sarbian Posted October 9, 2014 Author Share Posted October 9, 2014 A rainny cold dayNo log show up yet againSilence today Quote Link to comment Share on other sites More sharing options...
The Beaver Posted October 9, 2014 Share Posted October 9, 2014 This probably isn't the right place to post this... but I dunno.So I used this to fix the transmit bug in x64 last patch, will this work with the newest version of this and 0.25 KSP? Never really programmed this, and the post it's from seems to be gone :-(// ../Squad/Parts/Utility/commDish/part.cfg@PART[commDish]:Final{@MODULE[ModuleDataTransmitter]{@packetSize *= 1000}}// ../Squad/Parts/Utility/longAntenna/part.cfg@PART[longAntenna]:Final{@MODULE[ModuleDataTransmitter]{@packetSize *= 1000}}// ../Squad/Parts/Utility/mediumDishAntenna/part.cfg@PART[mediumDishAntenna]:Final{@MODULE[ModuleDataTransmitter]{@packetSize *= 1000}}Thanks!Beaver Quote Link to comment Share on other sites More sharing options...
Stavell Posted October 9, 2014 Share Posted October 9, 2014 Ok trying to make a patch that applies to all pods with a CrewCapacity tag and a value > 0Tried this but doesn't work: @PART[*]:HAS[!CrewCapacity[0],@CrewCapacity[*],!MODULE[IFILifeSupport]]{ MODULE{ name = IFILifeSupport}}I want to add the module IFILifeSupport to any module with a CrewCapacity greater than zero that doesn't have the module already loaded Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted October 9, 2014 Share Posted October 9, 2014 Ok trying to make a patch that applies to all pods with a CrewCapacity tag and a value > 0Tried this but doesn't work: @PART[*]:HAS[!CrewCapacity[0],@CrewCapacity[*],!MODULE[IFILifeSupport]]{ MODULE{ name = IFILifeSupport}}I want to add the module IFILifeSupport to any module with a CrewCapacity greater than zero that doesn't have the module already loadedThe ! and @ operators select on child nodes with a specified name attribute. Since CrewCapacity is an attribute, you want the #/~ operator pair, e.g. HAS[~CrewCapacity[0],#CrewCapacity[*]]. Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted October 9, 2014 Share Posted October 9, 2014 This probably isn't the right place to post this... but I dunno.So I used this to fix the transmit bug in x64 last patch, will this work with the newest version of this and 0.25 KSP? Never really programmed this, and the post it's from seems to be gone :-(Thanks!BeaverModuleManager's syntax hasn't changed, so it will parse the file. Some of those parts are included in the general part renaming that took place in 0.25, so you'll have to check their config files for their new names. Also check the RemoteTech changelog. RT 1.5 includes a fix for that bug. Quote Link to comment Share on other sites More sharing options...
The Beaver Posted October 9, 2014 Share Posted October 9, 2014 (edited) Thank you![edit] all I can see they've done in RemoteTech is change all the packet intervals to 0.3... I don't really want the limitations of RemoteTech just to fix that bug lol. I'll test if just changing the intervals fixes it or if they've done something in their DLL, thanks again![edit2] so far it's working with temp scans and EVA reports at 0.3 on the starter antenna in case anyone is interested... I guess I should make a new post about this instead of editting here lol... Edited October 9, 2014 by The Beaver Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 9, 2014 Share Posted October 9, 2014 It works fine on x64. As the message on the screen says, x64 bugs are x64's problem. Quote Link to comment Share on other sites More sharing options...
sarbian Posted October 9, 2014 Author Share Posted October 9, 2014 (edited) And once more because some people jump to conclusion : this version of module manager works perfectly fine on x64. The only difference is that you get a warning and an animation. And if that gets me an insult for my work... And many thanks to the others Edited October 9, 2014 by Vanamonde Let's not be hasty. Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted October 9, 2014 Share Posted October 9, 2014 With regard to some removed posts, express your points without insults, demands, or threats, please. And rather than argue with each other, hit the report button on problem posts and let the moderation staff deal with it. That way, nobody else has to read through the argument to get to the point of the thread. Quote Link to comment Share on other sites More sharing options...
INSULINt Posted October 9, 2014 Share Posted October 9, 2014 Personally I don't use x64 on windows because of it's instability. I instead keep it simple and torture the heck out of my linux install of ksp I might just boot up x64 win just to see nyan cat tho. Thanks sarbian! Quote Link to comment Share on other sites More sharing options...
NoPersona Posted October 10, 2014 Share Posted October 10, 2014 And once more because some people jump to conclusion : this version of module manager works perfectly fine on x64. The only difference is that you get a warning and an animation. And if that gets me an insult for my work... And many thanks to the othersWell, I'm on the other side of this fence. I think something warning users that there are some issues with the x64 version of Unity is a good thing. Besides the other opinion that I expressed, the only thing that I think would be required is for sarbian to keep up with the releases of KSP, so that if/when there comes a time when the x64 version becomes stable, the message goes away. Quote Link to comment Share on other sites More sharing options...
Stavell Posted October 10, 2014 Share Posted October 10, 2014 Thank you for the clarification works as expected now.The ! and @ operators select on child nodes with a specified name attribute. Since CrewCapacity is an attribute, you want the #/~ operator pair, e.g. HAS[~CrewCapacity[0],#CrewCapacity[*]]. Quote Link to comment Share on other sites More sharing options...
seanth Posted October 10, 2014 Share Posted October 10, 2014 I sort of wish I ran 64bit so I could see nyan cat.Keep up the excellent work! Quote Link to comment Share on other sites More sharing options...
prophet_01 Posted October 10, 2014 Share Posted October 10, 2014 That rainbow cat thing SRSLY confused me Quote Link to comment Share on other sites More sharing options...
