Dominiquini Posted July 15, 2021 Share Posted July 15, 2021 1 hour ago, maculator said: Ah that was helpful. Didn't know MM stores its reports there. But I stil got my problem. It says the warning is about the second :HAS, so I' tried this approach: @PART[*]:HAS[@MODULE[ModuleDataTransmitter],#antennaType[INTERNAL]]:FINAL { !MODULE[ModuleDataTransmitter] {} } didn't work. Now there is no warning, But my patch also doesn't work anymore. The original patch @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[#antennaType[INTERNAL]] { !MODULE[ModuleDataTransmitter] {} } does work. It only says: [WRN 21:53:31.364] more than one :HAS tag detected, ignoring all but the first: /Axel/@PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[#antennaType[INTERNAL]]:FINAL I guess its a syntax problem. And I really don't know how to phrase it otherwise :S Try this: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaType[INTERNAL]]] { !MODULE[ModuleDataTransmitter] {} } I think this will work! Sorry, I hadn't paid much attention the first time... Quote Link to comment Share on other sites More sharing options...
maculator Posted July 15, 2021 Share Posted July 15, 2021 It did work. And beeing able to filter that way will help me alot in the Future I think! Thank you verry much. Quote Link to comment Share on other sites More sharing options...
Lisias Posted July 16, 2021 Share Posted July 16, 2021 14 hours ago, maculator said: It did work. And beeing able to filter that way will help me alot in the Future I think! Thank you verry much. Uh, nope. The patch: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaType[INTERNAL]]] { !MODULE[ModuleDataTransmitter] {} } Is not working as you intended. It is issuing the MM warning: WRN 21:53:31.364] more than one :HAS tag detected, ignoring all but the first: /Axel/@PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[#antennaType[INTERNAL]]:FINAL What essentially says that your path was degenerated into: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]] { !MODULE[ModuleDataTransmitter] {} } What means that you will remove the module from parts not intended to have it removed. Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 16, 2021 Share Posted July 16, 2021 4 hours ago, Lisias said: Uh, nope. The patch: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaType[INTERNAL]]] { !MODULE[ModuleDataTransmitter] {} } Is not working as you intended. It is issuing the MM warning: WRN 21:53:31.364] more than one :HAS tag detected, ignoring all but the first: /Axel/@PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[#antennaType[INTERNAL]]:FINAL What essentially says that your path was degenerated into: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]] { !MODULE[ModuleDataTransmitter] {} } What means that you will remove the module from parts not intended to have it removed. I tested here now and appears to be working! The correct is: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaType[INTERNAL]]] And not: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[#antennaType[INTERNAL]] Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted July 16, 2021 Share Posted July 16, 2021 Is there a way to edit config files and reapply them on the fly, without closing the game and reopening every time I want to change some patches? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted July 17, 2021 Share Posted July 17, 2021 3 hours ago, mateusviccari said: Is there a way to edit config files and reapply them on the fly, without closing the game and reopening every time I want to change some patches? Not that I'm aware of. All the config files have to be read, in order, iaw MM since changing one might have an effect on another. I don't believe there is any way around this. Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 17, 2021 Share Posted July 17, 2021 (edited) 4 hours ago, mateusviccari said: Is there a way to edit config files and reapply them on the fly, without closing the game and reopening every time I want to change some patches? Try ALT+F11 on the KSC or the main menu (don't remember if worked with a loaded game)... But here, when I tried, the game freezes! Edited July 17, 2021 by Dominiquini Quote Link to comment Share on other sites More sharing options...
AeroSky Posted July 22, 2021 Share Posted July 22, 2021 Can we use Module Manager on KSP 1.12 already? (ie. does it work without bugs?) Quote Link to comment Share on other sites More sharing options...
