Sigma88 Posted February 9, 2018 Share Posted February 9, 2018 Just now, sarbian said: Yes, it is. https://ksp.sarbian.com/jenkins/job/ModuleManager/137/changes 3.0.3 is a minor bug fix for a really specific case (Non English Linux) and I did not feel the urgency to update the post thanks just checking to make sure a dev version didn't get through Quote Link to comment Share on other sites More sharing options...
captinjoehenry Posted February 11, 2018 Share Posted February 11, 2018 Hi I am having a really annoying issue. I have a patch that adds ablation to all flight surfaces to represent active cooling. But I have some mod somewhere that MM patches all ModuleControlSurface to something else. I have no idea what the name of this new module is and my patch targets ModuleControlSurface so with that being changed across the board to something I have no idea of I can not patch any control surfaces to have active cooling. Is there anyway for me to find out what the name of this new control surface module is so I can add that to the target list for my patch? Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted February 11, 2018 Share Posted February 11, 2018 1 hour ago, captinjoehenry said: Hi I am having a really annoying issue. I have a patch that adds ablation to all flight surfaces to represent active cooling. But I have some mod somewhere that MM patches all ModuleControlSurface to something else. I have no idea what the name of this new module is and my patch targets ModuleControlSurface so with that being changed across the board to something I have no idea of I can not patch any control surfaces to have active cooling. Is there anyway for me to find out what the name of this new control surface module is so I can add that to the target list for my patch? Look in the MM Cache file (created by MM in Gamedata) and search for a part that is being altered. Look through the part config in the cache to find the name of the module. Quote Link to comment Share on other sites More sharing options...
sarbian Posted February 11, 2018 Author Share Posted February 11, 2018 (edited) And we just got a 3.0.4. That fix a bug with math and value name that include an operator like "Vikas-1+" ModuleManager-3.0.4.zip ModuleManager.3.0.4.dll Edited February 11, 2018 by sarbian Quote Link to comment Share on other sites More sharing options...
Pleb Posted February 11, 2018 Share Posted February 11, 2018 Wow you're on a roll @sarbian good job! Quote Link to comment Share on other sites More sharing options...
drtedastro Posted February 12, 2018 Share Posted February 12, 2018 thanks @sarbian for all of the great work. cheers. Quote Link to comment Share on other sites More sharing options...
Masterredlime Posted February 14, 2018 Share Posted February 14, 2018 Link to output log: https://www.dropbox.com/s/kz40nngotcobkc0/output_log.txt?dl=0 I need help modifying the dry mass of the cryogenic tanks such as the Mondo-60 Hydrogen Tank because the dry mass is way heavier than the hydrogen propellant mass inside the tank, I tried writing a module manager config in the game data folder first and also changing the lh2zbofactor = 0.6049 in the SMURFF config notepad to lh2zbofactor = 0.301072. However, this did not change the CryoTank hydrogen tanks' dry mass and they still remain heavier than their hydrogen propellant mass. The parts that I'm trying to change the mass of belongs to the CryoTanks mod under the Kerbal Atomics: Fancy Nuclear Engines mod. The module manager config file that I wrote was called CryogenicTank.cfg and inside the config file I wrote: // This is to config the dry mass of the cryogenic tanks to be lighter @PART[hydrogen-10-1]:Final { mass = 0.25 } @PART[hydrogen-25-1]:Final { mass = 0.25 } @PART[hydrogen-25-2]:Final { mass = 0.25 } @PART[hydrogen-25-3]:Final { mass = 0.25 } @PART[hydrogen-125-1]:Final { mass = 0.25 } @PART[hydrogen-125-2]:Final { mass = 0.25 } @PART[hydrogen-375-1]:Final { mass = 0.25 } @PART[hydrogen-375-2]:Final { mass = 0.25 } @PART[hydrogen-375-3]:Final { mass = 0.25 } @PART[hydrogen-radial-25-1]:Final { mass = 0.25 } @PART[hydrogen-radial-125-1]:Final { mass = 0.25 } @PART[hydrogen-radial-375-1]:Final { mass = 0.25 } There were no module manager errors while booting up KSP which meant the lines were correct, however the mass of the tanks are still unchanged and I'm unable to use hydrogen tanks as a viable tank to prevent boiloff and interplanetary travel. If anyone sees this I've been spending the whole day trying to change the mass of the tanks, and I'm now desperate to fix this issue. Any help will be much appreciated. KSP version is 1.2.2 Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted February 14, 2018 Share Posted February 14, 2018 Try @mass = 0.25. The @ sign means edit. You probably just added an extra line to the config. You can look at the MM cache file in the game data folder to see how the patches were processed Quote Link to comment Share on other sites More sharing options...
