mark7 Posted June 6, 2015 Share Posted June 6, 2015 @key,0 = 0 8200@key,1 = 1 1500well…………the game stop loading when I use this code ORZ Quote Link to comment Share on other sites More sharing options...
DBowman Posted June 7, 2015 Share Posted June 7, 2015 I've done like: -atmosphereCurve {} atmosphereCurve { key = 0 8200 key = 1 1500 }to avoid 'editing the curve in place' Quote Link to comment Share on other sites More sharing options...
Alewx Posted June 7, 2015 Share Posted June 7, 2015 So I wanted to modify a part, and it is not the first time but I really give up.@PART[Kosmos_Balka_1_Skeleton]:NEEDS[KOSMOS]:FINAL{ !node_stack_side00{} !node_stack_side01{} !node_stack_side02{} !node_stack_side03{} !node_stack_side04{} !node_stack_side05{} !node_stack_bottom{} !node_stack_top{} !mesh{}}@PART[Kosmos_Balka_1_Skeleton]:NEEDS[KOSMOS]:FINAL{ node_stack_side00 = 0.433013, 0, 0, 1.0, 0.0, 0.0, 0 node_stack_side01 = 0.216506, 0, -0.375, 0.5, 0.0, -0.866025, 0 node_stack_side02 = -0.216506, 0, -0.375, -0.5, 0.0, -0.866025, 0 node_stack_side03 = -0.433013, 0, 0, -1.0, 0.0, 0.0, 0 node_stack_side04 = -0.216506, 0, 0.375, -0.5, 1.0, 0.866025, 0 node_stack_side05 = 0.216506, 0, 0.375, 0.5, 1.0, 0.866025, 0 node_stack_bottom = 0.0, -1.525, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 1.525, 0.0, 0.0, 1.0, 0.0, 1 MODEL { model = KOSMOS/Parts/Structural/Kosmos_Balka_1_Tunnel/model_Skeleton position = 0.0, 0.0, 0.0 scale = 1, 1.25, 1 rotation = 0, 0, 0 }}The thing is it does not work properly, the attachnodes get added but not deleted, and the model is beeing seen twice, one with original size and the other one with the Y scale of 1,25.What is wrong? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 7, 2015 Share Posted June 7, 2015 So I wanted to modify a part, and it is not the first time but I really give up.@PART[Kosmos_Balka_1_Skeleton]:NEEDS[KOSMOS]:FINAL{ !node_stack_side00{} !node_stack_side01{} !node_stack_side02{} !node_stack_side03{} !node_stack_side04{} !node_stack_side05{} !node_stack_bottom{} !node_stack_top{} !mesh{}}@PART[Kosmos_Balka_1_Skeleton]:NEEDS[KOSMOS]:FINAL{ node_stack_side00 = 0.433013, 0, 0, 1.0, 0.0, 0.0, 0 node_stack_side01 = 0.216506, 0, -0.375, 0.5, 0.0, -0.866025, 0 node_stack_side02 = -0.216506, 0, -0.375, -0.5, 0.0, -0.866025, 0 node_stack_side03 = -0.433013, 0, 0, -1.0, 0.0, 0.0, 0 node_stack_side04 = -0.216506, 0, 0.375, -0.5, 1.0, 0.866025, 0 node_stack_side05 = 0.216506, 0, 0.375, 0.5, 1.0, 0.866025, 0 node_stack_bottom = 0.0, -1.525, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 1.525, 0.0, 0.0, 1.0, 0.0, 1 MODEL { model = KOSMOS/Parts/Structural/Kosmos_Balka_1_Tunnel/model_Skeleton position = 0.0, 0.0, 0.0 scale = 1, 1.25, 1 rotation = 0, 0, 0 }}The thing is it does not work properly, the attachnodes get added but not deleted, and the model is beeing seen twice, one with original size and the other one with the Y scale of 1,25.What is wrong?are you sure you need those brackets there?!node_stack_side00{}you can try using!node_stack_side00 =I don't know if you need to add more after the "=" sign Quote Link to comment Share on other sites More sharing options...
Alewx Posted June 7, 2015 Share Posted June 7, 2015 are you sure you need those brackets there?!node_stack_side00{}you can try using!node_stack_side00 =I don't know if you need to add more after the "=" signNormally these brackets are used for "nodes", for "keys" they are not really needed but I don't know if they will cause problems.But my last memory was that deletion of nodes and keys can be problematic no matter what, but don't know if that is still the case. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 7, 2015 Share Posted June 7, 2015 Normally these brackets are used for "nodes", for "keys" they are not really needed but I don't know if they will cause problems.But my last memory was that deletion of nodes and keys can be problematic no matter what, but don't know if that is still the case.when I need to delete a key I just copy the full line and add the "!" at the beginning. Idk if this is the correct way to go, but it worked for me so far Quote Link to comment Share on other sites More sharing options...
