Hyomoto Posted January 18, 2014 Share Posted January 18, 2014 (edited) EDIT: Never mind, I made some edits using this but apparently parts save their state in the VAB. If you load a ship that used those parts before you applied the patch, they still won't have the patch applied. So it works, it just looked like it wasn't. Edited January 18, 2014 by Hyomoto Quote Link to comment Share on other sites More sharing options...
SnappingTurtle Posted January 24, 2014 Share Posted January 24, 2014 I'm trying to add a KASModuleGrab to any part under 1 ton. Is this the right config for this?@PART[*]:HAS[#mass < 1]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.09) evaPartDir = (0, 0, -1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = True attachSendMsgOnly = False }}Is there documentation for the config files?Thanks. Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 24, 2014 Author Share Posted January 24, 2014 there is no comparaison op. THe doc is in the first two post of the thread Quote Link to comment Share on other sites More sharing options...
Mecripp Posted January 24, 2014 Share Posted January 24, 2014 I'm trying to add a KASModuleGrab to any part under 1 ton. Is this the right config for this?@PART[*]:HAS[#mass < 1]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.09) evaPartDir = (0, 0, -1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = True attachSendMsgOnly = False }}Is there documentation for the config files?Thanks.@ SnappingTurtle I try'ed to add the grab to scansat and now, I can grab in all.https://dl.dropboxusercontent.com/u/72893034/KAS_Grab_ScanSat.cfg Quote Link to comment Share on other sites More sharing options...
VPope Posted January 26, 2014 Share Posted January 26, 2014 I've been Playing around with MM as a way to refine modules for personal use. So far (after two days of derping) I've managed to successfully add mechjeb to all command modules. Now, I'd like to add an electric use cost for using the mechjeb module, just as the ar202 model it comes with by default has.My MM edit code:@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final{ MODULE { name = MechJebCore RESOURCE { name = ElectricCharge rate = 0.005 } }}To me, this would make sense, adding an electric charge rate resource to the mechjebcore module i've added to the existing pods, but in practice, they don't use any electricity, even though they DO successfully have mechjeb added. The mechjeb part has electriccharge defined under MODULE name = CommandModule, and that definitely works (If I add the mechjeb PART to a command pod part, it uses electricity, but the pod itself without any mechjeb parts doesn't) is there some restriction on the TYPES of module names which can use resources? or is each part limited to one usage rate per resource? or am I just doing something dumb again? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted January 26, 2014 Share Posted January 26, 2014 I've been Playing around with MM as a way to refine modules for personal use. So far (after two days of derping) I've managed to successfully add mechjeb to all command modules. Now, I'd like to add an electric use cost for using the mechjeb module, just as the ar202 model it comes with by default has.My MM edit code:@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final{ MODULE { name = MechJebCore RESOURCE { name = ElectricCharge rate = 0.005 } }}To me, this would make sense, adding an electric charge rate resource to the mechjebcore module i've added to the existing pods, but in practice, they don't use any electricity, even though they DO successfully have mechjeb added. The mechjeb part has electriccharge defined under MODULE name = CommandModule, and that definitely works (If I add the mechjeb PART to a command pod part, it uses electricity, but the pod itself without any mechjeb parts doesn't) is there some restriction on the TYPES of module names which can use resources? or is each part limited to one usage rate per resource? or am I just doing something dumb again?You can't just stick something that says RESOURCE{<whatever>} in any old module you want. The module has to have been coded to make use of that. Every single parameter you see in a MODULE node is there because the module is written (in its C# code) to recognize and make use of it.If you want parts with MechJeb modules to consume power then you should set the existing amount (for any command pods that consume power) to whatever you want or if the part's ModuleCommand does not use power then add the RESOURCE node to it or if it does not have a ModuleCommand and you want it to consume power then add a ModuleGenerator that generates a negative amount of ElectricCharge. Quote Link to comment Share on other sites More sharing options...
