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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season


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So I wrote two cfg files to add mechjeb and protractor to the pods and probes, previously I just edited the part.cfg files to do the trick. I know that it will do the trick now, and the reason I wanted to do this is because the last time I downloaded a mod to do this it messed up my science. So I fixed that, then the update happened, and now they are all back to normal, so I figured I would build a cfg file based off of the remote tech one. I rebooted the game and the remote tech cfg's appear to be loading now but mine still are not. So I am hoping to get a little help, and I apologize if the syntax is all wrong or its sloppy its my first attempt coding in a very long time. Below is just the pods.cfg file that I made. I figure I have messed something up, and thanks for your kind help and again I am sorry for anything that is messed up.

Pods.cfg

@PART[crewCabin]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

@PART[cupola]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

@PART[landerCabinSmall]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

@PART[Mark1Cockpit]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

@PART[Mark2Cockpit]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

@PART[mark3Cockpit]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

@PART[Mark1-2Pod]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

@PART[mk1pod]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

@PART[mk2LanderCabin]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

@PART[HOME_3m_pod]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

@PART[NP_OdinCapsule]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

@PART[NP_ThorLEMCapsule]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

@PART[NP_Capsule_Bootleg]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

@PART[NP_YMASasModule]
{
MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

Oh, I forgot to note, there in a folder in the following way,

gamedata\ProbesPodesandMechjeb\Pods.cfg

gamedata\ProbesPodesandMechjeb\Probes.cfg

Edited by MrWizerd
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I can see two possible problems that might be causing this.

1. Since the ARM patch is less than a day old, one of those mods might simply be out of date. Unfortunately neither one of us can do anything about that.

2. You could try adding ":FINAL" to the end of each line that calls out a part name.

Before:

 @PART[ -command pod name- ] 

After:

 @PART[ -command pod name- ]:FINAL 

All that does is force your module manager patch to apply its changes last, which allows it to overwrite changes made by other module manager patches.

Of course that means you would need to have another module manager patch modifying the same parts, but that's quite common with how many other mods use module manager patches to change stock parts.

Of course, you would also need to make sure that the pods.cfg only names command pods, and the probes.cfg only names probe cores.

If both of the files name the a pod or probe core, you might just end up creating very problem I've just described how to fix. :confused:

Put a different way, multiple references to the same part that do the same thing might cause problems that I am unable to predict.

Edited by SciMan
minor edit for clarity
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So I wrote two cfg files to add mechjeb and protractor to the pods and probes, previously I just edited the part.cfg files to do the trick. I know that it will do the trick now, and the reason I wanted to do this is because the last time I downloaded a mod to do this it messed up my science. So I fixed that, then the update happened, and now they are all back to normal, so I figured I would build a cfg file based off of the remote tech one. I rebooted the game and the remote tech cfg's appear to be loading now but mine still are not. So I am hoping to get a little help, and I apologize if the syntax is all wrong or its sloppy its my first attempt coding in a very long time. Below is just the pods.cfg file that I made. I figure I have messed something up, and thanks for your kind help and again I am sorry for anything that is messed up.

Pods.cfg

@PART[crewCabin]

Oh, I forgot to note, there in a folder in the following way,

gamedata\ProbesPodesandMechjeb\Pods.cfg

gamedata\ProbesPodesandMechjeb\Probes.cfg

They look fine, oddly enough. And ModuleManager.dll is definitely present, itself?

You can write a more concise MechJeb applier, that also includes the new features for 'unlocking' abilities in the techtree. This is mine:

@PART[*]:HAS[@MODULE[ModuleCommand]]
{

%MODULE[MechJebCore]

{

MechJebLocalSettings {

MechJebModuleCustomWindowEditor { unlockTechs = flightControl }

MechJebModuleSmartASS { unlockTechs = flightControl }

MechJebModuleManeuverPlanner { unlockTechs = advFlightControl }

MechJebModuleNodeEditor { unlockTechs = advFlightControl }

MechJebModuleTranslatron { unlockTechs = advFlightControl }

MechJebModuleWarpHelper { unlockTechs = advFlightControl }

MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl }

MechJebModuleThrustWindow { unlockTechs = advFlightControl }

MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl }

MechJebModuleRoverWindow { unlockTechs = fieldScience }

MechJebModuleAscentGuidance { unlockTechs = unmannedTech }

MechJebModuleLandingGuidance { unlockTechs = unmannedTech }

MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech }

MechJebModuleDockingGuidance { unlockTechs = advUnmanned }

MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned }

MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned }

}

}


}

And Protractor is even shorter:

