Kolago
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Posts posted by Kolago
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Something is wrong with MkIVCryoTanksSwitcher.cfg
[ModuleManager] ModuleManager: 32791 patches applied, found <color=orange>10 errors</color>
10 errors related to GameData/MarkIVSystem/Patches/MkIVCryoTanksSwitcher.cfgSpoiler[ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fueltank*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Nacelle/mk4fueltank-25-1/mk4fueltank-25-1
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Cannot find key LH2 in PART
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fueltank*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Nacelle/mk4fueltank-25-2/mk4fueltank-25-2
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Cannot find key LH2 in PART
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fueltank*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Nacelle/mk4fueltank-25-3/mk4fueltank-25-3
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Cannot find key LH2 in PART
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fueltank*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Nacelle/mk4fueltank-25-4/mk4fueltank-25-4
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Cannot find key LH2 in PART
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fuselage-1]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4fuselage-1/mk4fuselage-1
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Cannot find key LH2 in PART
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fuselage-2]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4fuselage-2/mk4fuselage-2
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Cannot find key LH2 in PART
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fuselage-3]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4fuselage-3/mk4fuselage-3
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Cannot find key LH2 in PART
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4tail*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4tail-1/mk4tail-1
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4tail*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4tail-2/mk4tail-2
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4tail*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4tail-3/mk4tail-3
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4adapter*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4adapter-1/mk4adapter-1
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Cannot find key LH2 in PART
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4adapter*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4adapter-2/mk4adapter-2
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Cannot find key LH2 in PART
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4adapter*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4adapter-3/mk4adapter-3
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Cannot find key LH2 in PART
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)[ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)Full Log:
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51 minutes ago, allista said:
Ah, now I understand! Unfortunately, this bad behaviour is expected: the dropdown list was made by some David Tregoning a while ago; it uses a hack to prevent click-throughs when it is opened. That same hack prevents the proper use of scrolling. I've tried to think something up, but couldn't solve it. If it's a big issue in your game I'll just switch from dropdown list to a plane scrollview embedded in the main window.
To keep the window small I prefer a simple field with left and right arrows to switch between saved tank configurations.
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I like to sort my ships by age, last worked on first. Is this possible?
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On 15.11.2016 at 4:43 PM, Nori said:
@allista I've experienced this issue as well. I'm unable to click on the scroll bar (not sure if you are supposed to?) but the main issue is that the scroll wheel on the mouse only works if you are hovering directly over text. If you are off to either side or in-between tank types, then it won't scroll at all.
Thanks! After reading this I was able to scroll down. This drop down list needs a fix to work correctly.
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Drop down list for the Tank Types is still not scrolling down.
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Take a look on https://en.wikipedia.org/wiki/Space_Shuttle_external_tank
This is a good example of an insulated real world tank.
SLWT Specifications
- Length: 153.8 ft (46.9 m)
- Diameter: 27.6 ft (8.4 m)
- Empty Weight: 58,500 lb (26,500 kg)
- Gross Liftoff Weight: 1,680,000 lb (760,000 kg)
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I don't know if you already fix this in dev version: If I revert my ship into VAB or SPH the tank definitions I made are no longer accessible and I can define more tanks and use the full volume again.
The scroll list of defined tanks doesn't work.
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I dont know if you already fix this in dev version: If I revert my ship into VAB or SPH the tank definitions I made are no longer accessible and I can define more tanks and use the full volume again.
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Is it possible to change the behavior of the mod so that procedural parts tanks get updated to a new size automatically? I often change the length of them to optimize my rockets and I have to delete and recreate the tanks now every time.
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My ship explodes every time at SOI Change on the way to Moho. After removing KJR 3.3.0 it works again.
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I suggest "Standard Propulsion Systems" and "Mk3Expansion".
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I have seen the flickering too, deinstalling all mod doesn't help, but after removing the CommunityResourcePack it stopped. This was strange because there is no DLL in this mod. Flickering started in career game after some playtime. Maybe at a point when I had more then 300 parts in VAB available.
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5 minutes ago, allista said:
Not yet. And I don't know right now if I can make them work together. There's two issues I see: first, procedural parts should have their own way of scaling amounts of resources, which will interfere with CC; second, CC should somehow get the volume of a procedural part.
As far as I know (correct me if I'm wrong), a significant difference between CC and MFT is that CC allows resource switching in flight. When I first created this framework as a part of the Hangar mod, this was the prime reason.
