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Hey guys,
So I want to move the BDA weapon manager in the tech tree from 'precision engineering' to the 'Start' category
Reading the wiki I was lead to type out:

@PART[missileController]
{
	@TechRequired = Start
}

Obviously I have this wrong some how, but I cannot fathom how. My gut says this is to short and I am missing loads of set up or something

thanks for  help :D

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55 minutes ago, Twitchi said:

Hey guys,
So I want to move the BDA weapon manager in the tech tree from 'precision engineering' to the 'Start' category
Reading the wiki I was lead to type out:


@PART[missileController]
{
	@TechRequired = Start
}

Obviously I have this wrong some how, but I cannot fathom how. My gut says this is to short and I am missing loads of set up or something

thanks for  help :D

Lot's of text in KSP is case sensitive. In this case it's "start" not "Start".

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7 minutes ago, Twitchi said:

Ahh  thanks..the only reference I found to it was in the game itself, is there some where convenient to find naming conventions?

After the first time the game is loaded with MM installed the GameData/ModuleManager.ConfigCache file will have a complete copy of the current configuration that you can search through and refer to when you want to change something. The config cache file is not generated if any patches throw a breaking error in MM however.

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Hey guys, Back with another similar issue and rather than spam the boards with my face thought I would just reopen this one up, hang with me this one has a few layers

So I am working on a part testing contract in contract configurator, all that side of things I have covered but the part I want to test does not normally have the capability to be tested.
No Fear the wiki had my back there to " It is possible to add ModuleTestSubject to parts that don't already have it using Module Manager. " or so I thought

I went to another part that I knew had the Module, copy and pasted values for typo free transfer

@PART[bdWarheadSmall]
	MODULE
	{
		name = ModuleTestSubject
		useStaging = False
		useEvent = True
	}

There was also a whole bunch of constraint sub modules and another value, situation mask

I have tried running this with and without these extra pieces and every form of syntax I can find in the module manager, which basically boils down to this and using % with the values, (and module in an experiment borne of frustration)
but the test button will not show and I cannot complete the contract objective

Could there be a hidden property of this warhead that makes it unable to be used in testing like this? or am I once again making simple errors that I am blind to?

Edited by Twitchi
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@Twitchi Your posted example is missing braces { } around the MODULE definition.

Also, although I've not played with part testing configurations I suspect the situation mask is important to include (this has the same values as used in science experiment definitions)

I did a quick test with the below config (it uses a stock part for speed of testing) and it worked as expected:

Spoiler

// for testing remove other test subjects so we are sure to get offered
// the contract we want
@PART[*]:HAS[@MODULE[ModuleTestSubject]]
{
	!MODULE[ModuleTestSubject],* {}
}

// add test to basic fin
@PART[basicFin]
{
	MODULE
	{
		name = ModuleTestSubject
		useStaging = False
		useEvent = True // enable run test button on PAM
		situationMask = 4 // surface landed (easiest to test)
		useProgressForBodies = False
		usePrestigeForSit = False
		
	}
}

 

You'll probably want to change the situationMask to flying (or in space?) and copy some of the constraints from another Squad part with the same situationMask.

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