cy-one Posted February 10, 2014 Share Posted February 10, 2014 Okay, I have a small problem.I am trying to hide the fairings, because if you put stuff around the nerva and then put a stage underneath, everything explodes because the fairings go "outside" instead of remaining on the previous stage.You do that by creating another attachment node somewhere "in" the nerva (or near to the bottom-node, however you want) and defining the ModuleJettison to use that node for the fairings.OriginalMODULE{ name = ModuleJettison jettisonName = fairingR // there's a second MODULE with fairingL bottomNodeName = bottom isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 1 jettisonDirection = -1 0 0}GoalMODULE{ name = ModuleJettison jettisonName = fairingR // again, there's a second MODULE bottomNodeName = hidefairing isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 1 jettisonDirection = -1 0 0}I thought I'd just edit the ModuleJettison's bottomNodeName-variable with Module Manager, but somehow... It doesn't do what I want it to do ModuleManager@PART[nuclearEngine]:Final { node_stack_hidefairing = 0.0, -1.5, 0.0, 0.0, 1.0, 0.0, 0 @MODULE[ModuleJettison] { @bottomNodeName = hidefairing }}But as you can see in the screenshot, it seems to only affect the first MODULE.Any ideas how to make this work, please? Cheers, cy Quote Link to comment Share on other sites More sharing options...
GavinZac Posted February 10, 2014 Share Posted February 10, 2014 Okay, I have a small problem.http://i3.minus.com/ibvDhAuBfPtDts.pngI am trying to hide the fairings, because if you put stuff around the nerva and then put a stage underneath, everything explodes because the fairings go "outside" instead of remaining on the previous stage.You do that by creating another attachment node somewhere "in" the nerva (or near to the bottom-node, however you want) and defining the ModuleJettison to use that node for the fairings.I thought I'd just edit the ModuleJettison's bottomNodeName-variable with Module Manager, but somehow... It doesn't do what I want it to do But as you can see in the screenshot, it seems to only affect the first MODULE.Any ideas how to make this work, please? Cheers, cyTry @PART[nuclearEngine]:Final {node_stack_hidefairing = 0.0, -1.5, 0.0, 0.0, 1.0, 0.0, 0@MODULE[ModuleJettiso*] {@bottomNodeName = hidefairing}}That should match both, I think. Quote Link to comment Share on other sites More sharing options...
cy-one Posted February 10, 2014 Share Posted February 10, 2014 Nope, still shows the same fairing-half Quote Link to comment Share on other sites More sharing options...
Mecripp Posted February 10, 2014 Share Posted February 10, 2014 (edited) Nope, still shows the same fairing-half Does it work when you edit the part the way you want ?I see there is two parts and your just getting you need to add a wildcard or add other side.MODULE{ name = ModuleJettison jettisonName = fairingL bottomNodeName = bottom isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 1 jettisonDirection = 1 0 0}MODULE{ name = ModuleJettison jettisonName = fairingR bottomNodeName = bottom isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 1 jettisonDirection = -1 0 0} Edited February 10, 2014 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
cy-one Posted February 10, 2014 Share Posted February 10, 2014 If I edit the part.cfg directly (Squad/Parts/Engines), it works as it is supposed to.Problem is, that the stock-cfg of course doesn't have the tag field for the two MODULEs, meaning I can't even modifier each by itself. And just using @MODULE(ModuleJettison) seems to only affect the first of the two MODULEs. Quote Link to comment Share on other sites More sharing options...
sarbian Posted February 10, 2014 Author Share Posted February 10, 2014 try adding this section twice :@MODULE[ModuleJettison] {@bottomNodeName = hidefairing} Quote Link to comment Share on other sites More sharing options...
MissMolly Posted February 11, 2014 Share Posted February 11, 2014 This 1 is strait from the examples https://www.dropbox.com/s/g6p3eoipq00c6ss/ALL_Command_3.cfgok thanks I'm give it a try Quote Link to comment Share on other sites More sharing options...
cy-one Posted February 11, 2014 Share Posted February 11, 2014 try adding this section twice :@MODULE[ModuleJettison] {@bottomNodeName = hidefairing}Worked, thank you Quote Link to comment Share on other sites More sharing options...
