Starwaster Posted December 23, 2013 Share Posted December 23, 2013 I think this is a pretty busy time of year for a single day of testing. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 23, 2013 Share Posted December 23, 2013 It's only got a couple changes over 1.5.5, which has been rock-solid for a while. Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 23, 2013 Author Share Posted December 23, 2013 I wouldn't be the first time I mess up a simple change I'll wait for my return on the 26.My experiment with a new loading method failed. I have other ideas I'll test later. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 23, 2013 Share Posted December 23, 2013 It's only got a couple changes over 1.5.5, which has been rock-solid for a while.I wouldn't be the first time I mess up a simple change I'll wait for my return on the 26.My experiment with a new loading method failed. I have other ideas I'll test later.I'll be nice and hold my tongue Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 23, 2013 Author Share Posted December 23, 2013 Feel free to pick on me, you are one of those who earned that right Quote Link to comment Share on other sites More sharing options...
Hyomoto Posted December 24, 2013 Share Posted December 24, 2013 So % will replace it if it exists, or add it if it does not? Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 24, 2013 Author Share Posted December 24, 2013 Exactly like that Quote Link to comment Share on other sites More sharing options...
Briareos Posted December 25, 2013 Share Posted December 25, 2013 I'm a little confused about how this incorporates with multiple mods that use it. If I have Module Manager 1.5.6 but I have several mods that bundle 1.5, can I install just the 1.5.6 dll in GameData and not worry about the multiple copies of 1.5, or does each individual mod folder need its own Module Manager dll inside it? Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 25, 2013 Share Posted December 25, 2013 I'm a little confused about how this incorporates with multiple mods that use it. If I have Module Manager 1.5.6 but I have several mods that bundle 1.5, can I install just the 1.5.6 dll in GameData and not worry about the multiple copies of 1.5, or does each individual mod folder need its own Module Manager dll inside it?You only ever want one copy of ModuleManager. I keep the latest in my GameData/ folder and when I install a mod I look to make sure it doesn't have a bundled copy with it. (Or if it does and it's newer than the one I have, I replace the GameData/ one with it.) Quote Link to comment Share on other sites More sharing options...
Briareos Posted December 25, 2013 Share Posted December 25, 2013 You only ever want one copy of ModuleManager. I keep the latest in my GameData/ folder and when I install a mod I look to make sure it doesn't have a bundled copy with it. (Or if it does and it's newer than the one I have, I replace the GameData/ one with it.)OK, cool. That's what I thought. Thanks! Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 25, 2013 Author Share Posted December 25, 2013 It's better to have one but not required. Only the newest version will work Quote Link to comment Share on other sites More sharing options...
AlmightyR Posted December 26, 2013 Share Posted December 26, 2013 (edited) @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]{ MODULE { name = MechJebCore }}I'm running into problems with combined matches.The following code seems to result in all parts receiving MechJeb, not only command-pods, and they all receive it twice:@PART[*]:HAS[@MODULE[ModuleCommand] , !MODULE[MechJebCore]]{ MODULE { name = MechJebCore }}@PART[*]:HAS[#vesselType[Ship] , !MODULE[MechJebCore]]{ MODULE { name = MechJebCore }}Result:[EDIT] Problem solved. See Sarbian's post below. Image tags replaced with link, to reduce load.http://i42.tinypic.com/15moeah.png Edited December 27, 2013 by AlmightyR Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 26, 2013 Author Share Posted December 26, 2013 Space : Don't use them.@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]@PART[*]:HAS[#vesselType[ship],!MODULE[MechJebCore]] Quote Link to comment Share on other sites More sharing options...
AlmightyR Posted December 26, 2013 Share Posted December 26, 2013 (edited) Space : Don't use them.@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]@PART[*]:HAS[#vesselType[ship],!MODULE[MechJebCore]]Oh! The examples have space in them for clarity so I was using them as well.Gonna test it right away, BRB.[EDIT]Thank you almighty Sarbian! \o/ _o_ \o/ _o_It works! It works! It's alive! *evil laughter*[EDIT 2]Image tags replaced with link, to reduce load.http://i41.tinypic.com/28mfifn.png Edited December 27, 2013 by AlmightyR Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 27, 2013 Share Posted December 27, 2013 Spaces are bad, m'kay? You shouldn't do spaces because spaces are bad, m'kay? Quote Link to comment Share on other sites More sharing options...