Wolf Baginski Posted February 15, 2018 Share Posted February 15, 2018 I just want to check something. If there are two different versions of Module Manager in Gamedata, the older version deactivates. I had't run KSP for a while, did an orgy of updating, and while everything loaded I got two copies of the patch-count message displayed, same vertical position, but slightly offset horizontally. Deleting the older version of the .dll fixed this. Other things were being awkward, and as part of the general sort-out I later deleted the four MM-generated files. which cut the total patch-count by about 10% Since there was a major-version change, 2.x.x to 3.x.x, I'm wondering if I missed a special instruction for that situation, or whether the general deactivation process has changed. Quote Link to comment Share on other sites More sharing options...
sarbian Posted February 15, 2018 Author Share Posted February 15, 2018 The first part is known and not really bad. The patcher of an old version deactivate itself but the component that does the display does not. The second part is more troublesome. Are you sure you did not change anything else than removing the old MM when the patch count changed ? Quote Link to comment Share on other sites More sharing options...
Wolf Baginski Posted February 16, 2018 Share Posted February 16, 2018 Thanks, the patch count may have been affected by something else I did, but since I'd never seen mention of the doubled-up path-count display, I figured I had better mention both. Quote Link to comment Share on other sites More sharing options...
TheTechGenius Posted February 20, 2018 Share Posted February 20, 2018 I have a question.... If a mod is compiled using an older version of ModuleManager, would upgrading to a new version of ModuleManager break those mods that were built using a slightly older version? I am running the latest KSP 1.3.1 (Steam), at least I think that is the KSP version I have, but Steam Auto Updates so I know I should have the latest version of KSP. I have ModuleManger 2.8.1. The mods that I installed already came with 2.8.1, would it be ok to upgrade to 3.0.4 without breaking the mods I have installed? I have been playing and modding KSP since it was in very early Alpha or Beta, before KSP even came to steam. I bought it again for Steam to support the KSP and the KSP Devs. And why does a Forum Moderator have to approve my post? Do I have to do something to verify my account besides verifying my Email? Do I have to login to steam somewhere on this forum to verify I own the game? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 20, 2018 Share Posted February 20, 2018 Welcome to the forums. I believe the first few posts are moderated. Regarding ModuleManager, it depends. The new version is more strict in syntax than the old one, if a mod has bad syntax, a message will be displayed during startup Quote Link to comment Share on other sites More sharing options...
DoctorDavinci Posted February 20, 2018 Share Posted February 20, 2018 (edited) Disregard ... I'm dumb Edited February 20, 2018 by DoctorDavinci Quote Link to comment Share on other sites More sharing options...
jrw7326 Posted February 21, 2018 Share Posted February 21, 2018 I'm having issues downloading the file, like the links are not working even when i go to CKAN Quote Link to comment Share on other sites More sharing options...
GDJ Posted February 21, 2018 Share Posted February 21, 2018 24 minutes ago, jrw7326 said: I'm having issues downloading the file, like the links are not working even when i go to CKAN Same here. I'll wait until tomorrow. Probably a server that's dealing with alot of traffic for some reason or hung up. Quote Link to comment Share on other sites More sharing options...
jrw7326 Posted February 21, 2018 Share Posted February 21, 2018 32 minutes ago, GDJ said: Same here. I'll wait until tomorrow. Probably a server that's dealing with alot of traffic for some reason or hung up. ok thank you Quote Link to comment Share on other sites More sharing options...
sarbian Posted February 21, 2018 Author Share Posted February 21, 2018 Yeah, the server network went down and I restarted it before leaving for work. I'll try to find out the problem origin tonight. Quote Link to comment Share on other sites More sharing options...
GDJ Posted February 22, 2018 Share Posted February 22, 2018 11 hours ago, sarbian said: Yeah, the server network went down and I restarted it before leaving for work. I'll try to find out the problem origin tonight. Working now. Thanks for all your hard work with MM! Quote Link to comment Share on other sites More sharing options...
MaximumThrust Posted February 22, 2018 Share Posted February 22, 2018 I randomly started getting Nyan Cats in my load screen It's you, MM? Quote Link to comment Share on other sites More sharing options...
Vandest Posted February 22, 2018 Share Posted February 22, 2018 30 minutes ago, MaximumThrust said: I randomly started getting Nyan Cats in my load screen It's you, MM? Same, I thought: Haven't seen this stuff for a while! Quote Link to comment Share on other sites More sharing options...
steve_v Posted February 22, 2018 Share Posted February 22, 2018 Hmm, the cats have been busy. There are considerably more of them than I remember, not that I mind. Is this a normal feature, or does it indicate that MM is detecting some wonkiness in my (new) install? Quote Link to comment Share on other sites More sharing options...
Vandest Posted February 22, 2018 Share Posted February 22, 2018 26 minutes ago, steve_v said: Hmm, the cats have been busy. There are considerably more of them than I remember, not that I mind. Is this a normal feature, or does it indicate that MM is detecting some wonkiness in my (new) install? You're right, there was only one on the bottom of screen before but now there are considerably more and flying around like a firework out of control. For me, it's happen suddenly with an old install. Strange, there was a timer in MM? Quote Link to comment Share on other sites More sharing options...
severedsolo Posted February 22, 2018 Share Posted February 22, 2018 (edited) *removed* Edited February 22, 2018 by severedsolo Quote Link to comment Share on other sites More sharing options...
1of6Billion Posted February 22, 2018 Share Posted February 22, 2018 Nyan Cats... April Fools is early this year Quote Link to comment Share on other sites More sharing options...
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