MatterBeam Posted March 5, 2016 Share Posted March 5, 2016 22 hours ago, sarbian said: This should do it. I added a check for Ore since checking for ModuleFuelJettison only seem a bit hazardous. And I fixed the variable syntax (# is only used once per line) and variable search (../ for a variable in a lower context) @PART[*]:HAS[@MODULE[ModuleFuelJettison],@RESOURCE[Ore]] { %SimpleAm = #$RESOURCE[Ore]/maxAmount$ %DoubleAm = #$SimpleAm$ @DoubleAm *= 2 %Weight = #$mass$ MODULE { name = InterstellarFuelSwitch resourceNames = Ore;Metal;RocketParts resourceAmounts = #$../SimpleAm$;$../SimpleAm$;$../DoubleAm$ tankMass = #$../Weight$;$../Weight$;$../Weight$ basePartMass = 0.0 displayCurrentTankCost = true hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } So this is where all that amazing code is coming from. I'm indebted to you guys, you've basically written half the mod! Quote Link to comment Share on other sites More sharing options...
John FX Posted March 5, 2016 Share Posted March 5, 2016 Just wanted to say thanks for Module Manager. Loading RO I notice I have 17,800 patches all of which worked without a hitch and I thought that one unfair thing about making mods is you only hear from users when something goes wrong so I thought I`d say thanks because nothing is going wrong. Quote Link to comment Share on other sites More sharing options...
jediminer543 Posted March 6, 2016 Share Posted March 6, 2016 I'm getting kOS patching errors, causing mono to be unhappy. Sometimes the game crashes, and sometimes it doesn't. Stacktrace: http://pastebin.com/ZwFChYUf Quote Link to comment Share on other sites More sharing options...
maculator Posted March 6, 2016 Share Posted March 6, 2016 (edited) If I want to add X.- resource-converter-option to the stock ISRU, and modded ones too, would it be possible to bind the ratios to the size of the part? I was thinking about something like this: Spoiler @PART[*]:HAS[@MODULE[ModuleResourceConverter]]:FINAL { @MODULE { @name = ModuleResourceConverter %A = #$INPUT_RESOURCE[Ore]/Ratio$ %B = #$INPUT_RESOURCE[ElectricCharge]/Ratio$ %C = #$OUTPUT_RESOURCE[MonoPropellant]/Ratio$ MODULE { name = ModuleResourceConverter //...All the stuff that usually goes here... INPUT_RESOURCE { ResourceName = Ore Ratio = #$../A$*2 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = #$../B$*2 } OUTPUT_RESOURCE { ResourceName = Metal Ratio = #$../C$*0.5 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } I'm a bit confused about variables and levels of the patch where is the best way to get their values and how to specific adress a Module wich exists 3 times in cfg. and can only be told a diffeent one by the thing it produces. Edited March 6, 2016 by maculator Quote Link to comment Share on other sites More sharing options...
Jenyaza Posted March 7, 2016 Share Posted March 7, 2016 9 hours ago, maculator said: If I want to add X.- resource-converter-option to the stock ISRU, and modded ones too, would it be possible to bind the ratios to the size of the part? I was thinking about something like this: Hide contents @PART[*]:HAS[@MODULE[ModuleResourceConverter]]:FINAL { @MODULE { @name = ModuleResourceConverter %A = #$INPUT_RESOURCE[Ore]/Ratio$ %B = #$INPUT_RESOURCE[ElectricCharge]/Ratio$ %C = #$OUTPUT_RESOURCE[MonoPropellant]/Ratio$ MODULE { name = ModuleResourceConverter //...All the stuff that usually goes here... INPUT_RESOURCE { ResourceName = Ore Ratio = #$../A$*2 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = #$../B$*2 } OUTPUT_RESOURCE { ResourceName = Metal Ratio = #$../C$*0.5 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } I'm a bit confused about variables and levels of the patch where is the best way to get their values and how to specific adress a Module wich exists 3 times in cfg. and can only be told a diffeent one by the thing it produces. If you want to EDIT node, use @MODULE[ModuleName] {... If you want toCREATE node, use MODULE {... And you can add check for ORE converter, isn't is? @PART:HAS[@MODULE[ModuleResourceConverter]:HAS[@INPUT_RESOURCE[Ore]]]:FINAL Quote Link to comment Share on other sites More sharing options...