LawnDartLeo Posted December 27, 2013 Share Posted December 27, 2013 Uggg!.....ModuleManager.dllModuleManager_1_5.dllModuleManager_1_5_5.dll... what's what? Are they mutually exclusive? Do I just run with the ModuleManager_1_5_5.dll and ditch the rest? Quote Link to comment Share on other sites More sharing options...
Athlonic Posted December 27, 2013 Share Posted December 27, 2013 Uggg!.....ModuleManager.dllModuleManager_1_5.dllModuleManager_1_5_5.dll... what's what? Are they mutually exclusive? Do I just run with the ModuleManager_1_5_5.dll and ditch the rest?No.Just run ModuleManager_1_5_6.dll and ditch the rest Don't worry, MM knows when it has outdated versions present and don't use them, but you still MUST remove at least the first ModuleManager.dll.(MM should tell you so if you start the game by the way, no ?) Quote Link to comment Share on other sites More sharing options...
LawnDartLeo Posted December 27, 2013 Share Posted December 27, 2013 Thank you, Athlonic. They have been placed on a SOL trajectory. Quote Link to comment Share on other sites More sharing options...
mrZonke Posted December 27, 2013 Share Posted December 27, 2013 (edited) Hi all!I've been struggling trying to make a little personal patch with module manager to remove the "reaction wheel module" from all parts with "category = pods", all I can manage so far is to change the torque values for an individual part. If it's not too much trouble, any help or sample code would be super appreciated.Also thx for this awesome effort!!Cheers!Edit: oki, I think I got it to work after much trial and error @PART[*]:HAS[!MODULE[ModuleCommand]]{ !MODULE[ModuleReactionWheel] { }}...now to edit the reaction wheels and add a couple RCS parts to the start of tech tree Edited December 27, 2013 by mrZonke Quote Link to comment Share on other sites More sharing options...
AlmightyR Posted December 27, 2013 Share Posted December 27, 2013 (edited) Hi all!I've been struggling trying to make a little personal patch with module manager to remove the "reaction wheel module" from all parts with "category = pods", all I can manage so far is to change the torque values for an individual part. If it's not too much trouble, any help or sample code would be super appreciated.Also thx for this awesome effort!!Cheers!Edit: oki, I think I got it to work after much trial and error ...now to edit the reaction wheels and add a couple RCS parts to the start of tech tree I'm not sure if you need those "{}" for "!MODULE[ModuleReactionWheel]"...[EDIT] Oh, nevermind, you do need them. But you can put them in the same line...It's easier and clearer to read.@PART[*]:HAS[!MODULE[ModuleCommand]]{ !MODULE[ModuleReactionWheel]{}}-----No.Just run ModuleManager_1_5_6.dll and ditch the rest Don't worry, MM knows when it has outdated versions present and don't use them, but you still MUST remove at least the first ModuleManager.dll.(MM should tell you so if you start the game by the way, no ?)How do I download 1.5.6? OP seems to still be 1.5.0 Edited December 27, 2013 by AlmightyR Quote Link to comment Share on other sites More sharing options...
RiCZrd Posted December 27, 2013 Share Posted December 27, 2013 How do I download 1.5.6? OP seems to still be 1.5.0A few pages back. Quote Link to comment Share on other sites More sharing options...