VPope Posted January 26, 2014 Share Posted January 26, 2014 Ah, I see. Thanks for the answer! is there a list of vanilla modules and their valid parameters, or a way to dig for that information myself? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted January 26, 2014 Share Posted January 26, 2014 Ah, I see. Thanks for the answer! is there a list of vanilla modules and their valid parameters, or a way to dig for that information myself?Not aware of such a list. Looking at all the part configs will reveal a lot but some are unused. Using visual studio you can see everything but the code itself. Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 27, 2014 Share Posted January 27, 2014 (edited) I am having an issue with modulemanager 1.5.6 its destroying my soyuz rockets in orbit if you switch back to the space centre and then back to the ship in orbit it destroys itself its also producing flames and RCS in the VAB I am using it to apply mechjeb I have been having this weird bug for a while so I did a minimal install the only DLL's present are MechJeb2.dll build 168LandingEngine.dll Bobcat Soviet PackCleverbobcat.dll latest versionModuleManager 1.5.6Any help greatly appreciatedBy removing MM ship in orbit no longer explodes Edited January 27, 2014 by Virtualgenius Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 27, 2014 Author Share Posted January 27, 2014 It's not MM but a patch file you have somewhere that change some value. Since you have smoke effect you most likely have the particule effect config or something related.MM does not do anything after the game is loaded. Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 27, 2014 Share Posted January 27, 2014 OK cool sorry to have wasted your time need to go hunting Quote Link to comment Share on other sites More sharing options...
Vladthemad Posted January 31, 2014 Share Posted January 31, 2014 I think I get how I'm supposed to create a cfg for this, but I don't know where I'm supposed to put them or how they are supposed to be named. Can someone please enlighten me? I tried to run a few searches, but the config and where terms are "too common" in the module manager threads :/ Quote Link to comment Share on other sites More sharing options...
Mecripp Posted January 31, 2014 Share Posted January 31, 2014 (edited) I think I get how I'm supposed to create a cfg for this, but I don't know where I'm supposed to put them or how they are supposed to be named. Can someone please enlighten me? I tried to run a few searches, but the config and where terms are "too common" in the module manager threads :/You can name the cfg anything you want and, I just made a fold in KSP/GameData to put all my or downloaded cfg in it.For ModuleManager or KSP isn't looking for the name of the file but whats in it like@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[KASModuleContainer]]:Final{ MODULE { name = KASModuleContainer maxSize = 40 }}it's look for @part, This one if you have KAS installed makes you commandpod's have 40 space in pod Edited January 31, 2014 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
Vladthemad Posted January 31, 2014 Share Posted January 31, 2014 Yeah I think I figured it out. My problem was for some reason the part I was using for testing I couldn't add things to. *shrugs* Works fine on just about everything else. Quote Link to comment Share on other sites More sharing options...
Vladthemad Posted January 31, 2014 Share Posted January 31, 2014 (edited) Alright, I have most of what I wanted working, but I'm stuck at one specific point. I'm trying to add the resrouce ore directly to the kethane extractor module.This is how I have done it manually before attempting to use Module Manager, what I've added is in bold:MODULE{ name = KethaneExtractor PowerConsumption = 8 Resource { Name = Kethane Rate = 1.25 }[B] Resource { Name = Ore Rate = 0.25 }[/B] HeadTransform = shaftSmall_geo TailTransform = drillMotor_geo}This works fine and will extract the resource Ore at the same time as Kethane, or one or the other depending on what's available at your location. I haven't be able to figure out how to add that information into that node at that location using Module Manager without adding a duplicate of the entire node. This ends up adding a second deploy drill button and probably doubles the power consumption. Any suggestions on how to get the resource applied in the location I want?Upate Edit: Dammit! I figured it out. Kethane uses "Resource" instead of "RESOURCE". I thought it was capitalized in the examples given because it needed to be. Edited January 31, 2014 by Vladthemad Quote Link to comment Share on other sites More sharing options...
