curiousepic Posted March 9, 2014 Share Posted March 9, 2014 Is there any way, or plans to add the ability to use references to other values in a part as an overriding value? For example "cost = mass * number of part modules"? Quote Link to comment Share on other sites More sharing options...
Arrowmaster Posted March 9, 2014 Share Posted March 9, 2014 Is there a way to programatically select a node other than with tags? I found this config in the KESA mod but cannot seem to get something similar to work for my purposes.@PART[FNRefinery]:Final { @MODULE[FNModuleResourceExtraction[*]:HAS[#resourceName[LqdWater]] { @resourceName = Water } @RESOURCE[LqdWater] { @name = Water } }I'm trying to modify science experiements while taking into consideration mods like AIES and B9 that add additional parts that do the default experiments. In the case of B9, one part has 4 of the default experiments on it and I want to modifiy them all. Heres what I tried but it ended up just making all science experiements have xmitDataScaler = 1.@PART[*]:HAS[@MODULE[ModuleScienceExperiment]]:Final{ @MODULE[ModuleScienceExperiment[*]]:HAS[#experimentID[temperatureScan]] { @hideUIwhenUnavailable = True @xmitDataScalar = 1 } @MODULE[ModuleScienceExperiment[*]]:HAS[#experimentID[barometerScan]] { @hideUIwhenUnavailable = True @xmitDataScalar = 1 } @MODULE[ModuleScienceExperiment[*]]:HAS[#experimentID[seismicScan]] { @hideUIwhenUnavailable = True @xmitDataScalar = 1 } @MODULE[ModuleScienceExperiment[*]]:HAS[#experimentID[gravityScan]] { @hideUIwhenUnavailable = True @xmitDataScalar = 1 } @MODULE[ModuleScienceExperiment[*]]:HAS[#experimentID[atmosphereAnalysis]] { @hideUIwhenUnavailable = True @xmitDataScalar = 1 } @MODULE[ModuleScienceExperiment[*]]:HAS[#experimentID[mysteryGoo]] { @hideUIwhenUnavailable = True @xmitDataScalar = 0.5 } @MODULE[ModuleScienceExperiment[*]]:HAS[#experimentID[mobileMaterialsLab]] { @hideUIwhenUnavailable = True @xmitDataScalar = 0.5 }} Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 9, 2014 Author Share Posted March 9, 2014 You can't use :HAS inside the definition with current version. The KESA config may work by pure blind luck and bracket inequality.I ll add it for next version. Quote Link to comment Share on other sites More sharing options...
heralo Posted March 10, 2014 Share Posted March 10, 2014 I'm trying to update a KAS config and I cannot get the scale property to delete. I'm sure this is obvious but I'm just not seeing it. Here is the relevant part of the original config:PART{name = KAS_ContainerBay1module = Partauthor = zzzmesh = containerBay1.mu//Waiting scale bug to be fixed by squad http://bugs.kerbalspaceprogram.com/issues/1123//MODEL//{ //model = KAS/Models/rack1//}scale = 1rescaleFactor = 0.50and this is my MM config:@PART[KAS_ContainerBay1]:Final{ !scale !mesh @rescaleFactor = 1 @node_stack_top = 0.0, -0.35, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -0.4, 0.0, 0.0, 1.0, 0.0, 0 @node_attach = 0.0, -0.4, 0.0, 0.0, -1.0, 0.0 MODEL { model = KAS/Parts/containerBay1/containerBay1 scale = 0.5,0.5,0.5 } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.10, -0.15) evaPartDir = (0,0,-1) customGroundPos = true dropPartPos = (0.0, 0.0, -0.55) dropPartRot = (-10.0, 0.0, 0.0) attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}I thought it might be the commented out part in the original config but I removed that and it still didn't work. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 10, 2014 Share Posted March 10, 2014 I'm trying to update a KAS config and I cannot get the scale property to delete. I'm sure this is obvious but I'm just not seeing it. Here is the relevant part of the original config:PART{name = KAS_ContainerBay1module = Partauthor = zzzmesh = containerBay1.mu//Waiting scale bug to be fixed by squad http://bugs.kerbalspaceprogram.com/issues/1123//MODEL//{ //model = KAS/Models/rack1//}scale = 1rescaleFactor = 0.50and this is my MM config:@PART[KAS_ContainerBay1]:Final{ !scale !mesh @rescaleFactor = 1 @node_stack_top = 0.0, -0.35, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -0.4, 0.0, 0.0, 1.0, 0.0, 0 @node_attach = 0.0, -0.4, 0.0, 0.0, -1.0, 0.0 MODEL { model = KAS/Parts/containerBay1/containerBay1 scale = 0.5,0.5,0.5 } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.10, -0.15) evaPartDir = (0,0,-1) customGroundPos = true dropPartPos = (0.0, 0.0, -0.55) dropPartRot = (-10.0, 0.0, 0.0) attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}I thought it might be the commented out part in the original config but I removed that and it still didn't work.You can't truly delete it.All that would do is delete it from the config node. However, the underlying programming always assigns a default value to any variable that can be assigned in the part's configuration file. Or for any PartModule variable that you try to change. (i.e. MODULE{})Deleting it just means that the part will use that default value when initialized.And in the case of scale, you don't generally want to mess with that anyway. Any time you think you want to change scale, you probably really wanted to change rescaleFactor instead. OR set scale AND rescaleFactor to 1 and then change the MODEL{} node's scale vectors directly. (if you wanted to rescale one or two of its vectors only) Quote Link to comment Share on other sites More sharing options...