Alewx Posted June 7, 2015 Share Posted June 7, 2015 when I need to delete a key I just copy the full line and add the "!" at the beginning. Idk if this is the correct way to go, but it worked for me so farDeleting attachnodes never really worked for me.Everything else seems to work flawless. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted June 7, 2015 Share Posted June 7, 2015 Yeah, if you append {} then MM will try (and fail, because it doesn't exist) to delete a node of that name.You want!valname = DEL(or instead of DEL asdf or foo or...just some text). Quote Link to comment Share on other sites More sharing options...
Alewx Posted June 7, 2015 Share Posted June 7, 2015 Yeah, if you append {} then MM will try (and fail, because it doesn't exist) to delete a node of that name.You want!valname = DEL(or instead of DEL asdf or foo or...just some text).It really requires some value for a key?Ok will try it. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted June 8, 2015 Share Posted June 8, 2015 It didn't use to. But as of .90 (or .25?) KSP started failing to parse key/value lines with no value. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 8, 2015 Share Posted June 8, 2015 (edited) Adding FSwheelAlignment to all parts (with either ModuleLandingGear, ModuleLandingGearFixed or FSwheel) that currently do not have it, does this make sense?@PART[*]:HAS[MODULE[ModuleLandingGear*|FSwheel],!MODULE[FSwheelAlignment]]:NEEDS[Firespitter] { MODULE { name = FSwheelAlignment } }EDIT: The answer is no, it does not make sense Edited June 8, 2015 by ObsessedWithKSP Quote Link to comment Share on other sites More sharing options...
AntiMatter001 Posted June 8, 2015 Share Posted June 8, 2015 - "-nyan-nyan" option detection for the true believerso.o whhhhhhaaaaaaatttttt!!!!!???? How do i nyan-nyan!!?? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 8, 2015 Share Posted June 8, 2015 Hi there, I wanted to know if it was possible to add some modules to the kerbals. I looked around and I found this message:RESOURCE_DEFINITION makes the resource exist in the game. If you changed the name from EVA Propellant to MonoPropellant, you'd just remove EVAPropellant from the game, so the kerbalEVA part couldn't load.The question from two pages back is asking essentially the same question: how do you modify the kerbalEVA part? The answer is the same: you need a plugin, because unlike most parts in the game, it's defined by the program, not by a part config. Module Manager can only modify elements of the game that are defined in config files.Is that still true? Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 8, 2015 Share Posted June 8, 2015 Yes. EVAManager by toadicus is the plugin you want. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 8, 2015 Share Posted June 8, 2015 Yes. EVAManager by toadicus is the plugin you want.thanks Quote Link to comment Share on other sites More sharing options...
NathanKell Posted June 8, 2015 Share Posted June 8, 2015 ObsessedWithKSP: you missed the @ for MODULE.@PART[*]:HAS[@MODULE[ModuleLandingGear*|FSwheel],!MODULE[FSwheelAlignment]]:NEEDS[Firespitter]If that doesn't work, try just doing it on two lines@PART[*]:HAS[@MODULE[ModuleLandingGear*],!MODULE[FSwheelAlignment]]:NEEDS[Firespitter]{ stuff }@PART[*]:HAS[@MODULE[FSwheel],!MODULE[FSwheelAlignment]]:NEEDS[Firespitter]{ stuff } Quote Link to comment Share on other sites More sharing options...
NathanKell Posted June 10, 2015 Share Posted June 10, 2015 That's something for the CKAN folks, actually, cleaning up mod-created files on mod uninstall. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 10, 2015 Share Posted June 10, 2015 (edited) I have a question about the :NEEDS[] functionI always assumed that what should go into that function is the name of the .dll plugin of the modbut since I was having some problems with it, I did some tests and it looks like it checks for a folder with that name, and if it finds one anywhere it will triggeris this intended or am I delusional? thanks-edit-I don't even know if that's true...I'm trying to make a cfg that will modify a part only if RemoteTech is installed:@PART[mediumDishAntenna2]:NEEDS[RemoteTech]{ @description = REMOTE TECH IS INSTALLED}the new description shows up even if there is nothing with "RemoteTech" inside my gamedata folderI have only the Squad folder and my mod folderwhat am I missing? Edited June 10, 2015 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted June 10, 2015 Share Posted June 10, 2015 what am I missing?Needs will fire on .dlls, folders, and if any patch includes a :FOR[blah]. Make sure you aren't using :FOR[RemoteTech] anywhere Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 10, 2015 Share Posted June 10, 2015 (edited) Needs will fire on .dlls, folders, and if any patch includes a :FOR[blah]. Make sure you aren't using :FOR[RemoteTech] anywherethanks, it