MulDoom Posted September 20, 2019 Share Posted September 20, 2019 22 hours ago, sarbian said: Do you have msi afterburner or a similar overlay? With the last windows update it can crash some DX9 apps Dude. Thanks a million! MSI Afterburner interferes with 'PartDatabase.cfg' regeneration. For posterity: MSI can can be used without incident; but can cause crashes if you are modifying your part list. Thanks for the help. Y'all are legends. Really appreciate the mods you create. Quote Link to comment Share on other sites More sharing options...
Deltac Posted September 27, 2019 Share Posted September 27, 2019 I'm trying to modify an engine in BDB that has 2 ModuleEnginesFX. The part Config: PART { name = bluedog_LR91_5 module = Part author = CobaltWolf & Jso MODEL { model = Bluedog_DB/Parts/Titan/bluedog_LR91_5 } scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.60749, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.9167, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advRocketry entryCost = 4000 cost = 1150 category = Engine subcategory = 0 title = Prometheus LR9107-167 "Lelantos" Liquid Engine manufacturer = Bluedog Design Bureau description = Powerful 1.875m second stage engine for the Prometheus-II rocket. Upgraded with the ability to gimbal although a single vernier remains for roll control. real_title = LR91-AJ5 real_manufacturer = Aerojet real_description = Powerful 1.875m second stage engine for the Titan-II rocket. As with the LR87, the LR91 was successfully converted from a kerolox burning engine to one that ran on storable hypergolic propellants. This engine can gimbal although a single vernier is still used for roll control. attachRules = 1,0,1,0,0 mass = 0.53 //25% thrust scaling, previously used 37.5% //0.8 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1p5 breakingForce = 112 breakingTorque = 112 tags = ?sm68 lr91 aj5 titan prometheus ii 2 engine 1875 1.875 EFFECTS { running_engine { AUDIO { channel = Ship clip = Bluedog_DB/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 0.01 0.1 volume = 1.0 3.0 pitch = 0.0 1 pitch = 1.0 1 loop = true } MODEL_MULTI_PARTICLE { name = stream modelName = Bluedog_DB/FX/PlumeParty/Engines/BDB/TitanVacStream transformName = thrustTransform emission = 0.0 0.0 0 0 emission = 0.01 0.1 0 0 emission = 0.5 1.0 energy = 0.0 0.5 energy = 1.0 1.0 localPosition = 0, 0, 0.8 // localScale = 0.5, 0.5, 0.5 } MODEL_MULTI_PARTICLE { name = blaze modelName = Bluedog_DB/FX/PlumeParty/Engines/BDB/TitanVacBlaze transformName = thrustTransform emission = 0.0 0.0 0 0 emission = 0.01 0.1 0 0 emission = 0.5 1.0 energy = 0.0 0.5 energy = 1.0 1.0 localPosition = 0, 0, 0.8 // localScale = 0.5, 0.5, 0.5 } } engage { AUDIO { channel = Ship clip = sound_vent_low volume = 1.0 pitch = 0.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 0.8 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true localScale = 3.0,3.0,3.0 //localOffset = 0,0,1.8 } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 0.8 loop = false } } running_vernier { AUDIO { channel = Ship clip = Bluedog_DB/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 0.01 0.1 volume = 1.0 0.5 pitch = 0.0 1 pitch = 1.0 1 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/LES_Thruster transformName = vernierFX emission = 0.0 0.0 emission = 1.0 1.0 speed = 0.0 0.5 speed = 1.0 1.0 energy = 0.0 0.25 energy = 1.0 0.5 localOffset = 0,0,0.2 } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform powerEffectName = running_engine exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 111.3 // 25% thrust scaling //167 heatProduction = 200 fxOffset = 0, 0, 0.574338 EngineType = LiquidFuel useEngineResponseTime = true engineAccelerationSpeed = 0.75 engineDecelerationSpeed = 1.0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 315 key = 1 160 key = 6 0.001 } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = vernierThrust exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 3 heatProduction = 150 EngineType = LiquidFuel runningEffectName = running_vernier PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = False } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 290 key = 1 250 key = 7 0.001 } } MODULE { name = ModuleGimbal gimbalResponseSpeed = 15 