Tacombel Posted July 22, 2021 Share Posted July 22, 2021 26 minutes ago, AeroSky said: Can we use Module Manager on KSP 1.12 already? (ie. does it work without bugs?) I would say so. Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted July 22, 2021 Share Posted July 22, 2021 29 minutes ago, AeroSky said: Can we use Module Manager on KSP 1.12 already? (ie. does it work without bugs?) it works fine Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 24, 2021 Share Posted July 24, 2021 (edited) I seem to be having an issue where :NEEDS[!whatever] doesn't seem to work. Is this a feature or a bug? Or something that just seems to be very very wrong with my instals? This is happening on the Simplex and Tetrix TechTrees where a node is moving which should only happen if Near Future Construction is installed. It has also has affected users of Kerbalism Simplex. This is on ksp 1.12.1 Edited July 24, 2021 by theJesuit Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 24, 2021 Share Posted July 24, 2021 (edited) An update but still a question @sarbian In the Tetrix Tech tree I used the following code: @RDNode:HAS[#id[advMetalworks]] { @pos = -1828,1140,-1 @cost = 240 !Parent,* {} Parent { parentID = specializedConstruction lineFrom = RIGHT lineTo = LEFT } Parent:NEEDS[NearFutureConstruction] { parentID = largeVolumeContainment lineFrom = RIGHT lineTo = LEFT } } Adding a second path to advMetalWorks when NearFutureConstruction was installed. This no longer works and it always puts in the extra path. I need a second patch now. @RDNode:HAS[#id[advConstruction]] { @pos = -2068,1140,-1 @cost = 60 !Parent,* {} Parent { parentID = generalConstruction lineFrom = RIGHT lineTo = LEFT } } @TechTree:NEEDS[NearFutureConstruction] { @RDNode:HAS[#id[advConstruction]] { @pos = -2068,1140,-1 @cost = 60 !Parent,* {} Parent { parentID = generalConstruction lineFrom = RIGHT lineTo = LEFT } Parent { parentID = fuelSystems lineFrom = RIGHT lineTo = LEFT } } } Was this an intentional change as may explain the issues I've been having? Edited July 24, 2021 by theJesuit Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 25, 2021 Share Posted July 25, 2021 I was trying to create a MM patch, and for that I was trying to use '|' on the HAS block and it's not working. Than I saw on the documentation that it is not possible! Any reason for this! Thanks. Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 1, 2021 Author Share Posted August 1, 2021 New release : ModuleManager-4.2.0.zip Part loader now relies on physics values (for e.g. minimum rigidbody mass), so we want to set modded physics earlier. Thanks to @blowfish to his unending dedication to MM Quote Link to comment Share on other sites More sharing options...
BTAxis Posted August 1, 2021 Share Posted August 1, 2021 I play with Kerbalism and after updating to the latest MM I noticed things were getting added to my craft that shouldn't be there (such as unmanned experiments to manned pods). Reverting back to 4.1.4 solved the problem. Is this a problem with MM, or is this a case of Kerbalism needing to update to a new convention or some such? Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted August 1, 2021 Share Posted August 1, 2021 1 hour ago, BTAxis said: I play with Kerbalism and after updating to the latest MM I noticed things were getting added to my craft that shouldn't be there (such as unmanned experiments to manned pods). Reverting back to 4.1.4 solved the problem. Is this a problem with MM, or is this a case of Kerbalism needing to update to a new convention or some such? Also getting lots of errors with Kerbalism/DMagic config with the new 4.2.0 [ERR 13:56:36.085] Error - Cannot parse variable search when inserting new key anim_deploy = #$../MODULE:HAS[#experimentID,~name[Experiment]]/animationName$ [LOG 13:56:36.086] Applying update KerbalismConfig/Support/DMagicOrbitalScience_Science/@PART[*]:HAS[@MODULE[DM*]:HAS[#experimentID[magScan]]]:NEEDS[DMagicOrbitalScience,FeatureScience] to DMagicOrbitalScience/UniversalStorage/USProbeSci/MagBoom.cfg/PART[dmUSMagBoom] and for plumes [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key plumeIdentifier = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumeIdentifier$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key transformName = #$/PLUME[Ammonialox]:HAS[~processed[*]]/transformName$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key localRotation = #$/PLUME[Ammonialox]:HAS[~processed[*]]/localRotation$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key localPosition = #$/PLUME[Ammonialox]:HAS[~processed[*]]/flarePosition$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key fixedScale = #$/PLUME[Ammonialox]:HAS[~processed[*]]/flareScale$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key name = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumeIdentifier$-flare [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key transformName = #$/PLUME[Ammonialox]:HAS[~processed[*]]/transformName$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key localRotation = #$/PLUME[Ammonialox]:HAS[~processed[*]]/localRotation$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key localPosition = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumePosition$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key fixedScale = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumeScale$ [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key energy = #$/PLUME[Ammonialox]:HAS[~processed[*]]/energy$ [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key speed = #$/PLUME[Ammonialox]:HAS[~processed[*]]/speed$ [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key emissionMult = #$/PLUME[Ammonialox]:HAS[~processed[*]]/emissionMult$ [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key alphaMult = #$/PLUME[Ammonialox]:HAS[~processed[*]]/alphaMult$ [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key saturationMult = #$/PLUME[Ammonialox]:HAS[~processed[*]]/saturationMult$ [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key name = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumeIdentifier$-plume [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key name = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumeIdentifier$-audio [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key volume = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumeScale$ [LOG 14:06:19.173] Applying update RealPlume/000_Generic_Plumes/Ammonialox/@PART[*]:HAS[@PLUME[Ammonialox]:HAS[~processed[*]]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] to Squad/Parts/Engine/liquidEngineMk55/liquidEngineMk55.cfg/PART[radialLiquidEngine1-2] Additionally MM seems to get stuck in a loop, waiting for patching to finish. So in the splash screen it shows 57 errors, in the log file it is 46K errors. Hence seems to continuously keep writing error log. Reverting to 4.1.4 seems to remove all that issues. Let me know if I can help somehow. Quote Link to comment Share on other sites More sharing options...
