Kerbas_ad_astra Posted September 23, 2015 Share Posted September 23, 2015 quick question:when I haveI can use#$key[1, ]$to get the value "x"what If I want to do the same thing with this:I guess the space after the comma in[1, ]means that the separator used is "space"I would guess this wont work[1,,]so is there a way to define "comma" as the separator?The comma is the default separator:#$key[1]$ Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 23, 2015 Share Posted September 23, 2015 (edited) The comma is the default separator:#$key[1]$lol, that saves me some time.thank you Kaa Edited September 24, 2015 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 25, 2015 Share Posted September 25, 2015 (edited) on an unrelated note,I may be missing this, but is it possible to check if a module has at least one key with a value different from x?for exampleModule{ key = OK key = OK key = OK}Module{ key = OK key = OK key = OK key = OK key = OK}Module{ key = OK key = Banana}Module{ key = Airplane key = OK key = Tuesday}I want to make an :HAS filter that will find the third and fourth "Module" since they have at least one "key" with a value different from "OK"Edit:I solved this by using a logic that didn't require that feature Edited September 28, 2015 by Sigma88 Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 1, 2015 Share Posted October 1, 2015 Question... what does the "Quick Reload Database" option do in comparison to "Reload Database"? It's faster, but does it skip anything/what? Quote Link to comment Share on other sites More sharing options...
stickman939 Posted October 1, 2015 Share Posted October 1, 2015 Hey, does anyone have any idea why module manager would cause parachutes to have no drag when deployed?It's any module manager, btw. Any mod that uses it causes parachutes to be pointless. Quote Link to comment Share on other sites More sharing options...
sarbian Posted October 1, 2015 Author Share Posted October 1, 2015 Question... what does the "Quick Reload Database" option do in comparison to "Reload Database"? It's faster, but does it skip anything/what?It skips the rebuild of the drag cubes (the partdatabase.cfg or something like that) Stickman939 : if it does that then you have a patch that change something somewhere in your gamedata Quote Link to comment Share on other sites More sharing options...
Blazed Posted October 2, 2015 Share Posted October 2, 2015 Search though I may, I can't find an answer. Is there any way to add TweakScale to ALL parts easily? Through MM patch for example? Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted October 3, 2015 Share Posted October 3, 2015 Hello.I need help writing a .cfg fileI have the following nodes inside a bracket called TANK_DEFINITIONS:TANK_DEFINITION{ name = Default highlyPressurized = False basemass = 0.000016 * volume TANK { name = LqdOxygen mass = 0.000014 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 90.15 loss_rate = 0.000000005 note = (lacks insulation) }How do I access the TANK nodes? I think it goes something like:@TANK_DEFINITION:HAS[RealismOverhaul]{@TANK[LqdOxygen]{@mass:}}What should I write? Quote Link to comment Share on other sites More sharing options...
Felbourn Posted October 3, 2015 Share Posted October 3, 2015 You're right up to the @mass: which should instead be @mass=1 if you wanted 1 ton, or @mass=1.5 if you want 1.5 tons, etc.- - - Updated - - -You're right up to the @mass: which should instead be @mass=1 if you wanted 1 ton, or @mass=1.5 if you want 1.5 tons, etc.Oh also change @TANK_DEFINITION:HAS[RealismOverhaul]to@TANK_DEFINITION[Default]:HAS[RealismOverhaul] Quote Link to comment Share on other sites More sharing options...
StoryMusgrave Posted October 3, 2015 Share Posted October 3, 2015 Nope.@TANK_DEFINITION[Default]{@TANK[[COLOR=#333333]LqdOxygen][/COLOR]{@mass = xxxxx}} Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted October 3, 2015 Share Posted October 3, 2015 Nope.@TANK_DEFINITION[Default]{@TANK[[COLOR=#333333]LqdOxygen][/COLOR]{@mass = xxxxx}}Ok, I see. I'll be coming back here... often, for the next few days. Sorry! Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 3, 2015 Share Posted October 3, 2015 Hello.I need help writing a .cfg fileI have the following nodes inside a bracket called TANK_DEFINITIONS:TANK_DEFINITION{ name = Default highlyPressurized = False basemass = 0.000016 * volume TANK { name = LqdOxygen mass = 0.000014 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 90.15 loss_rate = 0.000000005 note = (lacks insulation) }How do I access the TANK nodes? I think it goes something like:@TANK_DEFINITION:HAS[RealismOverhaul]{@TANK[LqdOxygen]{@mass:}}What should I write?If by@TANK_DEFINITION[B]:HAS[RealismOverhaul][/B]you mean that the patch has to be applyed only if RealismOverhaul is installed you should change:HAS to :NEEDS Quote Link to comment Share on other sites More sharing options...