useGimbalResponseSpeed = true gimbalTransformName = gimbalTransform gimbalRange = 4 } MODULE //RollGimbal { name = ModuleGimbal gimbalResponseSpeed = 15 useGimbalResponseSpeed = true gimbalTransformName = vernierGimbal gimbalRangeXN = 15 gimbalRangeXP = 15 gimbalRangeYN = 0 gimbalRangeYP = 0 enablePitch = false enableRoll = true enableYaw = false } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 6.0 } } MODULE { name = ModuleB9PartSwitch moduleID = meshSwitchShroud switcherDescription = Housing affectDragCubes = False affectFARVoxels = False SUBTYPE { name = Titan transform = Titan2 } SUBTYPE { name = Bare transform = Bare } } MODULE { name = ModuleB9PartSwitch moduleID = textureSwitchPaint switcherDescription = Paintjob SUBTYPE { name = GLV } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = pivot_1_Upper rotatorsName = pivot_1_Lower } CONSTRAINLOOKFX { targetName = pivot_1_Lower rotatorsName = pivot_1_Upper } CONSTRAINLOOKFX { targetName = pivot_2_Upper rotatorsName = pivot_2_Lower } CONSTRAINLOOKFX { targetName = pivot_2_Lower rotatorsName = pivot_2_Upper } } MODULE { name = FXModuleThrottleEffects fxModuleNames = heatColor responseSpeed = 1.0 dependOnEngineState = True dependOnThrottle = True } MODULE { name = FXModuleThrottleEffects fxModuleNames = throttleColor responseSpeed = 1.0 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleColorChanger moduleID = heatColor animRate = 0.025 shaderProperty = _EmissiveColor excludedRenderer = innerGlow toggleInEditor = false toggleInFlight = false redCurve { key = 1 1 1 1 key = 1 1 1 1 } greenCurve { key = 0 0 1 1 key = 1 1 1 1 } blueCurve { key = 0 0 1 1 key = 1 1 1 1 } alphaCurve { key = 0 0 1 1 key = 1 1 1 1 } } MODULE { name = ModuleColorChanger moduleID = throttleColor animRate = 1 shaderProperty = _TintColor includedRenderer = innerGlow toggleInEditor = false toggleInFlight = false redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0 key = 1 1 } } } My config: @PART[bluedog_LR91_5] [ @MODULE[ModuleEnginesFX] { @useEngineResponseTime = False } ] However the useEngineResponseTime stays true. I deleted the lines in the part config just to make sure there isn't another config somewhere adding it, and that worked. So now I just need to get ModuleManager to do it for me. Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 27, 2019 Share Posted September 27, 2019 (edited) 17 minutes ago, Deltac said: I'm trying to modify an engine in BDB that has 2 ModuleEnginesFX. The part Config: PART { name = bluedog_LR91_5 module = Part author = CobaltWolf & Jso MODEL { model = Bluedog_DB/Parts/Titan/bluedog_LR91_5 } scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.60749, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.9167, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advRocketry entryCost = 4000 cost = 1150 category = Engine subcategory = 0 title = Prometheus LR9107-167 "Lelantos" Liquid Engine manufacturer = Bluedog Design Bureau description = Powerful 1.875m second stage engine for the Prometheus-II rocket. Upgraded with the ability to gimbal although a single vernier remains for roll control. real_title = LR91-AJ5 real_manufacturer = Aerojet real_description = Powerful 1.875m second stage engine for the Titan-II rocket. As with the LR87, the LR91 was successfully converted from a kerolox burning engine to one that ran on storable hypergolic propellants. This engine can gimbal although a single vernier is still used for roll control. attachRules = 1,0,1,0,0 mass = 0.53 //25% thrust scaling, previously used 37.5% //0.8 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1p5 breakingForce = 112 breakingTorque = 112 tags = ?sm68 lr91 aj5 titan prometheus ii 2 engine 1875 1.875 EFFECTS { running_engine { AUDIO { channel = Ship clip = Bluedog_DB/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 0.01 0.1 volume = 1.0 3.0 pitch = 0.0 1 pitch = 1.0 1 loop = true } MODEL_MULTI_PARTICLE { name = stream modelName = Bluedog_DB/FX/PlumeParty/Engines/BDB/TitanVacStream transformName = thrustTransform emission = 0.0 0.0 0 0 emission = 0.01 0.1 0 0 emission = 0.5 1.0 energy = 0.0 0.5 energy = 1.0 1.0 localPosition = 0, 0, 0.8 // localScale = 0.5, 0.5, 0.5 } MODEL_MULTI_PARTICLE { name = blaze modelName = Bluedog_DB/FX/PlumeParty/Engines/BDB/TitanVacBlaze transformName = thrustTransform emission = 0.0 0.0 0 0 emission = 0.01 0.1 0 0 emission = 0.5 1.0 energy = 0.0 0.5 energy = 1.0 1.0 localPosition = 0, 0, 0.8 // localScale = 0.5, 0.5, 0.5 } } engage { AUDIO { channel = Ship clip = sound_vent_low volume = 1.0 pitch = 0.