1 @node_stack_bottom01[6] = 0 @node_stack_bottom02[6] = 0 @node_stack_bottom03[6] = 0 @node_stack_bottom04[6] = 0 @node_stack_top[6] = 1 @bulkheadProfiles = size0}
0.625m, 2.5m, 3.75m Bi/Tri/Quad Couplers
Contributor: @Alshain
Spoiler
//Add 0.625m Bi-Coupler//Author: Alshain+PART[stackBiCoupler]{ @name = stackTinyBiCoupler @rescaleFactor = 0.5 @TechRequired = specializedConstruction @entryCost = 1600 @cost = 200 @title = TVR-200T Stack Bi-Coupler @description = The TVR-200T Stack Bi-Coupler is a simple method for splitting one rocket into two - WITHOUT the disastrous consequences of doing it the normal (explosive) way. This unit support 0.625m parts. @mass = 0.05 @node_stack_top = 0, 0.2555655, 0, 0.0, 1.0, 0.0, 0 @node_stack_bottom1 = 0.6507622, -0.2681665, 0, 0.0, -1.0, 0.0, 0 @node_stack_bottom2 = -0.6507622, -0.2681665, 0, 0.0, -1.0, 0.0, 0 @bulkheadProfiles = size0}//Add 2.5m Bi-Coupler//Author: Alshain+PART[stackBiCoupler]{ @name = stackLargeBiCoupler @rescaleFactor = 2 @TechRequired = advConstruction @entryCost = 6400 @cost = 800 @title = TVR-200M Stack Bi-Coupler @description = The TVR-200T Stack Bi-Coupler is a simple method for splitting one rocket into two - WITHOUT the disastrous consequences of doing it the normal (explosive) way. This unit support 2.5m parts. @mass = 0.2 @node_stack_top = 0, 0.2555655, 0, 0.0, 1.0, 0.0, 2 @node_stack_bottom1 = 0.6507622, -0.2681665, 0, 0.0, -1.0, 0.0, 2 @node_stack_bottom2 = -0.6507622, -0.2681665, 0, 0.0, -1.0, 0.0, 2 @bulkheadProfiles = size2}//Add 3.75m Bi-Coupler//Author: Alshain+PART[stackBiCoupler]{ @name = stackJumboBiCoupler @rescaleFactor = 3 @TechRequired = advMetalworks @entryCost = 9600 @cost = 1200 @title = TVR-200J Stack Bi-Coupler @description = The TVR-200T Stack Bi-Coupler is a simple method for splitting one rocket into two - WITHOUT the disastrous consequences of doing it the normal (explosive) way. This unit support 3.75m parts. @mass = 0.3 @node_stack_top = 0, 0.2555655, 0, 0.0, 1.0, 0.0, 3 @node_stack_bottom1 = 0.6507622, -0.2681665, 0, 0.0, -1.0, 0.0, 3 @node_stack_bottom2 = -0.6507622, -0.2681665, 0, 0.0, -1.0, 0.0, 3 @bulkheadProfiles = size3}//Add 0.625m Tri-Coupler//Author: Alshain+PART[stackTriCoupler]{ @name = stackTinyTriCoupler @rescaleFactor = 0.5 @TechRequired = specializedConstruction @entryCost = 1050 @cost = 340 @title = TVR-1180B Mk0 Stack Tri-Coupler @description = The Stack Tricoupler! If your stack is lacking in awesomeness, this is the tool for you! Just remember that this is not a decoupler, and won't separate stages. This unit supports 0.625m parts. @mass = 0.075 @node_stack_top = 0.0, 0.5349199, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom01 = 0, -0.4361493, -0.7233048, 0.0, -1.0, 0.0, 0 @node_stack_bottom02 = -0.6264005, -0.4361493, 0.3616524, 0.0, -1.0, 0.0, 0 @node_stack_bottom03 = 0.6264006, -0.4361493, 0.3616522, 0.0, -1.0, 0.0, 0 @bulkheadProfiles = size0}//Add 2.5m Tri-Coupler//Author: Alshain+PART[stackTriCoupler]{ @name = stackLargeTriCoupler @rescaleFactor = 2 @TechRequired = advConstruction @entryCost = 4200 @cost = 1360 @title = TVR-1180D Stack Tri-Coupler @description = The Stack Tricoupler! If your stack is lacking in awesomeness, this is the tool for you! Just remember that this is not a decoupler, and won't separate stages. This unit supports 2.5m parts. @mass = 0.3 @node_stack_top = 0.0, 0.5349199, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom01 = 0, -0.4361493, -0.7233048, 0.0, -1.0, 0.0, 2 @node_stack_bottom02 = -0.6264005, -0.4361493, 0.3616524, 0.0, -1.0, 0.0, 2 @node_stack_bottom03 = 0.6264006, -0.4361493, 0.3616522, 0.0, -1.0, 0.0, 2 @bulkheadProfiles = size2}//Add 3.75m Tri-Coupler//Author: Alshain+PART[stackTriCoupler]{ @name = stackJumboTriCoupler @rescaleFactor = 3 @TechRequired = advMetalworks @entryCost = 6300 @cost = 2040 @title = TVR-1180E Stack Tri-Coupler @description = The Stack Tricoupler! If your stack is lacking in awesomeness, this is the tool for you! Just remember that this is not a decoupler, and won't separate stages. This unit supports 3.75m parts. @mass = 0.45 @node_stack_top = 0.0, 0.5349199, 0.0, 0.0, 1.0, 0.0, 3 @node_stack_bottom01 = 0, -0.4361493, -0.7233048, 0.0, -1.0, 0.0, 3 @node_stack_bottom02 = -0.6264005, -0.4361493, 0.3616524, 0.0, -1.0, 0.0, 3 @node_stack_bottom03 = 0.6264006, -0.4361493, 0.3616522, 0.0, -1.0, 0.0, 3 @bulkheadProfiles = size3}//Add 