maculator Posted March 7, 2016 Share Posted March 7, 2016 (edited) @Jenyaza Checking for ore isn't a bad idea since the fuelcells also convert resources, thanks. The rest of my patch works just fine, exept I can't get my variables to work. So I tracked down my problem to one specific line: %BasicFactor = #$../ModuleResourceConverter/OUTPUT_RESOURCE_RESOURCE[Monoprop]/Ratio$ I need to get a value for my variabel out of the ModuleResourceConverter wich exists 3 times .... :/ I'm stuck. Can I some how just adress the stock ISRU and get the variabel via index and then use it in my patch? @MODULE[ModuleResourceConverter],2 { ... } Here is the full patch as it is right now: Spoiler @PART[ISRU] //For testing only adress stock IRSU { //This is what I'm worried about: %BasicFactor = #$../ModuleResourceConverter/OUTPUT_RESOURCE_RESOURCE[Monoprop]/Ratio$ //If the line above works the rest should too %MetalFactor = #$BasicFactor$ @MetalFactor *= .5 %ECFactor = #$BasicFactor$ @ECFactor *= 2 %OreFactor = #$BasicFactor$ @OreFactor *= 2 @description ^= :$: After alot of tinkering this beauty is now capable of turning ore into metal!: MODULE { name = ModuleResourceConverter ConverterName = Metal StartActionName = Start Metal Refining StopActionName = Stop Metal Refining AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1300 1.0 0 0 key = 1700 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 //If the setup fo the variabels worked, this should too. INPUT_RESOURCE { ResourceName = Ore Ratio = #$../OreFactor$ FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = #$../ECFactor$ } OUTPUT_RESOURCE { ResourceName = Metal Ratio = #$../MetalFactor$ DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } Edited March 7, 2016 by maculator Quote Link to comment Share on other sites More sharing options...
Badsector Posted March 9, 2016 Share Posted March 9, 2016 (edited) On 7/3/2016 at 9:55 AM, maculator said: @Jenyaza Checking for ore isn't a bad idea since the fuelcells also convert resources, thanks. The rest of my patch works just fine, exept I can't get my variables to work. So I tracked down my problem to one specific line: %BasicFactor = #$../ModuleResourceConverter/OUTPUT_RESOURCE_RESOURCE[Monoprop]/Ratio$ I need to get a value for my variabel out of the ModuleResourceConverter wich exists 3 times .... :/ I'm stuck. Can I some how just adress the stock ISRU and get the variabel via index and then use it in my patch? @MODULE[ModuleResourceConverter],2 { ... } Here is the full patch as it is right now: Hide contents @PART[ISRU] //For testing only adress stock IRSU { //This is what I'm worried about: %BasicFactor = #$../ModuleResourceConverter/OUTPUT_RESOURCE_RESOURCE[Monoprop]/Ratio$ //If the line above works the rest should too %MetalFactor = #$BasicFactor$ @MetalFactor *= .5 %ECFactor = #$BasicFactor$ @ECFactor *= 2 %OreFactor = #$BasicFactor$ @OreFactor *= 2 @description ^= :$: After alot of tinkering this beauty is now capable of turning ore into metal!: MODULE { name = ModuleResourceConverter ConverterName = Metal StartActionName = Start Metal Refining StopActionName = Stop Metal Refining AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1300 1.0 0 0 key = 1700 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 //If the setup fo the variabels worked, this should too. INPUT_RESOURCE { ResourceName = Ore Ratio = #$../OreFactor$ FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = #$../ECFactor$ } OUTPUT_RESOURCE { ResourceName = Metal Ratio = #$../MetalFactor$ DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } Probably the fast way for solve it is use mass instead of ratio @PART:HAS[@MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE[MonoPropellant]]]:FINAL @description ^= :$: After alot of tinkering this beauty is now capable of turning ore into metal!: MODULE { name = ModuleResourceConverter ConverterName = Metal StartActionName = Start Metal Refining StopActionName = Stop Metal Refining AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1300 1.0 0 0 key = 1700 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 //If the setup fo the variabels worked, this should too. INPUT_RESOURCE { ResourceName = Ore Ratio = 0.235 //Default 1 @Ratio *= #$/mass$ FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 14.117 // Default 60 @Ratio *= #$/mass$ } OUTPUT_RESOURCE { ResourceName = Metal Ratio = 0.117 // Default 0.5 @Ratio *= #$/mass$ DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } Edited March 9, 2016 by Badsector Quote Link to comment Share on other sites More sharing options...