MFT some how managed to get the size of PP tanks and tweakscale. May you can take a look at the source of MFT at github.
https://github.com/NathanKell/ModularFuelSystem
I opened a request for the "switching in flight function" there, but as of now, it is not realized.
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I love it! Does this work with the procedural parts (tanks) mod?
13 minutes ago, BigFatStupidHead said:This looks very nice! Is there a way to set internal tanks to a given ratio? (ie: if I want a tank with 3 parts Liquidfuel to 1.4 parts oxidizer)
Modular Fuel Tanks has this option. It was looking at installed engines and provided the right fuel mix at the press of a button.
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31 minutes ago, RoverDude said:
Sorry, that just makes absolutely no sense.
I know, but its still a bug in my game.
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Flickering Engineer's Report and Contracts in VAB
Something strange goes on in my game...
I started a career game with some mods installed and at some point the Engineer's Report and Contracts as well as the App Launcher buttons getting flickering and unreadable in the VAB.
This was not right away but after doing some contracts.
So I deinstalled all mods and at the end there was only CommunityResourcePack (0.6.0.0) left.
After all I pinned it down to one file: CommonResources.cfgScreenshots:
output_log.txt
https://mega.nz/#!Ot8DWCoS!SRt2k-AaILPv0N7xxKoGycd6MoaipAn5Zcv_ibnski4
Opend issue #121 in github.
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Many of the CFG-Files in Version 1.1.0.14 are older than Version 1.1.0.13. Is this intended?
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After a quick search I find many gimbalTransformName's in my games *.cfg files:
gimbalTransformName = ARI_exaust
gimbalTransformName = Bell
gimbalTransformName = Cylinder
gimbalTransformName = Cylinder_008
gimbalTransformName = EngineGimbal
gimbalTransformName = EngineGimbal_L
gimbalTransformName = EngineGimbal_R
gimbalTransformName = Engine_Cluster
gimbalTransformName = FanCore
gimbalTransformName = Gimbal
gimbalTransformName = GimbalBone
gimbalTransformName = Nozzle
gimbalTransformName = NozzleTransform
gimbalTransformName = Nozzles
gimbalTransformName = OP_C_LfOxEngine_Nozzle
gimbalTransformName = OP_ChB_Mp_Engine
gimbalTransformName = Obj_Gimbal
gimbalTransformName = SRBBell
gimbalTransformName = TBP_nozzle
gimbalTransformName = TT
gimbalTransformName = ThrustTransform
gimbalTransformName = engine
gimbalTransformName = gimbal
gimbalTransformName = gimbalBone
gimbalTransformName = gimbalTransform
gimbalTransformName = gimbal_point
gimbalTransformName = main
gimbalTransformName = nebula_exaust
gimbalTransformName = newThrustTransform
gimbalTransformName = nozzle
gimbalTransformName = nozzle_transform
gimbalTransformName = obj_gimbal
gimbalTransformName = thrustTransform
gimbalTransformName = thrust_transform
gimbalTransformName = turbonozzle
gimbalTransformName = turbothrustSo whats next? Make a MM patch for Gimbal Trim for all of it?
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23 hours ago, Kerbas_ad_astra said:
You have TweakableEverything, which sees that the inline docking port has an animation and assumes the animation is to cover one of the nodes (like the "shielded" docking port).
@toadicus, this is why I suggested that patch:
Thanks!
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On 28.5.2016 at 9:07 AM, SuicidalInsanity said:
@kolago: Not sure what the issue is; it's a inline part, it only has nodes on either side, a top node and a bottom node. Can you explain in greater detail please and/or provide a pic of the issue?
Here is a picture.
https://www.dropbox.com/s/k9zf8h1vewkaefn/UT69518_NA_Kerbin_NA-1.jpg?dl=0
I cant get anything connecting the bottom node.
And the other way around. Cant connecting to top node.
https://www.dropbox.com/s/eux6itjwcz04miu/UT69518_NA_Kerbin_NA-2.jpg?dl=0
ModuleManager.ConfigCache:
UrlConfig
{
name = M3X_InlineDockingPort
type = PART
parentUrl = Mk3Expansion/Parts/Utility/DockingPorts/inline
url = Mk3Expansion/Parts/Utility/DockingPorts/inline/M3X_InlineDockingPort
PART
{
name = M3X_InlineDockingPort
module = Part
author = SuicidalInsanity
mesh = Inline.mu
rescaleFactor = 1
node_stack_top = 0.0, 1.499237, 0, 0.0, 1.0, 0.0, 3
node_stack_bottom = 0.0, -1.499237, 0, 0.0, -1.0, 0.0, 3
TechRequired = advMetalworks
entryCost = 9400
cost = 550
category = Utility
subcategory = 0
manufacturer = Insanity Aerospace
title = Mk3 Clamp-O-Tron Docking Port
description = A heavy Clamp-O-Tron in an inline Mk3 housing. Comes with integrated monoprop tankage.
