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Kolago

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Posts posted by Kolago

  1. 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.cfg

    Spoiler

    [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:

     

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.cfg

    Screenshots:

    OmivqJV.png

    JCN8Fql.png

    output_log.txt

    https://mega.nz/#!Ot8DWCoS!SRt2k-AaILPv0N7xxKoGycd6MoaipAn5Zcv_ibnski4

    Opend issue #121 in github.

  7. 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 = turbothrust

    So whats next? Make a MM patch for Gimbal Trim for all of it?

     

     

  8. 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
            }
        }
    }

  9. 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:

      Hide contents

    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 size

     

    Mk3 Clamp-O-Tron Docking Port (inline) Nodes are still buggy. I can only use a node on either side.

  10. 4 hours ago, Bonus Eventus said:

    Thanks! This must have been an old bug because I just checked my unity tags and the tag is set to Icon_Hidden. @Kolago what version of K+ are you using and do you remember what repo you downloaded from? and btw @Kolago thanks for taking the time to report the bug!

    I use "Kerbodyne_Plus-1.0752" from SpaceDock or GitHub, can't remember but in the ZIP is a ".git" folder.

  11. 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?

  12. 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.

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