miceliux Posted September 4, 2014 Share Posted September 4, 2014 You should somehow make it compatible with AVC.Totally agree Quote Link to comment Share on other sites More sharing options...
Jacke Posted September 4, 2014 Share Posted September 4, 2014 (edited) A wild documentation wiki has appeared! MM supports regular expressions.It's very nice and helpful, but I can't find documentation for HAS blocks.So much missing in the doc. I need an intern. Edited September 4, 2014 by Jacke Quote Link to comment Share on other sites More sharing options...
Jaxx Posted September 5, 2014 Share Posted September 5, 2014 Is it supposed to take 6+ minutes for it to finish processing all the BEFORE AFTER stuff at the end of the load? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted September 5, 2014 Share Posted September 5, 2014 MM is done before you even get to that screen. Quote Link to comment Share on other sites More sharing options...
Jaxx Posted September 5, 2014 Share Posted September 5, 2014 Well I dunno what's doing that then. Quote Link to comment Share on other sites More sharing options...
saabstory88 Posted September 5, 2014 Share Posted September 5, 2014 Well I dunno what's doing that then.I have been having a similar issue with the load times in MM 2.3.3. It takes between 15 and 25 seconds to run each BEFORE, FOR, and AFTER check for each mod. The log file shows this happening after the initial part load, and then the compilation sequence takes place. Actually, after looking at it, MM seems to be applying patches before the [PASS] sequence on each mod. I have run a copy of 2.3.1 on the same set of mods, in the same directory, and it loads many times faster. I'm not sure if there is a particular plugin causing this behavior, because I am not experienced enough to be able to know every abnormality in the log, but something is definitely different between 2.3.1 and 2.3.3 when applied to the same mod set, which seems to affect load time. I will post the logs later, as I need to do more testing to confirm the anomaly.The real reason I wanted to respond, is to mention something about logic when patching mods. After developing my first plugin, I have realized how beneficial it is to have a plugin derived method, which you write, when you apply patches. MM is amazing of course, but it seems there are many things that are just beyond the scope of what it is even supposed to do. Personally, I have realized for what I ultimately aim to accomplish, I just have to tough it out and write a comprehensive plugin, which parses parts, and does conditional calculations to modify them. It will take much more time and troubleshooting, than simply being content to spend the time to look at specific mods, and adjust values in a CFG file manually, but it is ultimately much more adaptable. Just my 0.2 funds... Quote Link to comment Share on other sites More sharing options...
Hughesdylan Posted September 5, 2014 Share Posted September 5, 2014 Just to jump on Saab's bandwagon here, i am also experiencing this issue. i have a very fast SSD, 600+megs a second on large loads, and 32 gigs of ram. KSP generally loads very very quickly, but after adding in the new B9 pack and the newest version of MM, it races to the end (same) but then STOPS DEAD for about 15 min on "before" and "After". Quote Link to comment Share on other sites More sharing options...
RedAV8R Posted September 5, 2014 Share Posted September 5, 2014 Try 2.3.4...available 2-3 pages back.http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-2-3-3-%28August-31%29-The-pony-is-not-here-yet-edition?p=1388070&viewfull=1#post1388070 Quote Link to comment Share on other sites More sharing options...
Hughesdylan Posted September 5, 2014 Share Posted September 5, 2014 (edited) DOH, you are my hero Red. I did read back but i totally missed this post. Ill give it a try!Edit: Totally worked, Total time to complete processing went from 16 minutes to 1. Amazing. Edited September 5, 2014 by Hughesdylan Quote Link to comment Share on other sites More sharing options...
saabstory88 Posted September 5, 2014 Share Posted September 5, 2014 The version of MM that caused the slowdown was from the B9 Aerospace pack as well. I'm not sure if there was a compatibility error with B9, or whether the build is actually bugged. Do we want to try to figure out what caused the issue, or try to direct as many people to upgrade as possible? This version of MM was bundled with B9 itself, and many people, i'm sure, are using it. Quote Link to comment Share on other sites More sharing options...
RedAV8R Posted September 5, 2014 Share Posted September 5, 2014 The version of MM that caused the slowdown was from the B9 Aerospace pack as well. I'm not sure if there was a compatibility error with B9, or whether the build is actually bugged. Do we want to try to figure out what caused the issue, or try to direct as many people to upgrade as possible? This version of MM was bundled with B9 itself, and many people, i'm sure, are using it.Sarbian did change something with 2.3.4 and it works much better, as with any mod out there, USUALLY, the newest version is the one to have unless it breaks something else. In the case of MM, that doesn't happen very much. I'd press to make sure everybody makes the move to 2.3.4. It's just not 'official' with Sarbian until it sees some more out in the world testing. Quote Link to comment Share on other sites More sharing options...
