GDJ Posted April 30, 2016 Share Posted April 30, 2016 Outstanding effort on your part. It is much appreciated! Quote Link to comment Share on other sites More sharing options...
Kertech Posted April 30, 2016 Share Posted April 30, 2016 yay I can kill my laptop with a desire for mods! Quote Link to comment Share on other sites More sharing options...
drtedastro Posted April 30, 2016 Share Posted April 30, 2016 Thanks. Great work, as always. Cheers. Quote Link to comment Share on other sites More sharing options...
DasBananenbrot Posted April 30, 2016 Share Posted April 30, 2016 Nice. Thanks for the fast update. You rock @sarbian Quote Link to comment Share on other sites More sharing options...
NAMROG Posted April 30, 2016 Share Posted April 30, 2016 IDK if "Where the singularity started" is a pun on all our mods breaking today, but it gave me a good laugh. Thank you for your speedy work man! Quote Link to comment Share on other sites More sharing options...
reckless rocket Posted April 30, 2016 Share Posted April 30, 2016 (edited) You really are a wizard mate, merci beaucoup! Edited April 30, 2016 by reckless rocket je ne pas parle vraiment Francais... Quote Link to comment Share on other sites More sharing options...
OldLost Posted April 30, 2016 Share Posted April 30, 2016 Is it just me, or did the new version of MM break MechJeb? Still on 1.1, BTW... When I go back to MM 2.6.23 MechJeb starts working again. Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 30, 2016 Share Posted April 30, 2016 2 minutes ago, OldLost said: Is it just me, or did the new version of MM break MechJeb? Still on 1.1, BTW... When I go back to MM 2.6.23 MechJeb starts working again. Yes, because 2.6.24 is for KSP 1.1.2. Never assume compatibility. Quote Link to comment Share on other sites More sharing options...
OldLost Posted April 30, 2016 Share Posted April 30, 2016 I did not assume anything. I use CKAN, and CKAN updated MM to 2.6.24, even though I still use 1.1. Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 30, 2016 Share Posted April 30, 2016 2 minutes ago, OldLost said: I did not assume anything. I use CKAN, and CKAN updated MM to 2.6.24, even though I still use 1.1. Well, you assumed that CKAN has the correct version information, which it usually doesn't after a KSP release Quote Link to comment Share on other sites More sharing options...
OldLost Posted April 30, 2016 Share Posted April 30, 2016 (edited) I also assume the sun will rise in the morning, but did not assume this because I knew nothing of a new KSP release until afterward. Edited April 30, 2016 by OldLost Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted April 30, 2016 Share Posted April 30, 2016 Thanks Sarbian words are never enough for the devotion you put into this game but from all the users who use your mods we are very grateful Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 30, 2016 Share Posted April 30, 2016 (edited) 7 hours ago, sarbian said: Yeah, sorry about that I was out getting food Lunch* is on me! or dinner*, whichever Edited April 30, 2016 by Gaiiden *Assuming fast food Quote Link to comment Share on other sites More sharing options...
Rhedd Posted April 30, 2016 Share Posted April 30, 2016 Thank you @Jacke and @sarbian for your help and info on my OR problem. I think I've figured out a simple way of doing what I want without needing such a thing at all, so it's all good. I love how helpful this community is! Quote Link to comment Share on other sites More sharing options...
Thorman Posted May 1, 2016 Share Posted May 1, 2016 ok so i am on ksp 1.1 and when loading ksp for some reason it takes AGES when it gets to module manager and it stops when it says something along the lines of BEFORE[AREALSCALEBOOSTERS] pass and for some reason it takes about 3 minutes then changes to FOR[AREALSCALEBOOSTERS] pass then another three minutes and then AFTER[AREALSCALEBOOSTERS] pass... and i have about 100 mods but ive left it on all night from 10:00 pm to 8:00 am and its still loading... any idea why its hovering right here? also i should mention that it is extremely fast up until each and every mod does the BEFORE, FOR, AND AFTER thing... any help would be appreciated, thanks in advance Output.log: https://mega.nz/#!9k5ViYQQ!1r9hA5XFjkx9Kmsazm8oZbhjsia3l7iupdjCY--iov8 Quote Link to comment Share on other sites More sharing options...
naidis Posted May 1, 2016 Share Posted May 1, 2016 (edited) My game freezes during loading after upgrading to 1.1.2, along with upgrading MM and all the other mods I can upgrade with ckan. I then deleted the module manager config cache things and game's working now. Edited May 1, 2016 by naidis Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 1, 2016 Share Posted May 1, 2016 24 minutes ago, Thorman said: ok so i am on ksp 1.1 and when loading ksp for some reason it takes AGES when it gets to module manager and it stops when it says something along the lines of BEFORE[AREALSCALEBOOSTERS] pass and for some reason it takes about 3 minutes then changes to FOR[AREALSCALEBOOSTERS] pass then another three minutes and then AFTER[AREALSCALEBOOSTERS] pass... and i have about 100 mods but ive left it on all night from 10:00 pm to 8:00 am and its still loading... any idea why its hovering right here? also i should mention that it is extremely fast up until each and every mod does the BEFORE, FOR, AND AFTER thing... any help would be appreciated, thanks in advance Output.log: https://mega.nz/#!9k5ViYQQ!1r9hA5XFjkx9Kmsazm8oZbhjsia3l7iupdjCY--iov8 That usually indicates an error in a config file Quote Link to comment Share on other sites More sharing options...