ModZero Posted December 29, 2013 Share Posted December 29, 2013 (edited) So, I just (awkwardly, still probably not getting all the wildcarts/positioning/etc) tried to make the B9 science modules consistent with stock, and the B9_Cockpit_MK2_Nosecone_ASAS and B9_Control_ACU parts don't seem to get applied. I'm using 1.5.6 on 0.23 with a ton of mods, and used this config, and the abbreviated parts of log follow:(...)[LOG 21:26:09.493] [ModuleManager] Applying node RemoteTech2/RemoteTech_Squad_Probes/@PART[probeCoreCube] to Squad/Parts/Command/probeCoreCube/part/probeCoreCube[LOG 21:26:09.496] [ModuleManager] Applying node Sander/ScienceFixes/@PART[b9_Cockpit_MK2_Nosecone_Science] to B9_Aerospace/Parts/Utility_Nosecone_Science/Nosecone_Science/B9_Cockpit_MK2_Nosecone_Science[LOG 21:26:09.510] [ModuleManager] Applying node Sander/ScienceFixes/@PART[b9_Control_ASAS] to B9_Aerospace/Parts/Utility_Nosecone_Science/Radial_Science/B9_Control_ASAS[LOG 21:26:09.515] [ModuleManager] Applying node Sander/TacLifeSupportCompat/@PART[ASET_Lander_Cabin01] to ASET/ASET_Lander_Cabin01/Part/part/ASET_Lander_Cabin01(...)[LOG 21:28:05.306] Config(PART) RemoteTech2/Parts/ShortDish2/part/RTShortDish2[LOG 21:28:05.306] Config(@PART[b9_Cockpit_MK2_Nosecone_Science]) Sander/ScienceFixes/@PART[b9_Cockpit_MK2_Nosecone_Science][LOG 21:28:05.307] Config(@PART[b9_Control_ASAS]) Sander/ScienceFixes/@PART[b9_Control_ASAS][LOG 21:28:05.307] Config(@Part[b9_Cockpit_MK2_Nosecone_ASAS]) Sander/ScienceFixes/@Part[b9_Cockpit_MK2_Nosecone_ASAS][LOG 21:28:05.308] Config(@Part[b9_Control_ACU]) Sander/ScienceFixes/@Part[b9_Control_ACU][LOG 21:28:05.308] Config(@PART[ASET_Lander_Cabin01]) Sander/TacLifeSupportCompat/@PART[ASET_Lander_Cabin01](...)[LOG 21:28:09.362] PartLoader: Compiling Part 'B9_Aerospace/Parts/Utility_Nosecone_Science/Nosecone/B9_Cockpit_MK2_Nosecone'[LOG 21:28:09.370] PartLoader: Compiling Part 'B9_Aerospace/Parts/Utility_Nosecone_Science/Nosecone_Science/B9_Cockpit_MK2_Nosecone_Science'[WRN 21:28:09.373] PartLoader Warning: Variable model not found in Part[LOG 21:28:09.379] PartLoader: Compiling Part 'B9_Aerospace/Parts/Utility_Nosecone_Science/Nosecone_Sensor/B9_Cockpit_MK2_Nosecone_ASAS'[LOG 21:28:09.403] PartLoader: Compiling Part 'B9_Aerospace/Parts/Utility_Nosecone_Science/Radial_Science/B9_Control_ASAS'[LOG 21:28:09.412] PartLoader: Compiling Part 'B9_Aerospace/Parts/Utility_Nosecone_Science/Radial_Sensor/B9_Control_ACU'[LOG 21:28:09.433] PartLoader: Compiling Part 'DeadlyReentry/Parts/DRE_0625HS/0625_Heatshield'(...)EDIT: oh. Now I noticed I had "Part" instead of "PART" in those two. Time for the brown paperbag. Edited December 29, 2013 by ModZero brown paper bag edit Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 29, 2013 Share Posted December 29, 2013 Not just that, are you ADDING those modules or modifying existing modules. If adding, lose the splice operators. (The @ in @MODULE) Quote Link to comment Share on other sites More sharing options...
ModZero Posted December 29, 2013 Share Posted December 29, 2013 I'm modifying, the modules already have the science stuff, it's just still in .22 mode, which ends up with them not being rerunnable (and having different balancing details). Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 30, 2013 Share Posted December 30, 2013 I'm modifying, the modules already have the science stuff, it's just still in .22 mode, which ends up with them not being rerunnable (and having different balancing details).Oh oh.... it occurs to me that I might not have properly checked out my science stuff for 0.23 as well as I thought.... *sigh* Quote Link to comment Share on other sites More sharing options...
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