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 0.8 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true localScale = 3.0,3.0,3.0 //localOffset = 0,0,1.8 } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 0.8 loop = false } } running_vernier { AUDIO { channel = Ship clip = Bluedog_DB/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 0.01 0.1 volume = 1.0 0.5 pitch = 0.0 1 pitch = 1.0 1 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/LES_Thruster transformName = vernierFX emission = 0.0 0.0 emission = 1.0 1.0 speed = 0.0 0.5 speed = 1.0 1.0 energy = 0.0 0.25 energy = 1.0 0.5 localOffset = 0,0,0.2 } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform powerEffectName = running_engine exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 111.3 // 25% thrust scaling //167 heatProduction = 200 fxOffset = 0, 0, 0.574338 EngineType = LiquidFuel useEngineResponseTime = true engineAccelerationSpeed = 0.75 engineDecelerationSpeed = 1.0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 315 key = 1 160 key = 6 0.001 } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = vernierThrust exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 3 heatProduction = 150 EngineType = LiquidFuel runningEffectName = running_vernier PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = False } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 290 key = 1 250 key = 7 0.001 } } MODULE { name = ModuleGimbal gimbalResponseSpeed = 15 useGimbalResponseSpeed = true gimbalTransformName = gimbalTransform gimbalRange = 4 } MODULE //RollGimbal { name = ModuleGimbal gimbalResponseSpeed = 15 useGimbalResponseSpeed = true gimbalTransformName = vernierGimbal gimbalRangeXN = 15 gimbalRangeXP = 15 gimbalRangeYN = 0 gimbalRangeYP = 0 enablePitch = false enableRoll = true enableYaw = false } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 6.0 } } MODULE { name = ModuleB9PartSwitch moduleID = meshSwitchShroud switcherDescription = Housing affectDragCubes = False affectFARVoxels = False SUBTYPE { name = Titan transform = Titan2 } SUBTYPE { name = Bare transform = Bare } } MODULE { name = ModuleB9PartSwitch moduleID = textureSwitchPaint switcherDescription = Paintjob SUBTYPE { name = GLV } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = pivot_1_Upper rotatorsName = pivot_1_Lower } CONSTRAINLOOKFX { targetName = pivot_1_Lower rotatorsName = pivot_1_Upper } CONSTRAINLOOKFX { targetName = pivot_2_Upper rotatorsName = pivot_2_Lower } CONSTRAINLOOKFX { targetName = pivot_2_Lower rotatorsName = pivot_2_Upper } } MODULE { name = FXModuleThrottleEffects fxModuleNames = heatColor responseSpeed = 1.0 dependOnEngineState = True dependOnThrottle = True } MODULE { name = FXModuleThrottleEffects fxModuleNames = throttleColor responseSpeed = 1.0 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleColorChanger moduleID = heatColor animRate = 0.025 shaderProperty = _EmissiveColor excludedRenderer = innerGlow toggleInEditor = false toggleInFlight = false redCurve { key = 1 1 1 1 key = 1 1 1 1 } greenCurve { key = 0 0 1 1 key = 1 1 1 1 } blueCurve { key = 0 0 1 1 key = 1 1 1 1 } alphaCurve { key = 0 0 1 1 key = 1 1 1 1 } } MODULE { name = ModuleColorChanger moduleID = throttleColor animRate = 1 shaderProperty = _TintColor includedRenderer = innerGlow toggleInEditor = false toggleInFlight = false redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0 key = 1 1 } } } My config: @PART[bluedog_LR91_5] [ @MODULE[ModuleEnginesFX] { @useEngineResponseTime = False } ] However the useEngineResponseTime stays true. I deleted the lines in the part config just to make sure there isn't another config somewhere adding it, and that worked. So now I just need to get ModuleManager to do it for me. Check your opening and closing brackets. You are using the wrong type. You should be using { } not [ ] Edited September 27, 2019 by Galileo Quote Link to comment Share on other sites More sharing options...