0.625m Quad-Coupler//Author: Alshain+PART[stackQuadCoupler]{ @name = stackTinyQuadCoupler @rescaleFactor = 0.5 @TechRequired = specializedConstruction @entryCost = 2100 @cost = 1000 @title = TVR-2160B Stack Quad-Coupler @description = What could be more awesome than a Tricoupler? Why, a quadcoupler, of course. Just remember that this is not a decoupler, and will not separate stages. This unit supports 0.625m parts. @mass = 0.0875 @node_stack_top[6] = 0 @node_stack_bottom01[6] = 0 @node_stack_bottom02[6] = 0 @node_stack_bottom03[6] = 0 @node_stack_bottom04[6] = 0 @bulkheadProfiles = size0}//Add 2.5m Quad-Coupler//Author: Alshain+PART[stackQuadCoupler]{ @name = stackLargeQuadCoupler @rescaleFactor = 2 @TechRequired = advConstruction @entryCost = 8400 @cost = 4000 @title = TVR-2160D Stack Quad-Coupler @description = What could be more awesome than a Tricoupler? Why, a quadcoupler, of course. Just remember that this is not a decoupler, and will not separate stages. This unit supports 2.5m parts. @mass = 0.35 @node_stack_top[6] = 2 @node_stack_bottom01[6] = 2 @node_stack_bottom02[6] = 2 @node_stack_bottom03[6] = 2 @node_stack_bottom04[6] = 2 @bulkheadProfiles = size2}//Add 3.75m Quad-Coupler//Author: Alshain+PART[stackQuadCoupler]{ @name = stackJumboQuadCoupler @rescaleFactor = 3 @TechRequired = advMetalworks @entryCost = 12600 @cost = 6000 @title = TVR-2160E Stack Quad-Coupler @description = What could be more awesome than a Tricoupler? Why, a quadcoupler, of course. Just remember that this is not a decoupler, and will not separate stages. This unit supports 3.75m parts. @mass = 0.525 @node_stack_top[6] = 3 @node_stack_bottom01[6] = 3 @node_stack_bottom02[6] = 3 @node_stack_bottom03[6] = 3 @node_stack_bottom04[6] = 3 @bulkheadProfiles = size3}
Extra Landing Gear
Contributor @Vegetal
Spoiler
// Adds an intermediate landing gear between small and medium.// Author: Vegetal+PART[GearSmall]{ @name = [GearSmall2] @title = LY-25 Medium Landing Gear @rescaleFactor = 0.8 @TechRequired = advLanding @entryCost = 4800 @cost = 650 @description = Smaller version of LY-35 landing gear, not too big, not too small. @mass = 0.1}
Additional Launch Clamps
Contributor: @maculator
Spoiler
// Add additional launch clamp sizes// Author: maculator+PART[launchClamp1]{ @name = [launchClamp2]@title = TT18-B Launch Stability Enhancer @rescaleFactor = 2 //1 = 100% @TechRequired = specializedConstruction @entryCost = 3600 @cost = 400 @mass = 0.2 @node_attach = 0.0, 1.354437, 0.8069194, 0.0, 0.0, -1.0, 2}+PART[launchClamp1]{ @name = [launchClamp0] @title = TT18 Launch Stability Enhancer @rescaleFactor = 0.5 //1 = 100% @TechRequired = start @entryCost = 0 @cost = 100 @mass = 0.05 @node_attach = 0.0, 1.354437, 0.8069194, 0.0, 0.0, -1.0, 0}+PART[launchClamp1]{ @name = [launchClamp3]@title = TT18-C Launch Stability Enhancer @rescaleFactor = 3 //1 = 100% @TechRequired = composites @entryCost = 5400 @cost = 600 @mass = 0.3 @node_attach = 0.0, 1.354437, 0.8069194, 0.0, 0.0, -1.0, 3}
Delayed Action Sepatron
Contributor: @Enceos
Spoiler
// Add a delayed action sepatron// Author: Enceos+PART[sepMotor1]:Final{@name = delayedRetro @title = Sepratron I-D@description = Same as the Sepratron I but with a delayed fuse.@MODULE[ModuleEngine*]{%useThrustCurve = true%thrustCurve{key = 0.00 0.01key = 0.05 1.00 0 0key = 0.93 1.00 0 0key = 0.98 0.10 0 0key = 1.00 0.10}}}
Add a 5m and 7m Fairing
Contributor: @Enceos, @Stone Blue
Spoiler
// Add a 5m Fairing// Author: Enceos+PART[fairingSize3]{ %name = fairingSize4 @MODEL { %scale = 1.33,1,1.33 }%title = AE-FF4 Airstream Protective Shell (5m)%description = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! The AE-FF4 is the experimental prototype from FLOOYD. It is designed for the largest rockets which come from private companies from various parts of Kerbin.%mass = 0.64%bulkheadProfiles = size4 @MODULE[ModuleProceduralFairing] { %baseRadius = 2.5 %maxRadius = 8 %xSectionHeightMax = 7 }}// Add a 7m Fairing// Author: Stone Blue+PART[fairingSize3]{ %name = fairingSize5 @MODEL { %scale = 2,1,2 }%title = AE-FF5 Airstream Protective Shell (7.5m)%description = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! The AE-FF5 is the experimental prototype from FLOOYD. It is designed for the largest rockets which come from private companies from various parts of Kerbin.%mass = 1.1%bulkheadProfiles = size5 @MODULE[ModuleProceduralFairing] { %baseRadius = 3.75 %maxRadius = 10.5 %xSectionHeightMax = 7 }}