@PART[*]:HAS[@MODULE[ModuleCommand]]
{
//enables Protractor on all pods and probes//
MODULE
{
name = ProtractorModule
}
}

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Thanks for the quick replies. I actually need to put my head in a blender because I went and searched for the problem of why it was not applying before I put the mechjeb part on the ship and attempted to use it, well I just did, and I can confirm that it doesn't. I hate being a noob at things but thus is the way we learn, so in that I have been looking at solutions and becoming more familiar with module manager and did indeed find a shorter way.

@PART[*]:HAS[@MODULE[ModuleCommand]:HAS[@RESOURCE[ElectricCharge]]]
{
!MODULE[MechJebCore]

MODULE
{
name = MechJebCore
}

MODULE
{
name = ProtractorModule
}
}

I found that on a site showing how to use module manager and applied that. I found that protractor functioned as well, but didn't put any notation into the module the way mechjeb does. I am going to see if I can find a way to tweak it, but that is a different forum post and don't want to get off topic. Back to that topic, I did a cursory search of the net for a wiki for module manager, is there a list anywere of the different calls that can be made, or is most of it just calls that are inside KSP itself, i.e. the has [@RESOURCE [ElectricCharge] is there a place were the different @'s are referenced, or the different other calls and commands and there proper syntax or is it all just from learning how KSP is modded?

Also, GavinZac would you mind if I utilized your code? I don't think there is any reason to publish this as it seems a lot of people have this, and there are a few mods like this already as well.

You can write a more concise MechJeb applier, that also includes the new features for 'unlocking' abilities in the techtree. This is mine:

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Also, GavinZac would you mind if I utilized your code? I don't think there is any reason to publish this as it seems a lot of people have this, and there are a few mods like this already as well.

Not at all. I write some MM configs but I think I got that MechJeb one somewhere else - the additional 'unlocking' portion, I mean, the MechJebCore thing has been around as long as MM has.

I license all of my own configs as being Creative Commons and I don't think anyone could claim ownership of them anyway as, well, there's only one way of doing things and it doesn't involve much in the way of work or creativity.

I do suggest you keep the Protractor and MechJeb parts in their own files, lest you need one day to activate or deactivate one, or to quickly find where one is to edit it. As an example, here's the contents of my mm_configs folder - if they were all kept in one text file it'd be a disaster:

b9_remove_rcs.cfg

FAR_RealChutes_mm.cfg

kill_graphotron.cfg

A_Mechanic_Is_Jeb.cfg

b9_UnofficialUpdate_mm.cfg

cacteye_fix_mm.cfg

cp_airbags_mm.cfg

DeadlyReentry_B9_mm.cfg

DeadlyRentry_Stock_mm.cfg

dsm.cfg

EditorExtensions_electric_fix_mm.cfg

FerramAerospaceResearch_Stock_mm.cfg

GrappingDevice_to_Interstellar.cfg

hexcan_techtree_mm.cfg

KerbalEngineerRedux_all_mm.cfg

LLL_fixes.cfg

magneto_sensor_mm.cfg

MechJeb_all_mm.cfg

no_MFT_mm.cfg

Protractor_all_mm.cfg

RPM_debloat-support-patches_mm.cfg

SCANSAT_BTDT_all.cfg

TAC_for_Porkworks.cfg

Telemachus_mm.cfg

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Thanks for the quick replies. I actually need to put my head in a blender because I went and searched for the problem of why it was not applying before I put the mechjeb part on the ship and attempted to use it, well I just did, and I can confirm that it doesn't. I hate being a noob at things but thus is the way we learn, so in that I have been looking at solutions and becoming more familiar with module manager and did indeed find a shorter way.