heralo Posted March 10, 2014 Share Posted March 10, 2014 That makes sense. I commented it out in the original file and it makes no difference to the tweaks I was making anyway. Thanks for the explanation. Quote Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 11, 2014 Share Posted March 11, 2014 (edited) I'm trying to add experiment modules to a science lab part. I would rather have all the experiments available from any part without programming each one invidivually so that it can easily support new experiment modules. I've also added a transmitter, electic charge and data storage. I can't figure out how to setup the wildcard to return all experiment modules.@PART[scienceModule]:Final{ MODULE // add the ability to store data in the science lab. { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } MODULE // add a data transmitter to the science lab { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } RESOURCE // add electic charge to the science lab { name = ElectricCharge amount = 10000 maxAmount = 10000 } MODULE[*]:HAS[ModuleScienceExperiment] // add all experiments to the science lab { experimentID = * experimentActionName = Run Experiments resetActionName = Reset Experiments useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.5 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 rerunnable = True }}Additionally, does anyone know of a way to store experiments when the save data button is pressed. I'm using manifest to do that currently, but I'd rather it be something configured. Edited March 11, 2014 by WaveFunctionP Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 11, 2014 Share Posted March 11, 2014 (edited) The wildcard has to be in the first part, the @PART line.@PART[*]:HAS[@MODULE[ModuleScienceExperiment]]{ MODULE { experimentID = * experimentActionName = Run Experiments resetActionName = Reset Experiments useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.5 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 }}Look at the science links in my signature for examples. See how those are constructed. And experimentID has to have something valid assigned. Look in Squad's Resources folder. Look at ScienceDefs.cfgEvery EXPERIMENT_DEFINITION node's id is a valid id to use for experimentID. Edited March 11, 2014 by Starwaster Quote Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 11, 2014 Share Posted March 11, 2014 So, unless I want to define my own experiment ids and results, I will need to delineate each experiment available? I know that I could add each individually, but I just didn't want a bunch of buttons on the lab menu. Each experiment adds two buttons. I wanted to press a button and have all unlocked experiments run and not have to edit the config for added or delete mod experiments. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 11, 2014 Share Posted March 11, 2014 So, unless I want to define my own experiment ids and results, I will need to delineate each experiment available? I know that I could add each individually, but I just didn't want a bunch of buttons on the lab menu. Each experiment adds two buttons. I wanted to press a button and have all unlocked experiments run and not have to edit the config for added or delete mod experiments.not through configs only.Each experiment means a separate module. Each such module means additional menu entries. Quote Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 11, 2014 Share Posted March 11, 2014 (edited) Thanks for your help, Starwaster.I have another question if anyone can answer.Is it possible to add a crew requirement to make the experiment available as part of a balancing factor for adding so much functionality in one part. I've slightly boosted transmission multipliers so that it acts like the function of a mobile lab, since adding that part's module appears to break the gui for some reason. But I want to maintain a significant incentive to bring the data home because of the kerbals inside (and possible interactions with life support requirements, should the user have such mods). I don't intend for people just send one way probes with the science lab spamming science willynilly.Short version, can you import a crewrequirement function into a science module config?I've tried crewsrequired, but it doesn't appear to work.MODULE // add gc mass spec { name = ModuleScienceExperiment experimentID = gasChromotographyMassSpectrometryExperiment experimentActionName = Log GC Mass Spec Data resetActionName = Delete GC Mass Spec Data reviewActionName = Review GC Mass Spec Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.5 dataIsCollectable = True collectActionName = Take GCMS Data interactionRange = 1.2 rerunnable = True crewsRequired = 2 }The original part itself already requires 2 crew to do certain things, but that doesn't seem to effect any of the experiment modules. Edited March 11, 2014 by WaveFunctionP Quote Link to comment Share on other sites More sharing options...
