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[0.20] ModuleManager 1.3 - for all your stock-modding needs


ialdabaoth

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Is there any way to change something that another mod changes with MM? Final doesn't seem to be working for me. I'm currently overwriting the other mod's MM config file, but that seems a bit drastic.

Specificially:

@PART[crewCabin]
{
MODULE
{
name = IonModuleCrewSupport

ION_SUPPORT_POD_RESOURCE
{
name = ElectricCharge
rate = 0.0041666667
}

}

RESOURCE
{
name = ElectricCharge
amount = 300
maxAmount = 300
}

RESOURCE
{
name = Oxygen
amount = 2000
maxAmount = 2000
}

RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 50
}
}

I want to get rid of all of this. (Well, not the electric charge). I tried the following:


@PART[crewCabin]:Final
{
!MODULE[IonModuleCrewSupport]
!RESOURCE[Oxygen]
!RESOURCE[CarbonDioxide]
}

But it doesn't seem to work. Relevant KSP.log lines:


[LOG 18:53:39.746] ModuleManager loading cfg patches...
[LOG 18:53:39.763] Applying node IoncrossCrewSupport/ModuleManager_Squad/@PART[crewCabin]
[LOG 18:53:39.766] Applying node IonTac/IT_Squad/@PART[crewCabin]:Final

So it does seem to be loading it in the correct order (my first thought as to why it wasn't working), but when I launch it doesn't seem to have done the changes.

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Is there any way to change something that another mod changes with MM? Final doesn't seem to be working for me. I'm currently overwriting the other mod's MM config file, but that seems a bit drastic.

Specificially:

@PART[crewCabin]
{
MODULE
{
name = IonModuleCrewSupport

ION_SUPPORT_POD_RESOURCE
{
name = ElectricCharge
rate = 0.0041666667
}

}

RESOURCE
{
name = ElectricCharge
amount = 300
maxAmount = 300
}

RESOURCE
{
name = Oxygen
amount = 2000
maxAmount = 2000
}

RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 50
}
}

I want to get rid of all of this. (Well, not the electric charge). I tried the following:


@PART[crewCabin]:Final
{
!MODULE[IonModuleCrewSupport]
!RESOURCE[Oxygen]
!RESOURCE[CarbonDioxide]
}

But it doesn't seem to work. Relevant KSP.log lines:


[LOG 18:53:39.746] ModuleManager loading cfg patches...
[LOG 18:53:39.763] Applying node IoncrossCrewSupport/ModuleManager_Squad/@PART[crewCabin]
[LOG 18:53:39.766] Applying node IonTac/IT_Squad/@PART[crewCabin]:Final

So it does seem to be loading it in the correct order (my first thought as to why it wasn't working), but when I launch it doesn't seem to have done the changes.

try !MODULE[ionModuleCrewSupport]{}

Note the {} at the end. I think that will do it. (if it doesn't then that means my ownn config is broken...)

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Well, it didn't work. I was thinking about establishing a gasoline-to-power-wheel system...

MFS will let you do the gAsoline portion easily enough, and the configuring ofmthe fuel tanks. I assume you ran into trouble with the engines which are pretty exclusively rocket powered?

Edit oops crap. I thought I was replying in MFS.... so inpgnore this if not applicable

Edited by Starwaster
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Uh, I generally searched over the thread, but something concerned me in the OP. is the part about module manager not knowing if you reloaded thing in the debug menu... Um, so I should never use reload parts from the debug terminal under database, since it would delete all mods stuff or something? What should I do? I actually need this function (I have used this function from the debug terminal before for testing parts)

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  • 2 weeks later...

Here are the contents of a file, ModuleManager_MechJeb_pods.cfg that I have placed in the ModuleManager folder.... It does not work. What am I not getting about the usage of module manager?

@part[advSasModule]:final{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[asasmodule1-2]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[avionicsNoseCone]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[crewCabin]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[cupola]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[landerCabinSmall]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[Mark1Cockpit]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[Mark2Cockpit]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[mark3Cockpit]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[Mk1-2Pod]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[mk1pod]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[mk2LanderCabin]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[probeCoreCube]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[probeCoreHex]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[probeCoreOcto]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[probeCoreOcto2]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[probeCoreSphere]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[probeStackLarge]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[probeStackSmall]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[sasModule]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}
@part[seatExternalCmd]:final
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = kOSProcessor
}
}


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capitalize PART and double check capitalization on all part names.

the other stuff you tried with wild cards and HAS will only work if you have ModuleManager extensions installed.

folder location of cfg files used for MM dont matter.