Guest Posted October 14, 2019 Share Posted October 14, 2019 Right now I'm trying to make a patch that applies extra textures to the FStextureSwitch module for certain parts. I'll list one of them as an example. Part .cfg Spoiler PART { // --- general parameters --- name = FS_BiplaneElevator module = Part author = Snjo // --- asset parameters --- rescaleFactor = 1 MODEL { model = Firespitter/Assets/FS_BiplaneElevator } // --- editor parameters --- TechRequired = start cost = 1000 entryCost = 2000 category = Aero subcategory = 0 title = FS4E Biplane Elevator (special aero) manufacturer = Bitesized Industries description = A tail elevator from an old Biplane. Provides only Pitch control unless re-configured. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 // --- standard part parameters --- mass = 0.04 thermalMassModifier = 8.0 // heatConductivity = 0.06 // half default emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 bulkheadProfiles = srf CoLOffset = -0.8, -.3, 0 CoPOffset = -0.8, -.3, 0 MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.375 dragAtMaxAoA = 0.2 dragAtMinAoA = 0.0 } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.25 deflectionLiftCoeff = 0.18 ctrlSurfaceRange = 25 ctrlSurfaceArea = 1.0 actuatorSpeed = 120 transformName = ctrlSurface } MODULE { name = FStextureSwitch moduleID = 0 //showListButton = True //switchableInFlight = True textures { name = Firespitter/Assets/Biplane_01_WHITE name = Firespitter/Assets/Biplane_01_GREEN name = Firespitter/Assets/Biplane_01_RED name = Firespitter/Assets/Biplane_01 } objects { name = Elevator name = ctrlSurface } } } The lines in my patch for this specific part Spoiler @Part[FS_BiplaneElevator] { %MODULE[FStextureSwitch]:NEEDS[Firespitter] { moduleID = 0 //showListButton = True //switchableInFlight = True textures { name = Firespitter/Assets/Biplane_01_WHITE name = Firespitter/Assets/Biplane_01_GREEN name = Firespitter/Assets/Biplane_01_RED name = Firespitter/Assets/Biplane_01 name = FirespitterExtended/Assets/skins/Biplane_01_FRENCH name = FirespitterExtended/Assets/skins/Biplane_01_JERRY name = FirespitterExtended/Assets/skins/Biplane_01_CAMO } objects { name = Elevator name = ctrlSurface } } } I've checked both the KSP logs and MM logs. The KSP logs show no errors or anything, neither do the logs from MM. However, by looking at the logs from MM, it seems like MM is ignoring my patch for some reason. Any help would be greatly appreciated! Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 14, 2019 Share Posted October 14, 2019 51 minutes ago, UltimateFlash15 said: Right now I'm trying to make a patch that applies extra textures to the FStextureSwitch module for certain parts. I'll list one of them as an example. Part .cfg Hide contents PART { // --- general parameters --- name = FS_BiplaneElevator module = Part author = Snjo // --- asset parameters --- rescaleFactor = 1 MODEL { model = Firespitter/Assets/FS_BiplaneElevator } // --- editor parameters --- TechRequired = start cost = 1000 entryCost = 2000 category = Aero subcategory = 0 title = FS4E Biplane Elevator (special aero) manufacturer = Bitesized Industries description = A tail elevator from an old Biplane. Provides only Pitch control unless re-configured. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 // --- standard part parameters --- mass = 0.04 thermalMassModifier = 8.0 // heatConductivity = 0.06 // half default emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 bulkheadProfiles = srf CoLOffset = -0.8, -.3, 0 CoPOffset = -0.8, -.3, 0 MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.375 dragAtMaxAoA = 0.2 dragAtMinAoA = 0.0 } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.25 deflectionLiftCoeff = 0.18 ctrlSurfaceRange = 25 ctrlSurfaceArea = 1.0 actuatorSpeed = 120 transformName = ctrlSurface } MODULE { name = FStextureSwitch