was the next thing I was going to check (but I wasn't putting any hope on it)-edit-yes it worked another curiosity, if I want my config to require a mod and to be loaded after that mod, should I do this:@PART[whatever]:FOR[mymod]:NEEDS[thatmod]:AFTER[thatmod]{// messing around with that mod here}can I have the same result with just NEED or AFTER? Edited June 10, 2015 by Sigma88 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 11, 2015 Share Posted June 11, 2015 Hi,I'm using the Stock Bug Fix mod, and would like to keep a setting persistent between different versions.This is the code in one of the cfg file:@PART[*]:HAS[@MODULE[ModuleGimbal]]{ MODULE { name = MGFix plusEnabled = False }}If I put the following into a cfg file in the GameData directory, will this override the setting in the original cfg file:@PART[*]:HAS[@MODULE[ModuleGimbal]]:Final{ MODULE { name = MGFix plusEnabled = True }}Thanks in advanceLGG Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 11, 2015 Author Share Posted June 11, 2015 @PART[*]:HAS[@MODULE[MGFix]]:Final{ @MODULE[MGFix] { @plusEnabled = True }}Didn't claw changed how the plus feature works to avoid such edit ? I tought you just had to put one file in the dir for it to work. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 11, 2015 Share Posted June 11, 2015 (edited) @PART[*]:HAS[@MODULE[MGFix]]:Final{ @MODULE[MGFix] { @plusEnabled = True }}Didn't claw changed how the plus feature works to avoid such edit ? I tought you just had to put one file in the dir for it to work.The Gimbol fix is defaulted to not enabled. There IS an overall setting, which lives in GameData called StockPlusController.cfg, and looks like:STOCK_PLUS{ plusActive = True}The original code I posted was from claw's cfg file.So you are saying that once the original code gave it a name, you can reference the name in the @MODULE line.NiceSo what I am going to do is to add this code to the StockPlusController.cfg file, so I don't have to worry about changing it againThank you Edited June 11, 2015 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Whovian Posted June 11, 2015 Share Posted June 11, 2015 Having trouble removing Firespitter modules from the OPT parts to try to get them to play nice with RealFuels. Here's an example config{ // --- general parameters --- name = ij_4m_adaptor_variant module = Part author = K.Yeon // --- asset parameters ---MODEL{ model = OPT/Parts/NewParts/ij_4m_adaptor}scale = 1rescaleFactor = 1node_stack_top = 0.0, 2, 0, 0.0, 1.0, 0.0, 4node_stack_bottom = 0.0, -2, 0, 0.0, -1.0, 0.0, 4TechRequired = highAltitudeFlightentryCost = 4200cost = 4000category = Propulsionsubcategory = 0title = I-J Connectormanufacturer = OPT Aerospace Divisiondescription =An aerodynamic 2.5m to J-system adapter that can be configured for a variety of different tank setups. Engineers agree that it's a step up from the previous solution of duct tape.attachRules = 1,1,1,1,0stackSymmetry = 1mass = 0.75crashTolerance = 12breakingForce = 200breakingTorque = 500fuelCrossFeed = TrueemissiveConstant = 0.87maxTemp = 2500dragModelType = defaultbulkheadProfiles = i, jthermalMassModifier = 4.0MODULE{ name = ModuleLiftingSurface deflectionLiftCoeff = 0.9 dragAtMaxAoA = 0.25 dragAtMinAoA = 0.1 useInternalDragModel=False} MODULE { name = FSmeshSwitch moduleID = 0 buttonName = Next tank setup previousButtonName = Previous tank setup objectDisplayNames = Structure Fuselage; LiquidFuel Tank; LFO Tank useFuelSwitchModule = true fuelTankSetups = 0;1;2 objects = Structure;LF;LFO } MODULE { name = FSfuelSwitch resourceNames = Structural;LiquidFuel;LiquidFuel,Oxidizer resourceAmounts = 0;1500;1125,1375 basePartMass = 0.75 tankMass = 0;0.1;0.1 tankCost = 0;200;600 displayCurrentTankCost = true hasGUI = False showInfo = false }MODULE{ name = ModuleLiftingSurface deflectionLiftCoeff = 0.75 dragAtMaxAoA = 0.4 dragAtMinAoA = 0.15}}PARTAnd what I'm trying to remove them with{ !MODULE[FSmeshSwitch] !MODULE[FSfuelSwitch] MODULE { name = ModuleFuelTanks volume = 2500 type = Default }}@PART[ij_4m_adaptor_variant]:FOR[RealFuels]The fuel tank gets added successfully, but the Firespitter modules don't get deleted. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 11, 2015 Share Posted June 11, 2015 @PART[ij_4m_adaptor_variant]:FOR[RealFuels]{ !MODULE[FSmeshSwitch] !MODULE[FSfuelSwitch] MODULE { name = ModuleFuelTanks volume = 2500 type = Default }}The fuel tank gets added successfully, but the Firespitter modules don't get deleted.I'm definitely not an expert, but have you tried this?@PART[ij_4m_adaptor_variant]:FOR[RealFuels]{ !MODULE[FSmeshSwitch][COLOR=#ff0000][B] {}[/B][/COLOR] !MODULE[FSfuelSwitch][COLOR=#ff0000][B] {}[/B][/COLOR] MODULE { name = ModuleFuelTanks volume = 2500 type = Default }} Quote Link to comment Share on other sites More sharing options...
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