sarbian Posted December 12, 2013 Author Share Posted December 12, 2013 The KSP parser does not, so I get a trunked line if there is a space in it Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 12, 2013 Share Posted December 12, 2013 The KSP parser does not, so I get a trunked line if there is a space in it Oh man... the KSP API sounds like a scary, scary world. Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 12, 2013 Share Posted December 12, 2013 Say, I know this is a long-shot, but is there anyway to use the '$' for node duplication on parts? My first attempt didn't actually make a duplicate (wanted to copy + rescale) and I wasn't sure if I did something wrong or if this just isn't supported:// ------------------------------------------------------ TacFoodContainer 3m$PART[TacFoodContainer]{ @name = TacFoodContainer3m @title = Food Container, 3m @MODEL { @scale = 0.4166667, 0.4166667, 0.4166667 } @rescaleFactor = 2.4} Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 12, 2013 Share Posted December 12, 2013 Afraid that's asked and answered upthread (IIRC): Mu has to fix something Squad-side for that to work.That was, actually, why I asked for the feature. But the root of GameDatabase is read-only. Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 12, 2013 Author Share Posted December 12, 2013 Aye, can't do for now. I may be able to do it using reflection but I am not sure how the dev would react. Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 17, 2013 Share Posted December 17, 2013 Is there a way to get a part to use ElectricCharge when it doesn't have the ModuleCommand MODULE section? The below doesn't work, obviously, and I'm wondering where I need to put the 'rate' setting. (The actual charge amount works fine.)// ---------------------------------------------------------------- Capacity: 2@PART[*]:HAS[!MODULE[ModuleCommand],#CrewCapacity[2]]:Final{ !RESOURCE[ElectricCharge]{} RESOURCE { name = ElectricCharge rate = 0.1666667 // 0.0833333 for basic systems support per kerbal amount = 51600 // 12000 base + 12h charge (including life support) maxAmount = 51600 }} Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 17, 2013 Share Posted December 17, 2013 I create a ModuleGenerator that's alwaysEnabled, give it a single OUTPUT_RESOURCE, ElectricCharge, with a negative rate. Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 17, 2013 Share Posted December 17, 2013 I create a ModuleGenerator that's alwaysEnabled, give it a single OUTPUT_RESOURCE, ElectricCharge, with a negative rate. That did the trick! Thank you. Quote Link to comment Share on other sites More sharing options...
CoriW Posted December 18, 2013 Share Posted December 18, 2013 Am I right in just assuming this works with 0.23? Considering that FAR and other mods that use this are 0.23 compatible. Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 19, 2013 Author Share Posted December 19, 2013 Yes it does. I'll do a an other official release "soon" but it's not .23 related. Quote Link to comment Share on other sites More sharing options...
Sam Hall Posted December 19, 2013 Share Posted December 19, 2013 Hey there, just chiming in to say that this is a really good mod and I've updated the mk2 cockpit internals replacer to work with it after a bunch of people requested that. Quote Link to comment Share on other sites More sharing options...
silentdragon Posted December 21, 2013 Share Posted December 21, 2013 Does it work with 0.23 yet? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 21, 2013 Share Posted December 21, 2013 Does it work with 0.23 yet?Look two posts above your post. At least read the last page before asking something like that. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 If I wanted to disable or delete these using MM 1.5, what code would I use?MODULE { name = InternalCameraSwitch colliderTransformName = Monitor_Collider cameraTransformName = CameraTransform } MODULE { name = InternalCameraSwitch colliderTransformName = Monitor_Collider_001 cameraTransformName = CameraTransform_001 } MODULE { name = InternalCameraSwitch colliderTransformName = Monitor_Collider_002 cameraTransformName = CameraTransform_002 }I used this one in old one to disable the middle monitor:@INTERNAL[GenericSpace3TTUPGRADE]{ !MODULE[InternalCameraSwitch]{}}I tried this, it didn't work:@INTERNAL[GenericSpace3TTUPGRADE]{ !MODULE[InternalCameraSwitch]{}}{ !MODULE[InternalCameraSwitch,1]{}}{ !MODULE[InternalCameraSwitch,2]{}} Quote Link to comment Share on other sites More sharing options...
