fourfa Posted September 3, 2016 Share Posted September 3, 2016 1 hour ago, Alshain said: EDIT: After some testing, it seems it will work on everything but the LV-N, which needs staging to discard it's shroud through staging. The others rely on decouplers. So I could further refine that patch to include more engines using your jettison staging disable and just ignore the LV-N specifically. The LV-N has an unusual 2-part fitted shroud. It must use some different mechanism Quote Link to comment Share on other sites More sharing options...
Alshain Posted September 3, 2016 Share Posted September 3, 2016 (edited) 24 minutes ago, fourfa said: The LV-N has an unusual 2-part fitted shroud. It must use some different mechanism Well it's because it uses staging to jettison it, where as the other engine shrouds just attach themselves to the decoupler and jettison when the decoupler does. I'm not sure I can solve that problem, but I can exclude it from my patch and include the other shrouded engines. I'm testing it now. Ok, so this patch works for every engine except the NERV, Rapier, and Panther. // Add staging control to engines // Author: Alshain @PART[*]:HAS[@MODULE[ModuleEngines*],!MODULE[ModuleJettison],!MODULE[MultiModeEngine]]:FINAL { @MODULE[ModuleEngines*] { stagingEnableText = Engine: Enable Staging stagingDisableText = Engine: Disable Staging stagingToggleEnabledEditor = true } } @PART[*]:HAS[@MODULE[ModuleEngines*],@MODULE[ModuleJettison]:HAS[#isFairing[True]]],@PART[turboFanSize2]:FINAL { @MODULE[ModuleEngines*] { stagingEnableText = Engine: Enable Staging stagingDisableText = Engine: Disable Staging stagingToggleEnabledEditor = true } @MODULE[ModuleJettison] { stagingEnabled = False } } Edited September 3, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
Xyphos Posted September 3, 2016 Author Share Posted September 3, 2016 Comparing the Mainsail to the LV-N, LV-N has two ModuleJettison entries, and both have isFairing=false the Mainsail has only one ModuleJettison entry, and has isFairing=true I wonder if any of these behaviors is the cause of the problem Quote Link to comment Share on other sites More sharing options...
Alshain Posted September 3, 2016 Share Posted September 3, 2016 (edited) 25 minutes ago, Xyphos said: Comparing the Mainsail to the LV-N, LV-N has two ModuleJettison entries, and both have isFairing=false the Mainsail has only one ModuleJettison entry, and has isFairing=true I wonder if any of these behaviors is the cause of the problem I don't think it is directly linked, no. It has to do with the manner of jettisoning the LV-N. The LV-N does have two sides to it's shroud and it ejects them not unlike a clamshell fairing when the engine is staged. The other shrouds simply slip off then end (there is probably a name for that I do not know) and they release with the decoupler regardless of staging (because the decoupler might not be staged!) I think what is actually happening is that the icon remains in the stage list provided any one module is using staging (or it thinks it's using staging). In this case the Engine, and each Jettison module are using staging. Because there are two of them you would have to isolate both Jettison modules and then disable both of them from staging, and doing that prevents the shroud from ejecting properly anyway. I did use that isFairing entry to build my patch because it was convenient, but the shroud on the Goliath has isFairing = false as well and it doesn't really jettison at all. That is why in the patch why I had add it back by name. I would have preferred to filter out the LV-N by name instead but I couldn't figure out how to do that with Module Manager. If any one knows, it would be much appreciated and although it would behave the same the script would be tidier and more forward compatible if another engine is added with isFairing=true. EDIT: Correction, I just discovered if you use a properly oriented decoupler, the Goliath shroud does jettison. It appears more like the other engine shrouds but doesn't stick to the decoupler like they do. The good news is my patch doesn't seem to affect its function. Edited September 3, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
panzer1b Posted September 3, 2016 Share Posted September 3, 2016 Personally i feel it is about time for @SQUAD to make every single part optionally stageable. There are too many situations where i never want something to even show up in the staging such as fairings used as structural elements, any emergency use components like parachutes, escape pods, emergency thrusters (all of that is bound to abort and i dont want any of it in staging menu), all engines on a VTOL craft (staging isnt useful for those craft that need to use control groups anyway and often enable/disable engines during flight), tanks (staging the turret is super annoying when id rather bind turret decouple to action groups). While we technically "can" get around this by putting everything you dont want stageable in the last stage and rebinding teh stage button to something that isnt easy to press by accident (i have it on insert), id still prefer the option to disable staging on every single stageable component when we deem it necessary or simply more convenient to do so (keep defaults as is, but sometimes people just want to be able to disable staging without resorting to mods)... Quote Link to comment Share on other sites More sharing options...
Xyphos Posted September 3, 2016 Author Share Posted September 3, 2016 4 minutes ago, Alshain said: If any one knows, it would be much appreciated ModuleManager uses "regular expressions" - a written expression to define a search pattern, often used in computer programming. I remember them from my previous career. the code you're looking for is @PART[(?!nuclearEngine$)]:HAS[@MODULE[ModuleEngines*]]:FINAL this simply states "anything that doesn't match this word" - and the $ means "end here" which is required or it'll include the closing parenthesis as part of the word. Quote Link to comment Share on other sites More sharing options...
