sarbian

[1.4.0-1.7.x] Module Manager 4.0.2 (February 3rd 2019) - Right To Ludicrous Speed

Recommended Posts

The KSP parser does not, so I get a trunked line if there is a space in it :(

Share this post


Link to post
Share on other sites
The KSP parser does not, so I get a trunked line if there is a space in it :(

Oh man... the KSP API sounds like a scary, scary world.

Share this post


Link to post
Share on other sites

Say, I know this is a long-shot, but is there anyway to use the '$' for node duplication on parts? My first attempt didn't actually make a duplicate (wanted to copy + rescale) and I wasn't sure if I did something wrong or if this just isn't supported:

// ------------------------------------------------------ TacFoodContainer 3m
$PART[TacFoodContainer]
{
@name = TacFoodContainer3m
@title = Food Container, 3m

@MODEL
{
@scale = 0.4166667, 0.4166667, 0.4166667
}

@rescaleFactor = 2.4
}

Share this post


Link to post
Share on other sites

Afraid that's asked and answered upthread (IIRC): Mu has to fix something Squad-side for that to work.

That was, actually, why I asked for the feature. But the root of GameDatabase is read-only.

Share this post


Link to post
Share on other sites

Aye, can't do for now. I may be able to do it using reflection but I am not sure how the dev would react.

Share this post


Link to post
Share on other sites

Is there a way to get a part to use ElectricCharge when it doesn't have the ModuleCommand MODULE section? The below doesn't work, obviously, and I'm wondering where I need to put the 'rate' setting. (The actual charge amount works fine.)

// ---------------------------------------------------------------- Capacity: 2
@PART[*]:HAS[!MODULE[ModuleCommand],#CrewCapacity[2]]:Final
{
!RESOURCE[ElectricCharge]{}
RESOURCE
{
name = ElectricCharge
rate = 0.1666667 // 0.0833333 for basic systems support per kerbal
amount = 51600 // 12000 base + 12h charge (including life support)
maxAmount = 51600
}
}

Share this post


Link to post
Share on other sites

I create a ModuleGenerator that's alwaysEnabled, give it a single OUTPUT_RESOURCE, ElectricCharge, with a negative rate. :)

Share this post


Link to post
Share on other sites
I create a ModuleGenerator that's alwaysEnabled, give it a single OUTPUT_RESOURCE, ElectricCharge, with a negative rate. :)

That did the trick! Thank you.

Share this post


Link to post
Share on other sites

Am I right in just assuming this works with 0.23? Considering that FAR and other mods that use this are 0.23 compatible.

Share this post


Link to post
Share on other sites

Yes it does. I'll do a an other official release "soon" but it's not .23 related.

Share this post


Link to post
Share on other sites
Does it work with 0.23 yet?

Look two posts above your post. At least read the last page before asking something like that.

Share this post


Link to post
Share on other sites

If I wanted to disable or delete these using MM 1.5, what code would I use?


MODULE
{
name = InternalCameraSwitch
colliderTransformName = Monitor_Collider
cameraTransformName = CameraTransform
}
MODULE
{
name = InternalCameraSwitch
colliderTransformName = Monitor_Collider_001
cameraTransformName = CameraTransform_001
}
MODULE
{
name = InternalCameraSwitch
colliderTransformName = Monitor_Collider_002
cameraTransformName = CameraTransform_002
}

I used this one in old one to disable the middle monitor:


@INTERNAL[GenericSpace3TTUPGRADE]
{
!MODULE[InternalCameraSwitch]{}
}

I tried this, it didn't work:


@INTERNAL[GenericSpace3TTUPGRADE]
{
!MODULE[InternalCameraSwitch]{}
}

{
!MODULE[InternalCameraSwitch,1]{}
}

{
!MODULE[InternalCameraSwitch,2]{}
}

Share this post


Link to post
Share on other sites

therealcrow999 : the old one should still work. I'll work on MM tomorrow to have a release without bug and tested under .23 (even if I had no problem with it)

Captain_Party : others use it without that but so don't know what to tell you. Try again once I get a new version out.

Share this post


Link to post
Share on other sites

The only thing with old one, it only deletes first one. I want to delete all three. I can't seem to get it. I think its because all three have same name.

therealcrow999 : the old one should still work. I'll work on MM tomorrow to have a release without bug and tested under .23 (even if I had no problem with it)

Captain_Party : others use it without that but so don't know what to tell you. Try again once I get a new version out.

Share this post


Link to post
Share on other sites
If I wanted to disable or delete these using MM 1.5, what code would I use?

I tried this, it didn't work:


@INTERNAL[GenericSpace3TTUPGRADE]
{
!MODULE[InternalCameraSwitch]{}
}

{
!MODULE[InternalCameraSwitch,1]{}
}

{
!MODULE[InternalCameraSwitch,2]{}
}

Your problem is the second and third of those !MODULE lines are in their own root nodes, not still in the @INTERNAL node ;)

@INTERNAL[GenericSpace3TTUPGRADE]
{
!MODULE[InternalCameraSwitch,0] {}
!MODULE[InternalCameraSwitch,1] {}
!MODULE[InternalCameraSwitch,2] {}
}

That's assuming the ,n syntax works like that. I haven't tried it with named nodes.