Mujun Kross Posted February 12, 2014 Share Posted February 12, 2014 Is it possible, using this mod, to cause a part to not load?Example; I use random mod that has 50 parts. I only really want to use 30 of those parts (to help cut down on stuff that loads). Can I use this mod to create a cfg file that has a list of parts from random mod that will cause those parts to not load or unload after the fact?I realize that I can just remove the pars from the parts folders. I am looking for something that will allow me to do this with out changing the actual contents of the original mod.Thanks for the great work. Hope you can continue to help the community with this mod. Quote Link to comment Share on other sites More sharing options...
sarbian Posted February 12, 2014 Author Share Posted February 12, 2014 "stuff that loads" is mostly textures and they are loaded even if a part is not. Quote Link to comment Share on other sites More sharing options...
Sokar Posted February 13, 2014 Share Posted February 13, 2014 Is it possible to use this mod to modify the ScienceDefs? example:@EXPERIMENT_DEFINITION[crewReport]{@baseValue = 2...etc.}seems not work Quote Link to comment Share on other sites More sharing options...
Mecripp Posted February 13, 2014 Share Posted February 13, 2014 Is it possible to use this mod to modify the ScienceDefs? example:@EXPERIMENT_DEFINITION[crewReport]{@baseValue = 2...etc.}seems not workTry something like this@EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]]]{ @baseValue = 5 @scienceCap = 80} Quote Link to comment Share on other sites More sharing options...
Sokar Posted February 13, 2014 Share Posted February 13, 2014 Try something like this@EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]]]{ @baseValue = 5 @scienceCap = 80}thx, now if that works Quote Link to comment Share on other sites More sharing options...
a__gun Posted February 13, 2014 Share Posted February 13, 2014 Is it possible to use comparisons (<,>, etc) like this:@PART[*]:HAS[#mass[>1], #node*[*,*,*,*,*,>0]] //attempting to select any part with mass greater than 1, or with an attachment node of size 1 or above.{} Quote Link to comment Share on other sites More sharing options...
likke_A_boss Posted February 15, 2014 Share Posted February 15, 2014 I've read through this thread a bit, and haven't noticed anyone with this request, so I was curious if it is possible to make a config to make all parts with out tech required be randomly placed in a node. I have this @PART[*]:HAS[~TechRequired[]]{ TechRequired = advMetalworks}Which very nicely puts it all in Advanced Metal Works, but I want to have every part that this uses be randomly placed in a tech tree node. If you know of anything, thanks. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted February 15, 2014 Share Posted February 15, 2014 I've read through this thread a bit, and haven't noticed anyone with this request, so I was curious if it is possible to make a config to make all parts with out tech required be randomly placed in a node. I have this @PART[*]:HAS[~TechRequired[]]{ TechRequired = advMetalworks}Which very nicely puts it all in Advanced Metal Works, but I want to have every part that this uses be randomly placed in a tech tree node. If you know of anything, thanks.Why random to mix it up alittle ? Quote Link to comment Share on other sites More sharing options...
likke_A_boss Posted February 15, 2014 Share Posted February 15, 2014 Why random to mix it up alittle ?Yeah, I thought that that sounded entertaining. I got some other ideas too, but I wanted to see if this would work. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted February 15, 2014 Share Posted February 15, 2014 Yeah, I thought that that sounded entertaining. I got some other ideas too, but I wanted to see if this would work.Have you try'ed TechRequired = *lol don't know where it would put it or it would put all in start ? maybe random?EDIT O don't think that would work. Quote Link to comment Share on other sites More sharing options...
Sokar Posted February 15, 2014 Share Posted February 15, 2014 I've read through this thread a bit, and haven't noticed anyone with this request, so I was curious if it is possible to make a config to make all parts with out tech required be randomly placed in a node. I have this @PART[*]:HAS[~TechRequired[]]{ TechRequired = advMetalworks}Which very nicely puts it all in Advanced Metal Works, but I want to have every part that this uses be randomly placed in a tech tree node. If you know of anything, thanks.I prefer. (not tested)@PART[*]:HAS[~TechRequired[]:HAS[#category[Propulsion]]]{TechRequired = experimentalRocketry}@PART[*]:HAS[~TechRequired[]:HAS[#category[Control]]]{TechRequired = automation}@PART[*]:HAS[~TechRequired[]:HAS[#category[Pods]]]{TechRequired = nanolathing}@PART[*]:HAS[~TechRequired[]:HAS[#category[Structural]]]{TechRequired = composites}@PART[*]:HAS[~TechRequired[]:HAS[#category[Aero]]]{TechRequired = experimentalAerodynamics}@PART[*]:HAS[~TechRequired[]:HAS[#category[Utility]]]{TechRequired = experimentalElectrics}@PART[*]:HAS[~TechRequired[]:HAS[#category[Science]]]{TechRequired = experimentalScience} Quote Link to comment Share on other sites More sharing options...