Make the Atmospheric Sensor Smaller
Contributor: @samamstar
Spoiler
//this patch makes the atmopheric sensor smaller//Author: samamstar@PART[sensorAtmosphere]:FINAL{//set this factor bigger to make the part bigger, smaller to shrink it@rescaleFactor = 0.3//I suggest 0.3, that puts it right around the scale of the thermometer & accelerometer}
Add Fuel Filled Adapters
Contributor: @samamstar
Spoiler
//this adds new fuel filled adapters for ksp. should be decently balanced//Author: samamstar//new 1.25 to 0.625 fueled adapter+PART[adapterSmallMiniTall]:FINAL{@name = adapterSmallMiniTallFueled@TechRequired = advFuelSystems@entryCost = 3000@cost = 200@category = FuelTank@title = FL-A10 Fuel Tank@description = We had some engineers installing a FL-A10 adapter when they came to the sudden realization that we were packing all that extra empty space for no reason!@mass = 0.70RESOURCE{name = LiquidFuelamount = 45maxAmount = 45}RESOURCE{name = Oxidizeramount = 55maxAmount = 55}}//2.5 meter adapter fuel tank+PART[largeAdapter]:FINAL{@name = largeAdapterFueled@TechRequired = advFuelSystems@entryCost = 7000@cost = 3500@category = FuelTank@title = Rockomax Brand Adapter@manufacturer = Rockomax Conglomerate@description = When C7 designed an adapter for rockomax rocketry parts we immediately took legal action against them, but it is aparently perfectly legal to design periferals for someone else's product. So we beat them at their own game.@mass = 0.5RESOURCE{name = LiquidFuelamount = 360maxAmount = 360}RESOURCE{name = Oxidizeramount = 440maxAmount = 440}}//3.75 meter adapter fuel tank+PART[Size3to2Adapter]:FINAL{@name = Size3to2AdapterFueled@TechRequired = highPerformanceFuelSystems@entryCost = 10000@cost = 2750@category = FuelTank@title = Kerbodyne ADTP-2-3 Fuel Tank@manufacturer = Kerbodyne@description = After Jeb's junkyard filled the FL-A10 adapter with fuel, some eggheads at kerbodyne came up with a great idea! Fill our adapter with fuel!@mass = 1.75RESOURCE{name = LiquidFuelamount = 1296maxAmount = 1296}RESOURCE{name = Oxidizeramount = 1584maxAmount = 1584}}
Small & Large Air Brakes
Contributor: @Errol
Spoiler
// Adds a small and large airbrake part// Author: Errol+PART[airbrake1]{ @name = miniairbrake1 @rescaleFactor = 0.5 @TechRequired = stability @entryCost = 5000 @cost = 250 @title = A.I.R.B.R.A.K.E.S (M.I.N.I) @description = After several complaints from our brave pilots that the standard A.I.R.B.R.A.K.E.S were too powerful for smaller craft, the engineers at C7 Aerospace came up with a simple solution. A smaller airbrake. @mass = 0.0125 @MODULE[ModuleAeroSurface] { @deflectionLiftCoeff = 0.1 @ctrlSurfaceArea = 0.25 }}+PART[airbrake1]{ @name = largeairbrake1 @rescaleFactor = 1.5 @TechRequired = heavyAerodynamics @entryCost = 15000 @cost = 1000 @title = A.I.R.B.R.A.K.E.S (L.A.R.G.E) @description = After several complaints from our brave pilots that the standard A.I.R.B.R.A.K.E.S were too wimpy for larger craft, the engineers at C7 Aerospace came up with a simple solution. A larger airbrake. @mass = 0.1 @MODULE[ModuleAeroSurface] { @deflectionLiftCoeff = 0.85 @ctrlSurfaceArea = 2.25 }}
Radial LFO Tank
Contributor: @Snark, @Aelfhe1m
Spoiler
// Repurposes the Stratus-V Cylindrified Monopropellant Tank as an LFO tank.+PART[rcsTankRadialLong] {@name = squadLFOTankRadialLong@title = Stratus-LFO Cylindrified Fuel Tank@description = After years of disappointing sales, the hard-working engineers of Stratus Corporation finally realized that nobody has any use for a medium-large radial monopropellant tank. So they boldly ventured into new markets with this line of conveniently attachable, moderately-sized LFO tanks. -RESOURCE[MonoPropellant] {}RESOURCE {name = LiquidFuelamount = 54maxAmount = 54}RESOURCE {name = Oxidizeramount = 66maxAmount = 66}}
Internal Combustion Engine (Wheels)
Contributor: @KerbMav
Spoiler
