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SkyFall2489

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Everything posted by SkyFall2489

  1. Nope! Not at all, it means that I taught someone something new. Just saying, it worked a lot better than my old "just guess akagi" or "just guess coldj" strategies. Perhaps if I instead did the most recent poster who is online, and if there are none, then the most recent poster? As @Nazalassa is online as I write this, I shall guess @Nazalassa
  2. Actually, in various threads for other mods, the users didn't come here to ask questions. It seems like this is just a release/bug reporting/dev thread, and even if it is more than that, it's not sending the message so. In my opinion, having a separate ModuleManager Help Thread would be very useful. All of the knowledge would be in 1 place for easy viewing, not cluttered up with bug reports and new releases. It would be very clear that it would be a thread for helping with module manager, and so unsure forum users could go there. Instead of having to re-ask, it would be much more feasible to search through older questions. Commonly used knowledge could be put in the OP for even easier access. It all would greatly help users of modded installs across the forums. Even people who don't have a forum account, if they found the thread, could find what they need without having to create an account to ask. EDIT: Oh, and you won't have to do a thing about it. I can accept full responsibility for the thread, and you don' have to help anyone unless absolutely no other forum user knows what to do.
  3. @sarbian I've noticed that often people don't have much experience using ModuleManager, but it is important to tweaking heavily modded installs the way you want. Can I get permission to start a ModuleManager Help Thread?
  4. That may not be the best strategy. MM patching and CFG files actually don't increase loading time by that much compared to textures and models, and it's good practice to make your code readable.
  5. In my opinion, experience is one of the best ways to learn coding. Try some more patching, and eventually you will truly understand the ways of ModuleManager...
  6. Hey, I read about that in a computer science book! You see, the idea is that what has happened recently before is what will happen again. The previous poster is more likely to have been a common poster, just as any other. and the most "recent" info is the most recent post. Similarly, the next poster is also selected at random from about the same probabilities. This means that the previous poster is most likely to be then next poster... in theory. However, forum users are online at different, semi regular schedules, meaning that this may not be the optimal strategy. However, gathering data on who posts at when could be considered an invasion of privacy, and I don't want to be banned. It's not just about guessing right, it's also about not being banned. So, I'm keeping with my current strategy. @ColdJ
  7. The issue with your old code was that it was attempting to edit the warpSpeedSkillMultiplier of the part node, not the warp engine module. You see, you selected the part when you said @PART... at the very beginning. the HAS statement selects parts with a specific module node, it does not select that module node for modification.
  8. Down the rabbit hole ya go! I fell in a while ago. EDIT: Oh, perhaps the "angelo kerman" in your story.. or perhaps some 7 star engineer, "Sarbian Kerman", has mastered the dark arts of MM patching and can edit the properties of ships at will... maybe that's too OP or 4th wall breaking, though.
  9. Yep. Although, if you want, in stead of "@PART[wbiS2WarpCore]" you could put "@PART[*]:HAS[@MODULE[WBIWarpEngine]]" That will select any and every part with a name longer than 0 characters and has the warp engine module. EDIT: Some how, you just came ip with the idea I was about to suggest. EDIT 2: Oh, and you can enter multiple part names, separated by commas. What you plan to do edits the warpSpeedSkillMultiplier field of the part itself - which does not exist. You still need to select the part module.
  10. Go to each warp engine / warp core part CFG file, in WildBlueTools/Blueshift/Parts/Engine/WarpTech, and edit the warpSpeedSkillMultiplier field of the WBIWarpEngine module in the part. Or learn to use ModuleManager, the basics aren't too hard. Here's a good place to learn: https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook
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