VPope Posted February 4, 2014 Share Posted February 4, 2014 Alright, working with parts with multiple modules is rather confusing or possibly incomplete. The page 1 instructions give three-ish methods for modifying multi-module parts, neither of which seem to be working.- @NODENAME,2 {} let you select the third node of that name. Be careful when you delete or add node as the index will change.@PART[B9_Cockpit_MK2_Nosecone_ASAS]:Final{ @description = LOLOLOLOLOLOLOL @mass = 0.4 @MODULE,0[ModuleScienceExperiment] // Seismic { @experimentActionName = SEISMIC } @MODULE,1[ModuleScienceExperiment] // Barometer { @experimentActionName = BAROMETRIC } @MODULE,2[ModuleScienceExperiment] // Gravity { @experimentActionName = GRAVITATION } @MODULE,3[ModuleScienceExperiment] // Temperature { @experimentActionName = THERMICS }}result: names of experiment actions are not changed (I just did this name change as a simple test to see if i could get the indexing working properly). but the earlier @description and @mass changes DO take effectif there are two or more variables called foo, you can refer to them like this:@foo,0 = <...> finds the first one (this is the same as @foo = <...>)@foo,1 = <...> finds the second one, @foo,2 = <...> finds the third, and so on.@PART[B9_Cockpit_MK2_Nosecone_ASAS]:Final{ @description = LOLOLOLOLOLOLOL @mass = 0.4 @MODULE[ModuleScienceExperiment,0] // Seismic { @experimentActionName = SEISMIC } @MODULE[ModuleScienceExperiment,1] // Barometer { @experimentActionName = BAROMETRIC } @MODULE[ModuleScienceExperiment,2] // Gravity { @experimentActionName = GRAVITATION } @MODULE[ModuleScienceExperiment,3] // Temperature { @experimentActionName = THERMICS }}Result: same as above, mass and description changes properly, experimentActionName remains the samefor nodes, instead of using a numeric index to identify between multiple nodes, you search by its <tag = ...> line. So if you do@NODE[foo,bar] {...}This sounds like it is designed to work only if there is a "tag = foo" declared within the node. These parts are from another author's stuff, and they haven't included "tag = foo" on any parts. I was thinking I could just use MM to add the "tag" flag, but to do that, I somehow need to be able to modify individual subnodes again, which I obviously can't get working.Haaaaalp!Also, major awesome thanks for ModuleManager in the first place. Fantastic original work, fantastic extension to it, and I love what it lets us tweakery folks do! Quote Link to comment Share on other sites More sharing options...
toadicus Posted February 5, 2014 Share Posted February 5, 2014 Alright, working with parts with multiple modules is rather confusing or possibly incomplete. The page 1 instructions give three-ish methods for modifying multi-module parts, neither of which seem to be working.@PART[B9_Cockpit_MK2_Nosecone_ASAS]:Final{ @description = LOLOLOLOLOLOLOL @mass = 0.4 @MODULE,0[ModuleScienceExperiment] // Seismic { @experimentActionName = SEISMIC } @MODULE,1[ModuleScienceExperiment] // Barometer { @experimentActionName = BAROMETRIC } @MODULE,2[ModuleScienceExperiment] // Gravity { @experimentActionName = GRAVITATION } @MODULE,3[ModuleScienceExperiment] // Temperature { @experimentActionName = THERMICS }}I've had success using limited wildcards to work with specific modules. To do what you're looking for, try:@PART[B9_Cockpit_MK2_Nosecone_ASAS]:Final{ @description = LOLOLOLOLOLOLOL @mass = 0.4 @MODULE[*]:HAS[#experimentID[seismicScan]] // Seismic { @experimentActionName = SEISMIC }}And so forth. I've technically only tested that a level further abstract (@PART[*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[#experimentID[seismicScan]]]), but something like that ought to work. Quote Link to comment Share on other sites More sharing options...
sarbian Posted February 6, 2014 Author Share Posted February 6, 2014 Sorry, I forgot to reply.The n-th node syntax does not works properly. I need to take some time to rewrite that part... Quote Link to comment Share on other sites More sharing options...
toadicus Posted February 6, 2014 Share Posted February 6, 2014 Sarbian, I've been meaning to ask: is there a way to clone a part with MM?Suppose I wanted to make a radial drogue chute. I could make my own droguePart.cfg in the radial folder and change the name, description, scale, and parachute module. But if MM supported cloning, I might could do something like:%PART:FROM[parachuteRadial]{ name = parachuteRadialDrogue // etc}I think I remember reading something about that in The Days of Yore, but couldn't find anything about it in my cursory look through this thread or your up-front docs. Thanks! Quote Link to comment Share on other sites More sharing options...
sarbian Posted February 6, 2014 Author Share Posted February 6, 2014 No, you can't duplicate a part. The ksp part list is read only, I would have to use reflection to add a part and even then I'm not that sure it would work. Quote Link to comment Share on other sites More sharing options...
