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


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Hello I am having trouble writing a config file for an engine in rocket motor menagerie. What i would like to do is increase the thrust and its subtype as well. But I just can't seem to get it to work. The config file is in a separate mod called Myconfigs with a folder inside it called Patches and the config is in that folder. I would appreciate any help. I have attached the config at the bottom.                                    

@PART[rmm_cotopaxi]:NEEDS[RocketMotorMenagerie]
{
    @MODULE[ModuleB9PartSwitch]
    {
        @Subtype[RS-53]
        {        

            @description = <b>Thrust:</b> 1962 kN ASL / 2421 kN Vac.\n<b Isp:</b> 368 s ASL / 454 s Vac.
            @maxThrust = 2421 // kN

            }

        @Subtype[ssme_BlockIII]
        {        

            @description = <b>Thrust:</b> 1962 kN ASL / 2421 kN Vac.\n<b Isp:</b> 368 s ASL / 454 s Vac.
            @maxThrust = 2421 // kN

            }

        @Subtype[ssme_BlockII]
        {        

            @description = <b>Thrust:</b> 1962 kN ASL / 2421 kN Vac.\n<b Isp:</b> 368 s ASL / 454 s Vac.
            @maxThrust = 2421 // kN

            }

        @Subtype[ssme_Block1]
        {        

            @description = <b>Thrust:</b> 1962 kN ASL / 2421 kN Vac.\n<b Isp:</b> 368 s ASL / 454 s Vac.
            @maxThrust = 2421 // kN

            }

        @Subtype[ssme_FOMF]
        {        

            @description = <b>Thrust:</b> 1962 kN ASL / 2421 kN Vac.\n<b Isp:</b> 368 s ASL / 454 s Vac.
            @maxThrust = 2421 // kN

            }
    }
}
 

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33 minutes ago, AerospaceBricks said:

Hello I am having trouble writing a config file for an engine in rocket motor menagerie. What i would like to do is increase the thrust and its subtype as well. But I just can't seem to get it to work. The config file is in a separate mod called Myconfigs with a folder inside it called Patches and the config is in that folder. I would appreciate any help. I have attached the config at the bottom.                                    
 

You need to match the name of the descriptionDetail field in the patch and correctly nest the maxThrust field. Then since you're applying the same change to all the subtypes you can use ,* to match them all provided you add a has clause to identify the correct B9PartSwitch.

Here's the modified patch (untested):

@PART[rmm_cotopaxi]:NEEDS[RocketMotorMenagerie]
{
	@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[engineSwitch]]
	{
		@SUBTYPE,*
		{        
			@descriptionDetail = <b>Thrust:</b> 1962 kN ASL / 2421 kN Vac.\n<b Isp:</b> 368 s ASL / 454 s Vac.
			@MODULE
			{
				@DATA
				{
					@maxThrust = 2421 // kN
				}
			}
		}
	}
}

 

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  • 2 weeks later...

Hello!

 

I've wrote a few patches for myself for improving my experience with Probes Before Crew and a bunch of mods that weren't natively integrated. For most of them, it worked perfectly. Unfortunately, there was one mod - Kerbal Foundries Continued - where apparently my :NEEDS[KerbalFoundriesContinued] was ignored by the MM.  After changing it to normal KF, it worked.

 

Reason I used KFC was that CKAN said its identifier is KFC not KF. Should I always use the folder names for patches, regardless of what CKAN says? What happens if there's a big folder with submods - like how USI has all USI-developed mods under 1 big folder. 

 

I stared at https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook but found no answer.

 

Edit: I cannot delete my dumb posts.

I finally found it.

The stuff within the needs section is based on either:

  • A plugin .dll with the same assembly name.
  • A subdirectory name under GameData. (Names with spaces can be used, just remove the spaces: GameData/My Mod/ => :NEEDS[MyMod]
  • A FOR[Blah] defined would allow NEEDS[Blah]

 

I am blind, sorry for the needless question/spam.

Edited by RunaDacino
I'm an idiot.
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Hi guys!

Is there a way to patch a patch?

I'm trying to make some waterfall configs for a RCS thruster, the RCS thruster has a waterfall config already, but its broken, doesn't work so i made one myself, works great on manual input but when i use mechjeb for auto docking it show both plumes the stock one and the one i made, so instead of making a new one, I'd like to patch the existing one, the thing is the rcs block and the original waterfall config are on separate .cfgs, so can someone tell me how to fix that?

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On 5/9/2024 at 3:27 PM, Constel4cion said:

Hi guys!

Is there a way to patch a patch?

I'm trying to make some waterfall configs for a RCS thruster, the RCS thruster has a waterfall config already, but its broken, doesn't work so i made one myself, works great on manual input but when i use mechjeb for auto docking it show both plumes the stock one and the one i made, so instead of making a new one, I'd like to patch the existing one, the thing is the rcs block and the original waterfall config are on separate .cfgs, so can someone tell me how to fix that?

It would help if you posted the patch you made, but I would delete the pre-existing waterfall config since you say yours is working great.

Something like this:

@PART[whatever-part-it-is]
{
	!MODULE[ModuleWaterfallFX]{}
	!EFFECTS,*{} // I DON'T know that you need to delete EFFECTS, if you're not adding your own then probably don't do this?
	
	// Your Waterfall config here after this
}

 

 

 

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