Motokid600 Posted January 8, 2014 Share Posted January 8, 2014 I cant for the life of my figure out why im getting the outdated error upon start up. So I download this .dll and just drop it into gamedata, yes? So why does it give me an error when the game starts saying the MM version is out of date? Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 8, 2014 Author Share Posted January 8, 2014 Because you have a ModuleManager.dll (version .13) beside the ModuleManager_1_5_6.dll Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted January 8, 2014 Share Posted January 8, 2014 (edited) No 1_5_6 is the only .dll I have in gamedata. Edited January 9, 2014 by Motokid600 Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 9, 2014 Author Share Posted January 9, 2014 The popup should give you the path of the bad dll Quote Link to comment Share on other sites More sharing options...
silentdragon Posted January 10, 2014 Share Posted January 10, 2014 When I install this mod to add RemoteTech to the AIES dishes, all parts except those AIES dishes disappear, is there something I might have missed? Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 10, 2014 Author Share Posted January 10, 2014 You just add the dll in /gamedata and all part vanish ??? Quote Link to comment Share on other sites More sharing options...
silentdragon Posted January 10, 2014 Share Posted January 10, 2014 (edited) You just add the dll in /gamedata and all part vanish ???No, only if I then place a .cfg file somewhere in my GameData. I don't think the file itself is the problem though, as others seem to have it working. Edited January 10, 2014 by silentdragon Quote Link to comment Share on other sites More sharing options...
Nachocuban Posted January 11, 2014 Share Posted January 11, 2014 I am attempting to add KAS support to the parts of some of my mods.I created a new .cfg file, with the following code. And the Game will crash sometimes on loading, and always on one of the parts that I modified. It doesn't always crash, and it doesn't always crash at the same part. Am I doing something wrong?I put the .cfg in the Game data folder first, and then moved it to the folder ZKAS (last in my dir) with crashes, and non-crashes in both locations///////// Biomass ///////@PART[BioSystems]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 7 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[radialCO2Tank]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.29) evaPartDir = (0,0,-1) storable = true storedSize = 30 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[OTankRound]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.29) evaPartDir = (0,0,-1) storable = true storedSize = 30 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}///////// Kethane ///////@PART[kethane_highGain]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.35) evaPartDir = (0,0,-1) storable = true storedSize = 60 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}///////// KWrocketry ///////@PART[KWsrbUllage]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 30 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[KWRadBattSmallL]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[KWRadBattSmallS]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 15 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}///////// Ltech ///////@PART[externalcamera2]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[Radio2]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[externalcamera]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[radiationsensor]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[radioreceiver]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}///////// MechJeb ///////@PART[mumech_MJ2_AR202]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 12 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}///////// NovaPunch ///////@PART[NP_chute_Radialparachute]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 10 attachOnPart = True attachOnEva = True attachOnStatic = False attachSendMsgOnly = False }}///////// Remotetech ///////@PART[RTLongAntenna2]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[RTLongAntenna3]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 4 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}///////// ThunderAerospace ///////@PART[HexCanOxygenSmall]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[HexCanDrinkingWaterSmall]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[HexCanFoodSmall]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[HexCanLifeSupportSmall]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}///////// Warpplugin ///////@PART[RadialRadiatorzzz2]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[sensorGammaRaySpectrometer]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 15 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[FNGCMS]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[FNLCMS]:Final{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }} Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 11, 2014 Author Share Posted January 11, 2014 Your patch file looks fine. Hard to tell anything more without seeing the log from a crash. Quote Link to comment Share on other sites More sharing options...
Nachocuban Posted January 11, 2014 Share Posted January 11, 2014 (edited) These are my 5 most recent crash logs.https://dl.dropboxusercontent.com/u/20498327/output_log.txthttps://dl.dropboxusercontent.com/u/20498327/output_log2.txthttps://dl.dropboxusercontent.com/u/20498327/output_log3.txthttps://dl.dropboxusercontent.com/u/20498327/output_log4.txthttps://dl.dropboxusercontent.com/u/20498327/output_log5.txtThe first two are without the :Final Block in use, also, I just got a similar error on my default KSP install w/o this modified .cfg, so it might not be this afterall. Edited January 12, 2014 by Nachocuban Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 11, 2014 Author Share Posted January 11, 2014 You need to put them in the public dropbox folder to share with anyone Quote Link to comment Share on other sites More sharing options...
Nachocuban Posted January 12, 2014 Share Posted January 12, 2014 These are my 5 most recent crash logs.https://dl.dropboxusercontent.com/u/20498327/output_log.txthttps://dl.dropboxusercontent.com/u/20498327/output_log2.txthttps://dl.dropboxusercontent.com/u/20498327/output_log3.txthttps://dl.dropboxusercontent.com/u/20498327/output_log4.txthttps://dl.dropboxusercontent.com/u/20498327/output_log5.txtThe first two are without the :Final Block in use, also, I just got a similar error on my default KSP install w/o this modified .cfg, so it might not be this afterall.sorry about that, been awhile since I've used dropbox, thats fixed. Quote Link to comment Share on other sites More sharing options...