ArcFurnace Posted September 6, 2014 Share Posted September 6, 2014 The version of MM that caused the slowdown was from the B9 Aerospace pack as well. I'm not sure if there was a compatibility error with B9, or whether the build is actually bugged. Do we want to try to figure out what caused the issue, or try to direct as many people to upgrade as possible? This version of MM was bundled with B9 itself, and many people, i'm sure, are using it.I was using the build of MM from B9 Aerospace just now. It was working fine, with a load time of under 2 minutes, until I installed the Universal Storage TAC pack, after which the load time skyrocketed to 20 minutes. Why? I have no idea. However, upgrading to MM 2.3.4 fixed it, load times are now ~2 minutes again, even with the pack installed. Quote Link to comment Share on other sites More sharing options...
sarbian Posted September 6, 2014 Author Share Posted September 6, 2014 Edit the first post so 2.3.4 is now official release. - fixes the loading speed- fix bug with ~key[] and ~key[value] in 2.3.3- fix the resource DB init and a- add a legacy pass that runs the patch without pass info just after the :First pass Quote Link to comment Share on other sites More sharing options...
sarbian Posted September 6, 2014 Author Share Posted September 6, 2014 (edited) And here is 2.3.5 for testing. It improve performance when regex & wildcard are used.ModuleManager.2.3.5.dllModuleManager-2.3.5.zip Edited September 6, 2014 by sarbian Quote Link to comment Share on other sites More sharing options...
Nori Posted September 6, 2014 Share Posted September 6, 2014 Is there a way to reload a single part while in game? Or apply a single MM .cfg?Also what was the key to get to the MM reload database screen? Quote Link to comment Share on other sites More sharing options...
sarbian Posted September 6, 2014 Author Share Posted September 6, 2014 No, it's all only. From the Spacecenter press ALT F11 Quote Link to comment Share on other sites More sharing options...
vardicd Posted September 7, 2014 Share Posted September 7, 2014 And here is 2.3.5 for testing. It improve performance when regex & wildcard are used.What are these, and how do we know if we have them and if this will help? Quote Link to comment Share on other sites More sharing options...
Pecan Posted September 7, 2014 Share Posted September 7, 2014 What are these, and how do we know if we have them and if this will help?Regex = Regular Expression = a way to describe a search-pattern (eg; a name with an 'a' or 'b', followed by a 'c' but not ending in 'd')Wildcard = something that can stand for anything or 'several' anythings (eg; *.craft <-- the '*' is a wildcard meaning any name, followed by '.craft')Both of these would be used within Module Manager *.cfg files so it's an internal thing and without looking inside every one you have installed in KSP you won't know.Summary: People who write mods and config-files would know. If you don't then don't worry about it, just expect it to make your load-times quicker. Quote Link to comment Share on other sites More sharing options...
Mokmo Posted September 7, 2014 Share Posted September 7, 2014 I noticed it added text to the game-loading screen. It makes sense as it's part of the whole loading process Great mod as always! Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted September 7, 2014 Share Posted September 7, 2014 I had a version a while back (2.1 or so, I think) which had an ever persistent window in the SpaceCenter. As I recall, it allowed the user to do a database dump of all the as modified config files being used. Output went to MM_confg<somethingorother>. Is that readily accessible from all MMs? Did I get lucky and snag a debug version? Can I get another? Quote Link to comment Share on other sites More sharing options...
sarbian Posted September 7, 2014 Author Share Posted September 7, 2014 From the first post There is a ingame 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) Quote Link to comment Share on other sites More sharing options...
brienne Posted September 8, 2014 Share Posted September 8, 2014 Can MM make KSP load very slow?Got an issue when launching the game. It lasts for so long... Quote Link to comment Share on other sites More sharing options...
sarbian Posted September 8, 2014 Author Share Posted September 8, 2014 I don't know.And I'm not saying it because I don't know if MM can impact how long it takes for the game to load.No, I am saying it because you don't tell which version of MM you are running and how much patch are applied. Both of those info are trivial to find since one is in the file name and the other is displayed in the loading screen.But since your post is nothing more than a complain with no more info then all I can answer is : I don't know. Quote Link to comment Share on other sites More sharing options...
W1ntermute Posted September 8, 2014 Share Posted September 8, 2014 2.3.5 works fine, no probs Quote Link to comment Share on other sites More sharing options...
marce Posted September 9, 2014 Share Posted September 9, 2014 I'm trying to remove an EC resource node from a part.However, somehow I'm too stupid to get it working Here's what I tried://inside the selected PART!RESOURCE[ElectricCharge]{}I don't get any MM errors in the log, but the resource is still there. Any help is much appreciated! Quote Link to comment Share on other sites More sharing options...
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