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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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Could any frequenter of this thread offer me some advice?

I have.. through a serious of unconnected events, seen fit to use KAS to make separatrons grabble so EVA kerbals can carry them around, and when necessary attach them to things (including kerbals themselves)

The problem is, that while a kerbal can activate a separatron that is attached to himself (and does so with maniacal enthusiasm) they cannot activate one that is attached to something else.

I`ve been trying to find a possible entry to a modulemanager cfg file that might make it possible for the kerbal to activate a sepmotor attached to a part. Does anyone have any insight into what might work?

Can't do it with only Module Manager. MM can only make changes that you would be able to make by editing a part configuration file, and the engine just can't be configured to be externally activated.

It would require someone to either code that kind of functionality into a new engine class (which possibly has one of the stock engine classes as its parent) or possibly functionality incorporated into KAS that allows it to access other PartModules like the engine ones. Maybe KAS already has that ability; I don't know. You might want to inquire in its thread.

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Hi sarbian,

Does the hidden items list get logged somewhere? I'm curious which parts are being hidden and what their dependencies are.

Thanks

output_log.txt

(or player.log for Mac or Linux)

These logs are updated constantly while you play and are created even if the game does not crash. (don't let anyone tell you otherwise)

To find your log file:

  • Windows: KSP_win\KSP_Data\output_log.txt
  • Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log
  • Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

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Maybe. The remote control thing looks promising. Is it KAS capable out of the box?

I don't know if it is KAS capable by default. I was thinking more along the lines of using MM to create a new seperatron with remote functionality, based on how that remote control part works.

Maybe it's not that simple.

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I don't know if it is KAS capable by default. I was thinking more along the lines of using MM to create a new seperatron with remote functionality, based on how that remote control part works.

Maybe it's not that simple.

You should ask in that thread.

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So if I'm using Realism Overhaul and want to add an engine configuration to a part, what MM code would I use to do that? I've tried

@MODULE[ModuleEngineConfigs]

@CONFIG

*config*

also +CONFIG, but no luck... Does the @CONFIG need something in [brackets]? Am I missing something simple here?

To be clear, I understand how to go into a RO cfg and manually add an engine config, but I'd like to learn how to make a separate MM cfg that accomplishes the same thing.

Edited by Ophiuchus
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output_log.txt

(or player.log for Mac or Linux)

These logs are updated constantly while you play and are created even if the game does not crash. (don't let anyone tell you otherwise)

To find your log file:

  • Windows: KSP_win\KSP_Data\output_log.txt
  • Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log
  • Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

Thanks Starwaster! Didn't realise it kept all that detail in there.

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You promised me a pony :(

I regret to inform you that the pony is a lie. There never was a pony, it was only an excuse to draw you in here so you could be euthanized. We apologize for any inconvenience caused by our simple, and yet very effective, deception methods.

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I regret to inform you that the pony is a lie. There never was a pony, it was only an excuse to draw you in here so you could be euthanized. We apologize for any inconvenience caused by our simple, and yet very effective, deception methods.

The pony is a lie? :( How about cake, do you got any cake? Or is that a lie too? lol

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InvalidProgramException: Assembly: ModuleManager.2.2.1 at location: D:\Games\KSP 0.24 X64\GameData\ModuleManager.2.2.1.dll is not in the expected assembly. Code has been copied and this will cause problems.

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[ERR] Part Compiler: Cannot clone model "cake.mu" as the model does not exist.
[WRN] cannot load assets that are, in fact, all lies.
[ERR] That cake is a lie!
[ERR] That cake is a lie!
[ERR] That cake is a...
[LOG] Part Compiler: attempting to compile Pony...

Code has been copied and this will cause problems.

That sounds... creepy. Is KSP threatening us now?

Edited by Gaalidas
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[ERR] Part Compiler: Cannot clone model "cake.mu" as the model does not exist.
[WRN] cannot load assets that are, in fact, all lies.
[ERR] That cake is a lie!
[ERR] That cake is a lie!
[ERR] That cake is a...
[LOG] Part Compiler: attempting to compile Pony...

That sounds... creepy. Is KSP threatening us now?

lol i think it is :D

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InvalidProgramException: Assembly: ModuleManager.2.2.1 at location: D:\Games\KSP 0.24 X64\GameData\ModuleManager.2.2.1.dll is not in the expected assembly. Code has been copied and this will cause problems.

I reported this earlier in the week, a couple of pages back in 2.2.0. While the message seems alarming, if you check your logs you'll find it is related to "savegamefixer" which, based on the explanation given for it's function, appears to be nothing major to worry about....hopefully.

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Version 2.2.1 is released

It include a menu in the SpaceCenter scene that let you :

- Reload the database and re-apply all patch. Yes it finally works.

- Dump all patch cfg to file. TaranisElsu patch, but with a button

Is there per chance a hotkey to hide said button? Perhaps put it on "h" so it matches with the RealChutes button show/hide hotkey? :)

I would prefer off by default and toolbar integration. I seem to be able to hide it with right click but it comes back every time.

