Crater Posted August 13, 2014 Share Posted August 13, 2014 you should also put a warning letting people know that updating to your latest micro update, will unresearch all your tech tree....Thanks for the warning.I've only seen it happen once, after I accidentally reloaded the database while trying to hide the buttons. Fixed it with Research Them All.It is the database reload that causes this, which is a stock KSP function (it is on the debug menu), and nothing to to with MM, which just puts up a button that people might see.And just to be clear, even if you do not have MM installed, and you go into debug and hit the button, it trashes your research tree stuff. Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted August 13, 2014 Share Posted August 13, 2014 It is the database reload that causes this, which is a stock KSP function (it is on the debug menu), and nothing to to with MM, which just puts up a button that people might see.And just to be clear, even if you do not have MM installed, and you go into debug and hit the button, it trashes your research tree stuff.From what I understand, reloading the database from the KSP debug menu doesn't reapply MM patches, while reloading from MM's button does reapply patches. Hooking the reload and reapplying patches is why the button is part of MM. Quote Link to comment Share on other sites More sharing options...
Crater Posted August 13, 2014 Share Posted August 13, 2014 From what I understand, reloading the database from the KSP debug menu doesn't reapply MM patches, while reloading from MM's button does reapply patches. Hooking the reload and reapplying patches is why the button is part of MM.My point was more related to the fact that the error the poster was reporting with the tech research being nuked was a core game function, not anything added by MM, and therfore not really anything fixable by MM. Quote Link to comment Share on other sites More sharing options...
Sokar408 Posted August 13, 2014 Share Posted August 13, 2014 There seem to be a 2.2.2 version of ModuleManager in RemoteTech Dev version 49. Is this a legit version, or could it break all the mods using it? Quote Link to comment Share on other sites More sharing options...
PDCWolf Posted August 13, 2014 Share Posted August 13, 2014 Thanks for this, it's a great tool!Now, I browsed the entire thread and couldn't find an answer, but I did so at 3 am so maybe I skipped it or something, anyways, is there a way to apply a@PART[*]{stuff}but limiting the search scope to a single folder? Like a mod's folder or the squad folder as to avoid changing other stuff that I don't want to change and/or avoid having to change every part manually. Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Alewx Posted August 13, 2014 Share Posted August 13, 2014 Hi all,I already made some quite good changes with a MM file.I believe that has already been asked many times before, but looks like I'm too blind to find it.@PART[batteryBankLarge]{ @node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -0.125, 0.0, 0.0, 1.0, 0.0, 2}I tested the position before in the original file, and it was ok, but I was not really happy with doing it in the file.MM reported to apply the changes, but currently It looked like nothing changed.Can anyone assist? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 13, 2014 Share Posted August 13, 2014 Hi all,I already made some quite good changes with a MM file.I believe that has already been asked many times before, but looks like I'm too blind to find it.@PART[batteryBankLarge]{ @node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -0.125, 0.0, 0.0, 1.0, 0.0, 2}I tested the position before in the original file, and it was ok, but I was not really happy with doing it in the file.MM reported to apply the changes, but currently It looked like nothing changed.Can anyone assist?Please confirm, your code above is what you're trying to apply and it doesn't look like it's working?Those nodes are identical to what's already in the large battery bank config file. You didn't make any net changes. It's the same thing... Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted August 14, 2014 Share Posted August 14, 2014 There seem to be a 2.2.2 version of ModuleManager in RemoteTech Dev version 49. Is this a legit version, or could it break all the mods using it?2.2.2 is a real release. Just isn't in the first post yet, but it's in the thread a few pages back. Biggest change is hiding the GUI until you do alt+shift+F11. Quote Link to comment Share on other sites More sharing options...
Alewx Posted August 14, 2014 Share Posted August 14, 2014 Please confirm, your code above is what you're trying to apply and it doesn't look like it's working?Those nodes are identical to what's already in the large battery bank config file. You didn't make any net changes. It's the same thing...The last time I looked into the original large battery bank the position was 0, 0.14, 0, but I will check it, and report asap. Quote Link to comment Share on other sites More sharing options...
The Beaver Posted August 14, 2014 Share Posted August 14, 2014 what do I name the cfg file? heh... Quote Link to comment Share on other sites More sharing options...
Master Tao Posted August 14, 2014 Share Posted August 14, 2014 what do I name the cfg file? heh...Whatever you want. It might help to name it something related to what the cfg file does. Quote Link to comment Share on other sites More sharing options...
Alewx Posted August 14, 2014 Share Posted August 14, 2014 @Starwaster:You were completly right, I messed up the values.Thanks for giving the hint. Quote Link to comment Share on other sites More sharing options...
JDCollie Posted August 14, 2014 Share Posted August 14, 2014 So, uh, how do I get rid of the little "ModuleManager" window? Quote Link to comment Share on other sites More sharing options...