Felbourn Posted October 3, 2015 Share Posted October 3, 2015 Nope.@TANK_DEFINITION[Default]{@TANK[[COLOR=#333333]LqdOxygen][/COLOR]{@mass = xxxxx}}@Krakenfour : He has a good point, there would be no tank definitions if RF is not installed, so no need for a FOR or NEEDS section at all if it's your own personal installation. (And technically it would do no work even if you didn't have it installed.) Also, just realized it was HAS and not FOR... yea that was wrong too. HAS checks for the presence of blocks and variables. FOR is used to prioritize a part for its mod. Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted October 3, 2015 Share Posted October 3, 2015 @Krakenfour : He has a good point, there would be no tank definitions if RF is not installed, so no need for a FOR or NEEDS section at all if it's your own personal installation. (And technically it would do no work even if you didn't have it installed.) Also, just realized it was HAS and not FOR... yea that was wrong too. HAS checks for the presence of blocks and variables. FOR is used to prioritize a part for its mod.Here's the completed file that removes most of the resource tanks from real fuels:@TANK_DEFINITION[Default]:FINAL{ !TANK[NTO] { } !TANK[UDMH] { } !TANK[Aerozine50] { } !TANK[HTP] { } !TANK[AvGas] { } !TANK[IRFNA-III] { } !TANK[Aniline] { } !TANK[Ethanol75] { } !TANK[Ethanol90] { } !TANK[LqdAmmonia] { } !TANK[ClF3] { }!TANK[ClF5] { } !TANK[Diborane] { } !TANK[Pentoborane] { } !TANK[Ethane] { } !TANK[Ethylene] { } !TANK[OF2] { } !TANK[LqdFluorine] { } !TANK[N2F4] { } !TANK[Methanol] { } !TANK[Furfuryl] { } !TANK[UH25] { } !TANK[Tonka250] { } !TANK[Tonka500] { } !TANK[IWFNA] { }!TANK[IRFNA-IV] { } !TANK[AK20] { } !TANK[AK27] { } !TANK[MON1] { } !TANK[MON3] { } !TANK[MON10] { } !TANK[MON15] { } !TANK[MON20] { } !TANK[MON25] { } !TANK[Hydyne] { } !TANK[Syntin] { } !TANK[LiquidFuel] { } !TANK[Oxidizer] { } !TANK[LeadBallast] { }}@TANK_DEFINITION[Cryogenic]:FINAL{ @basemass = 0.000025 * volume !TANK[NTO] { } !TANK[UDMH] { } !TANK[Aerozine50] { } !TANK[HTP] { } !TANK[AvGas] { } !TANK[IRFNA-III] { } !TANK[Aniline] { } !TANK[Ethanol75] { } !TANK[Ethanol90] { } !TANK[LqdAmmonia] { } !TANK[ClF3] { }!TANK[ClF5] { } !TANK[Diborane] { } !TANK[Pentoborane] { } !TANK[Ethane] { } !TANK[Ethylene] { } !TANK[OF2] { } !TANK[LqdFluorine] { } !TANK[N2F4] { } !TANK[Methanol] { } !TANK[Furfuryl] { } !TANK[UH25] { } !TANK[Tonka250] { } !TANK[Tonka500] { } !TANK[IWFNA] { }!TANK[IRFNA-IV] { } !TANK[AK20] { } !TANK[AK27] { } !TANK[MON1] { } !TANK[MON3] { } !TANK[MON10] { } !TANK[MON15] { } !TANK[MON20] { } !TANK[MON25] { } !TANK[Hydyne] { } !TANK[Syntin] { } !TANK[LiquidFuel] { } !TANK[Oxidizer] { } !TANK[LeadBallast] { }}!TANK_DEFINITION[Structural]:FINAL{}!TANK_DEFINITION[Balloon]:FINAL{}!TANK_DEFINITION[BalloonCryo]:FINAL{}@TANK_DEFINITION[Electric_Propulsion]:FINAL{ !TANK[KryptonGas] { } !TANK[ElectricCharge] { } !TANK[Hydrogen] { } !TANK[LeadBallast { }}Anything pointedly wrong? Quote Link to comment Share on other sites More sharing options...