Miravlix Posted March 10, 2016 Share Posted March 10, 2016 (edited) I figured out why the cache so rarely is used on my system, I have several mods installed that write data to files in the mod folder every game session, so running the SHA check is a waste of CPU cycle, as something has always changed. To make things even better, the rare times the cache get loaded, it result in a game that is missing parts. Seems to me the best would be for me to have the cache system turned off entirely. Edit: Well, thats weird, the first post has 2.6.18 in the download link, CKAN seems to have installed 2.6.20? Edited March 10, 2016 by Miravlix Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 10, 2016 Share Posted March 10, 2016 1 hour ago, Miravlix said: I figured out why the cache so rarely is used on my system, I have several mods installed that write data to files in the mod folder every game session, so running the SHA check is a waste of CPU cycle, as something has always changed. To make things even better, the rare times the cache get loaded, it result in a game that is missing parts. Seems to me the best would be for me to have the cache system turned off entirely. Edit: Well, thats weird, the first post has 2.6.18 in the download link, CKAN seems to have installed 2.6.20? The cache seems to work fine for everyone else. And mods shouldn't be writing data that way. Any config that is going to be modified by a plugin should be in a PluginData folder, which means that it won't get added to the game database and ModuleManager won't touch it. Quote Link to comment Share on other sites More sharing options...
Dafni Posted March 11, 2016 Share Posted March 11, 2016 Hey! Is there a video or a tutorial on how to use this mod? I want to learn how to use this to do things like getting rid of the IVAs and Kerbal portraits etc. Thanks Daf Quote Link to comment Share on other sites More sharing options...
Jenyaza Posted March 11, 2016 Share Posted March 11, 2016 (edited) If you want to totally remove right-down portraits, use @PART[*] // if any part contains INTERNAL {} node, it will be removed { !INTERNAL {} } Then go to the GameData/Squad/ and remove the Props and Spaces folders (or place it in... Screenshots. Why not? Game doesn't look here ). Maybe, you may nterest in this http://forum.kerbalspaceprogram.com/index.php?/topic/99287-105-crew-portraits-13dec-12-2015/ Download link is on KerbalStuff, which is dead... but i have local copy, so @PART:HAS[#CrewCapacity[>0],!INTERNAL[*]]:Final { INTERNAL { name = Placeholder } } or even more "hardcore" @PART:HAS[#CrewCapacity[>0]]:Final In this case, you also can delete \Props\ and all except Placeholder in \Spaces\ Edited March 11, 2016 by Jenyaza Shorten the post Quote Link to comment Share on other sites More sharing options...
Dafni Posted March 11, 2016 Share Posted March 11, 2016 Thank you, I appreciate your help. That might become helpful after I got a bit more familiar with this mod. At this point it all looks a bit cryptic to me, I'll have to read up on this thread and then muster the courage and play around with this on a test install maybe. Quote Link to comment Share on other sites More sharing options...
DesertCookie Posted March 12, 2016 Share Posted March 12, 2016 On 11.3.2016 at 8:31 AM, Dafni said: Hey! Is there a video or a tutorial on how to use this mod? I want to learn how to use this to do things like getting rid of the IVAs and Kerbal portraits etc. Thanks Daf I just started learning how to do all these awesome things but I also thought about and searched for a video. Since I didn't found any, I thought about doing an own one. But it would take quite some while until I could've finished the video. If there's demand for it I'm going to double my efforts! Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 14, 2016 Author Share Posted March 14, 2016 Yeah, a MM video tutorial ! So excited !!!! Quote Link to comment Share on other sites More sharing options...
Miravlix Posted March 14, 2016 Share Posted March 14, 2016 On 10/3/2016 at 6:12 AM, blowfish said: The cache seems to work fine for everyone else. And mods shouldn't be writing data that way. Any config that is going to be modified by a plugin should be in a PluginData folder, which means that it won't get added to the game database and ModuleManager won't touch it. Really? You're going to say what modders "should and shouldn't do" when most can't code their way out of a wet paper bag? You might as well claim people shouldn't drink alcohol because it makes them stupid. Like ETT that creates a virtual MM name of zETT and then uses :FINAL, so it get sorted last... You can whine all you want about what people should or shouldn't do, someone will do the worst possible thing every SINGLE TIME. BTW: I think MechJeb 2 is one of the mods creating files in the GameData/MechJeb2 folder, config files pr. craft? Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 14, 2016 Author Share Posted March 14, 2016 1 minute ago, Miravlix said: BTW: I think MechJeb 2 is one of the mods creating files in the GameData/MechJeb2 folder, config files pr. craft? Yes. And it does it in a PluginData sub-folder, where the game ignore them at loading. I can't change what other mods do. But I won't change how MM handles its cache because starting to ignore files leads to really complex interaction. And clearly you proved that people do the worst possible things. Thank you for that ground breaking discovery, it was never done before on Internet. Now move along. Quote Link to comment Share on other sites More sharing options...