Alshain Posted September 3, 2016 Share Posted September 3, 2016 (edited) 3 minutes ago, Xyphos said: ModuleManager uses "regular expressions" - a written expression to define a search pattern, often used in computer programming. I remember them from my previous career. the code you're looking for is @PART[(?!nuclearEngine$)]:HAS[@MODULE[ModuleEngines*]]:FINAL this simply states "anything that doesn't match this word" - and the $ means "end here" which is required or it'll include the closing parenthesis as part of the word. Sweet, I will give that a shot! Thanks a bunch. 3 minutes ago, panzer1b said: Personally i feel it is about time for @SQUAD to make every single part optionally stageable. There are too many situations where i never want something to even show up in the staging such as fairings used as structural elements, any emergency use components like parachutes, escape pods, emergency thrusters (all of that is bound to abort and i dont want any of it in staging menu), all engines on a VTOL craft (staging isnt useful for those craft that need to use control groups anyway and often enable/disable engines during flight), tanks (staging the turret is super annoying when id rather bind turret decouple to action groups). While we technically "can" get around this by putting everything you dont want stageable in the last stage and rebinding teh stage button to something that isnt easy to press by accident (i have it on insert), id still prefer the option to disable staging on every single stageable component when we deem it necessary or simply more convenient to do so (keep defaults as is, but sometimes people just want to be able to disable staging without resorting to mods)... I could not agree more. There is no reason not to. In my little database I even have a section for patches Squad should have already added (in my opinion of course) Edited September 3, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
Xyphos Posted September 3, 2016 Author Share Posted September 3, 2016 I retract my previous statement, after some testing, it seems that I am wrong. (OOPS!) Quote Link to comment Share on other sites More sharing options...
Alshain Posted September 3, 2016 Share Posted September 3, 2016 1 minute ago, Xyphos said: I retract my previous statement, after some testing, it seems that I am wrong. (OOPS!) Ah, well thanks for trying. I attempted it as well and it just got thrown out as an error. I tried several things, really just making educated guesses but nothing panned out. I wonder if @sarbian isn't too busy with his new job if he could point me in the right direction (trying to exclude a single part by name from a wildcard selection). Quote Link to comment Share on other sites More sharing options...
Xyphos Posted September 3, 2016 Author Share Posted September 3, 2016 14 minutes ago, Alshain said: Ah, well thanks for trying. if at first you don't succeed, try, try again. I got it to work with the LV-N engines; since LV-N has multiple ModuleJettison and ALL of them have to have staging disabled, the MM entry has to supply an indexer, and it seems indexers also support wildcard @MODULE[ModuleJettison],* { stagingEnabled = false } note the comma and wildcard at the end, that's the indexer. Quote Link to comment Share on other sites More sharing options...
Alshain Posted September 3, 2016 Share Posted September 3, 2016 (edited) 8 minutes ago, Xyphos said: if at first you don't succeed, try, try again. I got it to work with the LV-N engines; since LV-N has multiple ModuleJettison and ALL of them have to have staging disabled, the MM entry has to supply an indexer, and it seems indexers also support wildcard @MODULE[ModuleJettison],* { stagingEnabled = false } note the comma and wildcard at the end, that's the indexer. Yeah, I had already tried that, but that wasn't the issue. The issue is with that patch the shrouds will not jettison when you stage them. EDIT: Well on second try, it seems to work now. Hmm, I must have done something wrong in my previous test. Edited September 3, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
Alshain Posted September 3, 2016 Share Posted September 3, 2016 Ok, so this is what I have now. It works on all engines, even Multi-mode engines however you have to disable stage on BOTH engine modes for Rapier and Panther. So Disable staging -> Toggle Mode -> Disable Staging and it works, don't forget to toggle the mode back. I doubt we will find a way around that. I'm calling it good, and if it's all right with you guys I put your names on it. // Add staging control to engines // Author: Alshain, Xyphos, sebi.zzr @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleEngines*],* { stagingEnableText = Engine: Enable Staging stagingDisableText = Engine: Disable Staging stagingToggleEnabledEditor = true } @MODULE[ModuleJettison],* { stagingEnabled = False } } Quote Link to comment Share on other sites More sharing options...
Deddly Posted September 4, 2016 Share Posted September 4, 2016 Looks like this was accidentally put in the wrong part of the forum, so I moved it to Gameplay Questions, since - well - it's a gameplay question. Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted September 14, 2016 Share Posted September 14, 2016 On 7/24/2016 at 3:22 PM, qromodynmc said: Hmm, put them at last stage, and dont mash space button all the time, be careful you are flying a rocket. When is someone going to come out with a mod that truly automates chutes--pop when they turn green and the craft is going down? Quote Link to comment Share on other sites More sharing options...
Alshain Posted September 14, 2016 Share Posted September 14, 2016 6 minutes ago, Loren Pechtel said: When is someone going to come out with a mod that truly automates chutes--pop when they turn green and the craft is going down? Never... because Squad did that for 1.2. Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted September 14, 2016 Share Posted September 14, 2016 1 hour ago, Alshain said: Never... because Squad did that for 1.2. I guess I won't try it as a way to dip my toe into KSP mods, then. Quote Link to comment Share on other sites More sharing options...
Nuclearpigz Posted December 23, 2017 Share Posted December 23, 2017 (edited) Yea it should be in the game, decouplers have it Edited December 23, 2017 by Nuclearpigz Quote Link to comment Share on other sites More sharing options...
Errol Posted April 23 Share Posted April 23 @XyphosThis patch seems to no longer be working in 1.12.5....the button does show up in the advanced tweakable portion of the PAW, but clicking it does not remove any of the engines from the staging sequence. I'm not the best with module manager, do you have any suggestions? (Tested in a clean install with only module manager and this patch) // Add staging control to engines // Author: Alshain, Xyphos, sebi.zzr @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleEngines*],* { stagingEnableText = Engine: Enable Staging stagingDisableText = Engine: Disable Staging stagingToggleEnabledEditor = true } @MODULE[ModuleJettison],* { stagingEnabled = False } } Quote Link to comment Share on other sites More sharing options...
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