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Multiple set max temp for the same part... problem


Sardaukar

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Hello Everybody and thanx for your help...

I play a heavy modded RO version of KSP and had problems returning my beloved Spaceshuttle to Earth concerning heat. So i decided to tweak just a lttle the max temp of my cockpit and some other parts inside the mk3.cfg of deadly reentry.

And so i stumbled over a few questions which occured...

It seems that several *.cfg files want to set certain values for the same part...

For Example:

A stock Part has a given max temp. of 850 (defined iinside squad/part...folder *.cfg)

RO set this temp to higher value

Deadly Reentry to an even higher Value

Perhaps tweakscale or other mods changes the values too...

 

Now the questions... ;-)

Is there a way to see which mod changes the value and which one gave the part its actual (in game) value?

Is there a chance to set a non overrideable value?

In terms of coding (memory use and so on) isn´t it bad to have several codelines loaded from different mods concerning the same part....?

 

Again, thnx for your help and please excuse my bad english.

 

See u in Space

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@Sardaukar All the modification is done via ModuleManager.  You can look at the final value in GameData/ModuleManager.configcache (which shows you the final state of the game database before the parts are actually compiled).  As for determining which patch actually applies last, you will have to look at the logs (The relevant lines will look something like "Applying node @PART[*]:FOR[SomeMod] to Squad/Parts/SomePart/somePart" but I don't remember exactly how they look).

What order patches are applied depends on what ModuleManager pass they are part of.  See this.  To make sure a patch overrides all others, make it :FINAL or :FOR[zzz_whatever] (passes are generally done in alphabetical order).  :FINAL is fine if you're just using the patch for personal use but it's generally not recommended to use it on a mod you're actually distributing.

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