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Here is the directory structure I am using...

 Volume in drive C has no label. Volume Serial Number is 9C64-0BDA


Directory of C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\ModuleManager


10/02/2013 05:22 PM <DIR> .
10/02/2013 05:22 PM <DIR> ..
10/02/2013 07:38 AM 7,680 MMSarbianExt.dll
10/02/2013 05:26 AM 137 ModuleManager_AllPods.cfg
10/01/2013 02:47 AM 820 ModuleManager_ProceduralFairings.cfg
10/02/2013 05:22 PM 0 t.txt
4 File(s) 8,637 bytes
2 Dir(s) 629,086,494,720 bytes free


Here is the contents of ModuleManager_AllPods.cfg...

@PART
[*]:HAS[@MODULE[ModuleCommand]]
{
MODULE
{
name = MechJebCore
RESOURCE
{
name = ElectricCharge
rate = 0.005
}
}
}


I really don't know what it is I am missing.

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OMG my brain is fried im so lost lol.

im sorry to have to ask this really dumb question.

where do i put this thingy? iv put it in to my ksp/gamedata nothing happen, so i came here and from what i have red im not sure where to put it.

i thought maybe it was to go in to to ksp show package contents if so where? and after that what do i need to do if any thing?

just a side note

yes i can edit .cfg files

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OMG my brain is fried im so lost lol.

im sorry to have to ask this really dumb question.

where do i put this thingy? iv put it in to my ksp/gamedata nothing happen, so i came here and from what i have red im not sure where to put it.

i thought maybe it was to go in to to ksp show package contents if so where? and after that what do i need to do if any thing?

just a side note

yes i can edit .cfg files

It goes in your GameData directory/folder right where you put it.

By itself it does nothing. It is used by several mods (such as ModularFuelTanks and others) and it can also be used by you to change parts without editing the actual part configuration file.

Let's say you think the stock RTG generates power too slowly. You would create a configuration file anywhere in your GameData folder. Edit it as follows:


@PART[rtg]
{
//indented because starwaster hates unindented lines even in example code
@MODULE[ModuleGenerator]
{
@OUTPUT_RESOURCE
{
@rate = 2.5
}
}
}

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ok i think i got this just to be safe instead of editing the .cfg part it self i.e. iv edit the roverWheel1 part in squads part list

all i have to do is make a new .cfg file named

@part [roverWheel1]

{

// so is this all that i need to add and is the (@) required

@module[modulegenrator]

{

@braketorgue = 300

@impacttolerance = 2000

@overspeeddamage = 600

}

}

do i have it

this is the most iv done to a .cfg i usually just change a few values

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The great thing about MM is that _anything_ works with it. :)

MissMolly, that's not quite right.

First of all, KSP is case sensitive. Every letter has to be the same as as it was originally for it to work. So PART, MODULE, brakeTorque, etc.

You're trying to apply those changes to the MODULE modulegenrator [sic], but I think you mean to apply it to MODULE[ModuleWheel].

The use of @, the brackets, etc., however, is correct.

And you just put all that in a new, blank cfg file, call it something.cfg, and put it somewhere in GameData. Like, you could call it WheelTweaks.cfg, and put it under a folder called MissMollyTweaks in the GameData folder.

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The great thing about MM is that _anything_ works with it. :)

MissMolly, that's not quite right.

First of all, KSP is case sensitive. Every letter has to be the same as as it was originally for it to work. So PART, MODULE, brakeTorque, etc.

You're trying to apply those changes to the MODULE modulegenrator [sic], but I think you mean to apply it to MODULE[ModuleWheel].

The use of @, the brackets, etc., however, is correct.

And you just put all that in a new, blank cfg file, call it something.cfg, and put it somewhere in GameData. Like, you could call it WheelTweaks.cfg, and put it under a folder called MissMollyTweaks in the GameData folder.

Thank you NathanKell for your help

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A most handy add-on - kudos to ialdabaoth.

I do hope you someday figure out how to over come the Debug Menu "Reload All" issue, though - as a addon author, it's rather inconvenient to reload my mod assets in-game, only for my test vessels to lose MechJeb functionality.

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