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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season


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23 hours ago, linuxgurugamer said:

Why don't you show us what you've tried and isn't working.

This is the best I could think of:

 

Quote

PART
{
    name = HeatShield2b
}
@PART[HeatShield2b]:CLONE[HeatShield2]
{
    @rescaleFactor = 1.5
}

 

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24 minutes ago, MacLuky said:
23 hours ago, linuxgurugamer said:

Why don't you show us what you've tried and isn't working.

This is the best I could think of:

 

Quote

PART
{
    name = HeatShield2b
}
@PART[HeatShield2b]:CLONE[HeatShield2]
{
    @rescaleFactor = 1.5
}

 

I think all you need is this:

@PART[HeatShield2b]:CLONE[HeatShield2]
{
    @rescaleFactor = 1.5
}

 

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32 minutes ago, linuxgurugamer said:

I think all you need is this:


@PART[HeatShield2b]:CLONE[HeatShield2]
{
    @rescaleFactor = 1.5
}

 

Hold on a second, CLONE is not any recognized syntax in ModuleManager

Edited by blowfish
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5 minutes ago, blowfish said:

Hold on a second, CLONE is not any recognized syntax in ModuleManager

thank you,

I was starting to wonder what the heck that was :D

 

edit:

 

if you want to clone a part just use "+"

 

+PART[HeatShield2b]
{
	@name = newname
}
Edited by Sigma88
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21 hours ago, IronCretin said:

I'm trying to rescale antenna ranges for a rescaled solar system, but it isn't working. Any advice?


@PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:NEEDS[Sigma]:FINAL {
	@description ^= :$:... Range adjusted (#$@SigmaDimensions/Rescale$x) ...:
	@MODULE[ModuleDataTransmitter] {
		@antennapower *= #$@SigmaDimensions/Rescale$
	}
}

@CUSTOMBARNKIT:NEEDS[Sigma]:FINAL {
	@TRACKING {
		@DSNRange,* *= #$@SigmaDimensions/Rescale$
	}
}

 

You need to post your KSP.log, which will show the errors.

What is [Sigma] (which mod is that?) and how much bigger of a solar system is it?

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21 hours ago, IronCretin said:

 

I'm trying to rescale antenna ranges for a rescaled solar system, but it isn't working. Any advice?

 

I have my doubt about the regex and variable combo. Try without the @description line. Not sure how to combine those...

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Never mind, it works now. @Jso helped me fix it:

@PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:Final
{
	@MODULE[ModuleDataTransmitter]
	{
		@antennaPower *= #$@SigmaDimensions/Rescale$
	}
}

@CUSTOMBARNKIT:Final
{
	@TRACKING
	{
		@DSNRange[0,,] *= #$@SigmaDimensions/Rescale$
		@DSNRange[1,,] *= #$@SigmaDimensions/Rescale$
		@DSNRange[2,,] *= #$@SigmaDimensions/Rescale$
	}
}
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On 1/23/2017 at 10:03 AM, MacLuky said:

Hi

I want to add a 1.8m heatshield, something tells me this is super easy with mm (as apposed to copy paste of stock files) but I can't get it to work, any examples?

regards

Chris

Okay, let's walk through this.  We will build the patch bit by bit.

Spoiler

First, we want to copy the 1.25m heat shield.  That is defined by a PART node with the name HeatShield1


+PART[HeatShield1]
{
    @name = HeatShield1b
}

The + operator copies the node.  The name is used to uniquely identify the part, so we have to change it using the @ operator

You probably want to be able to identify this part in the editor


+PART[HeatShield1]
{
    @name = HeatShield1b
    @title = Heat Shield (1.875m)
}

Now, we want to change the rescaleFactor.  You got this part right


+PART[HeatShield1]
{
    @name = HeatShield1b
    @title = Heat Shield (1.875m)
    @rescaleFactor = 1.5
}

This will increase the diameter from 1.25m to 1.875m.

However, this will not change the mass or amount of ablator


+PART[HeatShield1]
{
    @name = HeatShield1b
    @title = Heat Shield (1.875m)
    @rescaleFactor = 1.5
    
    @mass *= 2.25
    
    @RESOURCE[Ablator]
    {
        @amount *= 2.25
        @maxAmount *= 2.25
    }
}

Here, you modify the mass by multiplying it, then edit the RESOURCE node with name = Ablator, multiplying amount and maxAmount by the same factor.

