Watermel00n Posted April 3, 2022 Share Posted April 3, 2022 Thabk you soooooo much. Quote Link to comment Share on other sites More sharing options...
Watermel00n Posted April 4, 2022 Share Posted April 4, 2022 Can i rename resources like monopropellant? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted April 4, 2022 Share Posted April 4, 2022 4 hours ago, Watermel00n said: Can i rename resources like monopropellant? If you're asking can you change the name displayed for the resource in the UI then its quite straightforward: @RESOURCE_DEFINITION[MonoPropellant] { @displayName = NewPropellantName // or whatever @abbreviation = NPN // or whatever } This won't change part titles or descriptions that include the word Monopropellant but will change the resource as listed in the resource panel, tank contents, engine fuel requirements etc. If you wanted to change titles of parts (e.g. "Small monopropellant engine") and to globally replace the word monopropellant in part descriptions to your new name then you can use MM regular expression syntax: Spoiler @PART[*]:HAS[#title[*monopropellant*]] { @title ^= :monopropellant:newpropellantname: // where "newpropellantname" is the name you want to use } @PART[*]:HAS[#description[*monopropellant*]] { @description ^= :monopropellant:newpropellantname: } // case sensitive - so handle case where word starts with a cap (would also need separate handle for all caps etc.) @PART[*]:HAS[#title[*Monopropellant*]] { @title ^= :Monopropellant:NewPropellantName: } @PART[*]:HAS[#description[*Monopropellant*]] { @description ^= :Monopropellant:NewPropellantName: } Quote Link to comment Share on other sites More sharing options...
Jool the Planet Posted April 9, 2022 Share Posted April 9, 2022 On 10/25/2013 at 9:01 AM, sarbian said: With is you can edit squad (and other mod) part without overwriting their file. There's a grammar mistake. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted April 28, 2022 Share Posted April 28, 2022 I've come across some unexpected behaviour when trying to delete a single node based on one of its keys during a processing loop. Here's a stripped down test case: Spoiler TEMP_STORE { LIST { NODE { name = one TAG = true } NODE { name = two TAG = false } NODE { name = three TAG = true } NODE { name = four // no tag } NODE { name = five TAG = false } } } @TEMP_STORE { @LIST { // !NODE,0 {} // coreectly deletes just NODE[one] !NODE:HAS[#TAG[true]],0 {} // deletes both NODE[one] amd MODE[three] } } Adding the :HAS[] clause to the delete seems to change the behaviour of the ,0 index clause in a way I hadn't expected. Quote Link to comment Share on other sites More sharing options...
Michael_t3 Posted May 7, 2022 Share Posted May 7, 2022 Hey, I'm using KSP 1.12.3 and it seems module manager is making my solar panels dysfunctional... I have tried to install several mods by Nertea_01 which includes his Near Future Solar mod, which adds new solar panels to the game. But I have noticed default deployable solar panels automatically deploy, and I cannot retract them or right-click them. For the Near Future Solar mod, I am unable to deploy any extendible solar panels. I've narrowed the issue down to module manager. But all versions of Module Manager do not function with KSP 1.12.3 and I do not know what to do. Is this a KSP issue or a module manager issue? Thanks. Quote Link to comment Share on other sites More sharing options...
Guest Posted May 7, 2022 Share Posted May 7, 2022 2 hours ago, Michael_t3 said: Hey, I'm using KSP 1.12.3 and it seems module manager is making my solar panels dysfunctional... I have tried to install several mods by Nertea_01 which includes his Near Future Solar mod, which adds new solar panels to the game. But I have noticed default deployable solar panels automatically deploy, and I cannot retract them or right-click them. For the Near Future Solar mod, I am unable to deploy any extendible solar panels. I've narrowed the issue down to module manager. But all versions of Module Manager do not function with KSP 1.12.3 and I do not know what to do. Is this a KSP issue or a module manager issue? Thanks. What versions did you install? Module manager 4.2.1 and NF Solar 1.3.2 are the versions that I'm using and everything is working fine Quote Link to comment Share on other sites More sharing options...
Michael_t3 Posted May 7, 2022 Share Posted May 7, 2022 (edited) 2 hours ago, Forked Camphor said: What versions did you install? Module manager 4.2.1 and NF Solar 1.3.2 are the versions that I'm using and everything is working fine I am using the exact same versions as you! I even tried Module manager 4.1.4. I do not understand why my solar panels bug out with module manager. Maybe it is my pc? Edited May 7, 2022 by Michael_t3 Quote Link to comment Share on other sites More sharing options...
Guest Posted May 7, 2022 Share Posted May 7, 2022 (edited) 29 minutes ago, Michael_t3 said: I am using the exact same versions as you! I even tried Module manager 4.1.4. I do not understand why my solar panels bug out with module manager. Quick and simple you can try downloading from a different repository, using CKAN (Which I use/d to install 80-90% of my mods, including MM and NFS) and/or try to reproduce the bug with only NFS and dependencies, which I assume you already did but I mention it just in case Another thing you can try, a little more tedious is to do a clean install just to be sure that everything is as clean as possible. If you're using Steam you don't need to erase your current install, you just need to rename the KSP folder, for example from "Kerbal Space Program" to "2-Kerbal Space Program" (Quick note, that's what I do to play back and forth with older versions of the game) and then "uninstalling" and reinstalling from Steam and then reinstalling those mods. Hope this helps Edited May 7, 2022 by Guest Spelling Quote Link to comment Share on other sites More sharing options...
