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


sarbian

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Sure!

Sorry, should have just posted this: AFAIK this *should* work...


@PART[structuralPanel1]
{
!mesh
MODEL
{
model = Squad/Parts/Structural/structuralPanel1/model
texture = model000, Squad/Parts/Utility/roverBody/model000
texture = model001, Squad/Parts/Utility/roverBody/model001
}
}

Note you don't need position, rotation, and scale in this case since they default to those values already.

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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.

So I switched my MM to 2.0.1 and now a bunch of stuff isn't working... My main personal MM file which adds compatibility to a couple oldish parts and some compatibility between a couple mods pretty much just gets ignored...

Did the new version make older commands obsolete?

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So I switched my MM to 2.0.1 and now a bunch of stuff isn't working... My main personal MM file which adds compatibility to a couple oldish parts and some compatibility between a couple mods pretty much just gets ignored...

Did the new version make older commands obsolete?

I'm getting this same error, some mod parts have extra right click GUI options as they should, but others (for example the Lack Luster labs antennae on my eve and duna probes can't transmit data when I have this mod manager installed :/

But without it I lose the other module functionality :/ I guess I'll uninstall the manager and once my probes are done I'll add it back, but I want to see how much it breaks with/without it and weigh them up :/

Just an addition, the comm dish from Lack luster labs DOESNT use a MM file, the comms command line information is in the parts.config file, so I'm not sure why the mod manager removes this :S

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So I switched my MM to 2.0.1 and now a bunch of stuff isn't working... My main personal MM file which adds compatibility to a couple oldish parts and some compatibility between a couple mods pretty much just gets ignored...

Did the new version make older commands obsolete?

Agreed. Even some very simple .cfg's with MM 2.0.1 aren't working properly. Mac OS X, KSP 0.23.5, MM 2.0.1, Toolbar 1.7.1, Kerbal Engineer Redux 0.6.2.3.X (Padishar's 0.23.5-compatible version), and the following config does not work for me:

@PART[*]:HAS[ @MODULE[ModuleCommand] ]:Final
{
MODULE
{
name = BuildEngineer
}
MODULE
{
name = FlightEngineer
}
}

Edited by Amaroq
Added Toolbar version
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Agreed. Even some very simple .cfg's with MM 2.0.1 aren't working properly. Mac OS X, KSP 0.23.5, MM 2.0.1, Kerbal Engineer Redux 0.6.2.3.X (Padishar's 0.23.5-compatible version), and the following config does not work for me:

@PART[*]:HAS[ @MODULE[ModuleCommand] ]:Final
{
MODULE
{
name = BuildEngineer
}
MODULE
{
name = FlightEngineer
}
}

Sure it's not because of the spaces around the @MODULE[ModuleCommand]? Because the config I use is exactly the same as that one, apart from the spaces and it works fine (ignore the odd line breaks, in the notepad, it's all one line):

@PART[*]:HAS[@MODULE[ModuleCommand]] {
MODULE {
name = BuildEngineer
}

MODULE {
name = FlightEngineer
}
}

EDIT: It's this one and I've never had a problem with it. Try that and see how it goes.

Edited by ObsessedWithKSP
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Face-palm.

Yes, removing the spaces worked.

That is a difference between 1.5.6 and 2.0.1, though -- my config worked fine in 1.5.6. If white-space-sensitivity is an intended feature, that's something sarbian may want to update from the O.P., as several of the "example" files have white space for legibility.

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Face-palm.

Yes, removing the spaces worked.

That is a difference between 1.5.6 and 2.0.1, though -- my config worked fine in 1.5.6. If white-space-sensitivity is an intended feature, that's something sarbian may want to update from the O.P., as several of the "example" files have white space for legibility.

Happy to help, dude! :D

Personally, I've avoided white-space in any config I write, even with the old one. I agree, I think clarifying in the OP (or when 2.0.1 gets its own thread) that white spaces should be removed is needed.

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It was previously stated to be a limitation of KSP's config node loading behavior, I believe. I know I've seen plenty of people having problems with it even on 1.5.6 and prior.

From what I've read: Everything before an opening curly brace has to contain no inline whitespace or it gets truncated at that point. Module Manager doesn't even see the node names until after they're loaded and this has already happened. Pretty sure it's unavoidable.

