TranceaddicT Posted June 17, 2020 Share Posted June 17, 2020 3 hours ago, blowfish said: Yes, that's a quite complex and there are dozens of higher priorities we haven't gotten to yet. As a side note, the characters = { and } are not valid for anything MM does because KSP uses them to parse configs before MM is even involved. I just did a brief scan of the request; it sounds a lot like kOS. Quote Link to comment Share on other sites More sharing options...
Monniasza Posted June 17, 2020 Share Posted June 17, 2020 10 hours ago, blowfish said: Yes, that's a quite complex and there are dozens of higher priorities we haven't gotten to yet. As a side note, the characters = { and } are not valid for anything MM does because KSP uses them to parse configs before MM is even involved. This is why the new programming language has its own file format to distinguish it from regular patches. 6 hours ago, TranceaddicT said: I just did a brief scan of the request; it sounds a lot like kOS. It's not exactly same as kOS, because it is designed to run on startup (as opposed to kOS in flight) and it shares some syntax with existing patches. Quote Link to comment Share on other sites More sharing options...
Monniasza Posted June 17, 2020 Share Posted June 17, 2020 12 hours ago, blowfish said: Yes, that's a quite complex and there are dozens of higher priorities we haven't gotten to yet. As a side note, the characters = { and } are not valid for anything MM does because KSP uses them to parse configs before MM is even involved. Changed curly brackets to |* ... *| Quote Link to comment Share on other sites More sharing options...
Wyzard Posted June 17, 2020 Share Posted June 17, 2020 3 hours ago, Monniasza said: Changed curly brackets to |* ... *| I'd suggest "<%" and "%>", since those are the digraphs in C and C++ for "{" and "}". Better to be consistent with an existing standard for a language with similar syntax (even if it's an ugly and little-used part of that standard). Plus, the angle brackets make it more clear which one belongs on which side. However, as you said, there's no need to replace those characters anyway if it's a whole new language that doesn't go through KSP's config parser. However, as others have said, building a whole new scripting language and interpreter is a lot of work. It's a nice idea, but probably a pie in the sky. A possible alternative that comes to mind: using Lua scripts instead. There's already a Lua interpreter for .NET, so it'd just be matter of bringing that in and building an API to expose KSP's config database to Lua code. Still a pie in the sky, but at least at a lower altitude. Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted June 18, 2020 Share Posted June 18, 2020 I'd suggest everyone drop the discussion here. Open another thread and flesh it out there. Then, go code it. Quote Link to comment Share on other sites More sharing options...
Monniasza Posted June 24, 2020 Share Posted June 24, 2020 On 6/18/2020 at 2:09 AM, TranceaddicT said: I'd suggest everyone drop the discussion here. Open another thread and flesh it out there. Then, go code it. Creating new discussion at: On 6/18/2020 at 2:09 AM, TranceaddicT said: I'd suggest everyone drop the discussion here. Open another thread and flesh it out there. Then, go code it. Continue here: Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 24, 2020 Share Posted June 24, 2020 (edited) I'm trying to target all Parts with an engine of the type electric I tried the following: @PART[*]:HAS[@MODULE[ModuleEnginesRF]:HAS[#EngineType[Electric]]]:AFTER[RealismOverhaul] { // do something } but it has no effect. Any ideas? Edited June 24, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 24, 2020 Share Posted June 24, 2020 2 hours ago, FreeThinker said: I'm trying to target all Parts with an engine of the type electric I tried the following: but it has no effect. Any ideas? Syntax looks correct to me. Verify that all the capitalization is correct, whether there are any log messages about the patch, etc. And make sure you check the result in the ConfigCache rather than in-game - that can help narrow down a lot of issues. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 24, 2020 Share Posted June 24, 2020 40 minutes ago, blowfish said: Syntax looks correct to me. Verify that all the capitalization is correct, whether there are any log messages about the patch, etc. And make sure you check the result in the ConfigCache rather than in-game - that can help narrow down a lot of issues. I fixed it by replacing :AFTER[RealismOverhaul] by :FINAL Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 24, 2020 Share Posted June 24, 2020 2 hours ago, FreeThinker said: I fixed it by replacing :AFTER[RealismOverhaul] by :FINAL :AFTER[RealismOverhaul] would only run if RealismOverhaul is present. Please don't ship :FINAL patches with any actual mod. They should be reserved for one-off fixes in your local install. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 24, 2020 Share Posted June 24, 2020 25 minutes ago, blowfish said: :AFTER[RealismOverhaul] would only run if RealismOverhaul is present. Please don't ship :FINAL patches with any actual mod. They should be reserved for one-off fixes in your local install. I rather not use :FINAL but :AFTER[RealismOverhaul] didn't work despite beeing installed. I can't figure out what else I could use Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 24, 2020 Share Posted June 24, 2020 7 minutes ago, FreeThinker said: I rather not use :FINAL but :AFTER[RealismOverhaul] didn't work despite beeing installed. I can't figure out what else I could use I see only two places in RO where this is used one uses the FOR[RealismOverhaul] pass, so that should be fine the other uses FOR[RealismOverhaulEngines] so it makes sense why it wouldn't have run yet Quote Link to comment Share on other sites More sharing options...