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Version 2.2.1 is released

It include a menu in the SpaceCenter scene that let you :

- Reload the database and re-apply all patch. Yes it finally works.

- Dump all patch cfg to file. TaranisElsu patch, but with a button

Downloads :

ModuleManager.2.2.1.dll

ModuleManager-2.2.1.zip

I expected you would make it more user friendly :). I was just trying to get it to work.

Unfortunately, you have to dump the database immediately after applying all the changes. For some oddball reason, KSP removes entries from the configs as it loads.

Example from the Mark1Cockpit:

From Squad.Parts.Command.Mark1Cockpit.part.Mark1Cockpit.cfg


PART
{
module = Part
mesh = model.mu
scale = 0.1
node_stack_bottom = 0.0, -2.15, 0.0, 0.0, 1.0, 0.0, 1
subcategory = 0
attachRules = 1,0,1,1,0
mass = 1.25
dragModelType = default
maximum_drag = 0.1
minimum_drag = 0.1
angularDrag = 2
crashTolerance = 45
maxTemp = 1700
vesselType = Ship
CrewCapacity = 1
INTERNAL
{
name = mk1CockpitInternal
}
MODULE
{
name = ModuleCommand
minimumCrew = 1
}
RESOURCE
{
name = ElectricCharge
amount = 250
maxAmount = 250
}
MODULE
{
name = ModuleSAS
}
MODULE
{
name = ModuleScienceExperiment
experimentID = crewReport
experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report
useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True
xmitDataScalar = 1.0
}
MODULE
{
name = ModuleScienceContainer
reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 1.3
}
RESOURCE
{
name = MonoPropellant
amount = 7.5
maxAmount = 7.5
}
MODULE
{
name = FlagDecal
textureQuadName = flagTransform
}
MODULE
{
name = ModuleHeatShield
direction = 0, 0.15, 0.9
reflective = 0.25
}
MODULE
{
name = BuildEngineer
}
MODULE
{
name = MechJebCore
}
MODULE
{
name = LifeSupportModule
}
RESOURCE
{
name = Food
amount = 0.71
maxAmount = 0.71
}
RESOURCE
{
name = Water
amount = 1.35
maxAmount = 1.35
}
RESOURCE
{
name = Oxygen
amount = 228.2
maxAmount = 228.2
}
RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 196.34
}
RESOURCE
{
name = Waste
amount = 0
maxAmount = 0.51
}
RESOURCE
{
name = WasteWater
amount = 0
maxAmount = 1.49
}
}

From part.cfg:


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 = Mark1Cockpit
module = Part
author = C. Jenkins

// --- asset parameters ---
mesh = model.mu
scale = 0.1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -2.15, 0.0, 0.0, 1.0, 0.0, 1



// --- editor parameters ---
TechRequired = flightControl
entryCost = 4200
cost = 2200
category = Pods
subcategory = 0
title = Mk1 Cockpit
manufacturer = C7 Aerospace Division
description = C7 Aerospace is proud to present our second generation cockpit. This unit is equipped to ensure survival in some of the worst conditions possible. The extra re-enforcement has slightly increased the weight.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 1.25
dragModelType = default
maximum_drag = 0.1
minimum_drag = 0.1
angularDrag = 2
crashTolerance = 45
maxTemp = 3400

vesselType = Ship

// --- internal setup ---
CrewCapacity = 1

INTERNAL
{
name = mk1CockpitInternal
}

MODULE
{
name = ModuleCommand
minimumCrew = 1
}

RESOURCE
{
name = ElectricCharge
amount = 50
maxAmount = 50
}
MODULE
{
name = ModuleSAS
}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 10
YawTorque = 10
RollTorque = 10

RESOURCE
{
name = ElectricCharge
rate = 0.375
}
}
MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 1.0
}
MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 1.3
}

RESOURCE
{
name = MonoPropellant
amount = 7.5
maxAmount = 7.5
}

MODULE
{
name = FlagDecal
textureQuadName = flagTransform
}
}

Notice that it is missing things like the part name, TechRequired, cost, category and others. I think that I would prefer a config file option that will make it dump the configs like it was in my version, but could be disabled for future runs by editing the config or clicking a button in the game.

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[ERR] Part Compiler: Cannot clone model "cake.mu" as the model does not exist.
[WRN] cannot load assets that are, in fact, all lies.
[ERR] That cake is a lie!
[ERR] That cake is a lie!
[ERR] That cake is a...
[LOG] Part Compiler: attempting to compile Pony...

That sounds... creepy. Is KSP threatening us now?

Upon landing on Eve: Good people don't end up here.

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So, nice feature addition allowing reloads to apply the patches as well... unfortunately it seems that every time I change scene (for instance between the VAB and the space-center) I get messages in the log that suggest module-manager is trying to re-apply all it's patches right then and there, every single time. it comes complete with warnings about modules already existing in the config being patched (since they were already patched technically) and how it could cause me to spontaneously turn into a mushroom. Okay, so I added the spontaneous mushroom thing myself, but it's still passing around warnings that I don't think are that necessary.

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