linuxgurugamer Posted April 30, 2015 Share Posted April 30, 2015 It's a bug with MJ, not MM.OK, thanks.I just didn't know if there was something different which might have affected MM.I'll move over to the MJ thread.LGG Quote Link to comment Share on other sites More sharing options...
MainSailor Posted April 30, 2015 Share Posted April 30, 2015 Can someone help me with this? I'm trying to figure out why this isn't removing what I want it to remove (smoke trails).@PART[*]:HAS[@MODULE[EFFECTS]]{@EFFECTS{ @running_closed { -PREFAB_PARTICLE { } }}}@PART[*]:HAS[@MODULE[EFFECTS]]{@EFFECTS{ @running_open { -PREFAB_PARTICLE { } }}}The laptop I play chugs heavily when the smoke effects are present so I'm trying to remove them.I finally got it to where MM wasn't giving me an error, but it just doesn't find the relevant section and delete it. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted May 1, 2015 Share Posted May 1, 2015 EFFECTS is a node in its own right, not a MODULE { name = EFFECTS } which is what you've got.Try@PART[*}{ @EFFECTS { @running_open { -PREFAB_PARTICLE { } } @running_closed { -PREFAB_PARTICLE { } } }}But note this will only work for parts with fx of those names; if something is named running_cruise or smokeTrail or whatever, you still won't be removing it. Quote Link to comment Share on other sites More sharing options...
MainSailor Posted May 1, 2015 Share Posted May 1, 2015 EFFECTS is a node in its own right, not a MODULE { name = EFFECTS } which is what you've got.Ah gotcha. That makes sense now.But note this will only work for parts with fx of those names; if something is named running_cruise or smokeTrail or whatever, you still won't be removing it.I figured that, the first version of the script only had running_open and I thought that might have been the problem. I can expand the script to include whatever effects subsets I need though, now that I know what I'm looking for! Thank you sir! Quote Link to comment Share on other sites More sharing options...
Snaps2012 Posted May 1, 2015 Share Posted May 1, 2015 Ever since I installed module manager in 1.0 I've been having a problem where the camera's focus point moves further away from my ship every 6000 meters in altitude I gain. I tried removing my mods one at a time to see which one was causing this and when I removed module manager it stopped happening. I did some searching and found this thread http://forum.kerbalspaceprogram.com/threads/56481-Focus-Bug-fix where they seem to be having the exact same problem but there was no fix found. I am using the latest version of module manager. Does anyone here know how to fix this? Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 1, 2015 Author Share Posted May 1, 2015 The bug was most likely gone when you removed MM because the module of the mod that generated the bug was not added anymore. MM does not run past main menu. Quote Link to comment Share on other sites More sharing options...
naidis Posted May 1, 2015 Share Posted May 1, 2015 is it 2.6.2 that MM automatically removes developed parts which belong to a removed mod in the tech tree ? Quote Link to comment Share on other sites More sharing options...
toadicus Posted May 1, 2015 Share Posted May 1, 2015 (edited) Has 1.0.1 or 1.0.2 broken variable support? I'm trying to write a patch that adds an EVA Propellant RESOURCE to parts with positive CrewCapacity values, thus:@PART[*]:HAS[#CrewCapacity[>0]]{ RESOURCE { name = EVA Propellant amount = 5 @amount *= #$/CrewCapacity# maxAmount = 5 @maxAmount = #$/CrewCapacity# }}However, doing so causes the game to hang during load with the following exception:FormatException: Unknown char: # 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 ShipConstruction.GetPartCosts (.ConfigNode partNode, .AvailablePart aP, System.Single& dryCost, System.Single& fuelCost) [0x00000] in <filename unknown>:0 at ShipConstruction.SanitizePartCosts (.AvailablePart aP, .ConfigNode partNode) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+^V^E.MoveNext () [0x00000] in <filename unknown>:0 NullReferenceException: Object reference not set to an instance of an object at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0 at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0 at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0 at Part+^V^G.MoveNext () [0x00000] in <filename unknown>:0TIA Edited May 1, 2015 by toadicus Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 1, 2015 Share Posted May 1, 2015 ShipConstruction.GetPartCostsAt a guess, the problem lies in the fact that EVA Propellant has no unit cost (or density) defined and as such is probably causing a few NaN-esque errors.RESOURCE_DEFINITION{ name = EVA Propellant density = 0 unitCost = 0 hsp = 3000 flowMode = NO_FLOW transfer = PUMP isTweakable = false}Could be wrong though, I dunno. Quote Link to comment Share on other sites More sharing options...
