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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season


sarbian

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Sorry to harass you again, but I am trying to add an intake air value to a part, and it adds IntakeAir as a resource but there is no air flowing into the intake so the jet runs dry

@PART[Mark1Cockpit]
{
MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAir
checkForOxygen = true
area = 0.006
intakeSpeed = 10
intakeTransformName = Intake
}

RESOURCE
{
name = IntakeAir
amount = 0.2
maxAmount = 0.2
}
}

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IIRC, the part needs to have a specific transform dedicated to IntakeAir. Not sure of the technical words, but that's the gist of it - that kind of part editing needs to come from the model, not the cfg.

SO I cant do what I want to do?

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FlowerChild: It's a single character wildcard.

Note that it's not MM's fault: KSP truncates all node names at the first space, so @RESOURCE_DEFINTION[EVA Propellant] is already truncated to @RESOURCE_DEFINITION[EVA by the time MM gets to see the nodes; the truncation is done on file load by KSP.

Thanks Nathan! That all makes a lot of sense :)

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Sorry if this has been addressed before: I had FAR installed, then uninstalled it, but aero was acting really strangely. (Ridiculously high terminal velocity, weird ascent profiles, TWR that made no sense, etc) I couldn't figure out what was going on. In desperation, I deleted all of the MM cache files and everything suddenly worked fine (and KSP loaded faster.) Should we be sure to delete the cache files when we uninstall mods?

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no, that should not be needed. PartDatabase.cfg may need to be deleted with some mod (I ll automate it in next MM) but the cache should not. Hard to tell what was going on without any log or the deleted cache :(

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Hi.

Whats wrong with this?


@PART[*]:HAS[@MODULE[ModuleEngines]]
{
@MODULE[ModuleEngines]
{
@PROPELLANT[LiquidFuel]
{
@ratio *=0.5
}
@PROPELLANT[Oxidizer]
{

@ratio *=0.5
}
}
}

What are you trying to do with that?

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i try to scaling the engines fuel consumption

Changing the ratio doesn't affect that. It only affects the ratio of the propellants used and 1:1 is the same ratio as 2:2. The only things that affect fuel consumption rate are ISP and thrust. If you want to reduce fuel consumption at the same thrust (ie increase efficiency) you need to increase ISP.

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Hi.

Whats wrong with this?


@PART
[*]:HAS[@MODULE[ModuleEngines]]
{
@MODULE[ModuleEngines]
{
@PROPELLANT[LiquidFuel]
{
@ratio *= 0.5
}
@PROPELLANT[Oxidizer]
{

@ratio *= 0.5
}
}
}

Need spaces after equal signs

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Changing the ratio doesn't affect that. It only affects the ratio of the propellants used and 1:1 is the same ratio as 2:2. The only things that affect fuel consumption rate are ISP and thrust. If you want to reduce fuel consumption at the same thrust (ie increase efficiency) you need to increase ISP.

before 1.0 high ISP=less fuel with the same thrust.

after 1.0 you need to reduce the fuel consumption to increase the ISP without affecting the thrust.

- - - Updated - - -

Need spaces after equal signs

Still dont work :(

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before 1.0 high ISP=less fuel with the same thrust.

after 1.0 you need to reduce the fuel consumption to increase the ISP without affecting the thrust.

Not quite. Yes the game now keeps fuel consumption the same instead of thrust as ISP changes, but fuel consumption is still defined by ISP and thrust. It calculates it from 0atm ISP and maxThrust.

If you look at what you are trying to change, every stock LFO engine is 0.9:1.1 so that obviously doesn't affect fuel consumption.

Edited by futrtrubl
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What are you trying to do with that?

XD

@anarkhon

Just to explain better, what you're trying to do is reduce ratio for fuel used, however if you reduce ratio of one by half and the other by half, both stays at the ratio.

Those ratios are proportion of fuel used compared one to another, what actually decides the amount of fuel gulped down is the engine Isp and thrust.

edit: oh sorry, didn't turn on the page to see its already answered.

Edited by Gfurst
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my apologies if this has been asked and answered

I know how to do this

@PART[*]:HAS[@MODULE[ModuleCommand]]:Final

{

MODULE

{

name = ProtractorModule

}

}

but what I cannot figure out is how to limit it to only happen if I have reached a certain tech in the tech tree.

I know how to limit a specific part by tech tree but not just a module like this.

halp!

thanks,

Bill

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Hello.

A real question this time:


@PART
[*]:HAS[#category[Engine]]
{
@cost *=0.8
}
@PART
[*]:HAS[#category[Engine]: HAS[@PROPELLANT[IntakeAir]]]:FINAL
{
@cost *=0.1
}
@PART
[*]:HAS[#category[Science]]
{
@cost *=0.5
}
@PART
[*]:HAS[#category[Science]: HAS [@MODULE [ModuleScienceLab]]]:FINAL
{
@cost *=0.8
}

The FINAL edits aren't being applied, only the original category edits.

How do I get around to specifying specific costs for certain sub-categories of parts?


@PLANETARY_RESOURCE

Has anyone written a Module Manager config for the "Ore.cfg" file found in Gamedata/Squad/Resources?

If yes, can I see it?

It would allow me to modify the planetary distribution of the Ore resource. Currently, I can only do that by overwriting the original file.

Edited by TruthQuark
A real question
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Hey!

Having some issues with a patch...

Have no idea what's wrong:


@PART[*]:HAS[@MODULE[tjs_EngineLight], @MODULE[ModuleEngines]:HAS[@PROPELLANT[XenonGas]]]:Final
{
@MODULE[tjs_EngineLight]
{
@lightPower = 1.54
@lightRed = 0.47
@lightGreen = 0.83
@lightBlue = 0.94
}
}

(I suppose this is the place where i should ask MM questions)

Cheers! :)

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still cant figure out how to do maths with the second number

key = 0 800

I wont add all the stuff to go down to the node, but here is the inner part. See the post on how to use variable in MM for details.


@atmosphereCurve
{
%temp = #$key,0[1]$
@temp *= 0.85
@key,0 = #$key,0[0]$ $temp$

@temp = #$key,1[1]$
@temp *= 0.85
@key,0 = #$key,1[0]$ $temp$

@temp = #$key,2[1]$
@temp *= 0.85
@key,0 = #$key,2[0]$ $temp$
!temp = 0
}

tajampi : space after the first comma in the first line?

You want to add your module or edit the values of already present modules ?

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