Mjollnir Posted August 1, 2021 Share Posted August 1, 2021 (edited) I experience the same loop as @chris-kerbal also with the same mod, RealPlumes and with the same need. Here's that line from my log: [LOG 16:25:17.403] Applying update RealPlume/000_Generic_Plumes/Ammonialox/@PART[*]:HAS[@PLUME[Ammonialox]:HAS[~processed[*]]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] to Squad/Parts/Engine/liquidEngineMk55/liquidEngineMk55.cfg/PART[radialLiquidEngine1-2] Edit: redownloading and reinstalling the mod didn't help, only solution was uninstalling. Now the game loads fine. Edited August 1, 2021 by Mjollnir Quote Link to comment Share on other sites More sharing options...
GoAHead Posted August 1, 2021 Share Posted August 1, 2021 i can confirm the above. since last update KSP won't load due to contious loops ab erros with real plume Quote Link to comment Share on other sites More sharing options...
Jacke Posted August 1, 2021 Share Posted August 1, 2021 Those players have issues with the new MM, the entire Player.log and KSP.log files are needed, not just parts of the log. Please do a test run, upload the logs to a file sharing site, then post with the file download link, the principle mods that you think might be the issue, and the steps needed to recreate the issue. Quote Link to comment Share on other sites More sharing options...
Dave-Daring Posted August 1, 2021 Share Posted August 1, 2021 I too had to revert to the previous version after the game loading froze at 95% dealing with real plume patches. Quote Link to comment Share on other sites More sharing options...
Mystick Posted August 1, 2021 Share Posted August 1, 2021 3 hours ago, Mjollnir said: I experience the same loop as @chris-kerbal also with the same mod, RealPlumes and with the same need. Here's that line from my log: [LOG 16:25:17.403] Applying update RealPlume/000_Generic_Plumes/Ammonialox/@PART[*]:HAS[@PLUME[Ammonialox]:HAS[~processed[*]]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] to Squad/Parts/Engine/liquidEngineMk55/liquidEngineMk55.cfg/PART[radialLiquidEngine1-2] Edit: redownloading and reinstalling the mod didn't help, only solution was uninstalling. Now the game loads fine. I concur - experiencing the same issue. Corrected the issue, making the game playable, by reverting to MM v4.1.4 through CKAN (CKAN > select MM > in the details window, select "Versions" tab > uncheck latest v4.2.0 > check v4.1.4 > Apply Changes) Quote Link to comment Share on other sites More sharing options...
1FingerSalute Posted August 1, 2021 Share Posted August 1, 2021 (edited) I also had this issue. https://drive.google.com/file/d/1GFHNv7y8dJ0Ubynd_SoN-YgtFdhTAFim/view?usp=sharing https://drive.google.com/file/d/1XWIi6gZ_Izu_eYoxhMSlLV22v-7gORZr/view?usp=sharing Edited August 1, 2021 by 1FingerSalute Quote Link to comment Share on other sites More sharing options...
lipatden Posted August 1, 2021 Share Posted August 1, 2021 2 hours ago, Jacke said: Those players have issues with the new MM, the entire Player.log and KSP.log files are needed, not just parts of the log. Please do a test run, upload the logs to a file sharing site, then post with the file download link, the principle mods that you think might be the issue, and the steps needed to recreate the issue. https://drive.google.com/file/d/1oa5bVdkxleAiYUZXjIO4_Nuojutzygc_/view?usp=sharing Zip contains complete KSP.log, and a list of installed mods. Note the last line in the log is generated when the application is closed, so it essentially sat there for 12 minutes doing nothing (except looping loading art). Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 1, 2021 Author Share Posted August 1, 2021 And here is a new version that should fix all that ModuleManager-4.2.1.zip Quote Link to comment Share on other sites More sharing options...
lipatden Posted August 1, 2021 Share Posted August 1, 2021 26 minutes ago, sarbian said: And here is a new version that should fix all that ModuleManager-4.2.1.zip Confirmed, thanks for the quick work Quote Link to comment Share on other sites More sharing options...
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