Felbourn Posted October 3, 2015 Share Posted October 3, 2015 You could shorten it by combining all the tank removals inside the same block into a single line using the | operator like !TANK[KryptonGas|ElectricCharge] but of course just keep adding |name|name for all the types. Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted October 3, 2015 Share Posted October 3, 2015 You could shorten it by combining all the tank removals inside the same block into a single line using the | operator like !TANK[KryptonGas|ElectricCharge] but of course just keep adding |name|name for all the types.Oooh, nice. Module manager is just so handy, isn't it? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 3, 2015 Share Posted October 3, 2015 Also, FINAL is a bad idea. If you need to run AFTER something, use AFTER[whatever]. Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted October 3, 2015 Share Posted October 3, 2015 Also, FINAL is a bad idea. If you need to run AFTER something, use AFTER[whatever].How can I ask that it perform the changes AFTER both RealismOverhaul and RealFuels? Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 3, 2015 Share Posted October 3, 2015 How can I ask that it perform the changes AFTER both RealismOverhaul and RealFuels?After RealismOverhaul. Patches are run in alphabetical order in the groups (BEFORE/FOR/AFTER etc), Reali comes after Realf. Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted October 5, 2015 Share Posted October 5, 2015 I just want to make sure that the following Module Manager patch will remove the upgrade options from the RO engines, and not break them instead:@PART[LR87LH2Vac]:AFTER[RealismOverhaul]{@description = Aerojet developed the LR87 engine (used for the Titan series) into a liquid hydrogen/oxygen engine for prospective USAF contracts in the 1958-1960 period. This version represents a version of the engine with a larger nozzle optimized for vacuum use.@MODULE[ModuleEngines*] { @minThrust = 0 }!MODULE[ModuleEngineConfigs] { }}Intended behavior: Engine can be throttled to zero thrust, engine cannot be upgraded in the VAB. Quote Link to comment Share on other sites More sharing options...
StoryMusgrave Posted October 5, 2015 Share Posted October 5, 2015 @Krakenfour: Not really kosher to be posting identical posts in two threads just to get an answer. As I just said in the RO thread. No that will break function. You'll need to keep at least one Config node in ModuleEngineConfigs. Not get rid of it entirely. Otherwise you are probably removing all aspects of what RealFuels fixes. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 5, 2015 Share Posted October 5, 2015 I just want to make sure that the following Module Manager patch will remove the upgrade options from the RO engines, and not break them instead:@PART[LR87LH2Vac]:AFTER[RealismOverhaul]{@description = Aerojet developed the LR87 engine (used for the Titan series) into a liquid hydrogen/oxygen engine for prospective USAF contracts in the 1958-1960 period. This version represents a version of the engine with a larger nozzle optimized for vacuum use.@MODULE[ModuleEngines*] { @minThrust = 0 }!MODULE[ModuleEngineConfigs] { }}Intended behavior: Engine can be throttled to zero thrust, engine cannot be upgraded in the VAB.Looks good- - - Updated - - -@Krakenfour: Not really kosher to be posting identical posts in two threads just to get an answer. As I just said in the RO thread. No that will break function. You'll need to keep at least one Config node in ModuleEngineConfigs. Not get rid of it entirely. Otherwise you are probably removing all aspects of what RealFuels fixes.No, he'll be left with what's in ModuleEngines/ModuleEnginesFX Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted October 5, 2015 Share Posted October 5, 2015 Looks good- - - Updated - - -No, he'll be left with what's in ModuleEngines/ModuleEnginesFXTested ingame with the LR87H2, it functioned with the intende config without any 'Engine GUI' option. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 5, 2015 Share Posted October 5, 2015 Tested ingame with the LR87H2, it functioned with the intende config without any 'Engine GUI' option.They usually do. Generally the ModuleEngine* config should match the default ModuleEngineConfigs config. Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted October 6, 2015 Share Posted October 6, 2015 More help please I have these two engines:@PART[microEngine]:FOR[RealismOverhaul]:NEEDS[!RftS,!RealFuels_StockEngines]{ %RSSROConfig = True !MODULE[TweakScale] { } @MODEL:NEEDS[VenStockRevamp] { @model = VenStockRevamp/Squad/Parts/Propulsion/LV-1B } %title = Generic 1kN Thruster %manufacturer = Generic %description = Thruster for orbital maneuvers, similar to ones used in the Galileo probe. %attachRules = 1,1,1,0,0 %mass = 0.015 %maxTemp = 1973.15 !MODULE[ModuleJettison],*:NEEDS[VenStockRevamp] {} // no tankbutss in LV-1B model !node_stack_top1 = DEL // no tankbutts in model, no need for extra node. @MODULE[ModuleEngines*] { %maxThrust = 1.618 %minThrust = 1.618 %heatProduction = 17.5 @atmosphereCurve { @key,0 = 0 321 @key,1 = 1 112 } @PROPELLANT[LiquidFuel] { @name = MMH @ratio = 0.504 } @PROPELLANT[Oxidizer] { @name = NTO @ratio = 0.496 } ullage = False pressureFed = True IGNITOR_RESOURCE { name = ElectricCharge amount = 0.01 } } useRcsConfig = RCSBlock4x useRcsCostMult = 0.25 useRcsMass = True}+PART[microEngine]:FOR[RealismOverhaul]:NEEDS[!RftS,!RealFuels_StockEngines]{ @name = ROAJ10-137 %RSSROConfig = True !MODULE[TweakScale] { } !mesh = DEL !MODEL {} MODEL { model = Squad/Parts/Engine/liquidEngineLV-1/model scale = 17.5, 17.5, 17.5 position = 0.0, 2.0, 0.0 } %node_stack_top = 0.0, 0.01, 0.0, 0.0, 1.0, 0.0, 4 %node_attach = 0.0, 0.016, 0.01, 0.0, 1.0, 0.0, 4 %node_stack_bottom = 0.0, -2.93, 0.0, 0.0, -1.0, 0.0, 3 %attachRules = 1,1,1,0,0 @title = AJ10-137 (SPS) [3.9 m] %manufacturer = Aerojet @description = The Aerojet AJ10-137 rocket engine used on the Apollo Service Module as the Service Propulsion System (SPS). @mass = 0.650 @maxTemp = 1973.15 !MODULE[ModuleEngineConfigs] {} @MODULE[ModuleEngines*] { @minThrust = 97.86 @maxThrust = 97.86 @heatProduction = 100 @PROPELLANT[LiquidFuel] { @name = Aerozine50 @ratio = 0.502 } @PROPELLANT[Oxidizer] { @name = NTO @ratio = 0.498 } @atmosphereCurve { @key,0 = 0 314 @key,1 = 1 150 } %ullage = True %pressureFed = True !IGNITOR_RESOURCE,* {} IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } } !MODULE[ModuleAlternator] { } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 4.5 useGimbalResponseSpeed = true gimbalResponseSpeed = 16 } MODULE { name = ModuleEngineConfigs type = ModuleEngines modded = false configuration = AJ10-137 CONFIG { name = AJ10-137 minThrust = 97.86 maxThrust = 97.86 heatProduction = 100 PROPELLANT { name = Aerozine50 ratio = 0.502 DrawGauge = True } PROPELLANT { name = NTO ratio = 0.498 } atmosphereCurve { key = 0 314 key = 1 150 } } } !useRcsConfig = DEL !useRcsCostMult = DEL !useRcsMass = DEL}1) How do I specify which engine I am modifying, as they are both parts created from [microEngine].I've thought up of this:@PART[microEngine]:AFTER[RealismOverhaul]:HAS[#manufacturer[Generic]] Basically, I use a HAS restriction.2) I'm unsure about modifying the RESOURCE nodes.Should I assume that they have been modified by RealismOverhaul and do this:@PROPELLANT[MMH] { @name = UDMHor should I continue with this:@PROPELLANT[LiquidFuel] { @name = UDMH?Thanks for the help, as always. Quote Link to comment Share on other sites More sharing options...
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