MKSheppard Posted June 28, 2020 Share Posted June 28, 2020 How do you represent negative numbers in MM? I'm trying to multiply a number by a negative value (-0.2807) but I can't get it to go negative; even when II start with: NegativeA = 1 NegativeA -= 0.2807 //we have to do this repurposed bovine waste to get a negative number NegativeA = 1 NegativeA -= 0.2807 Quote Link to comment Share on other sites More sharing options...
razark Posted June 28, 2020 Share Posted June 28, 2020 4 hours ago, MKSheppard said: NegativeA = 1 NegativeA -= 0.2807 Wouldn't this give NegativeA a value of 1 - 0.2807 ? Which would be 0.7193 Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 28, 2020 Share Posted June 28, 2020 6 hours ago, MKSheppard said: NegativeA -= 0.2807 You want @NegativeA -= 0.2807 otherwise it won't try to modify the existing value Quote Link to comment Share on other sites More sharing options...
Kraken that doesn't exist Posted July 2, 2020 Share Posted July 2, 2020 this being updated to 1.10 soon? Quote Link to comment Share on other sites More sharing options...
sarbian Posted July 2, 2020 Author Share Posted July 2, 2020 MM itself should work fine in its current version. I will handle the CKAN updates over the weekend. Quote Link to comment Share on other sites More sharing options...
Kraken that doesn't exist Posted July 2, 2020 Share Posted July 2, 2020 Just now, sarbian said: MM itself should work fine in its current version. I will handle the CKAN updates over the weekend. i tried playing 1.10 but my loading got stuck on a mod that requires MM Quote Link to comment Share on other sites More sharing options...
sarbian Posted July 2, 2020 Author Share Posted July 2, 2020 Post the log then. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted July 2, 2020 Share Posted July 2, 2020 4 minutes ago, Kraken that doesn't exist said: i tried playing 1.10 but my loading got stuck on a mod that requires MM Did you install MM at all? How to setup CKAN to allow older mods Quote Link to comment Share on other sites More sharing options...
Kraken that doesn't exist Posted July 2, 2020 Share Posted July 2, 2020 (edited) Just now, Tonka Crash said: Did you install MM at all? How to setup CKAN to allow older mods yes i've had it installed since i started installing mods Edited July 2, 2020 by Kraken that doesn't exist Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted July 2, 2020 Share Posted July 2, 2020 @Kraken that doesn't exist post your KSP.log to a server (GDrive, DBox, Git) and link it here. Quote Link to comment Share on other sites More sharing options...
Kraken that doesn't exist Posted July 2, 2020 Share Posted July 2, 2020 i'll just play stock until this is updated Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted July 3, 2020 Share Posted July 3, 2020 I have a config that is not working in 1.10 that did work in 1.8. I never tried it in 1.9 as I never played in 1.9. @EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]]:FINAL { @baseValue = 8 @scienceCap = 8 @biomeMask = 23 } @EXPERIMENT_DEFINITION[*]:HAS[#id[evaReport]]:FINAL { @baseValue = 5 @scienceCap = 5 @biomeMask = 7 } When I load this in a 1.8 game on ModuleManager 4.1.3 and run a crew report in an alt-f12 cheated orbit I get a crew report that is over a biome. When I run an EVA report it is "in space." This is the desired result of this mod. When I load this in a 1.10 game on ModuleManager 4.1.3 and run a crew report in an alt-f12 cheated orbit I get the normal, "in space" crew report. EVA reports are biome specific. This is Stock behavior and what I'm trying to change. Here is my KSP log and Player.log from the 1.10 game. Please let me know if you need anything else. [defunct site links removed by moderator] Entire contents of Gamedata (except Squad directory which is stock): Spoiler D:\ksp_actualstock\GameData>dir Volume in drive D is DATA Volume Serial Number is 04DA-B013 Directory of D:\ksp_actualstock\GameData 07/02/2020 10:41 PM <DIR> . 07/02/2020 10:41 PM <DIR> .. 07/02/2020 10:41 PM <DIR> 00_Mine 07/02/2020 10:07 PM 141,824 ModuleManager.4.1.3.dll 07/02/2020 10:58 PM 2,274,839 ModuleManager.ConfigCache 07/02/2020 10:58 PM 82,175 ModuleManager.ConfigSHA 07/02/2020 10:58 PM 9,043 ModuleManager.Physics 07/02/2020 10:58 PM 28,994 ModuleManager.TechTree 07/01/2020 09:26 PM <DIR> Squad 5 File(s) 2,536,875 bytes 4 Dir(s) 404,748,718,080 bytes free D:\ksp_actualstock\GameData>dir 00_Mine Volume in drive D is DATA Volume Serial Number is 04DA-B013 Directory of D:\ksp_actualstock\GameData\00_Mine 07/02/2020 10:41 PM <DIR> . 07/02/2020 10:41 PM <DIR> .. 06/15/2019 06:39 AM 212 crew_eva_swap.cfg 1 File(s) 212 bytes 2 Dir(s) 404,748,718,080 bytes free Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 5, 2020 Share Posted July 5, 2020 On 7/2/2020 at 8:07 PM, Superfluous J said: I have a config that is not working in 1.10 that did work in 1.8. I never tried it in 1.9 as I never played in 1.9. Can you check in ModuleManager.ConfigCache to see whether it looks correct? This will show you the final state of all the configs after MM has patched them but before KSP interprets them. It's a much faster way of debugging patches than trying to look for the effects in-game. It'll also tell us where to go next with the debugging. Quote Link to comment Share on other sites More sharing options...
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