riddik Posted August 26, 2014 Share Posted August 26, 2014 Hi people how can I change the properties, resources for KERBONAUTS in eva mode. I will be grateful. Thanks in advance for any answer. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 26, 2014 Share Posted August 26, 2014 Hi people how can I change the properties, resources for KERBONAUTS in eva mode. I will be grateful. Thanks in advance for any answer.I don't think you can without a plugin. Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 27, 2014 Author Share Posted August 27, 2014 (edited) Version 2.3.1 A lot of under the hood code change. There is a in-game DB reload/dump menu you can open with ALT-F11 while in the spaceport screen (be aware that it mess up R&D unlock, as the stock reload does)I strongly advise to delete any 2.2.x version laying around as 2.2.1 and 2.2.2 don't deactivate themselves properly when a newer version is around (but they don't break anything either)Downloads : ModuleManager.2.3.1.dllModuleManager-2.3.1.zipAnd Version 2.3.2 : This one is here for testing. I seems to work fine here but I do not to advise to distribute it with any mod yetThis version insert itself in the loading screen and does not freeze it. You'll see MM loading message later in the loading process.Since it runs a bit later it may cause some problem with other mods but I seriously doubt it. Many thanks to swamp_ig who found out how to do it.Downloads : ModuleManager.2.3.2.dllModuleManager-2.3.2.zip Edited August 27, 2014 by sarbian Quote Link to comment Share on other sites More sharing options...
ahappydude Posted August 27, 2014 Share Posted August 27, 2014 I think i got an older version of mm, would that explain why when doing science after clicking in the right click menu the button dissapear and no popup with science comes?Or is it beacuse i have many different sciencedef? Cheers for your time Quote Link to comment Share on other sites More sharing options...
lordkrike Posted August 27, 2014 Share Posted August 27, 2014 Sarbian -When will the pony arrive? Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 27, 2014 Author Share Posted August 27, 2014 ahappydude : MM does not change anythings science. Patch in mods change science. So ask whoever made the mod that change something science related for you. I can't help you here.If you have an old MM then delete the DLL and replace it with 2.3.1lordkrike : 2.3.2 working as I want to is a step toward the ponies Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 27, 2014 Share Posted August 27, 2014 lordkrike : 2.3.2 working as I want to is a step toward the poniesAw c'mon, can't we at least get a hoof?(no mortal can resist the siren call of 'aw c'mon') Quote Link to comment Share on other sites More sharing options...
Taki117 Posted August 28, 2014 Share Posted August 28, 2014 Question: Is it possible to get a MM config to load BEFORE any other config? Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted August 28, 2014 Share Posted August 28, 2014 Question: Is it possible to get a MM config to load BEFORE any other config?Not necessarily. The :FIRST pass is where any patches that don't specify a later pass get applied. You know that a patch in the :FIRST pass will run before any patch that runs :BEFORE, :FOR, or :AFTER a particular mod, and that running :BEFORE a pass guarantees that you'll run before anything :FOR or :AFTER that pass.Best practice for patch authors: don't publish a patch that runs in the :FIRST pass unless you actually need to run before any other mod. The fewer patches are in the :FIRST pass, the less likely the patches that need to be there are to get clobbered. Quote Link to comment Share on other sites More sharing options...
Taki117 Posted August 28, 2014 Share Posted August 28, 2014 Not necessarily. The :FIRST pass is where any patches that don't specify a later pass get applied. You know that a patch in the :FIRST pass will run before any patch that runs :BEFORE, :FOR, or :AFTER a particular mod, and that running :BEFORE a pass guarantees that you'll run before anything :FOR or :AFTER that pass.Best practice for patch authors: don't publish a patch that runs in the :FIRST pass unless you actually need to run before any other mod. The fewer patches are in the :FIRST pass, the less likely the patches that need to be there are to get clobbered.I ask because I ran across This mod which uses MM configs to remove redundant parts if Procedural Parts is installed and I was curious if there was a way to get it to run before anything else, so I will have a go at making a change or 3. Thank you and have some rep. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 28, 2014 Share Posted August 28, 2014 However, for legacy support, all patches with *no* pass defined are run in the :FIRST pass.So to be sure you need to put the patch in some folder beginning 0000 in gamedata.... Quote Link to comment Share on other sites More sharing options...
joker169 Posted August 28, 2014 Share Posted August 28, 2014 Version 2.3.1 A lot of under the hood code change. There is a in-game DB reload/dump menu you can open with ALT-F11 while in the spaceport screen (be aware that it mess up R&D unlock, as the stock reload does)I strongly advise to delete any 2.2.x version laying around as 2.2.1 and 2.2.2 don't deactivate themselves properly when a newer version is around (but they don't break anything either)Downloads : ModuleManager.2.3.1.dllModuleManager-2.3.1.zipAnd Version 2.3.2 : This one is here for testing. I seems to work fine here but I do not to advise to distribute it with any mod yetThis version insert itself in the loading screen and does not freeze it. You'll see MM loading message later in the loading process.Since it runs a bit later it may cause some problem with other mods but I seriously doubt it. Many thanks to swamp_ig who found out how to do it.Downloads : ModuleManager.2.3.2.dllModuleManager-2.3.2.zipThanks sarbian for update, keep up the awesome work. Hope to see 2.3.2 out soon. Quote Link to comment Share on other sites More sharing options...