// Adds and internal combustion wheel.// Author: KerbMav+PART[wheelMed]{@name = wheelMedFuel@TechRequired = aviation@entryCost = 2000@cost = 200@title = Combustion Ruggedized Wheel@description = An extremely tough wheel made for mobilizing medium sized vehicles across a large variety of terrain. Will need air intakes to feed the motor oxygen for fuel combustion.@mass = 0.3@maxTemp = 800@MODULE[ModuleWheelMotor]{@wheelSpeedMax = 59 // kph@driveResponse = 2RESOURCE{name = LiquidFuelrate = 0.01}RESOURCE{name = IntakeAirrate = 0.1}@idleDrain = 0.0-RESOURCE[ElectricCharge] {}}-MODULE[ModuleTestSubject]{}}@PART[wheelMedFuel]:NEEDS[WheelSounds]{MODULE{name = WheelSoundswheelSoundVolume = 1.5wheelSoundPitch = 0.5wheelSoundFile = WheelSounds/Sounds/RoveMaxXL3skidSoundVolume = 0.2skidSoundPitch = 1skidSoundFile = WheelSounds/Sounds/gravelSkiddamageSoundVolume = 1damageSoundFile = WheelSounds/Sounds/wheelDamagesoundInVacuum = false}}@PART[*]:HAS[@MODULE[WheelSounds],!@MODULE[ModuleWheelMotorSteering]]:NEEDS[WheelSounds]:FINAL{ @MODULE[WheelSounds] { skidSoundVolume = 0.3soundInVacuum = true }}
Gameplay Changes
These patches can be perceived as changing gameplay or otherwise altering the presumably intended difficulty in the game.
Reduce the mass of the Mk 1-2 Pod and Mk2 Lander to a more 'balanced' value
Contributor: @Alshain
Spoiler
// Change the mass of the Mk1-2 and Mk2 Lander for better balance// Author: Alshain@PART[Mark1-2Pod]:FINAL{@mass = 2.4}@PART[mk2LanderCabin]:FINAL{@mass = 1.4}
Reduce the mass of structural parts
Contributor: @Psycho_zs
Spoiler
// Reduced mass for structural parts// Author: Psycho_zs@PART[structuralIBeam2|structuralIBeam3]{ @mass *= 0.5}@PART[trussAdapter|trussPiece1x|trussPiece3x]{ @mass *= 0.2}
Add Limited Torque to All Probes
Contributor: @Alshain
Spoiler
// Add torque to all probes// Author: Alshain@PART[probeCoreOcto2]:FINAL{MODULE{name = ModuleReactionWheelPitchTorque = 0.3YawTorque = 0.3RollTorque = 0.3RESOURCE{name = ElectricChargerate = 0.03}}}@PART[probeCoreCube]:FINAL{MODULE{name = ModuleReactionWheelPitchTorque = 0.1YawTorque = 0.1RollTorque = 0.1RESOURCE{name = ElectricChargerate = 0.03}}}@PART[probeCoreSphere]:FINAL{MODULE{name = ModuleReactionWheelPitchTorque = 0.1YawTorque = 0.1RollTorque = 0.1RESOURCE{name = ElectricChargerate = 0.03}}}
Reduce the Effective Torque of All Reaction Wheels
Contributor: @Psycho_zs
Spoiler
// Reduce the effective torque of all reaction wheels// Author: Psycho_zs@PART[*]:HAS[@MODULE[ModuleReactionWheel]]:FINAL {@MODULE[ModuleReactionWheel] {@PitchTorque *= 0.1@YawTorque *= 0.1@RollTorque *= 0.1}}
Allow Deflating Inflatable Heat Shield
Contributor: @Chris97b
Spoiler
//Allow deflating inflatable heat sheield//Author: Chris97b@PART[InflatableHeatShield]:AFTER[Squad] { @MODULE[ModuleAnimateGeneric] { @allowAnimationWhileShielded = true @disableAfterPlaying = false } }
Allow All Deployable Solar Panels to Retract
Contributor: @Alshain
Spoiler
// Allows all deployable panels to retract// Author: Alshain@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL{@MODULE[ModuleDeployableSolarPanel]{@retractable = true}}
Add a Power Generator to All Command Pods
Contributor: @Foxster
Spoiler
// Add a Power Generator to All Command Pods// Author: Foxster@PART[*]:HAS[@MODULE[ModuleCommand]]{MODULE{name = ModuleGeneratorisAlwaysActive = trueOUTPUT_RESOURCE{name = ElectricChargerate = 0.75}}}
Add Angled Docking Ability to Docking Ports
Contributor: @Psycho_zs
Spoiler
// Add angle snapping to Squad Docking ports (12 increments as on textures)// Author: Psycho_zs@PART[dockingPortLateral|dockingPort2|dockingPort3|mk2DockingPort|dockingPortLarge|dockingPort1]:FINAL{@MODULE[ModuleDockingNode]{// If you want X degrees margin, use cos(0.5*X) as captureMinRollDot// 0.5 degrees = 0.99999048// 1 degree = 0.99996192// 2 degrees = 0.9998477// 3 degrees = 0.99965732captureMinRollDot = 0.99996192snapRotation = truesnapOffset = 30}}
Move All Science to Starting Tech Tree Node
Contributor: @maculator
Spoiler
//Move all science to starting tech tree node//Author: maculator@PART[*]:HAS[#category[Science],!MODULE[ModuleScienceLab],!MODULE[ModuleResourceScanner],!MODULE[ModuleOrbitalSurveyor],!MODULE[ModuleDataTransmitter]]:FINAL{ %TechRequired = start}
Increase Electric Output of the Launch Clamp
Contributor: @maculator
Spoiler
//More electric power for launchclamps//Author: maculator@PART[*]:HAS[@MODULE[LaunchClamp]]{ @MODULE[ModuleGenerator] { @OUTPUT_RESOURCE[ElectricCharge] { @rate = 100 //1 is normal } }}
Add Crew Reports to Science Lab
Contributor: @maculator
Spoiler
//Add Crew Reports to Scienc Lab//Author: maculator@PART[Large_Crewed_Lab]{ 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 usageReqMaskInternal = 5 usageReqMaskExternal = -1 }}
Increase Interaction Range of Mystery Goo and Science Jr.