There might be other parameters you want to modify, like cost and entryCost.  I'd recommend looking at the configs of the stock parts to see what changes between the different heat shields.

 

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So I seem to be having a super bizarre problem with Module Manager here.

See when ever I launch ksp 64x with it in my GameData and I go to one of my things like say my moon base; the frame rate tanks to like 10 fps or so no matter what I do.

However if I launch ksp through that launcher that can be found in the ksp folder and do the exact same thing (also 64x) it runs perfectly fine.

here is the output log from playing without the launcher:  https://zerobin.net/?00ca9ae9b670a8c2#Nv1EpExCj2D9V+IhvDHaGXbeu0+0pvnkSJ/sanzIV3g=

and here is the one from playing with the launcher (atleast I hope this is the log, it was only nammed KSP but the log in ksp64x wasn't updated when I played agian, but this one was)  https://zerobin.net/?dab6f7207ad9dc81#PO0FH9+J9DKfK0SJ8z14DKYzZoW2+7watPV7aDjmNik=

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Can MM target a node under UPGRADES{}?

	MODULE
	{
		name = ModuleDataTransmitter
		antennaType = DIRECT
		packetInterval = 0.2
		packetSize = 4
		packetResourceCost = 30.0
		requiredResource = ElectricCharge
		DeployFxModules = 0
		antennaPower = 100000000000
		antennaCombinable = False
		
		UPGRADES
		{
			UPGRADE
			{
				name__ = dm_antenna_upgrade
				description__ = Antenna upgraded with signal relay
				antennaType = RELAY
				antennaPower = 200000000000
				antennaCombinable = True
			}
		}
	}

I've tried to target that with:

@PART[dmUSSoilMoisture]:NEEDS[DMagicOrbitalScience]
{
    @MODULE[ModuleDataTransmitter]
	{
        // Make similar to Comm-16 extendable
        @antennaType = DIRECT
		@packetInterval = 0.6
		@packetSize = 2
		@packetResourceCost = 12.0
		@antennaPower = 2000000 // (2G) Original: antennaPower = 50000000000 (50G)

        @UPGRADE,0
        {
            @antennaPower = 3000000 // (3G)
        }
	}
}

MM picks up the base changes just fine, but not the change to the UPGRADES{ UPGRADE{} } node.

Ah, I had to nest UPGRADE{} inside of UPGRADES{}

@UPGRADES,0
{
    @UPGRADE,0
    {
        @antennaPower = 6000000 // (6M)
    }
}

 

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2 hours ago, WuphonsReach said:

Ah, I had to nest UPGRADE{} inside of UPGRADES{}


@UPGRADES,0
{
    @UPGRADE,0
    {
        @antennaPower = 6000000 // (6M)
    }
}

 

Glad you got it sorted.  I have a couple of suggestions though:

  • There's no need to put an index on the UPGRADES node since there will only be one
  • I'd recommend not relying on the index if possible.  The order can change and I've found this very difficult to diagnose when it does.  You can identify the UPGRADE node by it's name__ value
@UPGRADES
{
    @UPGRADE:HAS[#name__[dm_antenna_upgrade]]
    {
        @antennaPower = 6000000 // (6M)
    }
}

 

 

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Hi everyone!

IIRC, Module Manager supposed to be backwards compatible with itself if multiple versions present. But I found that with 2.7.5 and 2.7.1 dll's  PHYSICSGLOBALS hierarchy gets duplicated with both modified and unmodified values in the cache. Unmodified version then applied to the game. Removing older versions help.

Edited by Psycho_zs
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Can anyone help me with this? i got the node working, but yet i cant seem to get the parts to move into the node. i have done this with all the stock tree, and a couple mods up to this point. And I cant seem to find the issue with how im doing it to infernal robotics. 

