AndreZero Posted December 15, 2015 Share Posted December 15, 2015 Is it possible to scale a model different amounts in different directions via a Module Manager config file? I've tried @rescaleFactor = 0.5 and that rescales everything but I'd like to just change one dimension. Right now I'm trying @MODEL { @scale = 1.0, 0.74, 1.0 } but that doesn't appear to have any effect. Is this doable or does MM not support this kind of transform? Quote Link to comment Share on other sites More sharing options...
blowfish Posted December 15, 2015 Share Posted December 15, 2015 35 minutes ago, AndreZero said: Is it possible to scale a model different amounts in different directions via a Module Manager config file? I've tried @rescaleFactor = 0.5 and that rescales everything but I'd like to just change one dimension. Right now I'm trying @MODEL { @scale = 1.0, 0.74, 1.0 } but that doesn't appear to have any effect. Is this doable or does MM not support this kind of transform? One of two things could be wrong: (1) Most likely the original MODEL node doesn't include a scale value, in which case @scale will do nothing. You want %scale (2) The part uses mesh=whatever.mu rather than a MODEL {} node. Quote Link to comment Share on other sites More sharing options...
AndreZero Posted December 15, 2015 Share Posted December 15, 2015 2 minutes ago, blowfish said: One of two things could be wrong: (1) Most likely the original MODEL node doesn't include a scale value, in which case @scale will do nothing. You want %scale (2) The part uses mesh=whatever.mu rather than a MODEL {} node. Ok, so the model I'm trying mod has something like this in it's original cfg file MODEL { model = path/to/model } rescaleFactor = 1 I take that to mean it doesn't have the mesh=whatever.mu format but also doesn't have scale values. That means I can't scale it in different directions, right? Quote Link to comment Share on other sites More sharing options...
blowfish Posted December 15, 2015 Share Posted December 15, 2015 3 minutes ago, AndreZero said: Ok, so the model I'm trying mod has something like this in it's original cfg file MODEL { model = path/to/model } rescaleFactor = 1 I take that to mean it doesn't have the mesh=whatever.mu format but also doesn't have scale values. That means I can't scale it in different directions, right? You can scale it, just replace @scale with %scale in your original code. @ means edit if it already exists, % means create or edit. Quote Link to comment Share on other sites More sharing options...
AndreZero Posted December 15, 2015 Share Posted December 15, 2015 32 minutes ago, blowfish said: You can scale it, just replace @scale with %scale in your original code. @ means edit if it already exists, % means create or edit. That worked! Thanks! Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 15, 2015 Author Share Posted December 15, 2015 On 12/12/2015 16:43:44, Berlin said: OK so I today I noticed quite a few of my command pods do not have aero/thermal re-entry effects. In my physics tab in the alt+f12 menu show that the ModuleManager physics is loaded an not physics.cfg. I can't seem to figure out how to set physics.cfg as the default. Is there a way to do it? I'm running the 64bit work around and have a ton of mods. I hope it's an easy fix and I won't have to go mod by mod to find the culprit. I'm not home currently so I can't post a log at the moment. any suggestions? The MM file is always loaded and if no mods change value then is is the same as the stock one. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted December 15, 2015 Share Posted December 15, 2015 I was having some weird results with one of my patches so I decided to write a test config and see what was going on. this is the cfg (you only need to paste this into a cfg and load ksp) Spoiler TESTNODE { name = testnode1 SUBNODE { name = subnode1.1 } SUBNODE { name = subnode1.2 } SUBNODE { name = subnode1.3 } } TESTNODE { name = testnode2 SUBNODE { name = subnode2.1 } SUBNODE { name = subnode2.2 } SUBNODE { name = subnode2.3 } } TESTNODE { name = testnode3 SUBNODE { name = subnode3.1 } SUBNODE { name = subnode3.2 } SUBNODE { name = subnode3.3 } } @TESTNODE,* { asterisk = worked_here } @TESTNODE { NOasterisk = worked_here } @TESTNODE,0 { counting = first } @TESTNODE,1 { counting = second } @TESTNODE,2 { counting = third } @TESTNODE { @SUBNODE,* { asterisk = worked_here } @SUBNODE { NOasterisk = worked_here } @SUBNODE,0 { counting = first } @SUBNODE,1 { counting = second } @SUBNODE,2 { counting = third } } and this is what the mm cache contained after loading it: Spoiler UrlConfig { name = testnode1 type = TESTNODE parentUrl = /test url = /test/testnode1 TESTNODE { name = testnode1 NOasterisk = worked_here SUBNODE { name = subnode1.1 asterisk = worked_here NOasterisk = worked_here counting = first } SUBNODE { name = subnode1.2 asterisk = worked_here counting = second } SUBNODE { name = subnode1.3 asterisk = worked_here counting = third } } } UrlConfig { name = testnode2 type = TESTNODE parentUrl = /test url = /test/testnode2 TESTNODE { name = testnode2 NOasterisk = worked_here SUBNODE { name = subnode2.1 asterisk = worked_here NOasterisk = worked_here counting = first } SUBNODE { name = subnode2.2 asterisk = worked_here counting = second } SUBNODE { name = subnode2.3 asterisk = worked_here counting = third } } } UrlConfig { name = testnode3 type = TESTNODE parentUrl = /test url = /test/testnode3 TESTNODE { name = testnode3 NOasterisk = worked_here SUBNODE { name = subnode3.1 asterisk = worked_here NOasterisk = worked_here counting = first } SUBNODE { name = subnode3.2 asterisk = worked_here counting = second } SUBNODE { name = subnode3.3 asterisk = worked_here counting = third } } } the weird thing is that, while targetting a subnode with @SUBNODE will edit only the first such node, targetting a root node with @NODE seems to target all root nodes of that type. on the contrary, using ,* ,0 ,1 ,2 ... doesn't seem to work on root nodes but only on subnodes is this intended behaviour? have it always been this way? I never noticed before Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 16, 2015 Share Posted December 16, 2015 Yep, that's how it works. Root nodes are all accessed, and HAS for them supports | Subnodes are indexed. @NODE or @NODE,0 applies to the first, @NODE,1 applies to the second, @NODE,* applies to all. HAS no longer supports | You can combine: @NODE[foo],*:HAS[#bar[baz]] Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted December 16, 2015 Share Posted December 16, 2015 6 hours ago, NathanKell said: Yep, that's how it works. Root nodes are all accessed, and HAS for them supports | Subnodes are indexed. @NODE or @NODE,0 applies to the first, @NODE,1 applies to the second, @NODE,* applies to all. HAS no longer supports | You can combine: @NODE[foo],*:HAS[#bar[baz]] Ok I didn't know it was intended Thanks Quote Link to comment Share on other sites More sharing options...
Galaxyfalcon Posted December 18, 2015 Share Posted December 18, 2015 Quick question, Module manager is getting stuck while loading the game. It gets to Module Manager: Final and then completely stops. Sometimes deleting the .cache file seems to make it work, but that doesn't feel like a permanent solution. Not sure what's going on. Quote Link to comment Share on other sites More sharing options...
blowfish Posted December 18, 2015 Share Posted December 18, 2015 8 hours ago, Galaxyfalcon said: Quick question, Module manager is getting stuck while loading the game. It gets to Module Manager: Final and then completely stops. Sometimes deleting the .cache file seems to make it work, but that doesn't feel like a permanent solution. Not sure what's going on. There's probably an exception in the output log somewhere. If you can provide it, we can analyze. If you don't know how, follow the first link in my signature. Quote Link to comment Share on other sites More sharing options...
Aivoh Posted December 20, 2015 Share Posted December 20, 2015 Would the below be correct to create a MM patch to remove Engine Ignitor modules from parts that have the module in their individual .cfg files? I do not use EI and while I realize the errors are harmless I wish to remove the modules so as to reduce the errors that appear in my log file. @PART [*]:HAS[@MODULE[ModuleEngineIgnitor]]:Final { !MODULE[ModuleEngineIgnitor]{} } Thank you for your input in advance. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted December 20, 2015 Share Posted December 20, 2015 45 minutes ago, Aivoh said: Would the below be correct to create a MM patch to remove Engine Ignitor modules from parts that have the module in their individual .cfg files? I do not use EI and while I realize the errors are harmless I wish to remove the modules so as to reduce the errors that appear in my log file. @PART [*]:HAS[@MODULE[ModuleEngineIgnitor]]:Final { !MODULE[ModuleEngineIgnitor]{} } Thank you for your input in advance. you don't really need the has or the [*] this should be enough @PART:FINAL { !MODULE[ModuleEngineIgnitor] {} } anyway, I don't see how removing that module would help lowering the MM error count. Quote Link to comment Share on other sites More sharing options...