ModZero Posted January 12, 2014 Share Posted January 12, 2014 (edited) So, when I have my (heavily modded) install with most recent RasterPropMod and my science fixes for B9, KSP crashes at load. It gets better if I remove either my config or b9 configs for RPM. Relevant files:Crash dataMy science fixes for B9 configB9 configs from RPMEDIT: Oh. Darn. Just reloaded with all that in after reading a few posts back to see someone has more random crashes, and it went through. I guess this isn't really the conflict I was looking for. Edited January 12, 2014 by ModZero Quote Link to comment Share on other sites More sharing options...
Nachocuban Posted January 13, 2014 Share Posted January 13, 2014 Looks like my errors were with the new Texture compressor, not anything to do with MM. Ignore me Quote Link to comment Share on other sites More sharing options...
123nick Posted January 13, 2014 Share Posted January 13, 2014 if theres a mod that uses a later version of module manager, and i install a new one, will it still work? i think im having some serious glitches Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 13, 2014 Author Share Posted January 13, 2014 Having 2 or more version of module manager (as long as they are all > 1.5 ) should work. Only the newest one will actually do the patching.What kind of problem did you encounter ? Quote Link to comment Share on other sites More sharing options...
TheDude Posted January 13, 2014 Share Posted January 13, 2014 Is it possible for module manager to remove textures from a part based upon the texture name? Quote Link to comment Share on other sites More sharing options...
Nando Posted January 13, 2014 Share Posted January 13, 2014 Hello,just a quick question. I want to remove all propellant entries from one engine (as a example), "!PROPELLANT[*]{}" or "!PROPELLANT{}" seems to remove only one node. Is it possible to remove all with one entry or should i add multiple (e.g. 10)"!PROPELLANT{}" entries?Thanks.@PART[SomePart] // change Some PART{ @MODULE[ModuleEngines] // change SomePart's ModuleEngines MODULE { !PROPELLANT[*]{} // remove all Propellants }} Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 14, 2014 Author Share Posted January 14, 2014 TheDude : you mean delete a texture = X ? NoNando You need multiple entries. Quote Link to comment Share on other sites More sharing options...
federicoaa Posted January 16, 2014 Share Posted January 16, 2014 Hi, I'm getting this a lot in the log after I install something with module manager and the game is stuck at the loading.NullReferenceException: Object reference not set to an instance of an object at UrlDir+ .MoveNext () [0x00000] in <filename unknown>:0 at ModuleManager.ConfigManager.OnGUI () [0x00000] in <filename unknown>:0 This error is completely random (ie, open the game, works, close the game, open in again and doesn't work anymore). Only way to fix is reinstalling the whole game Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 16, 2014 Author Share Posted January 16, 2014 Can you list the installed mods ? Quote Link to comment Share on other sites More sharing options...
federicoaa Posted January 16, 2014 Share Posted January 16, 2014 DRE, FAR, alarm clock, B9, KW, MJ, dock aligner, RCS build aid, SCANSAT, toolbar, TAC fuel balancer, and the VNG chutes.The error did not happen after installing new mods, it just happens once I started the game normally, with around 50 hours without any modification to the gamedata folder.Deleting all the mods and reinstalling them solves the problem. My guess is that something got corrupted and makes modulemananger go crazy (because if I just delete the modulemanager.dll the game also loads) Quote Link to comment Share on other sites More sharing options...
AlmightyR Posted January 17, 2014 Share Posted January 17, 2014 How do I access modules that are not named?For example, RemoteTech's "TRANSMITTER" sub-modules: MODULE { name = ModuleRTAntenna IsRTActive = true Mode0OmniRange = 0 Mode1OmniRange = 500000 EnergyCost = 0.01 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } }I'd like to change the PacketInterval, PacketSize and PacketResourceCost parameters... Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 17, 2014 Share Posted January 17, 2014 That's not a module. The word you're looking for is node, which is the name for anything with {} after it. (In fact, MODULE nodes are also just nodes; it just so happens that the game reads that node and creates a PartModule from it).Anyway, point being: in MM you access nodes by @nodeName or, if there's more than one and they have name values in them, @nodeName[nameValue]So you'd do:@PART[someAntenna]{ @MODULE[ModuleRTAntenna] { @TRANSMITTER { @foo = bar } }} Quote Link to comment Share on other sites More sharing options...
Deep silence Posted January 18, 2014 Share Posted January 18, 2014 Do you have an example of the use of the $ sign? I could not find one in this thread. Quote Link to comment Share on other sites More sharing options...
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