moduleID = 0 //showListButton = True //switchableInFlight = True textures { name = Firespitter/Assets/Biplane_01_WHITE name = Firespitter/Assets/Biplane_01_GREEN name = Firespitter/Assets/Biplane_01_RED name = Firespitter/Assets/Biplane_01 } objects { name = Elevator name = ctrlSurface } } } The lines in my patch for this specific part Hide contents @Part[FS_BiplaneElevator] { %MODULE[FStextureSwitch]:NEEDS[Firespitter] { moduleID = 0 //showListButton = True //switchableInFlight = True textures { name = Firespitter/Assets/Biplane_01_WHITE name = Firespitter/Assets/Biplane_01_GREEN name = Firespitter/Assets/Biplane_01_RED name = Firespitter/Assets/Biplane_01 name = FirespitterExtended/Assets/skins/Biplane_01_FRENCH name = FirespitterExtended/Assets/skins/Biplane_01_JERRY name = FirespitterExtended/Assets/skins/Biplane_01_CAMO } objects { name = Elevator name = ctrlSurface } } } I've checked both the KSP logs and MM logs. The KSP logs show no errors or anything, neither do the logs from MM. However, by looking at the logs from MM, it seems like MM is ignoring my patch for some reason. Any help would be greatly appreciated! Well your main problem is PART vs Part (it's case sensitive) But I'm having trouble figuring out what you want the patch to do, if the module exists you'll end up with duplicate moduleID, textures {} and objects {} ... looking at the differences, maybe you want something more like this? Spoiler @Part[FS_BiplaneElevator] { @MODULE[FStextureSwitch] { @textures { name = Firespitter/Assets/Biplane_01_WHITE name = Firespitter/Assets/Biplane_01_GREEN name = Firespitter/Assets/Biplane_01_RED name = Firespitter/Assets/Biplane_01 } } } Quote Link to comment Share on other sites More sharing options...
Guest Posted October 14, 2019 Share Posted October 14, 2019 @blowfish Thanks mate, now the patch works! Quote Link to comment Share on other sites More sharing options...
sarbian Posted October 16, 2019 Author Share Posted October 16, 2019 Rejoice, it is out ! Version 4.1.0 KSP 1.8 Downloads : ModuleManager-4.1.0.zip ModuleManager.4.1.0.dll Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted October 16, 2019 Share Posted October 16, 2019 2 hours ago, sarbian said: Rejoice, it is out ! Version 4.1.0 KSP 1.8 Downloads : ModuleManager-4.1.0.zip ModuleManager.4.1.0.dll YES! does this mean the "-mm-dump" feature is working again? Quote Link to comment Share on other sites More sharing options...
katateochi Posted October 19, 2019 Share Posted October 19, 2019 On 10/16/2019 at 10:00 PM, sarbian said: Rejoice, it is out ! Version 4.1.0 Thank you @sarbian! Quote Link to comment Share on other sites More sharing options...
GDJ Posted October 19, 2019 Share Posted October 19, 2019 Great Job @sarbian! Much appreciated and thanks! Quote Link to comment Share on other sites More sharing options...
New Horizons Posted October 30, 2019 Share Posted October 30, 2019 Hello, I want to reduce errors in my heavily modded game. In the log I found this [LOG 14:00:29.596] Done patching [WRN 14:00:29.596] 2 warnings related to GameData/M_Kerbalism_Sounding_Rockets.cfg [WRN 14:00:29.596] 1 warning related to GameData/RealFuels-Stockalike/fix-part-categories.cfg [WRN 14:00:29.596] 2 warnings related to GameData/RealFuels-Stockalike/Jet_modularEngines.cfg [WRN 14:00:29.596] 1 warning related to GameData/RealPlume-RFStockalike/AJE.cfg [WRN 14:00:29.596] Errors in patch prevents the creation of the cache [LOG 14:00:29.730] ModuleManager: 27188 patches applied, found <color=yellow>6 warnings</color>, found <color=orange>1 error</color> 1 error related to GameData/KerbalismConfig/System/_MOD_RO_Reliability.cfg [LOG 14:00:29.730] Ran in 108.724s [LOG 14:00:29.774] Done! Are there more information about wich line of a cfg is affected? Quote Link to comment Share on other sites More sharing options...