Thorman Posted May 1, 2016 Share Posted May 1, 2016 2 hours ago, linuxgurugamer said: That usually indicates an error in a config file Is there an easy way to figure out which mod(s) have the error? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 1, 2016 Share Posted May 1, 2016 2 minutes ago, Thorman said: Is there an easy way to figure out which mod(s) have the error? you will need to look at the log file, but after looking at your file, it wasn't opbvious to me. Try deleting the Real Scale Boosters to start (just a guess) Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 1, 2016 Author Share Posted May 1, 2016 You have multiples copies of MM in mods folders and outdated mods. I don't do support for bad installs. Quote Link to comment Share on other sites More sharing options...
Seeker89 Posted May 1, 2016 Share Posted May 1, 2016 Silly question... why can't I get this to work? @PART[*]:HAS[@MODULE[ModuleScienceLab] { @MODULE [ModuleScienceLab] { @dataStorage = 15000 } } Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted May 1, 2016 Share Posted May 1, 2016 (edited) 4 minutes ago, Seeker89 said: Silly question... why can't I get this to work? @PART[*]:HAS[@MODULE[ModuleScienceLab] { @MODULE [ModuleScienceLab] { @dataStorage = 15000 } } try this @PART[*]:HAS[@MODULE[ModuleScienceLab]] { @MODULE[ModuleScienceLab] { @dataStorage = 15000 } } EDIT: You are missing the last bracket in the part line....... (and this thing autoposted somehow.....???!!!) Edited May 1, 2016 by Warezcrawler Quote Link to comment Share on other sites More sharing options...
Seeker89 Posted May 1, 2016 Share Posted May 1, 2016 8 hours ago, Warezcrawler said: try this @PART[*]:HAS[@MODULE[ModuleScienceLab]] { @MODULE[ModuleScienceLab] { @dataStorage = 15000 } } EDIT: You are missing the last bracket in the part line....... (and this thing autoposted somehow.....???!!!) sorry but this didn't work... Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted May 1, 2016 Share Posted May 1, 2016 8 minutes ago, Seeker89 said: sorry but this didn't work... I don't know what to tell you..... According to the documentation, and my past experience using MM it should work. I've created and tested this cfg file, which works just fine. >>miniTEST.cfg<<. It is exactly what we talked about. I tested it against the stock sciencelab. Hope you are using a valid MM plugin. For KSP 1.1.2 it's currently 2.6.24. Highlights from documentation @PART[*]:HAS[@MODULE[ModuleEngines]] { ...(stuff) } @PART[SomePart] // Edit a PART node named "SomePart". { @mass = 0.625 // change SomePart's mass to 0.625 @description = SomePart: now uses Xenon! // Changes the value from the "description" item. In this case, a text. @MODULE[ModuleEngines] // Edit SomePart's node MODULE named "ModuleEngines" { @maxThrust = 2.25 // Changes maxThrust to 225 @PROPELLANT[LiquidFuel] // Edit SomePart's node PROPELLANT named "LiquidFuel" { @name = XenonGas // Changes the PROPELLANT node name from LiquidFuel to XenonGas. @ratio = 1.0 // Changes the ratio value. } @atmosphereCurve // Edit SomePart's node atmosphereCurve. Note that this node doesn't have a name. { @key,0 = 0 390 // Edits the FIRST "key" Key from the "atmosphereCurve" @key,1 = 1 320 // Edits the SECOND "key" Key from the "atmosphereCurve" property } !PROPELLANT[Oxidizer] {} // Removes the node PROPELLANT named "Oxidizer" from the PART. } RESOURCE // Creates a new node RESOURCE in the PART. { name = ElectricCharge // Adds a name to the node RESOURCE amount = 100 // Adds "amount" and its value to this node maxAmount = 100 Adds "maxAmount" and its value to this node } } Quote Link to comment Share on other sites More sharing options...
Alewx Posted May 1, 2016 Share Posted May 1, 2016 I want to edit the attach nodes of the KOMSOS parts so that they are properly useable. @PART[Kosmos_*]:HAS[!~node_stack_bottom[],!~node_stack_top[]]:NEEDS[KOSMOS]:FINAL { %bottom = #$node_stack_bottom$ @node_stack_bottom = #$../bottom @node_stack_bottom[5,] = -1 %top = #$node_stack_top$ @node_stack_top = #$../top } This is my patch to modify the nodes, but I'm not so sure about the index of the bottom node. Can anyone give me an advice? Quote Link to comment Share on other sites More sharing options...
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