sarbian Posted January 24, 2017 Author Share Posted January 24, 2017 On 1/24/2017 at 11:41 AM, garwel said: What am I doing wrong? Expand You are not posting the full log. Quote Link to comment Share on other sites More sharing options...
garwel Posted January 24, 2017 Share Posted January 24, 2017 On 1/24/2017 at 12:29 PM, sarbian said: You are not posting the full log. Expand Here you go: https://dl.dropboxusercontent.com/u/8070528/KSP/MMlog.txt Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 24, 2017 Author Share Posted January 24, 2017 On 1/24/2017 at 12:35 PM, garwel said: Here you go Expand The Mark1 pod name is mk1pod not mk1Pod Quote Link to comment Share on other sites More sharing options...
garwel Posted January 24, 2017 Share Posted January 24, 2017 On 1/24/2017 at 12:44 PM, sarbian said: The Mark1 pod name is mk1pod not mk1Pod Expand Stupid me. I knew it was something silly. Thanks! Quote Link to comment Share on other sites More sharing options...
MacLuky Posted January 24, 2017 Share Posted January 24, 2017 On 1/23/2017 at 6:45 PM, linuxgurugamer said: Why don't you show us what you've tried and isn't working. Expand This is the best I could think of: Quote PART { name = HeatShield2b } @PART[HeatShield2b]:CLONE[HeatShield2] { @rescaleFactor = 1.5 } Expand Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 24, 2017 Share Posted January 24, 2017 On 1/24/2017 at 6:01 PM, MacLuky said: On 1/23/2017 at 6:45 PM, linuxgurugamer said: Why don't you show us what you've tried and isn't working. Expand This is the best I could think of: Quote PART { name = HeatShield2b } @PART[HeatShield2b]:CLONE[HeatShield2] { @rescaleFactor = 1.5 } Expand Expand I think all you need is this: @PART[HeatShield2b]:CLONE[HeatShield2] { @rescaleFactor = 1.5 } Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 24, 2017 Share Posted January 24, 2017 (edited) On 1/24/2017 at 6:27 PM, linuxgurugamer said: I think all you need is this: @PART[HeatShield2b]:CLONE[HeatShield2] { @rescaleFactor = 1.5 } Expand Hold on a second, CLONE is not any recognized syntax in ModuleManager Edited January 24, 2017 by blowfish Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 24, 2017 Share Posted January 24, 2017 On 1/24/2017 at 6:59 PM, blowfish said: Hold on a second, CLONE is not any recognized syntax in ModuleManager Expand You are absolutely correct! Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted January 24, 2017 Share Posted January 24, 2017 (edited) On 1/24/2017 at 6:59 PM, blowfish said: Hold on a second, CLONE is not any recognized syntax in ModuleManager Expand thank you, I was starting to wonder what the heck that was edit: if you want to clone a part just use "+" +PART[HeatShield2b] { @name = newname } Edited January 24, 2017 by Sigma88 Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 24, 2017 Share Posted January 24, 2017 On 1/24/2017 at 1:58 AM, IronCretin said: I'm trying to rescale antenna ranges for a rescaled solar system, but it isn't working. Any advice? @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:NEEDS[Sigma]:FINAL { @description ^= :$:... Range adjusted (#$@SigmaDimensions/Rescale$x) ...: @MODULE[ModuleDataTransmitter] { @antennapower *= #$@SigmaDimensions/Rescale$ } } @CUSTOMBARNKIT:NEEDS[Sigma]:FINAL { @TRACKING { @DSNRange,* *= #$@SigmaDimensions/Rescale$ } } Expand You need to post your KSP.log, which will show the errors. What is [Sigma] (which mod is that?) and how much bigger of a solar system is it? Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 24, 2017 Author Share Posted January 24, 2017 On 1/24/2017 at 1:58 AM, IronCretin said: I'm trying to rescale antenna ranges for a rescaled solar system, but it isn't working. Any advice? Expand I have my doubt about the regex and variable combo. Try without the @description line. Not sure how to combine those... Quote Link to comment Share on other sites More sharing options...