Master Tao Posted August 14, 2014 Share Posted August 14, 2014 By updating to 2.2.2 or downgrading to 2.2.0. Quote Link to comment Share on other sites More sharing options...
JDCollie Posted August 14, 2014 Share Posted August 14, 2014 By updating to 2.2.2 or downgrading to 2.2.0.Awesome, thanks!Here's the link to the 2.2.2 post for anyone else who is looking:http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-2-2-1-%28August-3%29-The-pony-is-not-here-yet-edition?p=1335208&viewfull=1#post1335208 Quote Link to comment Share on other sites More sharing options...
tntristan12 Posted August 15, 2014 Share Posted August 15, 2014 I'm sorry if this has been addressed before, but there are 127 pages and so many hours in the day. Is this text overlapping a known problem? If so, is there a known fix?I have a lot of mods installed but to my knowledge, MM is the only one that writes on the loading screen. I also have version checker and API extensions installed. Is one of these trying to write in the same area? Quote Link to comment Share on other sites More sharing options...
Master Tao Posted August 15, 2014 Share Posted August 15, 2014 I believe that means you have old versions of MM installed. IIRC, the old versions won't cause any gameplay issues, but there was a bug that still displays the loading text. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted August 15, 2014 Share Posted August 15, 2014 I'm sorry if this has been addressed before, but there are 127 pages and so many hours in the day. Is this text overlapping a known problem? If so, is there a known fix?http://i.imgur.com/EJRGdaq.jpgI have a lot of mods installed but to my knowledge, MM is the only one that writes on the loading screen. I also have version checker and API extensions installed. Is one of these trying to write in the same area?Check to see if you have more then 1 ModuleManager *.*.* installed ----- ( you need just 1 ) Quote Link to comment Share on other sites More sharing options...
tntristan12 Posted August 15, 2014 Share Posted August 15, 2014 Ah. Coherent Contracts had one hidden away in its folder that I didn't notice. Thanks! Quote Link to comment Share on other sites More sharing options...
Anister Posted August 16, 2014 Share Posted August 16, 2014 Hey there, Not sure why, but MM causes my center of mass to displace to the front of the ship. When adding new parts, the CoM barely moves. Removing MM fixes this, but my engines wont work at all. Is this a bug or am I doing something wrong? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 16, 2014 Share Posted August 16, 2014 Hey there, Not sure why, but MM causes my center of mass to displace to the front of the ship. When adding new parts, the CoM barely moves. Removing MM fixes this, but my engines wont work at all. Is this a bug or am I doing something wrong?No, Module Manager is NOT causing your center of mass to move at all.A Module Manager PATCH (used by one of your mods) might be doing that but Module Manager itself only runs ONE time, when the game first starts up. What it does it apply patches supplied by various mods, or even potentially written by yourself.And then it shuts itself down and pretty much does nothing at all. If the database is reloaded from the debug menu then it will try to apply patches again, but that's it. Quote Link to comment Share on other sites More sharing options...
MartGonzo Posted August 18, 2014 Share Posted August 18, 2014 over the last couple of days my save got more and more unstable and now it won't work at all, I can get to the space center but as soon as I try to load a vessel the game crashes.Looking through the log I found this and wondered if it was connectedInvalidProgramException: Assembly: ModuleManager.2.2.1 at location: E:\Kerbal Space Program\GameData\ModuleManager.2.2.1.dll is not in the expected assembly. Code has been copied and this will cause problems. at ModuleManager.SaveGameFixer.RunTypeElection (System.Type targetCls, System.String assemName) [0x00000] in <filename unknown>:0 at ModuleManager.SaveGameFixer.Awake () [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object)UnityEngine.Debug:LogException(Exception)ModuleManager.SaveGameFixer:Awake()UnityEngine.GameObject:Internal_AddComponentWithType(Type)UnityEngine.GameObject:AddComponent(Type)AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)AddonLoader:StartAddons(Startup)AddonLoader:OnLevelWasLoaded(Int32) Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 18, 2014 Author Share Posted August 18, 2014 I doubt it's related to your stability problem but I'll try to build a version without the SaveGameFixer class tonight, before leaving on vacation. Quote Link to comment Share on other sites More sharing options...
MartGonzo Posted August 18, 2014 Share Posted August 18, 2014 I doubt it's related to your stability problem but I'll try to build a version without the SaveGameFixer class tonight, before leaving on vacation.How people can complain about this community I don't know, that's really good of youIf you can that's great but don't worry about it too much, enjoy your vacationThanks Sarbian Quote Link to comment Share on other sites More sharing options...
dtoxic Posted August 18, 2014 Share Posted August 18, 2014 hello all i wanted to ask does anyone have a MM patch that fixes all radial decoupler bug (even those from various mod) ksp x86 0.24.2thx Quote Link to comment Share on other sites More sharing options...
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