Miravlix Posted March 14, 2016 Share Posted March 14, 2016 3 minutes ago, sarbian said: I can't change what other mods do. But I won't change how MM handles its cache because starting to ignore files leads to really complex interaction. Never even remotely suggested you should, I didn't even ask you to do anything, if you go back and check my post you will see that all I said was that it would be best for me if I could turn off the cache, as it's unfortunately just increasing load times for me and I can't figure out enough details of the problem to give you a useful bug report. Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 14, 2016 Author Share Posted March 14, 2016 (edited) 24 minutes ago, Miravlix said: Never even remotely suggested you should, I didn't even ask you to do anything, if you go back and check my post you will see that all I said was that it would be best for me if I could turn off the cache, as it's unfortunately just increasing load times for me and I can't figure out enough details of the problem to give you a useful bug report. Ok, fair point. Now can you open your log file, search for "[ModuleManager] SHA generated in" and paste the line on the forum ? Edited March 14, 2016 by sarbian Quote Link to comment Share on other sites More sharing options...
Miravlix Posted March 14, 2016 Share Posted March 14, 2016 Spoiler [LOG 19:05:22.664] [ModuleManager] SHA generated in 26.954s [LOG 19:05:22.665] [ModuleManager] SHA = 00-B9-C1-0B-24-49-45-ED-F5-A9-7A-A6-63-E5-67-94-9B-4E-7F-47-E7-00-07-1D-EB-C3-98-2F-CB-CD-E2-05 [LOG 19:05:24.659] [ModuleManager] Changes : Changed : Diazo/AGExt/AGExt.cfg Changed : PersistentRotation/PersistentRotation_Mün or Bust_0.cfg Changed : PersistentRotation/PersistentRotation_Mün or Bust_1.cfg Changed : PersistentRotation/PersistentRotation_Mün or Bust_10.cfg Changed : PersistentRotation/PersistentRotation_Mün or Bust_11.cfg Changed : PersistentRotation/PersistentRotation_Mün or Bust_12.cfg Changed : PersistentRotation/PersistentRotation_Mün or Bust_2.cfg Changed : PersistentRotation/PersistentRotation_Mün or Bust_3.cfg Changed : PersistentRotation/PersistentRotation_Mün or Bust_4.cfg Changed : PersistentRotation/PersistentRotation_Mün or Bust_5.cfg Changed : PersistentRotation/PersistentRotation_Mün or Bust_6.cfg Changed : PersistentRotation/PersistentRotation_Mün or Bust_7.cfg Changed : PersistentRotation/PersistentRotation_Mün or Bust_8.cfg Changed : PersistentRotation/PersistentRotation_Mün or Bust_9.cfg Changed : RCSBuildAid/settings.cfg Changed : RemoteTech/RemoteTech_Settings.cfg Changed : ScienceAlert/settings.cfg Changed : TriggerTech/KerbalAlarmClock/settings.cfg Changed : TriggerTech/KSPAlternateResourcePanel/settings.cfg Changed : TriggerTech/TransferWindowPlanner/settings.cfg Added : PersistentRotation/PersistentRotation_Mün or Bust_13.cfg Added : PersistentRotation/PersistentRotation_Mün or Bust_14.cfg Added : PersistentRotation/PersistentRotation_Mün or Bust_15.cfg Added : PersistentRotation/PersistentRotation_Mün or Bust_16.cfg Added : PersistentRotation/PersistentRotation_Mün or Bust_17.cfg Added : PersistentRotation/PersistentRotation_Mün or Bust_18.cfg Added : PersistentRotation/PersistentRotation_Mün or Bust_19.cfg Added : PersistentRotation/PersistentRotation_Mün or Bust_20.cfg Added : PersistentRotation/PersistentRotation_Mün or Bust_21.cfg Deleted : ContractPacks/CleverSat/CleverSat.cfg Deleted : ContractPacks/CleverSat/CleverSatConstellation.cfg Deleted : ContractPacks/CleverSat/CleverSatConstellationShift.cfg Deleted : ContractPacks/CleverSat/CleverSatCore.cfg Deleted : ContractPacks/CleverSat/CleverSatProbeMalfunction.cfg Deleted : ContractPacks/CleverSat/CleverSatRandomShift.cfg Deleted : ContractPacks/KFiles/KFiles.cfg Deleted : ContractPacks/KFiles/KFilesKamikaze.cfg Deleted : ContractPacks/KFiles/KFilesMinmus.cfg Deleted : ContractPacks/KFiles/KFilesMunUFO.cfg Deleted : ContractPacks/KFiles/KFilesTheBeginning.cfg Deleted : ContractPacks/KFiles/KFilesTrial.cfg Deleted : ContractPacks/KFiles/KFilesUFO.cfg Deleted : ContractPacks/KFiles/KFilesVoyager.cfg Deleted : Diazo/AutoAction/AutoAction.cfg Deleted : Diazo/AutoAction/part.cfg Deleted : TweakableEverything/TweakableControlSurfaces.cfg Deleted : TweakableEverything/TweakableDecouplers.cfg Deleted : TweakableEverything/TweakableDockingNode.cfg