toadicus Posted May 1, 2015 Share Posted May 1, 2015 The problem is I'm bad at reading, and formatted my patch wrong. Fixed patch:@PART[*]:HAS[#CrewCapacity[>0]]{ RESOURCE { name = EVA Propellant amount = 5 @amount *= #$/CrewCapacity$ maxAmount = 5 @maxAmount *= #$/CrewCapacity$ }}Thanks Sarbian! Quote Link to comment Share on other sites More sharing options...
Lithium-7 Posted May 3, 2015 Share Posted May 3, 2015 Hey, this is probably a stupid question but I can't figure out the proper syntax:I want to make a ModuleManager patch for the USI Alcubierre Warp Drive part. Specifically, I want to add a new node to the tech tree following these specifications:RDNode} id = ftl title = Faster-than-Light Travel description = Turns out that folding space itself is much easier than we previously thought! Now our pilots finally have an excuse to say, "Ludicrous speed! GO!". cost = 1500 hideEmpty = False nodeName = node9_fasterthanlight anyToUnlock = False icon = RDicon_science-experimental pos = -786,963.9,-1 scale = 0.6 Parent parentID = experimentalScience lineFrom = RIGHT lineTo = LEFT}In order for this to work with the Alcubierre drive parts, though, I need to modify them to use this new node. Now I could just go in and edit the .cfg files myself, but I figure, well, I need to learn how to make MM patches anyway. So I have this:@PART[*]:HAS[#Name[USI_WarpDrive]]:Final{ TechRequired=ftl}@PART[*]:HAS[#Name[USI_WarpDrive_625]]:Final{ TechRequired=ftl}I have no idea how to format these patches or anything like that. I put both of these things in the same file, which can be found here: http://pastebin.com/n0WCf1a3 Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted May 3, 2015 Share Posted May 3, 2015 This is what you're after. square brackets after the node name (ie. PART) are shorthand for the #HAS[#NAME[]]. Since you want to edit the value if it exists, or add it if it doesn't, you use the % operator@PART[USI_WarpDrive]:Final{ %TechRequired=ftl}@PART[USI_WarpDrive_625]:Final{ %TechRequired=ftl} Quote Link to comment Share on other sites More sharing options...
Lithium-7 Posted May 3, 2015 Share Posted May 3, 2015 This is what you're after. square brackets after the node name (ie. PART) are shorthand for the #HAS[#NAME[]]. Since you want to edit the value if it exists, or add it if it doesn't, you use the % operator@PART[USI_WarpDrive]:Final{ %TechRequired=ftl}@PART[USI_WarpDrive_625]:Final{ %TechRequired=ftl}I changed that, but the node itself isn't appearing in the tech tree. Do I add a % to the "RDNode"?Thanks for the help, though. Quote Link to comment Share on other sites More sharing options...
Gfurst Posted May 3, 2015 Share Posted May 3, 2015 Just wondering, while playing my game, a window appeared to rebuild the MM database or something. What is that supposed to mean? Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 3, 2015 Author Share Posted May 3, 2015 I changed that, but the node itself isn't appearing in the tech tree. Do I add a % to the "RDNode"?Thanks for the help, though.Check your brackets ?RDNode[SIZE=5][B]}[/B][/SIZE] Quote Link to comment Share on other sites More sharing options...
