Jump to content

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


sarbian

Recommended Posts

Okay, I have a small problem.

ibvDhAuBfPtDts.png

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.

Original

MODULE

{

name = ModuleJettison

jettisonName = fairingR // there's a second MODULE with fairingL

bottomNodeName = bottom

isFairing = False

jettisonedObjectMass = 0.1

jettisonForce = 1

jettisonDirection = -1 0 0

}

Goal

MODULE

{

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 :D

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? :D

Cheers, cy

Link to comment
Share on other sites

Okay, I have a small problem.

http://i3.minus.com/ibvDhAuBfPtDts.png

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.

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 :D

But as you can see in the screenshot, it seems to only affect the first MODULE.

Any ideas how to make this work, please? :D

Cheers, cy

Try

@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.

Link to comment
Share on other sites

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 by Mecripp2
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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 ?

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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
}

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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 File

KSP Log

Troubleshooting 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 by Mujun Kross
forgot my custom mod pack
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...