maculator Posted October 11, 2016 Share Posted October 11, 2016 (edited) So I got this patch here: Spoiler //Change ScienceConverter and ScienceLab | add DataTransmitter @PART[Large_Crewed_Lab]:FINAL { @MODULE[ModuleScienceConverter] { @dataStorage = 1000 @SurfaceBonus = 0 @ContextBonus = 0 @homeworldMultiplier = 0 } @MODULE[ModuleScienceLab] { @dataProcessingMultiplier = 1 @scientistBonus = 0.1 @researchTime = 1 @scienceMultiplier = 1 @scienceCap = 1000 @powerRequirement = 5 @ConverterName = Pack for transmission @StartActionName = Start packing @StopActionName = Stop packing } %MODULE[ModuleDataTransmitter] { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.1 packetSize = 5 packetResourceCost = 40 requiredResource = ElectricCharge antennaPower = 500000 antennaCombinable = False } } The problem is: The transmitter part works 100% the other two just don't do anything. And I just can't figure out why. Any help would be appreciated, since I'm stuck :/ Edited October 11, 2016 by maculator Quote Link to comment Share on other sites More sharing options...
rdwulfe Posted October 11, 2016 Share Posted October 11, 2016 Ahha. So it's Kerbalism causing problems. Cool. I will strip it out then, thanks all! Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 11, 2016 Share Posted October 11, 2016 On 10/9/2016 at 2:02 PM, LordFerret said: How do I get rid of the Nyan Cat? I don't need that floating across my screen, thank you. It's currently programmed to stop showing up on November 1st. So you can either compile your own version or wait. Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted October 12, 2016 Share Posted October 12, 2016 37 minutes ago, Alshain said: It's currently programmed to stop showing up on November 1st. So you can either compile your own version or wait. Is there any way to keep it, i like it Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 12, 2016 Share Posted October 12, 2016 Just now, xD-FireStriker said: Is there any way to keep it, i like it Yes actually. Edit your command line arguments and add -nyan-nyan Quote Link to comment Share on other sites More sharing options...
FellipeC Posted October 12, 2016 Share Posted October 12, 2016 3 hours ago, Alshain said: Yes actually. Edit your command line arguments and add -nyan-nyan Hahaha I'll sure do this, its awesome!!!! Quote Link to comment Share on other sites More sharing options...
symmeclept Posted October 12, 2016 Share Posted October 12, 2016 4 hours ago, Alshain said: Yes actually. Edit your command line arguments and add -nyan-nyan Shenanigans! Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 12, 2016 Share Posted October 12, 2016 Hi I have a question, We all know that we can use reloading database on debug window to reload the parts for those who are developing it, but, is there a way to reload module manager patches? if yes, how? if no, can it be added as a feature to the mod? thanks Quote Link to comment Share on other sites More sharing options...
Devric Posted October 12, 2016 Share Posted October 12, 2016 21 hours ago, Alshain said: It's currently programmed to stop showing up on November 1st. So you can either compile your own version or wait. Not using this mod until then. Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted October 12, 2016 Share Posted October 12, 2016 10 hours ago, Jiraiyah said: Hi I have a question, We all know that we can use reloading database on debug window to reload the parts for those who are developing it, but, is there a way to reload module manager patches? if yes, how? if no, can it be added as a feature to the mod? thanks In space center view press Alt+F11,you'll get this window,"Reload Database" will reload all parts and patches. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 12, 2016 Share Posted October 12, 2016 28 minutes ago, Devric said: Not using this mod until then. Thanks for sharing Quote Link to comment Share on other sites More sharing options...
renejant Posted October 13, 2016 Share Posted October 13, 2016 (edited) I got a slight problem with MM version 2.7.1 It seems the game hangs on the loading screen after it has loaded the module manager and then continues to load the parts but then the game is hanging on the Squad parts, namely: C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\Squad\Parts\Utility\commsAntennaDTS-M1 When i remove modulemanager 2.7.1, everything loads up normally... So my best guess is that MM has a certain problem with it... Can someone take a look into this or tell me what might be causing it? Ofcourse i use ksp 1.2 Edited October 13, 2016 by renejant Quote Link to comment Share on other sites More sharing options...
steve_v Posted October 13, 2016 Share Posted October 13, 2016 (edited) 10 hours ago, Devric said: Not using this mod until then. And we should care why? Moaning about a little cat in a bunch of threads is going to achieve nothing. On 12/10/2016 at 1:38 PM, Alshain said: Yes actually. Edit your command line arguments and add -nyan-nyan Added . Long live the cat. 11 minutes ago, renejant said: I got a slight problem with MM version 2.7.1 Ahem: On 26/10/2013 at 2:01 AM, sarbian said: No logs => No support So, about those logs... Edited October 13, 2016 by steve_v Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 13, 2016 Share Posted October 13, 2016 ummm is there a way to hide this stupid rainbow with animal at loading screen please? (2.7.1) Quote Link to comment Share on other sites More sharing options...