Mecripp Posted February 15, 2014 Share Posted February 15, 2014 I prefer. (not tested)@PART[*]:HAS[~TechRequired[]:HAS[#category[Propulsion]]]{TechRequired = experimentalRocketry}@PART[*]:HAS[~TechRequired[]:HAS[#category[Control]]]{TechRequired = automation}@PART[*]:HAS[~TechRequired[]:HAS[#category[Pods]]]{TechRequired = nanolathing}@PART[*]:HAS[~TechRequired[]:HAS[#category[Structural]]]{TechRequired = composites}@PART[*]:HAS[~TechRequired[]:HAS[#category[Aero]]]{TechRequired = experimentalAerodynamics}@PART[*]:HAS[~TechRequired[]:HAS[#category[Utility]]]{TechRequired = experimentalElectrics}@PART[*]:HAS[~TechRequired[]:HAS[#category[Science]]]{TechRequired = experimentalScience}But that won't be random, his was wanting random. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted February 16, 2014 Share Posted February 16, 2014 Is there away to change the engine FX in a atmosphere and they run diffrant FX for out of atmosphere how can, I target in or out ?@PART[*]:HAS[ @MODULE[ModuleEngines] , @atmosphereCurve[key = 1 325] ] { ....Stuff.}Would that work ? Quote Link to comment Share on other sites More sharing options...
likke_A_boss Posted February 16, 2014 Share Posted February 16, 2014 I prefer. (not tested)@PART[*]:HAS[~TechRequired[]:HAS[#category[Propulsion]]]{TechRequired = experimentalRocketry}@PART[*]:HAS[~TechRequired[]:HAS[#category[Control]]]{TechRequired = automation}@PART[*]:HAS[~TechRequired[]:HAS[#category[Pods]]]{TechRequired = nanolathing}@PART[*]:HAS[~TechRequired[]:HAS[#category[Structural]]]{TechRequired = composites}@PART[*]:HAS[~TechRequired[]:HAS[#category[Aero]]]{TechRequired = experimentalAerodynamics}@PART[*]:HAS[~TechRequired[]:HAS[#category[Utility]]]{TechRequired = experimentalElectrics}@PART[*]:HAS[~TechRequired[]:HAS[#category[Science]]]{TechRequired = experimentalScience}Hmmm, I like using this one now, it feels a tad bit more organized. Still trying to figure out random, but until the, I like this. Quote Link to comment Share on other sites More sharing options...
GavinZac Posted February 17, 2014 Share Posted February 17, 2014 Is it possible to use comparisons (<,>, etc) like this:@PART[*]:HAS[#mass[>1], #node*[*,*,*,*,*,>0]] //attempting to select any part with mass greater than 1, or with an attachment node of size 1 or above.{}It wasn't possible, a while back. I haven't heard of it being implemented, but I am open to correction Quote Link to comment Share on other sites More sharing options...
Mujun Kross Posted February 18, 2014 Share Posted February 18, 2014 (edited) All,Not sure if this is a Module Manager issue or something to do with the Kerbin Shuttle Orbiter. I made a config that adds things like mechjeb, engineer, tac lifesupprt etc to all of my command pods. When you first load KSP the shuttle shows all of the necessary changes in the assembly buildings and even on the launch pad. If you do a reload, using alt+f12, the modifications from the config file are now gone for the shuttle. All of the other command pods still have the changes. I reviewed the log file myself and nothing stood out for KSO with wrn or err messages.List of Mods installed-Engineer Redux v0.6.2.3-RealFuels v4.3-MechJeb2 v2.1.1.01-RemoteTech2 v1.3.3-LazerSystem c32b-TacLifeSupprt v0.8.0.4-Protractor v2.4.5.1-KerbinShuttleOrbiter v113-kross-werks...this is a collection of parts and what not that i use from other mods...AIES (reduced part list), LazTek (reduced part list), UbioWelding (custom dll so works with .23) and Wayland (reduced part list from other part packs offered). Config FileKSP LogTroubleshooting I did. I restarted with a clean install checking each mod seperately. Every time the same results.Please review and let me know if you find something.Thanks Edited February 18, 2014 by Mujun Kross forgot my custom mod pack Quote Link to comment Share on other sites More sharing options...
NathanKell Posted February 18, 2014 Share Posted February 18, 2014 That's because MM changes don't survive a database reload. You'll have to quit and restart KSP to get MM to apply again. Quote Link to comment Share on other sites More sharing options...
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