Jacke Posted October 30, 2019 Share Posted October 30, 2019 26 minutes ago, New Horizons said: Hello, I want to reduce errors in my heavily modded game. In the log I found this [LOG 14:00:29.596] Done patching [WRN 14:00:29.596] 2 warnings related to GameData/M_Kerbalism_Sounding_Rockets.cfg [WRN 14:00:29.596] 1 warning related to GameData/RealFuels-Stockalike/fix-part-categories.cfg [WRN 14:00:29.596] 2 warnings related to GameData/RealFuels-Stockalike/Jet_modularEngines.cfg [WRN 14:00:29.596] 1 warning related to GameData/RealPlume-RFStockalike/AJE.cfg [WRN 14:00:29.596] Errors in patch prevents the creation of the cache [LOG 14:00:29.730] ModuleManager: 27188 patches applied, found <color=yellow>6 warnings</color>, found <color=orange>1 error</color> 1 error related to GameData/KerbalismConfig/System/_MOD_RO_Reliability.cfg [LOG 14:00:29.730] Ran in 108.724s [LOG 14:00:29.774] Done! Are there more information about wich line of a cfg is affected? There may be more detail in the lines of the whole log above this to figure out where the issues are with each config file. That's why you need to upload your whole log and post a link to it. Most mod authors won't even bother to help because it's not possible to determine anything with certainty without the whole log file. Most of my questions here could have been answered with it. From what you have, the problems appear to be with the mods Kerbalism, RealFuels-Stockalike, and RealPlume-RFStockalike. Kerbalism looks to be misinstalled, as its .cfg files should not be directly in GameData. And if you are running on KSP 1.8, *all* of your mods need to be upgraded to versions compiled for KSP 1.8. Because of the great changes between KSP 1.7.3 and KSP 1.8, there are very few mods from KSP 1.7.3 and before that will work without fault in 1.8. You need to remove everything, clear the directory, install KSP 1.8 fresh, then start modding it again with mods upgraded for KSP 1.8 to ensure things work properly. It's why it's always expected to take a month after a new KSP major release before the mods are upgraded (and thus why to copy away from Steam and use a version under your control). It's why we've got 1.8.1 13 days after 1.8 (KSP 1.4.x, the last time there was a Unity change, was the same). It's also why I learned to use modding tools like CKAN and JSGME to manage my mods. Quote Link to comment Share on other sites More sharing options...
New Horizons Posted October 30, 2019 Share Posted October 30, 2019 @Jacke: Thank you for your very detailed explaination. I was already aware of most of your points. It might not have been clear enough - I was not looking for someone resolving my problems, just hoped to get a hint how to proceed, when informatation are not enough, or in this case a cache was not produced. My log is 15 MB big, no fun to clean this up. Back to the topic, I learned a lot last hours: Kerbalism is installed correctly, that cfg is self made and contains a support for Sounding Rocket mod, that one I wrote before Kerbalism actually provided support (which I find less apropriate for my kind of game) In that cfg I made a mistake, NEEDS was twice in a line, that broke cache creation and was not circumvented by MM RealFuls-Stockalike often dives that deep in parts configs, that there are troubles with plumes or A.J.E. mod very often as I experienced Until now I worked best without CKAN, just want to keep control of my folder (of course already separated from Steam) And last: I am still cleaning up my 1.7.3 install, so that I will have a more stream lined mod package and thus a fresh start in 1.8.1, especially with my custom stuff, which contains JNSQ scaled by a factor of 2.4 (gives the old Stock 6.4x), partly RO and RP-1 and so on. I am learning the most when using mod combinations "beyond limits". Quote Link to comment Share on other sites More sharing options...
Jacke Posted October 30, 2019 Share Posted October 30, 2019 3 hours ago, New Horizons said: [WRN 14:00:29.596] 2 warnings related to GameData/M_Kerbalism_Sounding_Rockets.cfg So this is a metamod by yourself of Kerbalism. Okay. I put my metamods etc. in a tree under GameData/zzzFinal/. It leaves the GameData directory itself for ModuleManager and the rare few mods that have to live there, which are all special. And those I put into GameData/zzzFinal/ I manage with JSGME, as I do metamods to mods I install with CKAN. Quote Link to comment Share on other sites More sharing options...