Captain_Party Posted December 21, 2013 Share Posted December 21, 2013 Whenever I install this in .23, the naming GUI in the VAb and SPH disappear, and when I delete it, this doesn't happen. Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 21, 2013 Author Share Posted December 21, 2013 therealcrow999 : the old one should still work. I'll work on MM tomorrow to have a release without bug and tested under .23 (even if I had no problem with it)Captain_Party : others use it without that but so don't know what to tell you. Try again once I get a new version out. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 The only thing with old one, it only deletes first one. I want to delete all three. I can't seem to get it. I think its because all three have same name.therealcrow999 : the old one should still work. I'll work on MM tomorrow to have a release without bug and tested under .23 (even if I had no problem with it)Captain_Party : others use it without that but so don't know what to tell you. Try again once I get a new version out. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 21, 2013 Share Posted December 21, 2013 If I wanted to disable or delete these using MM 1.5, what code would I use?I tried this, it didn't work:@INTERNAL[GenericSpace3TTUPGRADE]{ !MODULE[InternalCameraSwitch]{}}{ !MODULE[InternalCameraSwitch,1]{}}{ !MODULE[InternalCameraSwitch,2]{}}Your problem is the second and third of those !MODULE lines are in their own root nodes, not still in the @INTERNAL node @INTERNAL[GenericSpace3TTUPGRADE]{ !MODULE[InternalCameraSwitch,0] {} !MODULE[InternalCameraSwitch,1] {} !MODULE[InternalCameraSwitch,2] {}}That's assuming the ,n syntax works like that. I haven't tried it with named nodes. Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 21, 2013 Author Share Posted December 21, 2013 Duh I need to open my eyes when I read ...It might be that you need InternalCameraSwitch,0 for each. Since deleting a node will mess up the index.I need to check all that ... Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 (edited) I tried that one also, I tried every angle I could, but no go. I will give it a go with newer MM, if it allows.It wouldn't of been so bad if each InternalCameraSwitch when made by user, would had named each one separately by adding numbers after them.Lol, this one was puzzling me all morning. It's from the MK3 Cockpit mod: http://kerbalspaceprogram.com/mk3-cockpit-internals/Your problem is the second and third of those !MODULE lines are in their own root nodes, not still in the @INTERNAL node @INTERNAL[GenericSpace3TTUPGRADE]{ !MODULE[InternalCameraSwitch,0] {} !MODULE[InternalCameraSwitch,1] {} !MODULE[InternalCameraSwitch,2] {}}That's assuming the ,n syntax works like that. I haven't tried it with named nodes. Edited December 21, 2013 by therealcrow999 Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 21, 2013 Share Posted December 21, 2013 Sarbian:[ModuleManager] Exception while processing node : ModularFuelTanks/RealFuels/KSPI_MFS/@WARP_PLUGIN_SETTINGSSystem.IndexOutOfRangeException: Array index is out of range. at ModuleManager.ConfigManager.ApplyPatch (System.Collections.Generic.List`1 excludePaths, Boolean final) [0x00000] in <filename unknown>:0 WARP_PLUGINS_SETTINGS is a root node with no "name =" value under it. Quote Link to comment Share on other sites More sharing options...
Eadrom Posted December 22, 2013 Share Posted December 22, 2013 I am attempting to integrate TACLS's water resource into Interstellar. I have made all the necessary config edits locally and with Fractal's 0.9 allowing changes to Interstellar's resources, this is now possible. Now I would like to make a module manager file to allow other players to have this change.I need to make changes to two parts configs and 4 Interstellar config files to make this work. Basically, I'm just changing "LqdWater" to "Water" in those six files. As I understand it, I would make a new folder to be placed in the GameData folder and all it needs in it is my module manager config file. I'm having a little difficulty understanding the terminology in the OP and thus making my MM file. I also didn't see how I would change a generic config file in a mod.Here is a paste bin with my rough changes. Paths are relative to the WarpPlugin folder. http://pastebin.com/aCxR7G7QWould something like this be correct for changing the resource type and adjusting the water amount and max amount in Interstellar's water tank part?@PART[FNLiquidWaterTank]:Final { @RESOURCE[Water] { amount = 4065 maxAmount = 4065 } }@next part in my list to change Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 22, 2013 Share Posted December 22, 2013 I am attempting to integrate TACLS's water resource into Interstellar. I have made all the necessary config edits locally and with Fractal's 0.9 allowing changes to Interstellar's resources, this is now possible. Now I would like to make a module manager file to allow other players to have this change.I need to make changes to two parts configs and 4 Interstellar config files to make this work. Basically, I'm just changing "LqdWater" to "Water" in those six files. As I understand it, I would make a new folder to be placed in the GameData folder and all it needs in it is my module manager config file. I'm having a little difficulty understanding the terminology in the OP and thus making my MM file. I also didn't see how I would change a generic config file in a mod.Here is a paste bin with my rough changes. Paths are relative to the WarpPlugin folder. http://pastebin.com/aCxR7G7QWould something like this be correct for changing the resource type and adjusting the water amount and max amount in Interstellar's water tank part?@PART[FNLiquidWaterTank]:Final { @RESOURCE[Water] { amount = 4065 maxAmount = 4065 } }@next part in my list to changeSyntactically correct but you mention changing one resource to another and I don't see that happening in your sample code.If the part named FNLiquidWaterTank actually has a RESOURCE named water then yes it will work as you have it above..If however that part actually has a resource named LqdWater then you want this where your resource code is @RESOURCE[LqdWater] { name = Water amount = 4065 maxAmount = 4065 } Quote Link to comment Share on other sites More sharing options...
TaranisElsu Posted December 22, 2013 Share Posted December 22, 2013 I think you need to do:@RESOURCE[LqdWater]{ @name = Water @amount = 4065 @maxAmount = 4065}or!RESOURCE[LqdWater] // removes the LqdWater resourceRESOURCE // adds the Water resource{ name = Water amount = 4065 maxAmount = 4065}I would prefer the second way. Quote Link to comment Share on other sites More sharing options...
Eadrom Posted December 22, 2013 Share Posted December 22, 2013 So this should work correctly, yes?@PART[FNLiquidWaterTank]:Final { @RESOURCE[LqdWater] { @name = Water @amount = 4065 @maxAmount = 4065 } }Ok, I believe I can figure out the other part changes based on this info. Next, how do I make changes to Interstellar's general plugin configs? As in, non-part configs. Quote Link to comment Share on other sites More sharing options...
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