Taki117 Posted August 28, 2014 Share Posted August 28, 2014 However, for legacy support, all patches with *no* pass defined are run in the :FIRST pass.So to be sure you need to put the patch in some folder beginning 0000 in gamedata....That shouldn't be too hard, I can just drop it in the Toolbar folder. Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 28, 2014 Author Share Posted August 28, 2014 I should add a ":LEGACY" pass that runs after ":FIRST". Using FIRST to remove part is legitimate use and it should not require playing with dir name for it to work.I'd like some feedback on 2.3.2 too. I can't assume the silence means all is fine Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 28, 2014 Share Posted August 28, 2014 Legacy would be great.I haven't had a chance to try that or anything yet, sorry :\ Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 28, 2014 Share Posted August 28, 2014 I should add a ":LEGACY" pass that runs after ":FIRST". Using FIRST to remove part is legitimate use and it should not require playing with dir name for it to work.I'd like some feedback on 2.3.2 too. I can't assume the silence means all is fine I'll see if I can give 2.3.2 a test drive tonight. Quote Link to comment Share on other sites More sharing options...
skips Posted August 28, 2014 Share Posted August 28, 2014 I'd like some feedback on 2.3.2 too. I can't assume the silence means all is fine I have been using it without any problems with KSP 0.24.2, and MacOS X 10.9.4 and 10.10 Developer Release 5 without any problems. On the other hand, I do not have any particularly significant changes being made with MM.skips Quote Link to comment Share on other sites More sharing options...
The Pink Ranger Posted August 29, 2014 Share Posted August 29, 2014 Hey I'm trying to write an MM patch to give the VASIMR Real Fuels functionality. The part file has two modules (ModuleEnginesFX) with the same name for hydrogen and argon. Anyone know how to get module manager to recognize the difference? Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted August 29, 2014 Share Posted August 29, 2014 Hey I'm trying to write an MM patch to give the VASIMR Real Fuels functionality. The part file has two modules (ModuleEnginesFX) with the same name for hydrogen and argon. Anyone know how to get module manager to recognize the difference?You should be able to do @MODULE[ModuleEnginesFX]:HAS[#attribute[value]] or @MODULE[ModuleEnginesFX],<index> to select a specific one. Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 29, 2014 Author Share Posted August 29, 2014 Blipman17 : Sorry I forgot to reply.Here is how it should be for the first 2, but the problem is you have field with space and a space in the first line will break things. You should use other way to identify the parts//b9 aerospace@PART[*]:HAS[#author[bac9]]{ @category = -1}//spaceX@PART[*]:HAS[#author[Lazarus Luan],~name[FalconLowerGear]]{ @category=-1} Quote Link to comment Share on other sites More sharing options...
TaranisElsu Posted August 29, 2014 Share Posted August 29, 2014 Blipman17 : Sorry I forgot to reply.Here is how it should be for the first 2, but the problem is you have field with space and a space in the first line will break things. You should use other way to identify the parts//b9 aerospace@PART[*]:HAS[#author[bac9]]{ @category = -1}//spaceX@PART[*]:HAS[#author[Lazarus Luan],~name[FalconLowerGear]]{ @category=-1}Can't you use ? as a substitute for the space character? Like this?//spaceX@PART[*]:HAS[#author[Lazarus?Luan],~name[FalconLowerGear]]{ @category=-1} Quote Link to comment Share on other sites More sharing options...
The Pink Ranger Posted August 29, 2014 Share Posted August 29, 2014 (edited) One more question. Real fuels already modifies a certain module. Is there any way to write a separate MM patch that ADDS to the first patch without overriding it? (I don't want to touch the original file that came with the plugin)For example the RF patch says:@MFGSETTINGS[MFSSettings]{ MFS_TECHLEVELS { blah blah blah }}Can I write something that says:[COLOR=#ff0000][B]@@[/B][/COLOR]MFGSETTINGS[MFSSettings]{ MFS_TECHLEVELS { blah blah blah }}? Edited August 29, 2014 by The Pink Ranger Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 29, 2014 Author Share Posted August 29, 2014 TaranisElsu : no. The wildcard match is used for node name atm.No Quote Link to comment Share on other sites More sharing options...
Mecripp Posted August 29, 2014 Share Posted August 29, 2014 @sarbian won't the space in the name throw a error @PART[*]:HAS[#author[Lazarus Luan],~name[FalconLowerGear]] ? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 29, 2014 Share Posted August 29, 2014 The Pink Ranger:Patches *always* add. Just make sure yours runs after RF's. Quote Link to comment Share on other sites More sharing options...
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