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starman2022

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  1. Is there a way to see the final output of module manager after it has run on all the cfg files? I don't mean MMpatch.log or ModuleManager.log..... Or even better, is there a way to do this standalone? Having a lot of trouble getting my patches to do exactly what I want. Each change I make to the cfg, I load kerbal and see if the part has the changes I want, often by observing its behavior on a ship. How do actual developers do this? I do have visual studio w/network based unity debugger working, although without symbols. Possibly I could navigate down the shared objects? Or using KOS, I could list all the modules (including hidden) for a part, and see the value there?
  2. Is there a way to duplicate and then modify an existing PART (without copying its .cfg) file? In C I could use the include statement to make a 2nd instance of the ISRU part. And then using MM I would rename the (first instance), having now two parts with different names. #include "ISRU.cfg" @PART[ISRU] { @name = ISRU_10x } Possibly this could be done with copy node? +PART { #/PART[ISRU] // I'm thinking this would include everything within the brackets of PART from ISRU.cfg @name = IRSU_10x @MODULE[ModuleResourceConverter],0 { @OUTPUT_RESOURCE,0 { @Ratio = 444.0 } } } TIA
  3. I've learned about MM and have been patching components as needed. I'd like to duplicate and change existing parts without making copies of the config file. For example, to edit the existing IRSU, I have @PART[ISRU]:Final { @MODULE[ModuleResourceConverter],0 { .... } } But I still have only one IRSU. I'd like to start with the IRSU, and then make a "super IRSU" part without duplicating or editing the existing IRSU.cfg file. Running experiments is very slow as make a change, then load the game to see the effect or look at the .log files. Is there a way to run the MM and look at its effective output? I C, there is a way to run the C preprocessor and see the effective .h files.. TIA https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook
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