Problemless Mods Wanter Posted November 1, 2019 Share Posted November 1, 2019 (edited) Hello, How can I clear the Mod DLL cache? I got the firespitter v7.14. Uninstalled and reinstalled a couple of times, But the module manager is still loading the older version from the cache, I got this line in the logs; Firespitter 7.3.7240.11089 7.3.7240.11089 f239ad8a4ba3ce7a796cd5a6bd037b3d263e01ab8c48ba21aea75e2826abf462 EDIT: I tried deleting ModuleManager.ConfigCache, ModuleManager.ConfigSHA and it recreated these files, but I still have the same infinite loading issue. Here's the log file if you're interested; https://gofile.io/?c=PisnNY Edited November 1, 2019 by Problemless Mods Wanter Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 1, 2019 Author Share Posted November 1, 2019 49 minutes ago, Problemless Mods Wanter said: How can I clear the Mod DLL cache? There is no DLL cache. RD did not find useful to update the version in the dll so it will keep reporting the same version... Quote Link to comment Share on other sites More sharing options...
Problemless Mods Wanter Posted November 1, 2019 Share Posted November 1, 2019 Just now, sarbian said: There is no DLL cache. RD did not find useful to update the version in the dll so it will keep reporting the same version... Thank you for your answer, I'll take it to his thread then. Quote Link to comment Share on other sites More sharing options...
G'th Posted November 4, 2019 Share Posted November 4, 2019 So I'm having an issue with patch syntax (and -yes- I have read the incomplete documentation on the subject). :AFTER[JNSQ] !EVE_CLOUDS !EVE_CITY_LIGHTS From the suggestions of others, supposedly the above should work to stop JNSQ from loading its Eve settings. However, it doesn't. It still loads everything and I'm continuing to receive an error that reads that the config itself "contains no data", which I literally have only found one mention of anywhere and it went ignored as part of that users issue. And while I'm here, I also wanted to ask in regards to the configs I'm using to replace them. From what I've also been told, I would have to add something along these lines: @Ad_Astra:AFTER[JNSQ] To each config in order to stop it from being unloaded by the first config. Is this correct? All of the files would be independent configs and not edits, so they would stand on their own otherwise. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 4, 2019 Share Posted November 4, 2019 (edited) 14 minutes ago, G'th said: So I'm having an issue with patch syntax (and -yes- I have read the incomplete documentation on the subject). :AFTER[JNSQ] !EVE_CLOUDS !EVE_CITY_LIGHTS You don't have opening or closing brackets for any of those and the syntax is wrong as well. Edited November 4, 2019 by Galileo Quote Link to comment Share on other sites More sharing options...
Jognt Posted November 4, 2019 Share Posted November 4, 2019 55 minutes ago, G'th said: So I'm having an issue with patch syntax (and -yes- I have read the incomplete documentation on the subject). :AFTER[JNSQ] !EVE_CLOUDS !EVE_CITY_LIGHTS From the suggestions of others, supposedly the above should work to stop JNSQ from loading its Eve settings. However, it doesn't. It still loads everything and I'm continuing to receive an error that reads that the config itself "contains no data", which I literally have only found one mention of anywhere and it went ignored as part of that users issue. And while I'm here, I also wanted to ask in regards to the configs I'm using to replace them. From what I've also been told, I would have to add something along these lines: @Ad_Astra:AFTER[JNSQ] To each config in order to stop it from being unloaded by the first config. Is this correct? All of the files would be independent configs and not edits, so they would stand on their own otherwise. It appears you’re asking a few things, I’ll try and go over them. :AFTER[JNSQ] will cause your patch to run in JNSQ’s ‘after’ round if it is present. It will not run if JNSQ is not present and it will run before LAST[JNSQ]. !EVE_CLOUDS {} will remove the top-level node If it exists when it runs. Note the curly braces. The same applies to the 3rd one you listed. @ad_astra:AFTER[jnsq] would run whatever comes next only if JNSQ is present, and it will again run in JNSQ’s AFTER round. You can see the order of patching in the log file and you can confirm correct results by checking the ModuleManager.configcache file. Now whether or not these things are the way to go for what you’re trying to achieve is another story. Why not just remove the EVE configs for JNSQ if you wish to use your own? I admit that the MM documentation is scattered around the forums and wikis but digging around and asking about unknowns should help. Considering your post I’m curious as to what you’d like to achieve. That way it’s easier to know what sort of patch you are looking for. Quote Link to comment Share on other sites More sharing options...