Contributor: @Warzouz
Spoiler
// Increase range of Lab// Author: Warzous@PART[science_module]{ @MODULE[ModuleScienceExperiment] { @interactionRange = 3 }}// Increase range of Goo// Author: Warzous@PART[GooExperiment]{ @MODULE[ModuleScienceExperiment] { @interactionRange = 3 }}
Recieve 100% Science when Transmitting
Contributor: @maculator
Spoiler
// Recieve 100% Science when Transmitting// Author: maculator@PART[*]:HAS[MODULE[ModuleScienceExperiment]]{@MODULE[ModuleScienceExperiment]{@xmitDataScalar = 1.0}}
Add a Generator to ISRU
Contributor: @maculator
Spoiler
//ISRU Generator //FuelCells produce 900EC/1LF now the ISRU can do this too but slower compared to the mass/EC ratio.//But it's boostable through engineers.// Author: maculator@PART[ISRU]{MODULE{ name = ModuleResourceConverter ConverterName = Generator StartActionName = Start ISRU [Generator Mode] StopActionName = Stop ISRU [Generator Mode] AutoShutdown = trueTemperatureModifier{key = 0 100000key = 750 50000key = 1000 10000key = 1250 500key = 2000 50key = 4000 0}GeneratesHeat = trueDefaultShutoffTemp = .8ThermalEfficiency {key = 0 0 0 0key = 500 0.1 0 0key = 1000 1.0 0 0key = 1250 0.1 0 0key = 3000 0 0 0 }UseSpecialistBonus = trueSpecialistEfficiencyFactor = 0.2SpecialistBonusBase = 0.05ExperienceEffect = ConverterSkillEfficiencyBonus = 1 INPUT_RESOURCE{ResourceName = LiquidFuelRatio = 0.22222FlowMode = STAGE_PRIORITY_FLOW}INPUT_RESOURCE{ResourceName = OxidizerRatio = 0.27160FlowMode = STAGE_PRIORITY_FLOW}OUTPUT_RESOURCE{ResourceName = ElectricChargeRatio = 200DumpExcess = false}}}//MiniISRU Generator //FuelCells produce 900EC/1LF now the MiniISRU can do this too but slower compared to the mass/EC ratio.//But it's boostable through engineers..// Author: maculator@PART[MiniISRU]{MODULE{ name = ModuleResourceConverter ConverterName = Generator StartActionName = Start ISRU [Generator] StopActionName = Stop ISRU [Generator]AutoShutdown = trueTemperatureModifier{key = 0 50000key = 750 25000key = 1000 5000key = 1250 2500key = 2000 2500key = 4000 0}GeneratesHeat = trueDefaultShutoffTemp = .8ThermalEfficiency {key = 0 0 0 0key = 500 0.9 0 0key = 1000 1.0 0 0key = 1250 0.9 0 0key = 1500 0.5 0 0key = 3000 0.0 0 0 }UseSpecialistBonus = trueSpecialistEfficiencyFactor = 0.2SpecialistBonusBase = 0.05ExperienceEffect = ConverterSkillEfficiencyBonus = 1 INPUT_RESOURCE{ResourceName = LiquidFuelRatio = 0.06667FlowMode = STAGE_PRIORITY_FLOW}INPUT_RESOURCE{ResourceName = OxidizerRatio = 0.08148FlowMode = STAGE_PRIORITY_FLOW}OUTPUT_RESOURCE{ResourceName = ElectricChargeRatio = 60DumpExcess = false}}}
Stop Solar Panels from Sun Tracking
Contributor: @tg626, @Alshain
Spoiler
// Stop solar panel from sun tracking// Author: tg626, Alshain@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL{@MODULE[ModuleDeployableSolarPanel]{//%sunTracking = false //v1.1 and earlier%isTracking = false // v1.2+}}
Add Attachment Nodes to Various Parts
Contributor: @Enceos
Spoiler
// Add attachment nodes to solar panels// Author: Enceos@PART[*]:HAS[#node_attach[*],@MODULE[ModuleDeployableSolarPanel]]{ %node_stack_root = #$node_attach$ @attachRules = 1,1,1,1,1 @bulkheadProfiles = size0, srf}// Add attachment nodes to wheels// Author: Enceos@PART[*]:HAS[#node_attach[*],@MODULE[ModuleWheelBase]]{ %node_stack_root = #$node_attach$ @attachRules = 1,1,1,1,1 @bulkheadProfiles = size0, srf}// Add attachment nodes to RCS// Author: Enceos@PART[*]:HAS[#node_attach[*],@MODULE[ModuleRCSFX]]{ %node_stack_root = #$node_attach$ @attachRules = 1,1,1,1,1 @bulkheadProfiles = size0, srf}@PART[*]:HAS[#node_attach[*],@MODULE[ModuleRCS]]{ %node_stack_root = #$node_attach$ @attachRules = 1,1,1,1,1 @bulkheadProfiles = size0, srf}// Add attachment nodes to radiators// Author: Enceos@PART[*]:HAS[#node_attach[*],@MODULE[ModuleDeployableRadiator]]{ %node_stack_root = #$node_attach$ @attachRules = 1,1,1,1,1 @bulkheadProfiles = size0, srf
Add electric requirements to co*ckpit cabin lights
Contributor: @Alshain
Spoiler