Edited by Tallinu
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Please forgive me as I am not very knowledgable yet on ModuleManagers full set of commands but would it be possible to tell modulemanager to add ...

MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.0, -0.15)
evaPartDir = (0,0,-1)
storable = True
storedSize = 4
attachOnPart = True
attachOnEva = False
attachOnStatic = False
}
}

to all modules that are below a certain size? The A_Mechanic_Is_Jeb.cfg(TAMIJ) file is great but if it was just a matter of being able to tell MM to do it... It says on the TAMIJ site that MM can't do it, BUT I saw this new one can do things TO the mass of an object so can it now CALL the mass of an object?

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ima stay with the 1.5.7 till this white space issue is sorted dont want to break how smooth my game goign right now

As Tallinu stated the white-space "bug" is not new at all. It's also in all of 1.5.x and is related to how KSP read .cfg files so it won't change.

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ive never had a problem with current .cfg till i tried the 2.0.1 version good half my cfg wouldnt show up. thats why im waiting sabian. a good example is my rt2 stuff even the parts in the rt2 folder showed up having no rt2.

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AFAIK in 1.5.x space made MM apply the patch to too much part. Space should never be used here since the KSP parser just truncate the line at the first space in a Node name.

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Okay! My apologies for raising an old / known issue. It would be nice if that were added to the opening page documentation, as you do explicitly use spaces "for legibility", without any warning that that doesn't work in practice.

I'm still very confused why the same MM .cfg appeared to behave differently from 0.23.0/1.5.6 to 0.23.5/2.0.1., but as I've been pointed to the fix I'm personally content.

I do wish somebody somewhere were using String.Trim(), but it sounds like that's on the KSP parser and not you good gentlemen!

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Looking for a little help here. I'm trying to use KESA in my newly updated install of 0.23.5 using 2.0.1. When I was still on 0.23 and running 1.5.7 (I only just found out that wasn't an official update), everything seemed to work just fine, but after the update, now the entire program hangs when trying to load WarpPlugin (the KSP Interstellar Mod which KESA affects) and the only way to get the game to load is to comment out the following code from KESA:


@PART[FNRefinery]:Final
{
@MODULE[FNModuleResourceExtraction[*]]:HAS[#resourceName[LqdWater]]
{
@resourceName = Water
}
@RESOURCE[LqdWater]
{
@name = Water
}
}

I've tried various permutations of this block, but no matter what I do, as long as the program tries to execute the code, the loading hangs on WarpPlugin. I'm really hoping someone here with a lot more experience working with Module Manager and KSP can chime in and explain where this is going wrong and if/how there is a way to fix it.

Thanks.

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It would be nice if that were added to the opening page documentation, as you do explicitly use spaces "for legibility", without any warning that that doesn't work in practice.

You're right, I should add a warning about that since it's not as clear as I tought

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I'm trying to make a mod work and I just don't see what's wrong with it.

@PART[*]:HAS[@MODULE[*]:HAS[#experimentID[seismicScan]]]
{
@MODULE[*]:HAS[#experimentID[seismicScan]]{
@xmitDataScalar = 1.0
}
}

There's what the MM patch says, if anyone can point out the flaw.

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I'm trying to make a mod work and I just don't see what's wrong with it.

@PART[*]:HAS[@MODULE[*]:HAS[#experimentID[seismicScan]]]
{
@MODULE[*]:HAS[#experimentID[seismicScan]]{
@xmitDataScalar = 1.0
}
}

There's what the MM patch says, if anyone can point out the flaw.

in configs, experiment ids are written as experimentID = (whatever), perhaps that is your problem, since experimentID[(whatever)] does not actually exist in the code anywhere.

edit: Although I have never been able to find any real solid documentation on MM, so I cannot say for sure that is not how MM would search for that.

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Ok, i downloaded a file with a ModuleManager 2.0.1.dll file, i did ask in the thread where it came from but it seems to be mentioned elsewhere.

Is this some old version numbering sytem? The file i got (off SpacePort!) is supposed to have been rebuilt for 23.5

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Ok, i downloaded a file with a ModuleManager 2.0.1.dll file, i did ask in the thread where it came from but it seems to be mentioned elsewhere.

Is this some old version numbering sytem? The file i got (off SpacePort!) is supposed to have been rebuilt for 23.5

I think this is 1 spot where it was posted http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29?p=1063085&viewfull=1#post1063085

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