blowfish Posted May 23, 2016 Share Posted May 23, 2016 6 minutes ago, toric5 said: im trying to nerf reaction wheels in my install, and i have this code so far: //nerfing reaction wheels @PART[*]:HAS[ModuleReactionWheel] { @MODULE[ModuleReactionWheel] { @PitchTorque /=2 @YawTorque /=2 @RollTorque /=2 } } why is this not working? Because it should be :HAS[@MODULE[ModuleReactionWheel]] Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 23, 2016 Share Posted May 23, 2016 I think I just found a small bug: I had reports that KWRocketry had issues with one of the tech node missing, so I investigated and found the following: This is the original syntax: RDNode :NEEDS[!CommunityTechTree&!B9_Aerospace] The above syntax was not working, in that it was not seeing that both the CommunityTechTree & B9_Aerospace were not installed. It appears that a space is needed on each side of the ampersand as follows: RDNode :NEEDS[!CommunityTechTree & !B9_Aerospace] which does work. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 23, 2016 Share Posted May 23, 2016 1 hour ago, linuxgurugamer said: I think I just found a small bug: I had reports that KWRocketry had issues with one of the tech node missing, so I investigated and found the following: This is the original syntax: RDNode :NEEDS[!CommunityTechTree&!B9_Aerospace] The above syntax was not working, in that it was not seeing that both the CommunityTechTree & B9_Aerospace were not installed. It appears that a space is needed on each side of the ampersand as follows: RDNode :NEEDS[!CommunityTechTree & !B9_Aerospace] which does work. Apparently the spaces cause errors. The following worked individually: RDNode :NEEDS[&!B9_Aerospace] and RDNode :NEEDS[!CommunityTechTree] but together, it fails. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 23, 2016 Share Posted May 23, 2016 10 minutes ago, linuxgurugamer said: Apparently the spaces cause errors. The following worked individually: RDNode :NEEDS[&!B9_Aerospace] and RDNode :NEEDS[!CommunityTechTree] but together, it fails. Try :NEEDS[!mod1,!mod2] I've used it in the past and it always worked I don't know if the underscore might cause any issues Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 23, 2016 Share Posted May 23, 2016 3 minutes ago, Sigma88 said: Try :NEEDS[!mod1,!mod2] I've used it in the past and it always worked I don't know if the underscore might cause any issues I'll try it, but the & is valid syntax and used to work in the past 3 minutes ago, linuxgurugamer said: I'll try it, but the & is valid syntax and used to work in the past this did not work: RDNode:NEEDS[!CommunityTechTree,!B9_Aerospace] Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 23, 2016 Share Posted May 23, 2016 18 minutes ago, linuxgurugamer said: I'll try it, but the & is valid syntax and used to work in the past this did not work: RDNode:NEEDS[!CommunityTechTree,!B9_Aerospace] Try using B9?Aerospace Maybe it's the underscore that is giving you issues Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 23, 2016 Share Posted May 23, 2016 (edited) Hmm, after more work, it seems that there is something going on with this. It appears that the game I'm testing in thinks that B9 is installed, even though they are not. I'm trying the ? instead of the _ now Edit: That seems to do it, I'll update the issue on github. Again, this used to work, now doesn't Edited May 23, 2016 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 23, 2016 Share Posted May 23, 2016 1 minute ago, linuxgurugamer said: Hmm, after more work, it seems that there is something going on with this. It appears that the game I'm testing in thinks that B9 ais installed, even though they are not. I'm trying the ? instead of the _ now If you delete mm cache and run the game, then upload the ksp.log I can take a look for you Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 23, 2016 Share Posted May 23, 2016 1 minute ago, Sigma88 said: If you delete mm cache and run the game, then upload the ksp.log I can take a look for you No need now, the ? replacing the _ fixed the problem. I'll do more testing this evening, have to go to work now. thanks Quote Link to comment Share on other sites More sharing options...