// Add electric resource consumption to co*ckpit lights// Author: Alshain@PART[Mark1co*ckpit] {@MODULE[ModuleAnimateGeneric]{@name = ModuleLight%useAnimationDim = true%lightBrightenSpeed = 2.5%lightDimSpeed = 2.5%resourceAmount = 0.01%useResources = true}}@PART[Mark2co*ckpit] {@MODULE[ModuleAnimateGeneric]{@name = ModuleLight%useAnimationDim = true%lightBrightenSpeed = 2.5%lightDimSpeed = 2.5%resourceAmount = 0.01%useResources = true}}@PART[MK1CrewCabin] {@MODULE[ModuleAnimateGeneric]{@name = ModuleLight%useAnimationDim = true%lightBrightenSpeed = 2.5%lightDimSpeed = 2.5%resourceAmount = 0.01%useResources = true}}@PART[mk2co*ckpit_Standard] {@MODULE[ModuleAnimateGeneric]{@name = ModuleLight%useAnimationDim = true%lightBrightenSpeed = 2.5%lightDimSpeed = 2.5%resourceAmount = 0.01%useResources = true}}@PART[mk2co*ckpit_Inline] {@MODULE[ModuleAnimateGeneric]{@name = ModuleLight%useAnimationDim = true%lightBrightenSpeed = 2.5%lightDimSpeed = 2.5%resourceAmount = 0.01%useResources = true}}@PART[mk2CrewCabin] {@MODULE[ModuleAnimateGeneric]{@name = ModuleLight%useAnimationDim = true%lightBrightenSpeed = 2.5%lightDimSpeed = 2.5%resourceAmount = 0.01%useResources = true}}@PART[mk3co*ckpit_Shuttle] {@MODULE[ModuleAnimateGeneric]{@name = ModuleLight%useAnimationDim = true%lightBrightenSpeed = 2.5%lightDimSpeed = 2.5%resourceAmount = 0.01%useResources = true}}@PART[mk3CrewCabin] {@MODULE[ModuleAnimateGeneric]{@name = ModuleLight%useAnimationDim = true%lightBrightenSpeed = 2.5%lightDimSpeed = 2.5%resourceAmount = 0.01%useResources = true}}
Add Science Transfer to Science Labs and Command Pods
Contributor: @steve_v
Spoiler
//Add Science Transfer to the Science Lab and Command Pods//Author: steve_v@PART[*]:HAS[@MODULE[ModuleScienceContainer]]:HAS[@MODULE[ModuleScienceLab|ModuleCommand]]{@MODULE[ModuleScienceContainer]{ %canBeTransferredToInVessel = True %canTransferInVessel = True %showStatus = True}}
Gain Full Science the First Time and Experiment is Run
Contributor: @MalevolentNinja
Spoiler
// full science for each experiment the first time the experiment is performed// Author: MalevolentNinja@EXPERIMENT_DEFINITION[*]{%baseValue = #$scienceCap$}
Change the Convert-O-Tron 125 to Allow Continuous Work and Improve Efficiency
Contributor: @Raphaello
Spoiler
// Change the Convert-O-Tron 125 to Allow Continuous Work and Improve Efficiency// Author: Raphaello@PART[MiniISRU]{@mass *= 1@entryCost *= 5@cost *= 5@MODULE[ModuleResourceConverter],*{@INPUT_RESOURCE:HAS[#ResourceName[Ore]]{@Ratio *= 0.2}}@MODULE[ModuleCoreHeat]{@MaxCoolant *= 2}}
Set anomaly detection rate to 100% for high tech probes
Contributor: @slubman
Spoiler
// Set anomaly detection rate to 100% for high tech probes// Author: slubman@PART[probeStackLarge|probeStackSmall]:HAS[@MODULE[ModuleKerbNetAccess]]:FINAL{@MODULE[ModuleKerbNetAccess]{%AnomalyDetection = 1}}
Swap crew report and EVA report biome-dependence in space low
Contributor: @pwhk
Spoiler
// Swap Crew report and EVA report biome-dependence in space low// Author: pwhk@EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]]:FINAL { @biomeMask = 23 }@EXPERIMENT_DEFINITION[*]:HAS[#id[evaReport]]:FINAL { @biomeMask = 7 }
Change the impact tolerance of all engines
Contributor: @TheRagingIrishman
Spoiler
// Change the impact tolerance of all engines// Author: TheRagingIrishman@PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL{ @crashTolerance = 0.1}
Unmanned Command Pods
Contributor: @Aelfhe1m
Spoiler
// unmanned command pods// by Aelfhe1m@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]]:FINAL{@MODULE[ModuleCommand]{@minimumCrew = 0RESOURCE // remove resource section if using a life-support mod.{name = ElectricChargerate = 0.020}hasHibernation = True}%MODULE[ModuleSAS] {}}
All Engines Surface Attachable
Contributor: @MatterBeam
Spoiler
//All engines surface attachable, except SRBs.@PART[*]:HAS[#category[Engine],!RESOURCE[SolidFuel]]:FINAL{@attachRules = 1,1,1,0,0}
Disable Kerbal Rescue Contracts
Contributor: @Wyzard
Spoiler
// Disable kerbal rescue contracts, for players who prefer to hire kerbals.// AllowKerbalRescue controls contracts where you rescue just the kerbal.// AllowCompoundRecovery controls contracts where you must recover the derelict vessel too.// Contracts to recover parts *without* kerbals in them are still allowed.@Contracts{ @Recovery { @AllowKerbalRescue = False @AllowCompoundRecovery = False }}
