PointyEndUp
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Realism Overhaul Discussion Thread
PointyEndUp replied to NathanKell's topic in KSP1 Mods Discussions
That worked, although it does need to be 0 and not -1. -1 yields one ignition, 0 results in unlimited. Thanks guys! Now I can go about applying this to just a few key engines for permanently deployed vehicles and leave the rest as RO intended them. -
In my most recent save, Jeb is a cloud of vapor barely clinging to the Moon. He was supervising as several engineers were installing a large NearFuture reactor, and instead of attaching it to the ground pylon, the reactor was dropped on the ground. Bad things happened.
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Realism Overhaul Discussion Thread
PointyEndUp replied to NathanKell's topic in KSP1 Mods Discussions
Thanks gang, I'll try that tonight. Oh, maybe it was -1 I had forced it to before, then, and not zero, when I took the brute force approach of recursive find & replace in the RO configs. -
Realism Overhaul Discussion Thread
PointyEndUp replied to NathanKell's topic in KSP1 Mods Discussions
I've come to like Realism Overhaul with RSS a great deal and it's now my preferred way to play. That said, I like to build permanent installations and utility vehicles, so for my own use I'd like to trade a bit of the R in RO for convenience and compatibility with my virtual life-goals; specifically I'd like to mod the mod to do away with limited ignitions. It was easy enough to modify the config files with a bit of C#, setting all the %ignitions tokens to a value of 0. But I would rather do this non-invasively, as a Module Manager patch, and I'm having trouble making that work. I've been able to apply transformations to base properties of all engines (e.g change manufacturer name to see if it was working at all -- it was) but I can't seem to override the ignition count variable added by the RO configs. I don't know what's wrong with my syntax. I've tried a few variations and this is what I have currently: @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL { // Test: Change manufacturer name. This works fine. @manufacturer = YayItWorks // Goal: Set ignitions to 0. This does nothing as far as I can tell @MODULE[ModuleEngines*],* { @ignitions = 0 } } I hope no one takes this as a philosophical attack on the mod. I'm just going for a "best of both worlds" thing for my own little sandbox. Big thanks if anyone can spot where I'm going wrong.