Share this post


Link to post
Share on other sites

Duh I need to open my eyes when I read ...

It might be that you need InternalCameraSwitch,0 for each. Since deleting a node will mess up the index.

I need to check all that ...

Share this post


Link to post
Share on other sites

I tried that one also, I tried every angle I could, but no go. I will give it a go with newer MM, if it allows.

It wouldn't of been so bad if each InternalCameraSwitch when made by user, would had named each one separately by adding numbers after them.

Lol, this one was puzzling me all morning. It's from the MK3 Cockpit mod: http://kerbalspaceprogram.com/mk3-cockpit-internals/

Your problem is the second and third of those !MODULE lines are in their own root nodes, not still in the @INTERNAL node ;)

@INTERNAL[GenericSpace3TTUPGRADE]
{
!MODULE[InternalCameraSwitch,0] {}
!MODULE[InternalCameraSwitch,1] {}
!MODULE[InternalCameraSwitch,2] {}
}

That's assuming the ,n syntax works like that. I haven't tried it with named nodes.

Edited by therealcrow999

Share this post


Link to post
Share on other sites

Sarbian:

[ModuleManager] Exception while processing node : ModularFuelTanks/RealFuels/KSPI_MFS/@WARP_PLUGIN_SETTINGS
System.IndexOutOfRangeException: Array index is out of range.

at ModuleManager.ConfigManager.ApplyPatch (System.Collections.Generic.List`1 excludePaths, Boolean final) [0x00000] in <filename unknown>:0

WARP_PLUGINS_SETTINGS is a root node with no "name =" value under it.

Share this post


Link to post
Share on other sites

I am attempting to integrate TACLS's water resource into Interstellar. I have made all the necessary config edits locally and with Fractal's 0.9 allowing changes to Interstellar's resources, this is now possible. Now I would like to make a module manager file to allow other players to have this change.

I need to make changes to two parts configs and 4 Interstellar config files to make this work. Basically, I'm just changing "LqdWater" to "Water" in those six files. As I understand it, I would make a new folder to be placed in the GameData folder and all it needs in it is my module manager config file. I'm having a little difficulty understanding the terminology in the OP and thus making my MM file. I also didn't see how I would change a generic config file in a mod.

Here is a paste bin with my rough changes. Paths are relative to the WarpPlugin folder. http://pastebin.com/aCxR7G7Q

Would something like this be correct for changing the resource type and adjusting the water amount and max amount in Interstellar's water tank part?


@PART[FNLiquidWaterTank]:Final
{
@RESOURCE[Water]
{
amount = 4065
maxAmount = 4065
}
}
@next part in my list to change

Share this post


Link to post
Share on other sites
I am attempting to integrate TACLS's water resource into Interstellar. I have made all the necessary config edits locally and with Fractal's 0.9 allowing changes to Interstellar's resources, this is now possible. Now I would like to make a module manager file to allow other players to have this change.

I need to make changes to two parts configs and 4 Interstellar config files to make this work. Basically, I'm just changing "LqdWater" to "Water" in those six files. As I understand it, I would make a new folder to be placed in the GameData folder and all it needs in it is my module manager config file. I'm having a little difficulty understanding the terminology in the OP and thus making my MM file. I also didn't see how I would change a generic config file in a mod.

Here is a paste bin with my rough changes. Paths are relative to the WarpPlugin folder. http://pastebin.com/aCxR7G7Q

Would something like this be correct for changing the resource type and adjusting the water amount and max amount in Interstellar's water tank part?


@PART[FNLiquidWaterTank]:Final
{
@RESOURCE[Water]
{
amount = 4065
maxAmount = 4065
}
}
@next part in my list to change

Syntactically correct but you mention changing one resource to another and I don't see that happening in your sample code.

If the part named FNLiquidWaterTank actually has a RESOURCE named water then yes it will work as you have it above..

If however that part actually has a resource named LqdWater then you want this where your resource code is


@RESOURCE[LqdWater]
{
name = Water
amount = 4065
maxAmount = 4065
}

Share this post


Link to post
Share on other sites

I think you need to do:


@RESOURCE[LqdWater]
{
@name = Water
@amount = 4065
@maxAmount = 4065
}

or


!RESOURCE[LqdWater] // removes the LqdWater resource

RESOURCE // adds the Water resource
{
name = Water
amount = 4065
maxAmount = 4065
}

I would prefer the second way.

Share this post


Link to post
Share on other sites

So this should work correctly, yes?


@PART[FNLiquidWaterTank]:Final
{
@RESOURCE[LqdWater]
{
@name = Water
@amount = 4065
@maxAmount = 4065
}
}

Ok, I believe I can figure out the other part changes based on this info.

Next, how do I make changes to Interstellar's general plugin configs? As in, non-part configs.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.