LY-01 Landing Gear Improved
Contributor: @Kerbal101
Spoiler
// LY-01 Landing Gear Improved// Makes the LY-01 basic landing gear (the side one) as stiff as (front wheel from same techlevel) - LY-05.// That significantly reduces amount of re-loads, crashes and it usability goes up.// Author: Kerbal101@PART[GearFixed]{@crashTolerance = 325@MODULE[ModuleWheelSuspension] { @springRatio = 25 @damperRatio = 1.0 }}
Add Brakes to LY-05 Landing Gear
Contributor: @Kerbal101
Spoiler
// Add brakes to LY-05 Landing Gear// Author: Kerbal 101@PART[GearFree]{@MODULE[ModuleWheelBase]{@TooltipPrimaryField = Steerable} MODULE {name = ModuleWheelBrakesbaseModuleIndex = 0maxBrakeTorque = 1.5brakeResponse = 1 }}
Make the Stayputnik Available Earlier
Contributor: @Kerbal101
Spoiler
// Make the Stayputnik Available Earlier// Author: Kerbal101@PART[batteryBankMini]{ @TechRequired = engineering101}@PART[probeCoreSphere]{ @TechRequired = engineering101}
Give pilots fuel efficiency as a skill.
Contributor: @theshepherd
Spoiler
// Give pilots fuel efficiency as a skill// Author: theshepherd@EXPERIENCE_TRAIT[Pilot]:Needs[SQUAD]:Final{%EFFECT[FuelUsage]{%modifiers = 0.99, 0.97, 0.94, 0.90, 0.85}}
Add Science Transfer to All Parts that Can Hold Science
Contributor: @Wyzard
Spoiler
// Add in-vessel transfer support to all parts that can hold science, unless// explicitly disabled by the part. This is the same ability that the stock// Experiment Storage Unit has; it doesn't really make sense for it to be// limited to just the that part.// Author: Wyzard@PART[*]:HAS[@MODULE[ModuleScienceContainer],!MODULE[KerbalEVA]]{@MODULE[ModuleScienceContainer]{// Allow "Container: Collect All" and "Container: Transfer// Data" by default.&canTransferInVessel = True// Allow targeting by "Container: Transfer Data" on other// parts by default.&canBeTransferredToInVessel = True}}
Add Engine Spool Delay
Contributor: @Aelfhe1m, @aquilux
Spoiler
//Add engine response time to engines that pump fluids but have no engine spooling.//Author: Aelfhe1m & Aquilux//////////////////////////////////////////////////////////////////////This script adds engine spooling delay to engines that pump at least one liquid for a chemical reaction.//Engine spooling delay is dependent on the momentum of the turbines in the engine.//This script assumes that turbine mass is an average fraction of engine mass, thus delay is derived from engine mass.////equations for accel/decel/mass relationships loosely derived from KW rocketry values:////engineAccelerationSpeed = -1.16878m + 0.0875252m^2 + -0.00253789m^3 + 0.0000260111m^4 + 5.74868////engineDecelerationSpeed = 1.14632m + 0.0856818m^2 + -0.00246803m^3 + 0.0000251029m^4 + 5.82994////values and derived trend lines can be found here: https://goo.gl/733mKw (published google sheets chart)////////////////////////////////////////////////////////////////////Spooling for engines with oxidiser (to account for hybrid and other exotic chemical engines using oxidiser)@PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[Oxidizer],~useEngineResponseTime[True]]]//find parts containing ModuleEngines* that uses Oxidiser, but does not have useEngineResponseTime{@MODULE[ModuleEngines*]{useEngineResponseTime = True //create useEngineResponseTime//////////////////////////////////////////////////begin polynomial math for engineAccelerationSpeedMATHa = #$/mass$ //start first component temp variable@MATHa *= -1.16878 //complete first component//MATHb = #$/mass$//start second component temp variable@MATHb != 2//incorporate exponent@MATHb *= 0.0875252//complete second component//MATHc = #$/mass$//start third component temp variable@MATHc != 3//incorporate exponent@MATHc *= -0.00253789//complete third component//MATHd = #$/mass$//start fourth component@MATHd != 4//incorporate exponent@MATHd *= 0.0000260111//complete fourth component//engineAccelerationSpeed = #$MATHa$//combine first component@engineAccelerationSpeed += #$MATHb$//combine second component@engineAccelerationSpeed += #$MATHc$//combine third component@engineAccelerationSpeed += #$MATHd$//combine fourth component@engineAccelerationSpeed += 5.74868//combine fifth component //keep variables initialised//////////////////////////////////////////////////begin polynomial math for engineDecelerationSpeed@MATHa = #$/mass$ //start first component temp variable@MATHa *= 1.14632 //complete first component//@MATHb = #$/mass$//start second component temp variable@MATHb != 2//incorporate exponent@MATHb *= 0.0856818//complete second component//@MATHc = #$/mass$//start third component temp variable@MATHc != 3//incorporate exponent@MATHc *= -0.00246803//complete third component//@MATHd = #$/mass$//start fourth component@MATHd != 4//incorporate exponent@MATHd *= 0.0000251029//complete fourth component//engineDecelerationSpeed = #$MATHa$//combine first component@engineDecelerationSpeed += #$MATHb$//combine second component@engineDecelerationSpeed += #$MATHc$//combine third component@engineDecelerationSpeed += #$MATHd$//combine fourth component@engineDecelerationSpeed += 5.82994//combine fifth component//!MATHa = clear//clear temp variable!MATHb = clear//clear temp variable!MATHc = clear//clear temp variable!MATHd = clear//clear temp variable//////////////////////////////////////////////////end polynomial math}}//Spooling for engines with MonoPropellant@PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[MonoPropellant],~useEngineResponseTime[True]]]//find parts containing ModuleEngines* that uses MonoPropellant, but does not have useEngineResponseTime{@MODULE[ModuleEngines*]{useEngineResponseTime = True //create useEngineResponseTime//////////////////////////////////////////////////begin polynomial math for engineAccelerationSpeedMATHa = #$/mass$ //start first component temp variable@MATHa *= -1.16878 //complete first component//MATHb = #$/mass$//start second component temp variable@MATHb != 2//incorporate exponent@MATHb *= 0.0875252//complete second component//MATHc = #$/mass$//start third component temp variable@MATHc != 3//incorporate exponent@MATHc *= -0.00253789//complete third component//MATHd = #$/mass$//start fourth component@MATHd != 4//incorporate exponent@MATHd *= 0.0000260111//complete fourth component//engineAccelerationSpeed = #$MATHa$//combine first component@engineAccelerationSpeed += #$MATHb$//combine second component@engineAccelerationSpeed += #$MATHc$//combine third component@engineAccelerationSpeed += #$MATHd$//combine fourth component@engineAccelerationSpeed += 5.74868//combine fifth component //keep variables initialised//////////////////////////////////////////////////begin polynomial math for engineDecelerationSpeed@MATHa = #$/mass$ //start first component temp variable@MATHa *= 1.14632 //complete first component//@MATHb = #$/mass$//start second component temp variable@MATHb != 2//incorporate exponent@MATHb *= 0.0856818//complete second component//@MATHc = #$/mass$//start third component temp variable@MATHc != 3//incorporate exponent@MATHc *= -0.00246803//complete third component//@MATHd = #$/mass$//start fourth component@MATHd != 4//incorporate exponent@MATHd *= 0.0000251029//complete fourth component//engineDecelerationSpeed = #$MATHa$//combine first component@engineDecelerationSpeed += #$MATHb$//combine second component@engineDecelerationSpeed += #$MATHc$//combine third component@engineDecelerationSpeed += #$MATHd$//combine fourth component@engineDecelerationSpeed += 5.82994//combine fifth component//!MATHa = clear//clear temp variable!MATHb = clear//clear temp variable!MATHc = clear//clear temp variable!MATHd = clear//clear temp variable//////////////////////////////////////////////////end polynomial math}}
Increase the Amount of Science the Mobile Science Lab can Hold
Contributor: @juanml82
Spoiler
// Change the amount of science the mobile lab holds// Author: juanml82@PART[Large_Crewed_Lab]:final{@MODULE[ModuleScienceConverter]{ @scienceCap = 5000} }
Extend the Range of the Struts
Contributor: @Xyphos
Spoiler
// Extend the Range of the Struts// Author: Xyphos@PART[*]:HAS[@MODULE[CModuleStrut]]{%maxLength = 1000 // default = 10}
Edited by Alshain
TOTM!