maja Posted October 13, 2016 Share Posted October 13, 2016 1 hour ago, Jiraiyah said: ummm is there a way to hide this stupid rainbow with animal at loading screen please? (2.7.1) Read back. It's on this page. On 12. 10. 2016 at 1:59 AM, Alshain said: It's currently programmed to stop showing up on November 1st. So you can either compile your own version or wait. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 13, 2016 Share Posted October 13, 2016 11 hours ago, sebi.zzr said: In space center view press Alt+F11,you'll get this window,"Reload Database" will reload all parts and patches. hmm, well, I tried reload database on alt + F12 one, the thing is that i was using MM for patching indicator light models on some other mod's pod, problem, they wouldn't replace the position correctly unless I close the game and reload it, did i miss something or was it the result of using the default debug window instead of yours? Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 13, 2016 Share Posted October 13, 2016 3 minutes ago, Jiraiyah said: hmm, well, I tried reload database on alt + F12 one, the thing is that i was using MM for patching indicator light models on some other mod's pod, problem, they wouldn't replace the position correctly unless I close the game and reload it, did i miss something or was it the result of using the default debug window instead of yours? The stock database reload won't work for these purposes. Use the ModuleManager window. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 13, 2016 Share Posted October 13, 2016 Oh, kk, u not only saved my life but also @Snark One Quote Link to comment Share on other sites More sharing options...
ThePhoenixSol Posted October 13, 2016 Share Posted October 13, 2016 So. im attempting to completely move around all the parts in the tech tree in my, more or less, first mod. What im curious to know though, is if there is a way for me to rename and maybe even move around the tech nodes.... so for example, rename General Rocketry to Manned Flight. basically i just want to know how much i can move around with just a config file as far as the tech tree is concerned. Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 13, 2016 Share Posted October 13, 2016 (edited) 44 minutes ago, ThePhoenixSol said: So. im attempting to completely move around all the parts in the tech tree in my, more or less, first mod. What im curious to know though, is if there is a way for me to rename and maybe even move around the tech nodes.... so for example, rename General Rocketry to Manned Flight. basically i just want to know how much i can move around with just a config file as far as the tech tree is concerned. the TechRequired attribute defines where they go. Their names can be a little hard to discern though, as they are often abbreviated. Take look at other parts already in the node you want. You will find them in GameData\Squad\Parts As far as how much you can move around, you could move every single part in a config file. You can also create an entirely new tree, but that is another topic. Edited October 13, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted October 13, 2016 Share Posted October 13, 2016 (edited) 45 minutes ago, ThePhoenixSol said: So. im attempting to completely move around all the parts in the tech tree in my, more or less, first mod. What im curious to know though, is if there is a way for me to rename and maybe even move around the tech nodes.... so for example, rename General Rocketry to Manned Flight. basically i just want to know how much i can move around with just a config file as far as the tech tree is concerned. Yes. The entire tree is defined in GameData\Squad\Resources\TechTree.cfg You can edit it with ModuleManager the same way you'd edit a part file or any other config. In theory you could make an entire new tech tree. Note: This does not define where the parts are, those are each in their own part config. EDIT: Almost ninja'd but we gave different information Edited October 13, 2016 by 5thHorseman Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 13, 2016 Share Posted October 13, 2016 2 minutes ago, 5thHorseman said: EDIT: Almost ninja'd but we gave different information That's a better way of finding the existing node names anyway. I didn't know about that one. Quote Link to comment Share on other sites More sharing options...
ThePhoenixSol Posted October 13, 2016 Share Posted October 13, 2016 9 minutes ago, 5thHorseman said: Yes. The entire tree is defined in GameData\Squad\Resources\TechTree.cfg You can edit it with ModuleManager the same way you'd edit a part file or any other config. In theory you could make an entire new tech tree. Note: This does not define where the parts are, those are each in their own part config. EDIT: Almost ninja'd but we gave different information ahhh alright, thanks. thats exactly what i needed to know. i looked around for a cfg, but didnt look in resources cause i didnt think it would be in there XD, shows what i know :P. but thanks a lot! Quote Link to comment Share on other sites More sharing options...
Snark Posted October 13, 2016 Share Posted October 13, 2016 15 hours ago, sebi.zzr said: In space center view press Alt+F11,you'll get this window,"Reload Database" will reload all parts and patches. ...oh, wow. I had no idea that this thing existed. You're a lifesaver, thank you! I'd been tortuously trying to get placement right by "edit ModuleManager config, restart KSP, go to the VAB and see how it looks, repeat about 37 times". This will be so much better. ...You know what would be really cool? KSP 1.2 has added the ability to have commands in the debug console, and it's moddable. So wouldn't it be great if there were a ModuleManager console command? e.g. something like this: open the debug console and type /mm reload all to reload all parts, or /mm reload part mk1pod to reload just the Mk1 command pod, something like that. Not only would that save the round-tripping in and out of the VAB, but (if the part-specific form were implemented) might be a lot faster to process if just one part needs to be tinkered with. Not to look a gift horse in the mouth, of course. Just having the Alt+F11 menu in KSC view is awesome, I'm just over the Mun about it. I only bring up the console-interface idea because I've found it's really handy in my own modding. I just updated IndicatorLights for KSP 1.2, and one of the things I did was to add an /il command to the debug console. It has really made my life easier when debugging config associated with the mod; having a command-line interface for mods is an incredibly powerful tool, and I'm so happy that KSP has added this feature. Anyway, just my two cents... thanks again for pointing this out! Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted October 13, 2016 Share Posted October 13, 2016 12 minutes ago, Snark said: open the debug console and type /mm reload all to reload all parts, or /mm reload part mk1pod to reload just the Mk1 command pod, something like that. Also considering the recent talk about the tech tree, that would make manually creating a new one about 99% easier than I thought it was 5 minutes ago (I had the same misconception you did, and suffered through the same cycle many times) Quote Link to comment Share on other sites More sharing options...
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