I found that on a site showing how to use module manager and applied that. I found that protractor functioned as well, but didn't put any notation into the module the way mechjeb does. I am going to see if I can find a way to tweak it, but that is a different forum post and don't want to get off topic. Back to that topic, I did a cursory search of the net for a wiki for module manager, is there a list anywere of the different calls that can be made, or is most of it just calls that are inside KSP itself, i.e. the has [@RESOURCE [ElectricCharge] is there a place were the different @'s are referenced, or the different other calls and commands and there proper syntax or is it all just from learning how KSP is modded?

Also, GavinZac would you mind if I utilized your code? I don't think there is any reason to publish this as it seems a lot of people have this, and there are a few mods like this already as well.

Still having trouble with this? Two people now have told you that the mods (MJ/Protractor) might not work in 0.23.5. I don't know about Protractor but MJ2 does not work in 0.23.5 unless you download the very latest developmental build. You must download that or it doesnt matter what ModuleManager configs you apply or how you edit them. Go get that build.

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Ooh, would you mind posting that? I'd like to have the MapTraq bit on each ship, I keep forgetting to put it on. Also, what does that Editor Extensions cfg do?

This puts the BeenThereDoneThat onto each pod, with the justification that it's not so much a scan as a log of places that you and your ship have been. It will also show the map you have revealed.

@PART[*]:HAS[@MODULE[ModuleCommand]]
{
MODULE
{
name = SCANsat
sensorType = 32
fov = 1
min_alt = 0
max_alt = 2000
best_alt = 0
power = 0.1
scanName = BTDT scan
}
}

However, if you don't want that, you can use

@PART[*]:HAS[@MODULE[ModuleCommand]]
{

MODULE
{
name = SCANsat
sensorType = 0
fov = 0
min_alt = 0
max_alt = 0
best_alt = 0
power = 0.05
}
}

Which is pretty much just the MapTraq, i.e. like a GPS.

The EditorExtensions one is this:


@PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]]
{
@RESOURCE[ElectricCharge]
{
%isTweakable = false
%hideFlow = true
}
}

Which fixes some incompatibilities between the new tweakables and the EditorExtensions mod.

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Still having trouble with this? Two people now have told you that the mods (MJ/Protractor) might not work in 0.23.5. I don't know about Protractor but MJ2 does not work in 0.23.5 unless you download the very latest developmental build. You must download that or it doesn't matter what ModuleManager configs you apply or how you edit them. Go get that build.

No, I am no longer having the problem. As of last night I went through and picked up all of the updates/community hot-fixes. I really appreciate all the help you all have offered.

@Gavinzac - I thought I had a lot of mods installed. I snagged your scansat one as well. I tried Maptraq and it never worked right for me, so I had switched to scantraq and I was looking at the been-there-done-that module and it seemed its size/requirements were exactly the same as the actual scanner and I didn't understand that. I recognize a few of the others, in that I have seen some of those mods but I have not installed them i.e. deadly re-entry, FAR. I planned to try them some day, but I had added a bunch of mods and started having problems, and found out that it was because I installed a mod or two that needed a community fix, and I had just got the mod off of the spaceport site. I have found that I should be going to the forum sites instead of just getting the mods off of the spaceport site without checking. I am also looking into some of the other mods you have that I am not totally afraid of using due to my lack of skill.

Thanks again to all you guys for being so helpful... I have learned a great deal and hope to be able to do the same in the future when its my turn to help the noob that I am now but wont be then HAHA!

Edited by MrWizerd
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I had a mod that used mm 1.5.7 in 0.23 and wondered if that was a legit version or not.

Some mods had 1.5.7 released to them even though as yet there is no official 1.5.7 update.

And what the heck do you mean coming in here acting like nothing is wrong??? Get out of our game you sinister ol' space kraken!!!!

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1.5.7 is fine. I think I only linked it in the IRC channel to fix a specific bug but I kinda forgot what.

I'll have to check at home and maybe do an official release compiled against .23.5.

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1.5.7 is fine. I think I only linked it in the IRC channel to fix a specific bug but I kinda forgot what.

I'll have to check at home and maybe do an official release compiled against .23.5.

AHEM.

AHEM AHEM.