Michael_t3 Posted May 7, 2022 Share Posted May 7, 2022 12 minutes ago, Forked Camphor said: Quick and simple you can try downloading from a different repository, using CKAN (Which I use/d to install 80-90% of my mods, including MM and NFS) and/or try to reproduce the bug with only NFS and dependencies, which I assume you already did but I mention it just in case Another thing you can try, a little more tedious is to do a clean install just to be sure that everything is as clean as possible. If you're using Steam you don't need to erase your current install, you just need to rename the KSP folder, for example from "Kerbal Space Program" to "2-Kerbal Space Program" (Quick note, that's what I do to play back and forth with older versions of the game) and then "uninstalling" and reinstalling from Steam and then reinstalling those mods. Hope this helps Thanks for the help! I'll try it out and see if it works, and I'll get back to you if it does. Quote Link to comment Share on other sites More sharing options...
Michael_t3 Posted May 7, 2022 Share Posted May 7, 2022 3 hours ago, Forked Camphor said: Quick and simple you can try downloading from a different repository, using CKAN (Which I use/d to install 80-90% of my mods, including MM and NFS) and/or try to reproduce the bug with only NFS and dependencies, which I assume you already did but I mention it just in case Another thing you can try, a little more tedious is to do a clean install just to be sure that everything is as clean as possible. If you're using Steam you don't need to erase your current install, you just need to rename the KSP folder, for example from "Kerbal Space Program" to "2-Kerbal Space Program" (Quick note, that's what I do to play back and forth with older versions of the game) and then "uninstalling" and reinstalling from Steam and then reinstalling those mods. Hope this helps Hey! It's me again. So after a lot of tinkering, I've tried out all your methods. I've re-installed ksp (twice), installed MM using CKAN and yet I still have my persisting issue... But I have noticed something odd.... NFS works perfectly fine without MM; meanwhile, when I tried installing NF mods all at once without MM, B9PartSwitch screams at me, forcing me to close ksp. I find that incredibly odd. From what i can discern, MM is only disabling my solar panels, and I do not know why. I've tried everything up till this point and tbh I'm kind of just stuck. Any ideas? Quote Link to comment Share on other sites More sharing options...
Guest Posted May 7, 2022 Share Posted May 7, 2022 6 hours ago, Michael_t3 said: Hey! It's me again. So after a lot of tinkering, I've tried out all your methods. I've re-installed ksp (twice), installed MM using CKAN and yet I still have my persisting issue... But I have noticed something odd.... NFS works perfectly fine without MM; meanwhile, when I tried installing NF mods all at once without MM, B9PartSwitch screams at me, forcing me to close ksp. I find that incredibly odd. From what i can discern, MM is only disabling my solar panels, and I do not know why. I've tried everything up till this point and tbh I'm kind of just stuck. Any ideas? Mmmm, what I found is that NFS comes with B9 Part switch version 2.18 and I'm using currently 2.20, this is most likely the problem try updating it and cheking again Quote Link to comment Share on other sites More sharing options...
Michael_t3 Posted May 8, 2022 Share Posted May 8, 2022 12 hours ago, Forked Camphor said: Mmmm, what I found is that NFS comes with B9 Part switch version 2.18 and I'm using currently 2.20, this is most likely the problem try updating it and cheking again I was thinking the same thing. So i've checked it and my B9 Part Switch was outdated on version 2.18 and i've now updated it, but the problem still persists. Here's a screenshot of the errors I receive. They all mention a "module missing". I can provide any further logs if needed, and the errors are all the same. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 8, 2022 Share Posted May 8, 2022 14 minutes ago, Michael_t3 said: I was thinking the same thing. So i've checked it and my B9 Part Switch was outdated on version 2.18 and i've now updated it, but the problem still persists. Here's a screenshot of the errors I receive. They all mention a "module missing". I can provide any further logs if needed, and the errors are all the same. The B9PartSwitch on the NFS panels is not finding ModuleDeployableSolarPanel, probably some other mod you have installed is replacing the default solar panel module with a custom variant and that's causing the error in NFS. You should check through your ModuleManager log file to see what patches are applied to one of the parts (e.g. search for "nfs-panel-deploying-advanced-1x1-ikonos-1") and then seeing if any of those patches affect ModuleDeployableSolarPanel. Quote Link to comment Share on other sites More sharing options...