IronCretin Posted January 24, 2017 Share Posted January 24, 2017 Never mind, it works now. @Jso helped me fix it: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:Final { @MODULE[ModuleDataTransmitter] { @antennaPower *= #$@SigmaDimensions/Rescale$ } } @CUSTOMBARNKIT:Final { @TRACKING { @DSNRange[0,,] *= #$@SigmaDimensions/Rescale$ @DSNRange[1,,] *= #$@SigmaDimensions/Rescale$ @DSNRange[2,,] *= #$@SigmaDimensions/Rescale$ } } Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 25, 2017 Share Posted January 25, 2017 On 1/23/2017 at 6:03 PM, MacLuky said: Hi I want to add a 1.8m heatshield, something tells me this is super easy with mm (as apposed to copy paste of stock files) but I can't get it to work, any examples? regards Chris Expand Okay, let's walk through this. We will build the patch bit by bit. Reveal hidden contents First, we want to copy the 1.25m heat shield. That is defined by a PART node with the name HeatShield1 +PART[HeatShield1] { @name = HeatShield1b } The + operator copies the node. The name is used to uniquely identify the part, so we have to change it using the @ operator You probably want to be able to identify this part in the editor +PART[HeatShield1] { @name = HeatShield1b @title = Heat Shield (1.875m) } Now, we want to change the rescaleFactor. You got this part right +PART[HeatShield1] { @name = HeatShield1b @title = Heat Shield (1.875m) @rescaleFactor = 1.5 } This will increase the diameter from 1.25m to 1.875m. However, this will not change the mass or amount of ablator +PART[HeatShield1] { @name = HeatShield1b @title = Heat Shield (1.875m) @rescaleFactor = 1.5 @mass *= 2.25 @RESOURCE[Ablator] { @amount *= 2.25 @maxAmount *= 2.25 } } Here, you modify the mass by multiplying it, then edit the RESOURCE node with name = Ablator, multiplying amount and maxAmount by the same factor. There might be other parameters you want to modify, like cost and entryCost. I'd recommend looking at the configs of the stock parts to see what changes between the different heat shields. Quote Link to comment Share on other sites More sharing options...
jubbie112 Posted January 27, 2017 Share Posted January 27, 2017 So I seem to be having a super bizarre problem with Module Manager here. See when ever I launch ksp 64x with it in my GameData and I go to one of my things like say my moon base; the frame rate tanks to like 10 fps or so no matter what I do. However if I launch ksp through that launcher that can be found in the ksp folder and do the exact same thing (also 64x) it runs perfectly fine. here is the output log from playing without the launcher: https://zerobin.net/?00ca9ae9b670a8c2#Nv1EpExCj2D9V+IhvDHaGXbeu0+0pvnkSJ/sanzIV3g= and here is the one from playing with the launcher (atleast I hope this is the log, it was only nammed KSP but the log in ksp64x wasn't updated when I played agian, but this one was) https://zerobin.net/?dab6f7207ad9dc81#PO0FH9+J9DKfK0SJ8z14DKYzZoW2+7watPV7aDjmNik= Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 27, 2017 Share Posted January 27, 2017 Can MM target a node under UPGRADES{}? MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.2 packetSize = 4 packetResourceCost = 30.0 requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 100000000000 antennaCombinable = False UPGRADES { UPGRADE { name__ = dm_antenna_upgrade description__ = Antenna upgraded with signal relay antennaType = RELAY antennaPower = 200000000000 antennaCombinable = True } } } I've tried to target that with: @PART[dmUSSoilMoisture]:NEEDS[DMagicOrbitalScience] { @MODULE[ModuleDataTransmitter] { // Make similar to Comm-16 extendable @antennaType = DIRECT @packetInterval = 0.6 @packetSize = 2 @packetResourceCost = 12.0 @antennaPower = 2000000 // (2G) Original: antennaPower = 50000000000 (50G) @UPGRADE,0 { @antennaPower = 3000000 // (3G) } } } MM picks up the base changes just fine, but not the change to the UPGRADES{ UPGRADE{} } node. Ah, I had to nest UPGRADE{} inside of UPGRADES{} @UPGRADES,0 { @UPGRADE,0 { @antennaPower = 6000000 // (6M) } } Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 27, 2017 Share Posted January 27, 2017 Found these in the older posts -- they explain what NEEDS vs AFTER vs BEFORE are (and why you should never use FOR unless it's a MM patch modifying something in your own mod): Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 28, 2017 Share Posted January 28, 2017 On 1/27/2017 at 10:09 PM, WuphonsReach said: Ah, I had to nest UPGRADE{} inside of UPGRADES{} @UPGRADES,0 { @UPGRADE,0 { @antennaPower = 6000000 // (6M) } } Expand Glad you got it sorted. I have a couple of suggestions though: There's no need to put an index on the UPGRADES node since there will only be one I'd recommend not relying on the index if possible. The order can change and I've found this very difficult to diagnose when it does. You can identify the UPGRADE node by it's name__ value @UPGRADES { @UPGRADE:HAS[#name__[dm_antenna_upgrade]] { @antennaPower = 6000000 // (6M) } } Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted January 28, 2017 Share Posted January 28, 2017 (edited) Hi everyone! IIRC, Module Manager supposed to be backwards compatible with itself if multiple versions present. But I found that with 2.7.5 and 2.7.1 dll's PHYSICSGLOBALS hierarchy gets duplicated with both modified and unmodified values in the cache. Unmodified version then applied to the game. Removing older versions help. Edited January 28, 2017 by Psycho_zs Quote Link to comment Share on other sites More sharing options...