@TechTree:NEEDS[MagicSmokeIndustries]
{
	@RDNode:HAS[#id[largeUnmanned]]
	{
		@id = IR
		@title = Infernal Robotics
		@description = Mechanics have been a thing for a while, so why not use them with rockets?.
		@cost = 20
		@hideEmpty = False
		@nodeName = node44_IR
		@anyToUnlock = False
		@icon = RDicon_robotics
		@pos = -1500,800,0
		@scale = 0.6
		!Parent,* {}
		Parent
		{
			parentID = science3
			lineFrom = TOP
			lineTo = BOTTOM
		}
}

// Parts

@PART:NEEDS[MagicSmokeIndustries][AdjustableRailScaleable|dockingwasher_stdScaleable|dockingwasher_freeScaleable|GantryLargeScaleable|GantryLargeScaleableVariant|IRHingeClosedScaleable2|IRHingeOpenScaleable|IRHingeTallScaleable|IRHingeTallNDScaleable|IRPistonScaleable|IR_RotatronScaleable|IR_Rotatronmk2Scaleable|IR_RotatronVTOLScaleable|TelescopeFullAScaleable]
{
	TechRequired = IR
}

 

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7 minutes ago, Rayder said:

Is it possible to edit vessels with a patch? I'm thinking of having MM edit a craft's orbital parameters upon startup so that minor drift can be auto-corrected upon startup.

Nope, sorry.  ModuleManager only operates on the game database (roughly speaking, everything in GameData), and save files are outside of that.

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3 hours ago, Rayder said:

Is it possible to edit vessels with a patch? I'm thinking of having MM edit a craft's orbital parameters upon startup so that minor drift can be auto-corrected upon startup.

No... MM edits the configurations of KSP not the save games (persistent file).

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15 hours ago, ThePhoenixSol said:

Can anyone help me with this? i got the node working, but yet i cant seem to get the parts to move into the node. i have done this with all the stock tree, and a couple mods up to this point. And I cant seem to find the issue with how im doing it to infernal robotics. 

[snip]

You've got the :NEEDS[] in the wrong place. It should be after the part list not before it. Also use an @ to edit TechRequired since it should already exist in all parts.

// Parts

@PART[AdjustableRailScaleable|dockingwasher_stdScaleable|dockingwasher_freeScaleable|GantryLargeScaleable|GantryLargeScaleableVariant|IRHingeClosedScaleable2|IRHingeOpenScaleable|IRHingeTallScaleable|IRHingeTallNDScaleable|IRPistonScaleable|IR_RotatronScaleable|IR_Rotatronmk2Scaleable|IR_RotatronVTOLScaleable|TelescopeFullAScaleable]:NEEDS[MagicSmokeIndustries]
{
	@TechRequired = IR
}

 

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3 hours ago, Aelfhe1m said:

You've got the :NEEDS[] in the wrong place. It should be after the part list not before it. Also use an @ to edit TechRequired since it should already exist in all parts.

 

just tested that but doesen´t fix the problem, the parts still don´t show up in the apropriate Tech nodes

Edited by Mike12222222222222
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19 hours ago, ThePhoenixSol said:

Can anyone help me with this? i got the node working, but yet i cant seem to get the parts to move into the node. i have done this with all the stock tree, and a couple mods up to this point. And I cant seem to find the issue with how im doing it to infernal robotics. 


@TechTree:NEEDS[MagicSmokeIndustries]
{
	@RDNode:HAS[#id[largeUnmanned]]
	{
		@id = IR
		@title = Infernal Robotics
		@description = Mechanics have been a thing for a while, so why not use them with rockets?.
		@cost = 20
		@hideEmpty = False
		@nodeName = node44_IR
		@anyToUnlock = False
		@icon = RDicon_robotics
		@pos = -1500,800,0
		@scale = 0.6
		!Parent,* {}
		Parent
		{
			parentID = science3
			lineFrom = TOP
			lineTo = BOTTOM
		}
}

// Parts

@PART:NEEDS[MagicSmokeIndustries][AdjustableRailScaleable|dockingwasher_stdScaleable|dockingwasher_freeScaleable|GantryLargeScaleable|GantryLargeScaleableVariant|IRHingeClosedScaleable2|IRHingeOpenScaleable|IRHingeTallScaleable|IRHingeTallNDScaleable|IRPistonScaleable|IR_RotatronScaleable|IR_Rotatronmk2Scaleable|IR_RotatronVTOLScaleable|TelescopeFullAScaleable]
{
	TechRequired = IR
}

 

Check the ModuleManager.ConfigCache to see that it actually does.

 I would suggest making the install as minimal as possible, and carefully examine the GameData/ModuleManager.ConfigCache to see the final result. Compare it with what you did in stock, and look for differences.

 

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