GavinZac Posted March 11, 2014 Share Posted March 11, 2014 It's minimumCrew = ?, no? Quote Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 11, 2014 Share Posted March 11, 2014 It's minimumCrew = ?, no?That was my second attempt by looking at crew command modules. But those arguments appear to be "local" to those modules, and I don't want to add command functionality to the part.Documentation of the modules/nodes would be nice, but I can't find anything remotely useful/up-to-date.I knew I should have spent more time learning to code better. Quote Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 11, 2014 Share Posted March 11, 2014 Is there a way to import/inherit another module's parameters into another module? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 11, 2014 Share Posted March 11, 2014 Thanks for your help, But I want to maintain a significant incentive to bring the data home because of the kerbals inside (and possible interactions with life support requirements, should the user have such mods). I don't intend for people just send one way probes with the science lab spamming science willynilly.Short version, can you import a crewrequirement function into a science module config?I've tried crewsrequired, but it doesn't appear to work.The original part itself already requires 2 crew to do certain things, but that doesn't seem to effect any of the experiment modules.No, the science experiment module would have to have crew requirement implemented into it. I can't see any way of doing that through a config only. You'd need a plugin that extends the ModuleScienceExperiment and which makes such a check. Or possibly a more generic plugin PartModule that disables the part if it doesn't have minimum crew but that doesn't turn the part into a command module.Is there a way to import/inherit another module's parameters into another module?No. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted March 12, 2014 Share Posted March 12, 2014 Hi, wondering if someone could help me.I want to add an alternator to the stock 909 engine. Am I right in thinking I'll need something like:@PART[liquidEngine3]:Final{ MODULE{ name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 3.0 }} Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 12, 2014 Share Posted March 12, 2014 Hi, wondering if someone could help me.I want to add an alternator to the stock 909 engine. Am I right in thinking I'll need something like:@PART[liquidEngine3]:Final{ MODULE{ name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 3.0 }}Yeah that should do it. Quote Link to comment Share on other sites More sharing options...