ThePhoenixSol Posted January 28, 2017 Share Posted January 28, 2017 Can anyone help me with this? i got the node working, but yet i cant seem to get the parts to move into the node. i have done this with all the stock tree, and a couple mods up to this point. And I cant seem to find the issue with how im doing it to infernal robotics. @TechTree:NEEDS[MagicSmokeIndustries] { @RDNode:HAS[#id[largeUnmanned]] { @id = IR @title = Infernal Robotics @description = Mechanics have been a thing for a while, so why not use them with rockets?. @cost = 20 @hideEmpty = False @nodeName = node44_IR @anyToUnlock = False @icon = RDicon_robotics @pos = -1500,800,0 @scale = 0.6 !Parent,* {} Parent { parentID = science3 lineFrom = TOP lineTo = BOTTOM } } // Parts @PART:NEEDS[MagicSmokeIndustries][AdjustableRailScaleable|dockingwasher_stdScaleable|dockingwasher_freeScaleable|GantryLargeScaleable|GantryLargeScaleableVariant|IRHingeClosedScaleable2|IRHingeOpenScaleable|IRHingeTallScaleable|IRHingeTallNDScaleable|IRPistonScaleable|IR_RotatronScaleable|IR_Rotatronmk2Scaleable|IR_RotatronVTOLScaleable|TelescopeFullAScaleable] { TechRequired = IR } Quote Link to comment Share on other sites More sharing options...
Rayder Posted January 29, 2017 Share Posted January 29, 2017 Is it possible to edit vessels with a patch? I'm thinking of having MM edit a craft's orbital parameters upon startup so that minor drift can be auto-corrected upon startup. Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 29, 2017 Share Posted January 29, 2017 On 1/29/2017 at 6:46 AM, Rayder said: Is it possible to edit vessels with a patch? I'm thinking of having MM edit a craft's orbital parameters upon startup so that minor drift can be auto-corrected upon startup. Expand Nope, sorry. ModuleManager only operates on the game database (roughly speaking, everything in GameData), and save files are outside of that. Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted January 29, 2017 Share Posted January 29, 2017 On 1/29/2017 at 6:46 AM, Rayder said: Is it possible to edit vessels with a patch? I'm thinking of having MM edit a craft's orbital parameters upon startup so that minor drift can be auto-corrected upon startup. Expand No... MM edits the configurations of KSP not the save games (persistent file). Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted January 29, 2017 Share Posted January 29, 2017 On 1/28/2017 at 7:51 PM, ThePhoenixSol said: Can anyone help me with this? i got the node working, but yet i cant seem to get the parts to move into the node. i have done this with all the stock tree, and a couple mods up to this point. And I cant seem to find the issue with how im doing it to infernal robotics. [snip] Expand You've got the :NEEDS[] in the wrong place. It should be after the part list not before it. Also use an @ to edit TechRequired since it should already exist in all parts. // Parts @PART[AdjustableRailScaleable|dockingwasher_stdScaleable|dockingwasher_freeScaleable|GantryLargeScaleable|GantryLargeScaleableVariant|IRHingeClosedScaleable2|IRHingeOpenScaleable|IRHingeTallScaleable|IRHingeTallNDScaleable|IRPistonScaleable|IR_RotatronScaleable|IR_Rotatronmk2Scaleable|IR_RotatronVTOLScaleable|TelescopeFullAScaleable]:NEEDS[MagicSmokeIndustries] { @TechRequired = IR } Quote Link to comment Share on other sites More sharing options...
Mike12222222222222 Posted January 29, 2017 Share Posted January 29, 2017 (edited) On 1/29/2017 at 10:57 AM, Aelfhe1m said: You've got the :NEEDS[] in the wrong place. It should be after the part list not before it. Also use an @ to edit TechRequired since it should already exist in all parts. Expand just tested that but doesen´t fix the problem, the parts still don´t show up in the apropriate Tech nodes Edited January 29, 2017 by Mike12222222222222 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 29, 2017 Share Posted January 29, 2017 On 1/28/2017 at 7:51 PM, ThePhoenixSol said: Can anyone help me with this? i got the node working, but yet i cant seem to get the parts to move into the node. i have done this with all the stock tree, and a couple mods up to this point. And I cant seem to find the issue with how im doing it to infernal robotics. @TechTree:NEEDS[MagicSmokeIndustries] { @RDNode:HAS[#id[largeUnmanned]] { @id = IR @title = Infernal Robotics @description = Mechanics have been a thing for a while, so why not use them with rockets?. @cost = 20 @hideEmpty = False @nodeName = node44_IR @anyToUnlock = False @icon = RDicon_robotics @pos = -1500,800,0 @scale = 0.6 !Parent,* {} Parent { parentID = science3 lineFrom = TOP lineTo = BOTTOM } } // Parts @PART:NEEDS[MagicSmokeIndustries][AdjustableRailScaleable|dockingwasher_stdScaleable|dockingwasher_freeScaleable|GantryLargeScaleable|GantryLargeScaleableVariant|IRHingeClosedScaleable2|IRHingeOpenScaleable|IRHingeTallScaleable|IRHingeTallNDScaleable|IRPistonScaleable|IR_RotatronScaleable|IR_Rotatronmk2Scaleable|IR_RotatronVTOLScaleable|TelescopeFullAScaleable] { TechRequired = IR } Expand Check the ModuleManager.ConfigCache to see that it actually does. I would suggest making the install as minimal as possible, and carefully examine the GameData/ModuleManager.ConfigCache to see the final result. Compare it with what you did in stock, and look for differences. Quote Link to comment Share on other sites More sharing options...
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