toric5 Posted May 24, 2016 Share Posted May 24, 2016 (edited) so im trying to add lithium conversion into all ISRUs that are able to make monopropellant. couple of problems. this should be targeting the module i need it to (anything that can convert ore into mono), but it does not seem to. anything blatanly wrong? ive been beating my head against it for a while, and fournd a few things, but even with them removed, still does not get the things i want it to. also need to add an exclusion for things that already have an ore to lithium converter, but if i can figure out whats wrong with this, i think i can do that. second, how to i import the values for the monoprop converter, then multiply them by certain values? (see code) //adding NFP ISRU stuff to all mono prop ISRUs @PART[*]:HAS[@MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE[Monoprop]&@INPUT_RESOURCE[Ore]]] { MODULE { name = ModuleResourceConverter ConverterName = Lithium StartActionName = Start ISRU [Li] StopActionName = Stop ISRU [Li] AutoShutdown = //samevalue TemperatureModifier { key = //samevalues key = //samevalues key = //samevalues key = //samevalues key = //samevalues key = //samevalues } GeneratesHeat = //samevalues ThermalEfficiency { key = //samevalues key = //samevalues key = //samevalues key = //samevalues key = //samevalues } DefaultShutoffTemp = //samevalues UseSpecialistBonus = //samevalues SpecialistEfficiencyFactor = //samevalues SpecialistBonusBase = //samevalues Specialty = Engineer EfficiencyBonus = //samevalues INPUT_RESOURCE { ResourceName = Ore Ratio = //oreinputValue*2 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = //electricinputValue*.6 } OUTPUT_RESOURCE { ResourceName = Lithium Ratio = //monpropOutput*18 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } Edited May 25, 2016 by toric5 Quote Link to comment Share on other sites More sharing options...
AetherGoddess Posted May 25, 2016 Share Posted May 25, 2016 Apropos of absolutely nothing, I felt it was time to pop in and marvel at how powerful, useful, and flexible module manager is. it's truly a unique work that supports and drives so much of this community. Thank you to everyone who has contributed to it's advancement, and thank you to Sarbian for his long suffering support and stewardship. Quote Link to comment Share on other sites More sharing options...
Kolago Posted May 26, 2016 Share Posted May 26, 2016 (edited) I like to find the index number of "LiquidFuel,Oxidizer" to use this number to extract the values in a another index field: Quote MODULE { name = FSfuelSwitch resourceNames = Karborundum;XenonGas;ArgonGas;LiquidFuel,Oxidizer;Water;Chemicals;Mulch;LqdHydrogen;LiquidFuel;MonoPropellant resourceAmounts = 100000;1000000;10000000;9000,11000;100000;100000;100000;400000;20000;20000 In this case I need 9000 and 11000 to further work with. Quote MODULE { name = InterstellarFuelSwitch resourceNames = Structural;LiquidFuel;LiquidFuel,Oxidizer;MonoPropellant resourceAmounts = 0;800;360,440;800 In this case I need 360 and 440 to further work with. Is this possible with MM? Edited May 26, 2016 by Kolago Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 26, 2016 Share Posted May 26, 2016 @Kolago I don't believe that's possible, no. Unless you want to make a separate patch for each possible position. Quote Link to comment Share on other sites More sharing options...
Chris97b Posted May 26, 2016 Share Posted May 26, 2016 On Tuesday, May 24, 2016 at 6:38 PM, toric5 said: so im trying to add lithium conversion into all ISRUs that are able to make monopropellant. couple of problems. this should be targeting the module i need it to (anything that can convert ore into mono), but it does not seem to. anything blatanly wrong? ive been beating my head against it for a while, and fournd a few things, but even with them removed, still does not get the things i want it to. also need to add an exclusion for things that already have an ore to lithium converter, but if i can figure out whats wrong with this, i think i can do that. second, how to i import the values for the monoprop converter, then multiply them by certain values? (see code) I'm no expert, but something like this is what I would have thought Spoiler @PART[*]:HAS[@MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE[*]:HAS[#ResourceName[MonoPropellant]]]]:FINAL { +MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE[*]:HAS[#ResourceName[MonoPropellant]]] { @ConverterName = Lithium @StartActionName = Start ISRU [Li] @StopActionName = Stop ISRU [Li] @Specialty = Engineer @INPUT_RESOURCE:HAS[#ResourceName[Ore]] { @Ratio *= 2 %FlowMode = STAGE_PRIORITY_FLOW } @INPUT_RESOURCE:HAS[#ResourceName[ElectricCharge]] { @Ratio *= .6 } @OUTPUT_RESOURCE { @ResourceName = Lithium @Ratio *= 18 @DumpExcess = false %FlowMode = STAGE_PRIORITY_FLOW } } } In testing though, I can't seem to get the nested :HAS conditions to work at all. Is this a bug perhaps? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 26, 2016 Share Posted May 26, 2016 (edited) 9 hours ago, Kolago said: I like to find the index number of "LiquidFuel,Oxidizer" to use this number to extract the values in a another index field: In this case I need 9000 and 11000 to further work with. In this case I need 360 and 440 to further work with. Is this possible with MM? 9 hours ago, blowfish said: @Kolago I don't believe that's possible, no. Unless you want to make a separate patch for each possible position. here's how you can do it // This is just a dummy part to edit with the patch PART { MODULE { name = test testlist = a;b;c,d;e;f testvalues = 1;2;3,4;5;6 } MODULE { name = test testlist = v;c,d;x;y;z testvalues = 9;8,7;6;5;4 } } // This is the actual patch @PART:HAS[@MODULE[test]] { @MODULE:HAS[#name[test]] { @testlist = #$testlist$;endlist @testvalues = #$testvalues$;endlist !newlist,* = DEL newlist = startlist; !newvalues,* = DEL newvalues = startlist; !readlist,* = DEL readlist = #$testlist[0,;]$ } } @PART:HAS[@MODULE[test]:HAS[#testlist[*]]] { @MODULE[test]:HAS[#readlist[c,d]] { %targetvalue = #$testvalues[0,;]$ @targetvalue[0] += 10 @targetvalue[1] += 20 @testvalues[0,;] = #$targetvalue$ !targetvalue,* = DEL } @MODULE[test]:HAS[~readlist[endlist]] { @newlist = #$newlist$$testlist[0,;]$; @newvalues = #$newvalues$$testvalues[0,;]$; @testlist[0,;] = startlist @testvalues[0,;] = startlist @testlist ^= :startlist;:: @testvalues ^= :startlist;:: %readlist = #$testlist[0,;]$ } @MODULE[test]:HAS[#readlist[endlist]] { !testlist,* = DEL !testvalues,* = DEL !readlist,* = DEL @newlist ^= :startlist;:: @newvalues ^= :startlist;:: } MM_PATCH_LOOP {} } @PART:HAS[@MODULE[test]] { @MODULE:HAS[#name[test]] { testlist = #$newlist$endlist testvalues = #$newvalues$endlist @testlist ^= :;endlist:: @testvalues ^= :;endlist:: !newlist = DEL !newvalues = DEL } } this is just a proof of concept, you will need to change all the parameters to match your situation let me know if you need a hand doing so This patch will add respectively 10 and 20 to the c and d parameters contained in the "slot" ;c,d; the resulting PART will be: UrlConfig { name = PART type = PART parentUrl = /test url = /test/PART PART { MODULE { name = test testlist = a;b;c,d;e;f testvalues = 1;2;13,24;5;6 } MODULE { name = test testlist = v;c,d;x;y;z testvalues = 9;18,27;6;5;4 } } } Edited May 26, 2016 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Kolago Posted May 26, 2016 Share Posted May 26, 2016 How do I get the values out in to another MODULE ? MODULE { name = ModuleFuelTanks volume = LF + Ox ????? type = Default } Quote Link to comment Share on other sites More sharing options...
toric5 Posted May 26, 2016 Share Posted May 26, 2016 12 hours ago, Chris97b said: I'm no expert, but something like this is what I would have thought Hide contents @PART[*]:HAS[@MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE[*]:HAS[#ResourceName[MonoPropellant]]]]:FINAL { +MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE[*]:HAS[#ResourceName[MonoPropellant]]] { @ConverterName = Lithium @StartActionName = Start ISRU [Li] @StopActionName = Stop ISRU [Li] @Specialty = Engineer @INPUT_RESOURCE:HAS[#ResourceName[Ore]] { @Ratio *= 2 %FlowMode = STAGE_PRIORITY_FLOW } @INPUT_RESOURCE:HAS[#ResourceName[ElectricCharge]] { @Ratio *= .6 } @OUTPUT_RESOURCE { @ResourceName = Lithium @Ratio *= 18 @DumpExcess = false %FlowMode = STAGE_PRIORITY_FLOW } } } In testing though, I can't seem to get the nested :HAS conditions to work at all. Is this a bug perhaps? im basing it on this: @PART[*]:HAS[ @MODULE[ModuleEngines] :HAS [ @PROPELLANT[XenonGas] , @PROPELLANT[ElectricCharge] ] ] straight from the MM handbook. any long time users want to help a newbie modder out? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 26, 2016 Share Posted May 26, 2016 (edited) 1 hour ago, Kolago said: How do I get the values out in to another MODULE ? MODULE { name = ModuleFuelTanks volume = LF + Ox ????? type = Default } depends on where the other MODULE is could you give a bit more info? like, is the other MODULE in the same PART? is it a brand new MODULE or does it already exist? which values exactly do you want to copy? Edited May 26, 2016 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Chris97b Posted May 26, 2016 Share Posted May 26, 2016 42 minutes ago, toric5 said: im basing it on this: @PART[*]:HAS[ @MODULE[ModuleEngines] :HAS [ @PROPELLANT[XenonGas] , @PROPELLANT[ElectricCharge] ] ] straight from the MM handbook. any long time users want to help a newbie modder out? Yeah, that should work, but I doubt you can do :HAS[@OUTPUT_RESOURCE[MonoPropellant]] as the key for that is actually ResourceName as opposed to just name. The way I understand it the @MODULE[modulename] is just shorthand for a module with key 'name' and value 'modulename'. Hence the @OUTPUT_RESOURCE[*]:HAS[#ResourceName[MonoPropellant]] I tested it several ways though and couldn't get it to work. It always matches either all parts with a ModuleResourceConverter (including non-monoprop ones), or no parts at all. Quote Link to comment Share on other sites More sharing options...