attachRules = 1,0,1,1,1
mass = 1.8
dragModelType = default
maximum_drag = 0
minimum_drag = 0
angularDrag = 0
crashTolerance = 40
breakingForce = 50
breakingTorque = 50
maxTemp = 850
emissiveConstant = 0.85
bulkheadProfiles = mk3
tags = m3x mk3 berth capture connect couple dock fasten join moor shield socket
skinMaxTemp = 2706
skinThermalMassModifier = 0.436
skinInternalConductionMult = 0.0000105
skinMassPerArea = 0.815
MODEL
{
model = Mk3Expansion/Parts/Utility/DockingPorts/Inline
texture = Mk3CargoBay, Squad/Parts/utility/mk3CargoBay/Mk3CargoBay
texture = model000, Squad/Parts/Utility/dockingPortSr/model000
texture = model001, Squad/Parts/FuelTank/RCSTankRadial/model000
}
RESOURCE
{
name = MonoPropellant
amount = 750
maxAmount = 750
}
MODULE
{
name = ModuleDockingNode
deployAnimationController = 1
nodeType = size2
nodeTransformName = dockingNode
stagingEnabled = False
}
MODULE
{
name = ModuleAnimateGeneric
animationName = InlineDeploy
actionGUIName = Toggle Dockingport
startEventGUIName = Open
endEventGUIName = Close
allowAnimationWhileShielded = False
}
MODULE
{
name = ModuleModActions
}
MODULE
{
name = ModuleAeroReentry
leaveTemp = True
}
MODULE
{
name = ModuleFuelTanks
volume = 750
type = RCS
}
MODULE
{
name = AYPart
}
MODULE
{
name = RMMModule
DevMode = False
}
MODULE
{
name = USI_ModuleRecycleablePart
Menu = Disassemble Part
ResourceName = MaterialKits
Efficiency = .5
}
MODULE
{
name = DPSoundFX
sound_docking = FP_DPSoundFX/Sounds/dock
sound_undocking = FP_DPSoundFX/Sounds/undock
internalSoundsOnly = false
}
MODULE
{
name = GeometryPartModule
}
MODULE
{
name = FARAeroPartModule
}
MODULE
{
name = FARPartModule
}
MODULE
{
name = GPOSpeedPump
_pumpLevel = 8
}
MODULE
{
name = HotSpotModule
}
MODULE
{
name = ModuleTweakableDockingNode
}
MODULE
{
name = ModuleTweakableFuelPump
ResourceNames = MonoPropellant
}
MODULE
{
name = ModuleResourceActions2
}
MODULE
{
name = ModuleFuelCrossfeedActions2
}
}
} -
On 12.5.2016 at 10:01 PM, SuicidalInsanity said:
M3X hotfix Update 1.1.03 is up, which fixes the various issues that have been brought up.
Changelog:Version 1.1.03
=================================
-CLS MM patch tweaked: Crew Fuselage Extension now surface passable
-Fixes issue with Mk3 docking ports
-Fixes 'Elephant' Jet Engine
-fixes CLEAVER node size
-Fixes Elephant node sizeMk3 Clamp-O-Tron Docking Port (inline) Nodes are still buggy. I can only use a node on either side.
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4 hours ago, Bonus Eventus said:
I use "Kerbodyne_Plus-1.0752" from SpaceDock or GitHub, can't remember but in the ZIP is a ".git" folder.
