sarbian Posted March 30, 2015 Author Share Posted March 30, 2015 Van Disaster : neither. But I should change the code so the second works, it makes sense. Quote Link to comment Share on other sites More sharing options...
Lucius Posted March 30, 2015 Share Posted March 30, 2015 Hey, maybe this isn't the ideal place to ask this(how many wonderful sentences start that way on this forum i wonder)But could someone help at least point me in the right direction: I would like to add a module to a part, but only if it is in a certain state.So for instance, if i use firespitter to swap the texture of a model, i want it to have a new module. If its red, make it a thermometer, if its blue, make it a seismograph, something along those lines. Is this totally outside the realm of MM and more in another mod since it would be happening "real-time" in the editor? If so, what mod might be capable of this? Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted March 30, 2015 Share Posted March 30, 2015 MM only switches stuff in at load time; switching stuff on the fly is way outside it's remit. What you're asking for is something that rebuilds the part on the fly, which I presume is actually possible somehow ( given FSfuelswitch does it ) but I've no idea if anything does it in a generic fashion. Quote Link to comment Share on other sites More sharing options...
Lucius Posted March 30, 2015 Share Posted March 30, 2015 Mmmm i was afraid that was the case.The only mod that i've seen do it is Multipurpose Kolony Modules, here: http://forum.kerbalspaceprogram.com/threads/98251-Alpha-90-Multipurpose-Colony-Modules-for-MKS-OKS-%280-4-5%29I'll have to do some scrounging Quote Link to comment Share on other sites More sharing options...
INSULINt Posted April 2, 2015 Share Posted April 2, 2015 Does this mod know the system date? The only reason I ask is that nyancat is appearing in my 32 bit loading screen. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 2, 2015 Share Posted April 2, 2015 (edited) Does this mod know the system date? The only reason I ask is that nyancat is appearing in my 32 bit loading screen.Weird, I don't see him... and I've started and restarted KSP over a dozen times today. Well, maybe next time.EDIT:Well well well...https://github.com/sarbian/ModuleManager/blob/master/moduleManager.cs#L209-L239So why don't I see the Nyan cat?? Maybe I haven't updated my MM version..... or maybe I wasn't paying attention..... Edited April 2, 2015 by Starwaster Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 2, 2015 Share Posted April 2, 2015 Funny thing is, when I was thinking of ideas for my own April fool's mod alteration, I wondered if I'd be able to "turn on" Sarbian's Nyan cat via reflection. I dug a bit, but the way he was checking for it made it so it wouldn't be possible. This was probably less than 2 weeks ago and at the time the date check code wasn't there. Sadly I think too few people have updated to the latest module manager, as INSULINt's is the only post I've seen about this all day!- - - Updated - - -Honestly, I wish the Nyan cat was there all year round (maybe I should start using 64bit....).Also, blizzy needs to bring back the beauty that was sh.png. Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 2, 2015 Author Share Posted April 2, 2015 Yes, I did it a bit too late and there was a problem with the push to CKAN too so even fewer people noticed the update. I have a reddit thread with a few confused people Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 2, 2015 Share Posted April 2, 2015 nightingale, you may want pjf's fork of Module Manager (all cat all the time). Quote Link to comment Share on other sites More sharing options...
funk Posted April 5, 2015 Share Posted April 5, 2015 (edited) Is there an operator which has the opposite meaning of "%"? So "%" creates a node or edit it if it exists. I'm searching for something what creates a node but does nothing, if it exists. Edited April 5, 2015 by funk Quote Link to comment Share on other sites More sharing options...
Mecripp Posted April 5, 2015 Share Posted April 5, 2015 Is there an operator which has the opposite meaning of "%"? So "%" creates a node or edit it if it exists. I'm searching for something what creates a node but does nothing, if it exists.Think you might try ~EDIT- Add a tech level to all PART who don't have anyCode:@PART[*]:HAS[~TechRequired[]]:Final{ TechRequired=advScienceTech} Quote Link to comment Share on other sites More sharing options...