toric5 Posted May 26, 2016 Share Posted May 26, 2016 2 minutes ago, Chris97b said: Yeah, that should work, but I doubt you can do :HAS[@OUTPUT_RESOURCE[MonoPropellant]] as the key for that is actually ResourceName as opposed to just name. The way I understand it the @MODULE[modulename] is just shorthand for a module with key 'name' and value 'modulename'. Hence the @OUTPUT_RESOURCE[*]:HAS[#ResourceName[MonoPropellant]] I tested it several ways though and couldn't get it to work. It always matches either all parts with a ModuleResourceConverter (including non-monoprop ones), or no parts at all. what matched it with everything? i havent even got that... Quote Link to comment Share on other sites More sharing options...
Chris97b Posted May 26, 2016 Share Posted May 26, 2016 8 minutes ago, toric5 said: what matched it with everything? i havent even got that... I've been playing with it in a test environment with just NFP installed (and NFP's config for the stock ISRU disabled). This one is the one that matches them all, but it is admittedly malformed. It was just one of the things I was testing. Spoiler @PART[*]:HAS[@MODULE[ModuleResourceConverter]]:HAS[@OUTPUT_RESOURCE[*]]:HAS[#ResourceName[MonoPropellant]]:FINAL [LOG 13:12:10.390] [ModuleManager] Applying node /NFP/@PART[*]:HAS[@MODULE[ModuleResourceConverter]]:HAS[@OUTPUT_RESOURCE[*]]:HAS[#ResourceName[MonoPropellant]]:FINAL to Squad/Parts/Resources/FuelCell/FuelCell/FuelCell [LOG 13:12:10.391] [ModuleManager] Applying node /NFP/@PART[*]:HAS[@MODULE[ModuleResourceConverter]]:HAS[@OUTPUT_RESOURCE[*]]:HAS[#ResourceName[MonoPropellant]]:FINAL to Squad/Parts/Resources/FuelCell/FuelCellArray/FuelCellArray [LOG 13:12:10.392] [ModuleManager] Applying node /NFP/@PART[*]:HAS[@MODULE[ModuleResourceConverter]]:HAS[@OUTPUT_RESOURCE[*]]:HAS[#ResourceName[MonoPropellant]]:FINAL to Squad/Parts/Resources/ISRU/ISRU/ISRU [LOG 13:12:10.393] [ModuleManager] Applying node /NFP/@PART[*]:HAS[@MODULE[ModuleResourceConverter]]:HAS[@OUTPUT_RESOURCE[*]]:HAS[#ResourceName[MonoPropellant]]:FINAL to Squad/Parts/Resources/MiniISRU/MiniISRU/MiniISRU Note that it applies to the stock fuel cell as well as the ISRUs, which to me means that as soon as the :HAS[@MODULE[ModuleResourceConverter]] is met, then it matches. As I said though, this *shouldn't* work, I was just testing things. Quote Link to comment Share on other sites More sharing options...