Cdr_Zeta Posted May 4, 2015 Share Posted May 4, 2015 Hello,How is modded tech tree used here? Has there been an update to mod the tree without going to each part?Cmdr Zeta Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 4, 2015 Author Share Posted May 4, 2015 (edited) Version 2.6.3 Allows the patching of Physics values with a PHYSICSGLOBALS nodeDownloads : ModuleManager.2.6.3.dllModuleManager-2.6.3.zipLet's say you don't like Drag (I heard drag hating is in) then you just have to add a small MM patch in your GameData folder :@PHYSICSGLOBALS{ @dragMultiplier = 0}And voilà! You can fly free of all that annoying drag. Edited May 5, 2015 by sarbian Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted May 4, 2015 Share Posted May 4, 2015 This error pops up when I try to download the .dll link:HTTP ERROR 404Problem accessing /jenkins/job/ModuleManager/89/artifact/ModuleManager-2.6.3.dll. Reason: Not FoundPowered by Jetty:// Quote Link to comment Share on other sites More sharing options...
Viruzzz Posted May 4, 2015 Share Posted May 4, 2015 Good Link:https://ksp.sarbian.com/jenkins/job/ModuleManager/lastSuccessfulBuild/artifact/ModuleManager.2.6.3.dll Quote Link to comment Share on other sites More sharing options...
Gfurst Posted May 4, 2015 Share Posted May 4, 2015 Let's say you don't like Drag (I heard drag hating is in) then you just have to add a small MM patch in your GameData folder :Haha, thats a good one, btw, does anyone now knows if maximum/minimumDrag parameters for parts still applies?I keep seeing them a lot in mods parts, but its deprecated isn't? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted May 5, 2015 Share Posted May 5, 2015 Yeah, it does 100% of nothing. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 5, 2015 Share Posted May 5, 2015 Yeah, it does 100% of nothing.Lemme do the math here...Nothin' ... into nothin'Carry the nothin' Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted May 5, 2015 Share Posted May 5, 2015 Hmm, this should work, right?DEF { MODULE { name = ModuleName id = Foo }}PART{ name = Partname #@../DEF/MODULE[ModuleName] {} #@../DEF/MODULE[ModuleName] { @id = Bar }}The edit-while-copying part doesn't seem to work :S I end up with two modules with id = Foo Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 5, 2015 Author Share Posted May 5, 2015 1) The .. only works inside the same root node. TO get an other root node you use @2) It does not work inside a new node, only inside one you edit. I don't plan to change that for now since it would me a lot more complex afaik.the (clearly not optimal) solution :DEF { MODULE { name = ModuleName id = Foo }}PART{ name = Partname}@PART[Partname]{ #@DEF/MODULE[ModuleName] { } #@DEF/MODULE[ModuleName] { @id = Bar }} Quote Link to comment Share on other sites More sharing options...
Gfurst Posted May 5, 2015 Share Posted May 5, 2015 Hey I'm wondering if I can do something here, patch with MM the config file for TACLS.Currently its built under the GlobalSettings, which I don't think its a node.GlobalSettings{ MaxDeltaTime = 86400 ElectricityMaxDeltaTime = 1 FoodResource = Food WaterResource = Water OxygenResource = Oxygen CarbonDioxideResource = CarbonDioxide WasteResource = Waste WasteWaterResource = WasteWater FoodConsumptionRate = 1.6927083333E-05 WaterConsumptionRate = 1.1188078704E-05 OxygenConsumptionRate = 0.001713537562385 ElectricityConsumptionRate = 0.014166666666667 BaseElectricityConsumptionRate = 0.02125 EvaElectricityConsumptionRate = 0.00425 CO2ProductionRate = 0.00148012889876 WasteProductionRate = 1.539351852E-06 WasteWaterProductionRate = 1.4247685185E-05 EvaDefaultResourceAmount = 10800 MaxTimeWithoutFood = 86400 MaxTimeWithoutWater = 43200 MaxTimeWithoutOxygen = 3600 MaxTimeWithoutElectricity = 10800}I haven't seen any mention of it on MM cache. Is it possible? Quote Link to comment Share on other sites More sharing options...
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