G'th Posted November 4, 2019 Share Posted November 4, 2019 3 minutes ago, Jognt said: It appears you’re asking a few things, I’ll try and go over them. :AFTER[JNSQ] will cause your patch to run in JNSQ’s ‘after’ round if it is present. It will not run if JNSQ is not present and it will run before LAST[JNSQ]. !EVE_CLOUDS {} will remove the top-level node If it exists when it runs. Note the curly braces. The same applies to the 3rd one you listed. @ad_astra:AFTER[jnsq] would run whatever comes next only if JNSQ is present, and it will again run in JNSQ’s AFTER round. You can see the order of patching in the log file and you can confirm correct results by checking the ModuleManager.configcache file. Now whether or not these things are the way to go for what you’re trying to achieve is another story. Why not just remove the EVE configs for JNSQ if you wish to use your own? I admit that the MM documentation is scattered around the forums and wikis but digging around and asking about unknowns should help. Considering your post I’m curious as to what you’d like to achieve. That way it’s easier to know what sort of patch you are looking for. The entire point of what I"m trying to do is to remove the configs from JNSQ, but by using MM to do it and then having my configs load afterwords. The way JNSQ is set up it would be easier for users to just be able to install my mod and be done with it instead of having to hunt down very specific files for deletion. Not everything in regards to Scatterer and EVE would be deleted from the JNSQ mod folder, so to have the users do it themselves would induce a lengthy installation process. Quote Link to comment Share on other sites More sharing options...
Jognt Posted November 4, 2019 Share Posted November 4, 2019 8 hours ago, G'th said: The entire point of what I"m trying to do is to remove the configs from JNSQ, but by using MM to do it and then having my configs load afterwords. The way JNSQ is set up it would be easier for users to just be able to install my mod and be done with it instead of having to hunt down very specific files for deletion. Not everything in regards to Scatterer and EVE would be deleted from the JNSQ mod folder, so to have the users do it themselves would induce a lengthy installation process. Could you share one of your complete patches and note what your goal is? That would make it easier to help than just repeating the syntax that is out there. Things to check: Execute the patch at the right time, properly target valid nodes and values, make sure every node deletion has {} after it and that every value deletion has a dummy value after it. Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted November 5, 2019 Share Posted November 5, 2019 (edited) On 10/25/2013 at 2:01 PM, sarbian said: NEEDS now allows subdirs (NEEDS[SquadExpansion/MakingHistory]) This may have been asked before but regarding the above, is there a limit on the number of sub directories you can specify? As in, is there a reason something like this would be seemingly ignored completely? :NEEDS[ModFolder/Subdir1/Subdir2/Subdir3/Subdir4] I can probably get around it since there is another common element I can use with :HAS but figured I would ask. Edit: Nevermind, coffee kicked in, major brainfart occurred. NEEDS is just checking the folder exists, not specifying to only apply to parts in that folder. Edited November 5, 2019 by Manwith Noname Quote Link to comment Share on other sites More sharing options...
Jognt Posted November 5, 2019 Share Posted November 5, 2019 !Scatterer_atmosphere,*:FOR[reasons] {} Indexed node deletion with a pass specifier. This should work; This is currently unsupported; It's supported, but your syntax is wrong; Well, actually .. [storyMode.Engage]; Any insight would be appreciated. Asking for a friend. Quote Link to comment Share on other sites More sharing options...
maja Posted November 7, 2019 Share Posted November 7, 2019 Hi, I found in USI Tools two patches, that aren't for some reason applied. I tried to find a solution but to no avail, so I'm here The two patches are following: @PART[*]:HAS[!MODULE[USI_ModuleFieldRepair],@RESOURCE[Machinery|EnrichedUranium|DepletedFuel|Recyclables]]:FOR[USITools] { MODULE { name = USI_ModuleFieldRepair } } @PART[*]:HAS[!MODULE[USI_ModuleRecycleBin],@RESOURCE[MaterialKits]]:FOR[USITools] { MODULE { name = USI_ModuleRecycleBin } } If I omit the @RESOURCE part in the HAS block, then the patches are applied as intended. What's wrong there? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.