Commander Zoom Posted October 10, 2014 Share Posted October 10, 2014 (edited) Personally, I would like the option (via cfg file or whatever) to de-integrate Module Manager from the loading screen. Until .25, I stuck with an older version of the dll (1.5) specifically to avoid this "feature." It provides me with no useful information, gets in the way of the loading bar (or vice-versa), adds clutter, etc. I would prefer it to be as invisible as possible. Edited October 10, 2014 by Commander Zoom Quote Link to comment Share on other sites More sharing options...
INSULINt Posted October 10, 2014 Share Posted October 10, 2014 I prefer to see how many patches are applied. It helps to see that it's A) working and when I add/mess with something I can see quickly if it's applying at least.Also bragging rights? Quote Link to comment Share on other sites More sharing options...
Cerebrate Posted October 10, 2014 Share Posted October 10, 2014 (edited) And once more because some people jump to conclusion : this version of module manager works perfectly fine on x64. The only difference is that you get a warning and an animation. And if that gets me an insult for my work... And many thanks to the othersAs a known grump with regard to x64 issues, sarbian, I'd just like to take a moment to say that I laughed out loud at the Nyan cat (which I also think is a great way to get people to actually read the associated warning), thought the warning was completely appropriate, and were it seeking endorsements, would endorse this approach to the potential for x64 issues completely.And as such, I'd like to offer you an anti-insult for your work in that area, along with many thanks for ModuleManager in general.-c Edited October 10, 2014 by Cerebrate Quote Link to comment Share on other sites More sharing options...
Boomerang Posted October 10, 2014 Share Posted October 10, 2014 Can anyone point out to me how one would write a MM patch to prevent the actions of another patch?Specifically, I've just gotten the .25 version of TAC LS and I'd like to prevent the standard 3 days worth of supplies being added to two very small single seat command pods added by some of RoverDude's part packs. Since the TAC LS MM patch adds those supplies to any crewed parts with the ModuleCommand module, how do I tell it to not add supplies to two specific parts?Thanks for any help! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 10, 2014 Share Posted October 10, 2014 Either write a :FINAL patch to remove them again, or check the HAS block in the TACLS patch and see if you can add something on :FIRST that would make the HAS block fail. Quote Link to comment Share on other sites More sharing options...
Boomerang Posted October 10, 2014 Share Posted October 10, 2014 Either write a :FINAL patch to remove them again, or check the HAS block in the TACLS patch and see if you can add something on :FIRST that would make the HAS block fail.I'm really struggling to sort out this syntax from the Github wiki and from looking at the MM examples I've got for my game. I can't find any other patches that actually use the :FINAL. All I can figure is something like:@PART[HERP_Pod]:FINAL !RESOURCE[FOOD], !RESOURCE[WATER]Which I know isn't right and doesn't work in the game. Are there any examples out there? Quote Link to comment Share on other sites More sharing options...
Reichtangle Posted October 11, 2014 Share Posted October 11, 2014 Why is this called the win64/x64 must die version Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 11, 2014 Share Posted October 11, 2014 I'm really struggling to sort out this syntax from the Github wiki and from looking at the MM examples I've got for my game. I can't find any other patches that actually use the :FINAL. All I can figure is something like:@PART[HERP_Pod]:FINAL !RESOURCE[FOOD], !RESOURCE[WATER]Which I know isn't right and doesn't work in the game. Are there any examples out there?@PART[HERP_Pod]:FINAL{ !RESOURCE[FOOD]{} !RESOURCE[WATER]{}}Why is this called the win64/x64 must die versionIt's a reference to the 64bit Windows version of KSP 0.25 which was found during testing to be more unstable than it was for KSP 0.24.x and a group of modders (who are also on the experimentals testing group) feel it shouldn't have been released and some of them disable their mods if it is detected. Quote Link to comment Share on other sites More sharing options...
AetherGoddess Posted October 11, 2014 Share Posted October 11, 2014 Why is this called the win64/x64 must die versionthere's a fun little easter egg if you run the Win x64 executable. people were complaining at mod makers about bugs in the x64 edition, and those complaints made it impossible to get any real bug reports, so a lot of mod makers, like ferram, just shut down their plugins if they detect win x64. ModuleManager takes a slightly more.... internet libertarian approach. Quote Link to comment Share on other sites More sharing options...
g0tchas Posted October 12, 2014 Share Posted October 12, 2014 there's a fun little easter egg if you run the Win x64 executable. people were complaining at mod makers about bugs in the x64 edition, and those complaints made it impossible to get any real bug reports, so a lot of mod makers, like ferram, just shut down their plugins if they detect win x64. ModuleManager takes a slightly more.... internet libertarian approach.Unfortunately for those modders, people like me then simply don't use their mods. My KSP constantly crashed under the 32-bit version because of the memory issues. Since using the 64-bit version of KSP, I've only had problems when I used mods that weren't updated for the 64-bit version. If I take out those troublesome mods, I have no crashes at all. I may just be lucky, but I don't experience any of this so-called instability of the 64-bit version of KSP. Quote Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 12, 2014 Share Posted October 12, 2014 ...I may just be lucky...That's just it though. Luck. But that doesn't stop a continuous flood of support requests to modders. Because many of the problems are the instability of Win x64, in a lot of cases it's just a lot simpler to just stop the use of a mod in Win x64 in the first place. It's just the same as stating "this mod won't work 99% of the time in Win x64 because... Win x64. Sorry 1% who get lucky, but we don't want the support hassle." Quote Link to comment Share on other sites More sharing options...
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