ialdabaoth Posted March 13, 2014 Share Posted March 13, 2014 (edited) Hrm. Why would this not be working:@PART[RAPIER]:Final { @MODULE[ModuleEnginesFX]:HAS[#engineID=AirBreathing] { @PROPELLANT[LiquidFuel] { @name = LiquidH2 @ratio = 2.5 } } @MODULE[ModuleEnginesFX]:HAS[#engineID=ClosedCycle] { @PROPELLANT[LiquidFuel] { @name = LiquidH2 @ratio = 0.73 } @PROPELLANT[Oxidizer] { @name = LiquidOxygen @ratio = 0.27 } }}Or, given that apparently searching doesn't work at the Module-level, why this doesn't work:@PART[RAPIER]:Final { @MODULE[ModuleEnginesFX,0] { @PROPELLANT[LiquidFuel] { @name = LiquidH2 @ratio = 2.5 } } @MODULE[ModuleEnginesFX,1] { @PROPELLANT[LiquidFuel] { @name = LiquidH2 @ratio = 0.73 } @PROPELLANT[Oxidizer] { @name = LiquidOxygen @ratio = 0.27 } }}Or this: @PART[RAPIER]:Final { !MODULE[ModuleEnginesFX] {} !MODULE[ModuleEnginesFX] {} MODULE { name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrustPoint exhaustDamage = True ignitionThreshold = 0.33 minThrust = 0 maxThrust = 190 heatProduction = 400 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = True PROPELLANT { name = LiquidH2 ratio = 2.5 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 15 } atmosphereCurve { key = 0 1200 key = 0.3 2500 key = 1 800 } velocityCurve { key = 0 0.5 0 0 key = 1000 1 0 0 key = 2000 0.5 0 0 key = 2200 0 0 0 } } MODULE { name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustPoint exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 175 heatProduction = 650 fxOffset = 0, 0, 0.25 PROPELLANT { name = LiquidH2 ratio = 0.73 DrawGauge = True } PROPELLANT { name = LiquidOxygen ratio = 0.37 } atmosphereCurve { key = 0 465 key = 1 375 } }}Or this:@PART[RAPIER]:Final { !MODULE[ModuleEnginesFX] {} @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = LiquidH2 @ratio = 0.73 } @PROPELLANT[Oxidizer] { @name = LiquidOxygen @ratio = 0.37 } @atmosphereCurve { @key,0 = 0 465 @key,1 = 1 375 } } MODULE { name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrustPoint exhaustDamage = True ignitionThreshold = 0.33 minThrust = 0 maxThrust = 190 heatProduction = 400 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = True PROPELLANT { name = LiquidH2 ratio = 2.5 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 15 } atmosphereCurve { key = 0 1200 key = 0.3 2500 key = 1 800 } velocityCurve { key = 0 0.5 0 0 key = 1000 1 0 0 key = 2000 0.5 0 0 key = 2200 0 0 0 } }}Note: Those are literally ALL the possible ways to do this. Since none of these work, I don't know how to proceed.EDIT: Holy crap, THIS doesn't even work:!PART[RAPIER] {}PART{// this is a sample config file, for determining a good file format for defining part parameters// comment line - ignored by cfg parser// empty lines, or lines without a '=' sign are also ignored// all other lines are split at the '=' sign, and the left operand is used to know what parameter we are setting// diferent parameters require data in different formats (see docs), and each module has it's own parameters (again, see docs)// each assignment must be in a single line. Lines without assignments will be ignored. (You CAN turn on word wrap, though)// each keyword here relates to an existing variable in the assigned module. If the keyword isn't found, it is ignored.// conversely, if a keyword is left unassigned (as in not in the file), it will be initialized with it's default value// This is done automatically, so any public variable defined in the loaded module can be accessed this way (provided it's value can be parsed)// --- general parameters ---name = RAPIERmodule = Partauthor = C. Jenkins// --- asset parameters ---mesh = rapier.muscale = 1.0// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_top = 0.0,0.741545,0.0 , 0.0, 1.0, 0.0node_stack_bottom = 0.0,-0.2048244, 0.0, 0.0, 1.0, 0.0// --- editor parameters ---mass = 1.75dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 maxTemp = 3600TechRequired = hypersonicFlightentryCost = 65000cost = 5900category = Propulsionsubcategory = 0title = R.A.P.I.E.R. Enginemanufacturer = C7 Aerospace Division and Rockmax Conglomeratedescription = The R.A.P.I.E.R. (Reactive Alternate-Propellant Intelligent Engine for Rockets) is a joint venture between C7 Aerospace and the Rockomax Conglomerate. Designed to fill a gap in the design requirements for sustainable single stage to orbit aircraft, this engine combines the best of rocket and air-breathing thrust technology. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,0,1,1,0EFFECTS{ running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_blue_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } power_open { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } }}MODULE{ name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = ClosedCycle}MODULE{ name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrustPoint exhaustDamage = True ignitionThreshold = 0.33 minThrust = 0 maxThrust = 190 heatProduction = 400 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = True PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 15 } atmosphereCurve { key = 0 1200 key = 0.3 2500 key = 1 800 } velocityCurve { key = 0 0.5 0 0 key = 1000 1 0 0 key = 2000 0.5 0 0 key = 2200 0 0 0 }}MODULE{ name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustPoint exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 175 heatProduction = 650 fxOffset = 0, 0, 0.25 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 360 key = 1 320 }}MODULE{ name = ModuleAnimateHeat ThermalAnim = HeatAnimationEmissiveRapier}MODULE{ name = ModuleGimbal gimbalTransformName = obj_gimbal gimbalRange = 3}}I'm absolutely using v1.5.6, and other config mods are working fine - any idea what's going on here? Edited March 13, 2014 by ialdabaoth Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 13, 2014 Share Posted March 13, 2014 (edited) Some of those spaces might confuse it... such as !MODULE[ModuleEnginesFX] {}should be!MODULE[ModuleEnginesFX]{}And I don't think you can do !PART[RAPIER]{} either.... I think that's technically root level and it's read onlyDon't think specifying ordinals on nodes work, only properties... maybe look for 1.5.7 in the thread, it might have added that sort of functionality but it's not officially released so not on the front page?(ok not actually sure there is a 1.5.7 anywhere, saw a reference to it elsewhere but I don't see it anywhere, not even on the github site....)(but, !MODULE[ModuleEnginesFX]{} at least should work. I did something similar on the B9 Sabre to get rid of its hydra controller and replace it with RAPIER style system) Edited March 13, 2014 by Starwaster Quote Link to comment Share on other sites More sharing options...
NathanKell Posted March 13, 2014 Share Posted March 13, 2014 Yes, that's the only way that works right now (deleting both MODULEs and re-adding) with the obvious downsides. 1.5.7 is apparently something Sarbian sent me, rather than releasing on this thread; it's in the latest DREC. It was another attempt to fix the NODE[blah,n] or NODE[blah],n syntax--which again failed, alas.Starwaster: That kind of space is fine; especially when you consider that most NODE definitions have not a space before the brace but a whole newline! Quote Link to comment Share on other sites More sharing options...
Nuke Posted March 13, 2014 Share Posted March 13, 2014 i need to be able to detect if an arbitrary plugin dll is installed and add/remove some lines of one of my cfgs accordingly. such as discribed here:http://forum.kerbalspaceprogram.com/threads/72338-Conditional-%2A-cfg-Parsingim told this has been implemented in module manager, ive been reading this thread for 4 hours and i still dont know how to do this. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted March 13, 2014 Share Posted March 13, 2014 Greys proposed it, but I didn't think Sarbian added it yet.Why do you need to add it though? if you include a MODULE node for a module that doesn't exist, it'll just be gracefully ignored. It's only if you want to include something *else* that should only be added if the plugin *doesn't* exist... Quote Link to comment Share on other sites More sharing options...
ialdabaoth Posted March 13, 2014 Share Posted March 13, 2014 ... when I first release MM, @NODE[name,index] was working just fine. It shouldn't NEED a 'key=' entry; @NODE[name,#] {...} should work identically to @key,# = ... Quote Link to comment Share on other sites More sharing options...
ialdabaoth Posted March 13, 2014 Share Posted March 13, 2014 (but, !MODULE[ModuleEnginesFX]{} at least should work. I did something similar on the B9 Sabre to get rid of its hydra controller and replace it with RAPIER style system)Well, it doesn't appear to be working. I wind up with FOUR ModuleEnginesFX nodes - the two original nodes, plus the two I added. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 13, 2014 Share Posted March 13, 2014 (edited) Well, it doesn't appear to be working. I wind up with FOUR ModuleEnginesFX nodes - the two original nodes, plus the two I added.Have you checked output_log.txt for errors when your cfg is applied? Or to see if something else is adding new engine modules in?Also, I thought it was @NODE[name,tag] with tag basically being something that was, and still is largely unused. Edited March 13, 2014 by Starwaster Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.