Deleted : TweakableEverything/TweakableEVA.cfg Deleted : TweakableEverything/TweakableFuelPumps.cfg Deleted : TweakableEverything/TweakableGimbals.cfg Deleted : TweakableEverything/TweakableIntakes.cfg Deleted : TweakableEverything/TweakableLadders.cfg Deleted : TweakableEverything/TweakableParachutes.cfg Deleted : TweakableEverything/TweakableReactionWheels.cfg Deleted : TweakableEverything/TweakableSAS.cfg Deleted : TweakableEverything/TweakableSolarPanels.cfg [LOG 19:05:24.693] [ModuleManager] Cache SHA = 5D-5D-7B-D2-24-CB-A4-C7-88-E5-27-60-A8-73-10-77-3E-55-E2-54-E4-8F-F1-AD-CB-F1-EA-59-E1-D5-54-A9 [LOG 19:05:24.695] [ModuleManager] useCache = False Around 30 seconds, but I had to not erase the cache to ensure to get that. I've yet to encounter a situation where the game loaded from the cache without parts missing in game, so my only option when not testing, is to erase the cache before starting to the game, to be sure it's not loaded. [LOG 19:11:34.585] PhysicsGlobals: Loading database [LOG 19:20:32.414] [ModuleManager] Total loading Time = 496.406s Really don't want to have to start over more than I have to, with that kind of loading times. Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 14, 2016 Author Share Posted March 14, 2016 Err, sorry but I find that hard to believe. I just asked a couple of RSS/RO players who launch KSP from HDD (not SSD) and their SHA time is under 1s. Quote Link to comment Share on other sites More sharing options...
Miravlix Posted March 14, 2016 Share Posted March 14, 2016 34 minutes ago, sarbian said: Err, sorry but I find that hard to believe. I just asked a couple of RSS/RO players who launch KSP from HDD (not SSD) and their SHA time is under 1s. Life happened... and I'm stuck on using something like a first generation 64 bit computer, at least it's not my old IBM PC with tape outlet anymore. It's actually better than it used to be, the old gaming machine gave up and died, on that one most modern stuff was having trouble accepting it was a 64bit machine. This one can still run most stuff, XCOM 2 is fine on it, it is an AMD Athlon 64 X2 Dual Core 5000+ 2.6 Ghz used to be my Linux Workstation. The world has actually progressed so far, I should prolly have kept it as Linux, but I just wasn't up for trying to start over. Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 14, 2016 Author Share Posted March 14, 2016 I will add a swtich for the 1.1 version of MM but I would like to understand why it takes 30s for you. a 30x ratio is not explained by a slower CPU. Quote Link to comment Share on other sites More sharing options...
armegeddon Posted March 15, 2016 Share Posted March 15, 2016 Spoiler [ModuleManager] Total loading Time = 697.358s That's mine, but is for over 130 mods, with nearly 50,000 MM patches running under linux 64bit. What would be really nice, is having MM, and DTL for that matter, not output to the ksp.log and players.log. My ksp.log is 18.6Meg, and players.log is 31.8Meg just getting to the main menu. Most of it is from MM configs and DTL loading/unloading textures. Makes for a pain when I need to upload a log for a bug. Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 15, 2016 Share Posted March 15, 2016 32 minutes ago, armegeddon said: Hide contents [ModuleManager] Total loading Time = 697.358s That's mine, but is for over 130 mods, with nearly 50,000 MM patches running under linux 64bit. What would be really nice, is having MM, and DTL for that matter, not output to the ksp.log and players.log. My ksp.log is 18.6Meg, and players.log is 31.8Meg just getting to the main menu. Most of it is from MM configs and DTL loading/unloading textures. Makes for a pain when I need to upload a log for a bug. This was about SHA time, not total MM time. MM can take quite a while, but the SHA should be generated relatively quickly: [ModuleManager] SHA generated in 0.633s Quote Link to comment Share on other sites More sharing options...
DesertCookie Posted March 15, 2016 Share Posted March 15, 2016 On 14.3.2016 at 9:55 AM, sarbian said: Yeah, a MM video tutorial ! So excited !!!! I think it will take at least 2 weeks to release the video. I'll keep you all up to date! Quote Link to comment Share on other sites More sharing options...
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