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[1.0.5] FASA 5.44


frizzank

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On 9/8/2017 at 0:34 AM, Jacke said:

There's a typo, an extra "}", in the .cfg files for the Launch Clamp 1.25m and Launch Clamp 2.5m that removes their MODULEs ModuleGenerator and ModuleTestSubject.  The extra "}" is between the text for MODULE LaunchClamp and MODULE ModuleGenerator for both.

Note: the copies of those 2 files here still have the typo "}" in them.

GameData/FASA/Misc/FASA_Launch_Clamp_125/FASA_Launch_Clamp_125.cfg (line 87)

GameData/FASA/Misc/FASA_Launch_Clamp_125/FASA_Launch_Clamp_25.cfg (line 77)

The typos have likely been around a while as they also exist in another copy I have of FASA Launch Clamps from 2016 December.

1

Neither makes a difference to the programming.  They will be ignored.

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9 hours ago, TranceaddicT said:

Neither makes a difference to the programming.  They will be ignored.

Yes they do make a difference.  The Launch Clamp 1.25m and 2.5m as in the archive don't have MODULE ModuleGenerators nor MODULE ModuleTestSubject because the code for them are cut off by typo closing braces.  I was wondering why those clamps didn't have generators to provide charge before launch and that's how I discovered the typos.

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8 hours ago, Jacke said:

Yes they do make a difference.  The Launch Clamp 1.25m and 2.5m as in the archive don't have MODULE ModuleGenerators nor MODULE ModuleTestSubject because the code for them are cut off by typo closing braces.  I was wondering why those clamps didn't have generators to provide charge before launch and that's how I discovered the typos.

So, you got me thinking.  If you were right, there had to be something that created a workaround such that I do not experience your issue even though I have the exact same files for launchClamps.

After digging, I think I found it.  I created a MMConfig that added ModuleGenerator to command modules.

@PART[*]:HAS[@MODULE[ModuleCommand]]
{
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.75
        }
    }
}

Unfortunately, it also hits probe cores (fortunately, I designed for not having them) but, nevertheless, it's not something I desired. (This is what I initially tested your claim against knowing full well a command pod would have the generator.)

Anyone have ideas how I can isolate this to only **manned** modules?

I was thinking maybe working 'tag = unmanned' into it somehow.

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1 hour ago, TranceaddicT said:

Anyone have ideas how I can isolate this to only **manned** modules?

Try

@PART[*]:HAS[@MODULE[ModuleCommand],~CrewCapacity[]]

that should catch anything that does not have a CrewCapacity key but does have a MODULE[ModuleCommand] node

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5 hours ago, Aelfhe1m said:

Try


@PART[*]:HAS[@MODULE[ModuleCommand],~CrewCapacity[]]

that should catch anything that does not have a CrewCapacity key but does have a MODULE[ModuleCommand] node

I don't think that will work.  All parts with MODULE ModuleCommand's have CrewCapacity.  Unkerballed ones have that set to 0.  Will do a quick check for the MM code to check that.

EDIT: Try this.

@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]]
{
   ....
}

 

Edited by Jacke
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25 minutes ago, TiktaalikDreaming said:

Ha! Now read back through the last fifty or so forum pages. The legs are old, and don't work.

ok I think the best way to get realistic landing legs will be to tweakscale the micro landing struts and well darn

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On 8/12/2017 at 8:10 PM, linuxgurugamer said:

The OP says to delete MM configs if not running RO.  Which MM configs need to be deleted?

Also, I see that the launch tower can have quite a number of kerbals, but how are they accessed on the launch pad, other than by doing a crew transfer?  Is it possible to see them doing something inside the tower?

I'd also like to know this. Also, i seem to be having an error with the parachutes, they deploy and slow down the craft to anywhere between 40 to 70 but the probe still smashes into the ground or water and gets destroyed. Any fix for this?

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