komodo Posted April 6, 2015 Share Posted April 6, 2015 Curious bug to report. Hopefully this is the right place.I upgraded my realfuels this evening to find that ksp blows up on loading/applying the configs. Curious, I rolled back to the prior working version of realfuels to the same result.Swapping the included modulemanager.2.5.12.dll for the old modulemanager.2.5.9.dll returns the system to good working order. I haven't tried the new realfuels with the old modulemanager yet.Long story short, I have an install which works properly with 2.5.9, but explodes on 2.5.12. (And .13, tried him as well to the same result.)I'll attach the last bit of the log before the ... stoppage. This is on OS X 10.10, 32 bit KSP. I think it's the correct log, but I may be mistaken. If so, please steer me towards the right one so I might include it here.I've cut out the "(Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)" lines, as they rather spam up the log (unless they're critical, in which case, imagine them between every line.)PartLoader: Compiling Part 'SpaceY-Lifters/Parts/FuelTanks/tank3mCone2/SYtank3mCone2'PartLoader: Compiling Part 'SpaceY-Lifters/Parts/FuelTanks/tank5m3mAdapter/SYtank5m3mAdapter'Cannot find a PartModule of typename 'TweakScale'PartLoader: Compiling Part 'SpaceY-Lifters/Parts/FuelTanks/tank5mCone2/SYtank5mCone2'PartLoader: Compiling Part 'SpaceY-Lifters/Parts/FuelTanks/tank5mL0188/SYtank5mL01875'Cannot find a PartModule of typename 'TweakScale'PartLoader: Compiling Part 'SpaceY-Lifters/Parts/FuelTanks/tank5mL0375/SYtank5mL0375'Cannot find a PartModule of typename 'TweakScale'PartLoader: Compiling Part 'SpaceY-Lifters/Parts/FuelTanks/tank5mL0750/SYtank5mL0750'Cannot find a PartModule of typename 'TweakScale'PartLoader: Compiling Part 'SpaceY-Lifters/Parts/FuelTanks/tank5mL1125/SYtank5mL1125'Cannot find a PartModule of typename 'TweakScale'Cannot find a PartModule of typename 'TweakScale'PartLoader: Compiling Part 'SpaceY-Lifters/Parts/LandingLegs/SYlandingLeg1/SYlandingLeg1'PartLoader: Compiling Part 'SpaceY-Lifters/Parts/LandingLegs/SYlandingLeg2/SYlandingLeg2'PartLoader: Compiling Part 'SpaceY-Lifters/Parts/LaunchClamps/SYclamp1/SYclamp1'Added sound_decoupler_fire to FXGroup activateCannot find a PartModule of typename 'ModuleExternalIgnitor'Cannot find a PartModule of typename 'TweakScale'PartLoader: Compiling Part 'SpaceY-Lifters/Parts/RCS-OMS/SYoms1/SYoms1'Added sound_rocket_mini to FXGroup runningPartLoader Warning: Variable oldMaxTemp not found in PartPartLoader Warning: Variable tempMult not found in PartPartLoader: Compiling Part 'SpaceY-Lifters/Parts/RCS-OMS/SYoms2/SYoms2'Added sound_rocket_mini to FXGroup runningPartLoader Warning: Variable oldMaxTemp not found in PartPartLoader Warning: Variable tempMult not found in PartPartLoader: Compiling Part 'SpaceY-Lifters/Parts/SRBs/SYSRB_1875/SYSRB_1875L09/SYSRB_1875S'PartLoader Warning: Variable oldMaxTemp not found in PartPartLoader Warning: Variable tempMult not found in PartFormatException: Invalid format. at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0 at RealFuels.ModuleEngineConfigs.DoConfig (.ConfigNode cfg) [0x00000] in <filename unknown>:0 at RealFuels.ModuleEngineConfigs.SetConfiguration (System.String newConfiguration) [0x00000] in <filename unknown>:0 at RealFuels.ModuleEngineConfigs.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)FormatException: Invalid format. at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0 at RealFuels.ModuleEngineConfigs.DoConfig (.ConfigNode cfg) [0x00000] in <filename unknown>:0 at RealFuels.ModuleEngineConfigs.SetConfiguration (System.String newConfiguration) [0x00000] in <filename unknown>:0 at RealFuels.ModuleEngineConfigs.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Again, if it's the older 2.5.9, it passes through without complaint (beyond the usual hiccups, of course ><)If I ought to be over at realfuels as well, let me know and I can post this bug there instead. Thanks all, and thanks for your hard work, I really enjoy all the KSP mods you make possible. Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 6, 2015 Share Posted April 6, 2015 If module manager manages to write it's cache before this happens (ModuleManage.ConfigCache next to the .dll) that would probably be of use, as would the full log.You should probably take this to the RF thread anyway, since that there's no way to tell without some extra logging which value it failed to read correctly. Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 6, 2015 Author Share Posted April 6, 2015 Yes, post the cache somewhere. That's the best way to understand what is going on. Quote Link to comment Share on other sites More sharing options...