Aivoh Posted December 20, 2015 Share Posted December 20, 2015 (edited) 5 minutes ago, Sigma88 said: anyway, I don't see how removing that module would help lowering the MM error count. Not MM Error Counts, removing the Log.txt (Cannot find a PartModule of typename 'ModuleEngineIgnitor) errors.. For my own pleasure. Thanks for the info Edited December 20, 2015 by Aivoh Quote Link to comment Share on other sites More sharing options...
123nick Posted December 21, 2015 Share Posted December 21, 2015 any way to make a config load after all other mods? i know how to make it load after a specific mod, according to documentation, but not all mods. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 21, 2015 Share Posted December 21, 2015 2 minutes ago, 123nick said: any way to make a config load after all other mods? i know how to make it load after a specific mod, according to documentation, but not all mods. Loading after a specific mod is :AFTER and loading after all mods is :FINAL Quote Link to comment Share on other sites More sharing options...
123nick Posted December 21, 2015 Share Posted December 21, 2015 9 hours ago, Gaiiden said: Loading after a specific mod is :AFTER and loading after all mods is :FINAL would this: @PART:FINAL [*]:HAS[@MODULE[ModuleLiftingSurface]]:FINAL { -MODULE[ModuleLiftingSurface],* { } } load after all other mods? or work? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted December 21, 2015 Share Posted December 21, 2015 29 minutes ago, 123nick said: would this: @PART:FINAL[*]:HAS[@MODULE[ModuleLiftingSurface]]:FINAL { -MODULE[ModuleLiftingSurface],* { } } load after all other mods? or work? you don't need the red bit Quote Link to comment Share on other sites More sharing options...
123nick Posted December 21, 2015 Share Posted December 21, 2015 2 hours ago, Sigma88 said: you don't need the red bit ok, thanks Quote Link to comment Share on other sites More sharing options...
ABZB Posted December 23, 2015 Share Posted December 23, 2015 Is there a way I can make a module I modify move to index 0? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted December 23, 2015 Share Posted December 23, 2015 (edited) 31 minutes ago, ABZB said: Is there a way I can make a module I modify move to index 0? what about this: @PART { #MODULE {} %MODULE { // your stuff here } } this should put the first module in last place, and your module in first place (I guess that's what you mean by index 0) edit: even better @PART { MODULE {} #MODULE {} %MODULE { // your stuff here } } this will also add an empty MODULE so that the #MODULE {} line wont give error if there are no MODULEs Edited December 23, 2015 by Sigma88 Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 23, 2015 Share Posted December 23, 2015 I believe this will work: @PART[foo] { MODULE,0 { .. } } Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted December 23, 2015 Share Posted December 23, 2015 4 hours ago, NathanKell said: I believe this will work: @PART[foo] { MODULE,0 { .. } } will this shift every other module down? cool Quote Link to comment Share on other sites More sharing options...
Whitecold Posted December 23, 2015 Share Posted December 23, 2015 Is there any way to access the EVA report / Surface Sample with module manager? I would like to modify specifically the xtransmit value, so you have to return reports to Kerbin for full science Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted December 23, 2015 Share Posted December 23, 2015 1 hour ago, Whitecold said: Is there any way to access the EVA report / Surface Sample with module manager? I would like to modify specifically the xtransmit value, so you have to return reports to Kerbin for full science You can find all the definitions in GameData/Squad/.../Sciencedefs.cfg I can't quite remember the path, should be easy to find anyway. Once you find that cfg you can look at its structure and write a mm patch to edit the values you want Quote Link to comment Share on other sites More sharing options...
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