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New version with your change and replacement of
@PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]],@MODULE[ModuleFuelTanks]]:NEEDS[modularFuelTanks]
with
@PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]]]:NEEDS[modularFuelTanks]
@PART[*]:HAS[@MODULE[FSfuelSwitch]] { @MODULE[FSfuelSwitch] { @resourceNames = #$resourceNames$;endlist @resourceAmounts = #$resourceAmounts$;endlist newlist = startlist; newvalues = startlist; readlist = #$resourceNames[0,;]$ } } @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#resourceNames[*]]] { @MODULE[FSfuelSwitch]:HAS[#readlist[LiquidFuel,Oxidizer]] { %targetvalue = #$resourceAmounts[0,;]$ %volume = #$targetvalue[0]$ @volume += #$targetvalue[1]$ @resourceAmounts[0,;] = #$targetvalue$ !targetvalue,* = DEL } @MODULE[FSfuelSwitch]:HAS[~readlist[endlist]] { @newlist = #$newlist$$resourceNames[0,;]$; @newvalues = #$newvalues$$resourceAmounts[0,;]$; @resourceNames[0,;] = startlist @resourceAmounts[0,;] = startlist @resourceNames ^= :startlist;:: @resourceAmounts ^= :startlist;:: %readlist = #$resourceNames[0,;]$ } @MODULE[FSfuelSwitch]:HAS[#readlist[endlist]] { !resourceNames,* = DEL !resourceAmounts,* = DEL !readlist,* = DEL @newlist ^= :startlist;:: @newvalues ^= :startlist;:: } MM_PATCH_LOOP {} } @PART[*]:HAS[@MODULE[FSfuelSwitch]] { @MODULE[FSfuelSwitch] { resourceNames = #$newlist$endlist resourceAmounts = #$newvalues$endlist @resourceNames ^= :;endlist:: @resourceAmounts ^= :;endlist:: !newlist = DEL !newvalues = DEL } } @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]]]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = #$../@MODULE[FSfuelSwitch]/volume$ type = Default } !MODULE[FSfuelSwitch] {} }
Now i get some errors in the log:
[ModuleManager] Applying node Kolago/MM_FSFS_to_MFT/@PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]]] to NSS/Parts/OctoSat_Sc_TopDish/OctoSat_Sc_TopDish (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ModuleManager] Can't find nodeType:MODULE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ModuleManager] Error - Cannot parse variable search when inserting new key volume = #$../@MODULE[FSfuelSwitch]/volume$
volume = #$../@MODULE[FSfuelSwitch]/volume$ is wrong, but how do I get the value out of the modul?
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3 hours ago, Sigma88 said:
depends on where the other MODULE is
could you give a bit more info?
like, is the other MODULE in the same PART? is it a brand new MODULE or does it already exist? which values exactly do you want to copy?
Ok, here is what I have so far, but it doesnt work:
@PART[*]:HAS[@MODULE[FSfuelSwitch]] { @MODULE[FSfuelSwitch] { @resourceNames = #$resourceNames$;endlist @resourceAmounts = #$resourceAmounts$;endlist newlist = startlist; newvalues = startlist; readlist = #$resourceNames[0,;]$ } } @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#resourceNames[*]]] { @MODULE[FSfuelSwitch]:HAS[#readlist[LiquidFuel,Oxidizer]] { %targetvalue = #$resourceAmounts[0,;]$ @volume += #$targetvalue[0]$ @volume += #$targetvalue[1]$ @resourceAmounts[0,;] = #$targetvalue$ !targetvalue,* = DEL } @MODULE[FSfuelSwitch]:HAS[~readlist[endlist]] { @newlist = #$newlist$$resourceNames[0,;]$; @newvalues = #$newvalues$$resourceAmounts[0,;]$; @resourceNames[0,;] = startlist @resourceAmounts[0,;] = startlist @resourceNames ^= :startlist;:: @resourceAmounts ^= :startlist;:: %readlist = #$resourceNames[0,;]$ } @MODULE[FSfuelSwitch]:HAS[#readlist[endlist]] { !resourceNames,* = DEL !resourceAmounts,* = DEL !readlist,* = DEL @newlist ^= :startlist;:: @newvalues ^= :startlist;:: } MM_PATCH_LOOP {} } @PART[*]:HAS[@MODULE[FSfuelSwitch]] { @MODULE[FSfuelSwitch] { resourceNames = #$newlist$endlist resourceAmounts = #$newvalues$endlist @resourceNames ^= :;endlist:: @resourceAmounts ^= :;endlist:: !newlist = DEL !newvalues = DEL } } @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]],@MODULE[ModuleFuelTanks]]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = #$../@MODULE[FSfuelSwitch]/volume$ type = Default } !MODULE[FSfuelSwitch] {} }
I like to end up with a new modul ModuleFuelTanks and delete FSfuelSwitch at the end.
I see some
MM_PATCH_LOOP
{
}in the ConfigCache, but no modul ModuleFuelTanks.
[1.11.2] Standard Propulsion Systems - v1.0.6 (4/20/2021)
in KSP1 Mod Releases
Posted
@Starbuckminsterfullerton: I think the bottom middle node of "B-1A3AA Interstage Adapter" is facing upside down. Please check.