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ialdabaoth
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Everything posted by ialdabaoth
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
ZobrAA: Make sure to download the new version of DeadlyReentry and ModularFuelTanks too, if you have them. It looks like another mod is expecting an earlier version of MM. -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
sidfu: The only thing I can think of is that DestroyImmediate(this) is a bad idea... I just updated it to not use that. Can you redownload and see if it works now? -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
Can you describe what happens? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ialdabaoth replied to ferram4's topic in KSP1 Mod Releases
Note, 1.2 was released while I had a 103 degree fever. I would strongly recommend trying with 1.3 instead.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
WOOHOO! My fever broke, and I think I've got it working now! The key was to simplify everything. Please re-download and see if I'm not delerious. -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
Update: Still running a 103F fever, as soon as the brain bits work again I'll fix this. -
http://vimeo.com/67995158
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
Ok, dll updated; please re-download and try again? (note: if you have DeadlyReentry or ModularFuelTanks, make sure to re-download those as well) -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
As of 1.2, it should totally do this. As of 1.2 you can change literally ANYTHING about a configNode and it will apply it. (note: warranty void on Kerbin) -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
Update: everyone having this problem, please search your entire KSP directory (including /GameData and /Plugins) and see if there is another version of ModuleManager.dll hiding somewhere. Delete ALL versions of ModuleManager.dll, then download 1.2 and install it, then (if it still happens) please paste your debug log. -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
Woah... well, THAT'S a bug. Okay, I'll need to figure out why mine doesn't do that. Give me a bit; I'm coding with a 102 fever. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ialdabaoth replied to ferram4's topic in KSP1 Mod Releases
ferram: I just released a new version of ModuleManager, which fixes several bugs. Chief among them, overloading @module = Part works correctly now!- 14,073 replies
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- ferram aerospace research
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
New Version! So, at this point, unless I decide to implement wildcards/regular expressions (which is unlikely, but much easier to do now that I've redone the loading algorithm), I think I'm going to call ModuleManager "final". -
AHA! I know what's happening! Posting a new version that should fix this. ALSO: The new version now has two lines in teh config file: ridiculousMaxTemp = 2500 maxTempScale = 0.5 This is so that parts that come from other mods with absurd temperature tolerances get adjusted to reasonable numbers. Any part with a maxTemp > ridiculousMaxTemp has its maxTemp halved; if it contains a ModuleEngine, its heat production is also halved. Then, if it's still > ridiculousMaxTemp, it gets capped at ridiculousMaxTemp.
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Here's the problems with this: 1. Kerbal Degrees *are* in Celcius. This is provable when you look at the emissive textures for engines. As an engine heats up, it begins to glow - the glow begins at 525 degrees, which is exactly the temperature in Celcius that a black-body begins emitting visible light. So, we have one point at which the temperature scale correlates precisely with Celsius. Then, we look at the ambient air temperature on Kerbin's surface, which is somewhere below 30 but above 0 - which gives us another point at which the temperature scale correlates precisely with Celsius. Now we have two points on a line, so that line is locked in place - and we're stuck with Celcius.
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
Ah, yes, wildcards. The bane of my existence. No, there really isn't a way for me to do that right now. I haven't added wildcard support because I'm really not sure what the 'right' way to do it is, and I'm a little afraid of locking the community into a poor implementation.