Nabbs1 Posted February 7, 2014 Share Posted February 7, 2014 (edited) That's one of the many variations I tried. While it would be nice if it worked that way, it doesn't. I'm having a hard time following the the code, but I figure I'll start here and work backwards: https://github.com/sarbian/ModuleManager/blob/master/moduleManager.cs#L417Did you get this working?I tried Both of these and both do not work.. any tips?@PART[RAPIER]:Final{ @MODULE[ModuleEnginesFX,AirBreathing] { @maxThrust = 210 } @MODULE[ModuleEnginesFX,ClosedCycle] { @maxThrust = 195 }}and@PART[RAPIER]:Final{ @MODULE[ModuleEnginesFX]:HAS[#engineID[AirBreathing]] { @maxThrust = 210 } @MODULE[ModuleEnginesFX]:HAS[#engineID[ClosedCycle]] { @maxThrust = 195 }}Tried this and it does work thought if anything adds another "MODULE" to the Rapier I think it may break it.@PART[RAPIER]:Final{ @description = NabbTech Certified! The R.A.P.I.E.R. (Reactive Alternate-Propellant Intelligent Engine for Rockets) is a joint venture between C7 Aerospace and the Rockomax Conglomerate. Designed to fill a gap in the design requirements for sustainable single stage to orbit aircraft, this engine combines the best of rocket and air-breathing thrust technology. @mass = 1.80 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision @attachRules = 1,1,1,1,0 //!MODULE[ModuleEnginesFX] {} @MODULE,2 { @maxThrust = 210 } @MODULE,1 { @maxThrust = 195 }} Edited February 8, 2014 by Nabbs1 added info Quote Link to comment Share on other sites More sharing options...
MissMolly Posted February 9, 2014 Share Posted February 9, 2014 (edited) hello again i was hoping i could put this in as i keep forgetting to put the dam part on but it does not work. did i miss some thing or is Protractor not supported? @PART[Mark1-2Pod]{ MODULE { name = ProtractorModule }} Edited February 9, 2014 by MissMolly Quote Link to comment Share on other sites More sharing options...
Mecripp Posted February 9, 2014 Share Posted February 9, 2014 (edited) hello again i was hoping i could put this in as i keep forgetting to put the dam part on but it does not work. did i miss some thing or is Protractor not supported? @PART[Mark1-2Pod]{ MODULE { name = ProtractorModule }}Try this Here are the files if they don't work you have something wrong.https://www.dropbox.com/s/c4cyk26bx4pupij/ADD_Protractor_MARK1_2.cfghttps://www.dropbox.com/s/fy4c8tzwv5a4zt5/Add_Protractor_ALLCOMMANDPODs.cfgPick just 1 and put it in the KSP/GameData folder.@PART[*]:HAS[@MODULE[ModuleCommand]:HAS[!MODULE[ProtractorModule]]]:Final{ MODULE { name = ProtractorModule }}EDIT and does he have ModuleManager in the KSP/GameData and only 1 Edited February 9, 2014 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
a__gun Posted February 9, 2014 Share Posted February 9, 2014 Try this @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[!MODULE[ProtractorModule]]]:Final{ MODULE { name = ProtractorModule }}If his example isn't working for him, neither will yours. Make sure you have the latest version of ModuleManager and Protractor, and that both are installed correctly. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted February 9, 2014 Share Posted February 9, 2014 @PART[Mark1-2Pod]{MODULE{name = ProtractorModule}}Probably it was that there was no space between the ] and the { ? Quote Link to comment Share on other sites More sharing options...
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