Mekan1k Posted April 6, 2015 Share Posted April 6, 2015 Will this work?@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleSAS]]:Final{ %MODULE[ModuleSAS]} Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted April 6, 2015 Share Posted April 6, 2015 Will this work?@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleSAS]]:Final{ %MODULE[ModuleSAS]}Technically yes. The % does nothing though since in HAS you already have said the part can't have a ModuleSAS. Better would be to spell it out fully withMODULE{ name = ModuleSAS} Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 6, 2015 Share Posted April 6, 2015 Will this work?@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleSAS]]:Final{ %MODULE[ModuleSAS]}@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleSAS]]:Final{ MODULE { name = ModuleSAS } } Quote Link to comment Share on other sites More sharing options...
komodo Posted April 6, 2015 Share Posted April 6, 2015 Yes, post the cache somewhere. That's the best way to understand what is going on.I've loaded the cache and full crash log to my dropbox. The https://www.dropbox.com/sh/1qdb3autttjq9py/AAAU7WTp76vxf_c3mROGXkWca?dl=0 link should be here. I'll ask over at realfuels as well, with a similar post to this one. Thanks much! Quote Link to comment Share on other sites More sharing options...
nguyenmanhtuan69258 Posted April 7, 2015 Share Posted April 7, 2015 Hi folks. Can someone answer my question please?I just need to download newest version 2.5.13 or I have to download all of version. Thanks Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 7, 2015 Share Posted April 7, 2015 Hi folks. Can someone answer my question please?I just need to download newest version 2.5.13 or I have to download all of version. ThanksJust the latest. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 7, 2015 Share Posted April 7, 2015 (edited) I am trying to modify the CoherentContracts mod with some additional lines.here is the example code. Please note that STORY_DEF does NOT have a name, and neither does the Facts nodeSTORY_DEF{ Facts { }}Would this work:@STORY_DEF{ @Facts { IkeSrf = we can find out about the composition of Ike IkeSrf = we can test theories about the composition of Ike IkeSrf = Duna looks pretty in Ike’s sky IkeSrf = Ike’s dark colour makes it warmer IkeSrf = we like Ike }}Thanks in advance Edited April 7, 2015 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 7, 2015 Author Share Posted April 7, 2015 Yes, it should. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 7, 2015 Share Posted April 7, 2015 Yes, it should.Ok. So how can I test this?Also, it was suggested to me that I do this instead:@STORY_DEF[*]{ @Facts[*] { IkeSrf = we can find out about the composition of Ike IkeSrf = we can test theories about the composition of Ike IkeSrf = Duna looks pretty in Ike’s sky IkeSrf = Ike’s dark colour makes it warmer IkeSrf = we like Ike }}If both work, which should I use?I dumped the database using Alt-F11 to look at it, but can't find the facts listed in the original file (from CoherentContracts), so I don't know.thanks Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted April 7, 2015 Share Posted April 7, 2015 Ok. So how can I test this?Also, it was suggested to me that I do this instead:@STORY_DEF[*]{ @Facts[*] { IkeSrf = we can find out about the composition of Ike IkeSrf = we can test theories about the composition of Ike IkeSrf = Duna looks pretty in Ike’s sky IkeSrf = Ike’s dark colour makes it warmer IkeSrf = we like Ike }}If both work, which should I use?I dumped the database using Alt-F11 to look at it, but can't find the facts listed in the original file (from CoherentContracts), so I don't know.thanksIf you're not seeing even the original in the dump then he might be loading the config outside of the game system. If the original is inside a Plugins folder then that is for sure. In that case you would be unable to modify it with MM. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 7, 2015 Share Posted April 7, 2015 If you're not seeing even the original in the dump then he might be loading the config outside of the game system. If the original is inside a Plugins folder then that is for sure. In that case you would be unable to modify it with MM.@FacepalmIt would help if it was actually installed :-) Quote Link to comment Share on other sites More sharing options...
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