Michael_t3 Posted May 8, 2022 Share Posted May 8, 2022 24 minutes ago, Aelfhe1m said: The B9PartSwitch on the NFS panels is not finding ModuleDeployableSolarPanel, probably some other mod you have installed is replacing the default solar panel module with a custom variant and that's causing the error in NFS. You should check through your ModuleManager log file to see what patches are applied to one of the parts (e.g. search for "nfs-panel-deploying-advanced-1x1-ikonos-1") and then seeing if any of those patches affect ModuleDeployableSolarPanel. Yes, I'm using Kopernicus as I wanted to use SVE and for other planetary-related purposes. I've checked and ModuleManager was replacing ModuleDeployableSolarPanel with Kopernicus' useKopernicusSolarPanels = false which I believe (I can't say since I don't know code) was disabling my solar panels. I'm unsure how to fix (change) this, so I've simply removed Kopernicus for now. But, it's no longer broken! Thanks for the help. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 8, 2022 Share Posted May 8, 2022 22 minutes ago, Michael_t3 said: Yes, I'm using Kopernicus as I wanted to use SVE and for other planetary-related purposes. I've checked and ModuleManager was replacing ModuleDeployableSolarPanel with Kopernicus' useKopernicusSolarPanels = false which I believe (I can't say since I don't know code) was disabling my solar panels. I'm unsure how to fix (change) this, so I've simply removed Kopernicus for now. But, it's no longer broken! Thanks for the help. You should be able to use NFS and Kopernicus together (I do). Were you using a planet pack with multiple stars? If so there's a separate file on the Kopernicus download page that you need to get (MultiStarSolarPanels.cfg) but which should not be included for single star systems. Quote Link to comment Share on other sites More sharing options...
Guest Posted May 8, 2022 Share Posted May 8, 2022 41 minutes ago, Michael_t3 said: Yes, I'm using Kopernicus as I wanted to use SVE and for other planetary-related purposes. I've checked and ModuleManager was replacing ModuleDeployableSolarPanel with Kopernicus' useKopernicusSolarPanels = false which I believe (I can't say since I don't know code) was disabling my solar panels. I'm unsure how to fix (change) this, so I've simply removed Kopernicus for now. But, it's no longer broken! Thanks for the help. What mods are you using? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 8, 2022 Share Posted May 8, 2022 4 hours ago, Michael_t3 said: Yes, I'm using Kopernicus as I wanted to use SVE and for other planetary-related purposes. I've checked and ModuleManager was replacing ModuleDeployableSolarPanel with Kopernicus' useKopernicusSolarPanels = false which I believe (I can't say since I don't know code) was disabling my solar panels. I'm unsure how to fix (change) this, so I've simply removed Kopernicus for now. But, it's no longer broken! Thanks for the help. Please provide a log file, would be helpful to see the ModuleManager log files as well Quote Link to comment Share on other sites More sharing options...
Michael_t3 Posted May 10, 2022 Share Posted May 10, 2022 On 5/8/2022 at 2:00 PM, Aelfhe1m said: You should be able to use NFS and Kopernicus together (I do). Were you using a planet pack with multiple stars? If so there's a separate file on the Kopernicus download page that you need to get (MultiStarSolarPanels.cfg) but which should not be included for single star systems. I pre-installed Kopernicus as I am interested in getting a planet pack. For now I'm using it for SVE to enable Jool rings. I have not installed any planet pack yet due to ongoing real-life stuff that I'm dealing with, I have plans to install planet packs in the future. But for now, will deleting MultiStarSolarPanels.cfg do the job? It already came pre-packaged in Kopernicus, and I am assuming here that it is un-needed. Correct me if I'm wrong. Quote Link to comment Share on other sites More sharing options...
cinemagic Posted May 26, 2022 Share Posted May 26, 2022 for an example: MODULE[XXFuelswitch] tankMass=1;2;3;4 I want to divide these mass number by 2, so I can use @tankMass[*,;] /= 2 but when it comes to multiple switchable module like: tankMass=1;2;3;4|2;4;6;8|3;6;9;12|4;8;12;16 How do I write the correct formula? Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted June 1, 2022 Share Posted June 1, 2022 @sarbian I've noticed that often people don't have much experience using ModuleManager, but it is important to tweaking heavily modded installs the way you want. Can I get permission to start a ModuleManager Help Thread? Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 1, 2022 Author Share Posted June 1, 2022 People have been asking their questions here for years without any problems. I do not see the point of having a new thread Quote Link to comment Share on other sites More sharing options...
Clancythecat Posted June 1, 2022 Share Posted June 1, 2022 Is it theoretically possible to make a patch that applies to every crew cabin with a certain amount of crew capacity? Quote Link to comment Share on other sites More sharing options...
Guest Posted June 1, 2022 Share Posted June 1, 2022 9 minutes ago, Clancythecat said: Is it theoretically possible to make a patch that applies to every crew cabin with a certain amount of crew capacity? Something like this you mean? @PART[*]:HAS[#CrewCapacity[X]] Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted June 1, 2022 Share Posted June 1, 2022 4 hours ago, Clancythecat said: Is it theoretically possible to make a patch that applies to every crew cabin with a certain amount of crew capacity? 4 hours ago, Forked Camphor said: Something like this you mean? @PART[*]:HAS[#CrewCapacity[X]] Or @PART[*]:HAS[#CrewCapacity[>X]] for all parts with crew capacity of more than X. You can also use < but not >= or <= Quote Link to comment Share on other sites More sharing options...
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