ModuleManager 2.0.1

ModuleManager.cs

New features:

MATH!


@PART[*]:FOR[Realism] {
@mass *= 0.25
@maxTemp -= 500
}

PROPER INDEXING!


@PART[*]:HAS[MODULE[MultiModeEngine]]:FOR[Pony] {
@MODULE[ModuleEngineFX],1 {
@PROPELLANT[Oxidizer]
{
@name = LiquidOxygen
}
}
}

PER-MOD PARSE PASSES!


@PART[fuelTank]:BEFORE[RealFuels]
{
@RESOURCE[LiquidFuel] {
@amount *= 5
@maxAmount *= 5
}
}

@PART[fuelTank]:AFTER[RealFuels]

{

!RESOURCE[LiquidFuel] {}

!RESOURCE[Oxidizer] {}

}

DEPENDENCY CHECKING!


@PART[fuelTank]:AFTER[RealFuels]:NEEDS[RealSolarSystem, !RealKerbalSystem]
{
@scale *= 4;
}

Get it. Use it. Love it.

Edited by ialdabaoth
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AHEM.

AHEM AHEM.

ModuleManager 2.0.1

ModuleManager.cs

New features:

MATH!


@PART[*]:FOR[Realism] {
@mass *= 0.25
@maxTemp -= 500
}

PROPER INDEXING!


@PART[*]:HAS[MODULE[MultiModeEngine]]:FOR[Pony] {
@MODULE[ModuleEngineFX],1 {
@PROPELLANT[Oxidizer]
{
@name = LiquidOxygen
}
}
}

PER-MOD PARSE PASSES!


@PART[fuelTank]:BEFORE[RealFuels]
{
@RESOURCE[LiquidFuel] {
@amount *= 5
@maxAmount *= 5
}
}

@PART[fuelTank]:AFTER[RealFuels]

{

!RESOURCE[LiquidFuel] {}

!RESOURCE[Oxidizer] {}

}

DEPENDENCY CHECKING!


@PART[fuelTank]:AFTER[RealFuels]:NEEDS[RealSolarSystem, !RealKerbalSystem]
{
@scale *= 4;
}

Get it. Use it. Love it.

I like what I see!

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I'm trying to remove fuel/oxidizer from some of the SpaceplanePlus parts, and the following appears to have no affect:

@PART[mk2_1m_Bicoupler]
{
!RESOURCE[LiquidFuel]
!RESOURCE[Oxidizer]
}

@PART[mk2_1m_Adapter]
{
!RESOURCE[LiquidFuel]
!RESOURCE[Oxidizer]
}

@PART[mk2_1m_AdapterLong]
{
!RESOURCE[LiquidFuel]
!RESOURCE[Oxidizer]
}

Any ideas? The .cfg is in a folder that starts with "zzz_" so it gets run after everything else. The part names have no spaces and nothing odd about them that I can see.

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So, I'm trying to replace the texture of the stock structural panels, with another stock texture, but can't seem to get it working, as the stock .cfg does not include a MODEL node.

I've tried


@PART[structuralPanel1]
{
MODEL
{
model = Squad/Parts/Structural/structuralPanel1
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
texture = model000, Squad/Parts/Utility/roverBody/model000
texture = model001, Squad/Parts/Utility/roverBody/model001
}
}

Which causes the part to not appear in the part list :huh:

And


@PART[structuralPanel1]
{
@MODEL
{
@model = Squad/Parts/Structural/structuralPanel1
@position = 0.0, 0.0, 0.0
@scale = 1.0, 1.0, 1.0
@rotation = 0, 0, 0
@texture = model000, Squad/Parts/Utility/roverBody/model000
@texture = model001, Squad/Parts/Utility/roverBody/model001
}
}

Which just does nothing.

And, variations on those, with no dice. Help?

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First, you need to add !mesh so it doesn't see the old mesh= line but the MODEL node instead

Next, since you're adding a MODEL node (and all the things in it), you need to not start with @. @ is for editing existing stuff, not adding new stuff

Finally, on the "model = " line you need the full path to the model, sans extension: model = Squad/Parts/Structural/structuralPanel1/model

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