Kolago Posted May 26, 2016 Share Posted May 26, 2016 (edited) 3 hours ago, Sigma88 said: depends on where the other MODULE is could you give a bit more info? like, is the other MODULE in the same PART? is it a brand new MODULE or does it already exist? which values exactly do you want to copy? Ok, here is what I have so far, but it doesnt work: @PART[*]:HAS[@MODULE[FSfuelSwitch]] { @MODULE[FSfuelSwitch] { @resourceNames = #$resourceNames$;endlist @resourceAmounts = #$resourceAmounts$;endlist newlist = startlist; newvalues = startlist; readlist = #$resourceNames[0,;]$ } } @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#resourceNames[*]]] { @MODULE[FSfuelSwitch]:HAS[#readlist[LiquidFuel,Oxidizer]] { %targetvalue = #$resourceAmounts[0,;]$ @volume += #$targetvalue[0]$ @volume += #$targetvalue[1]$ @resourceAmounts[0,;] = #$targetvalue$ !targetvalue,* = DEL } @MODULE[FSfuelSwitch]:HAS[~readlist[endlist]] { @newlist = #$newlist$$resourceNames[0,;]$; @newvalues = #$newvalues$$resourceAmounts[0,;]$; @resourceNames[0,;] = startlist @resourceAmounts[0,;] = startlist @resourceNames ^= :startlist;:: @resourceAmounts ^= :startlist;:: %readlist = #$resourceNames[0,;]$ } @MODULE[FSfuelSwitch]:HAS[#readlist[endlist]] { !resourceNames,* = DEL !resourceAmounts,* = DEL !readlist,* = DEL @newlist ^= :startlist;:: @newvalues ^= :startlist;:: } MM_PATCH_LOOP {} } @PART[*]:HAS[@MODULE[FSfuelSwitch]] { @MODULE[FSfuelSwitch] { resourceNames = #$newlist$endlist resourceAmounts = #$newvalues$endlist @resourceNames ^= :;endlist:: @resourceAmounts ^= :;endlist:: !newlist = DEL !newvalues = DEL } } @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]],@MODULE[ModuleFuelTanks]]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = #$../@MODULE[FSfuelSwitch]/volume$ type = Default } !MODULE[FSfuelSwitch] {} } I like to end up with a new modul ModuleFuelTanks and delete FSfuelSwitch at the end. I see some MM_PATCH_LOOP { } in the ConfigCache, but no modul ModuleFuelTanks. Edited May 26, 2016 by Kolago Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 26, 2016 Share Posted May 26, 2016 @Kolago does the "volume" parameter exist? you are using @ which requires one already there. try using 7 minutes ago, Kolago said: %volume = #$targetvalue[0]$ @volume += #$targetvalue[1]$ Quote Link to comment Share on other sites More sharing options...
Kolago Posted May 26, 2016 Share Posted May 26, 2016 (edited) New version with your change and replacement of @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]],@MODULE[ModuleFuelTanks]]:NEEDS[modularFuelTanks] with @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]]]:NEEDS[modularFuelTanks] @PART[*]:HAS[@MODULE[FSfuelSwitch]] { @MODULE[FSfuelSwitch] { @resourceNames = #$resourceNames$;endlist @resourceAmounts = #$resourceAmounts$;endlist newlist = startlist; newvalues = startlist; readlist = #$resourceNames[0,;]$ } } @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#resourceNames[*]]] { @MODULE[FSfuelSwitch]:HAS[#readlist[LiquidFuel,Oxidizer]] { %targetvalue = #$resourceAmounts[0,;]$ %volume = #$targetvalue[0]$ @volume += #$targetvalue[1]$ @resourceAmounts[0,;] = #$targetvalue$ !targetvalue,* = DEL } @MODULE[FSfuelSwitch]:HAS[~readlist[endlist]] { @newlist = #$newlist$$resourceNames[0,;]$; @newvalues = #$newvalues$$resourceAmounts[0,;]$; @resourceNames[0,;] = startlist @resourceAmounts[0,;] = startlist @resourceNames ^= :startlist;:: @resourceAmounts ^= :startlist;:: %readlist = #$resourceNames[0,;]$ } @MODULE[FSfuelSwitch]:HAS[#readlist[endlist]] { !resourceNames,* = DEL !resourceAmounts,* = DEL !readlist,* = DEL @newlist ^= :startlist;:: @newvalues ^= :startlist;:: } MM_PATCH_LOOP {} } @PART[*]:HAS[@MODULE[FSfuelSwitch]] { @MODULE[FSfuelSwitch] { resourceNames = #$newlist$endlist resourceAmounts = #$newvalues$endlist @resourceNames ^= :;endlist:: @resourceAmounts ^= :;endlist:: !newlist = DEL !newvalues = DEL } } @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]]]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = #$../@MODULE[FSfuelSwitch]/volume$ type = Default } !MODULE[FSfuelSwitch] {} } Now i get some errors in the log: [ModuleManager] Applying node Kolago/MM_FSFS_to_MFT/@PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]]] to NSS/Parts/OctoSat_Sc_TopDish/OctoSat_Sc_TopDish (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ModuleManager] Can't find nodeType:MODULE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ModuleManager] Error - Cannot parse variable search when inserting new key volume = #$../@MODULE[FSfuelSwitch]/volume$ volume = #$../@MODULE[FSfuelSwitch]/volume$ is wrong, but how do I get the value out of the modul? Edited May 26, 2016 by Kolago Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 26, 2016 Share Posted May 26, 2016 (edited) 16 minutes ago, Kolago said: volume = #$../@MODULE[FSfuelSwitch]/volume$ is wrong, but how do I get the value out of the modul? you don't need the @ volume = #$../MODULE[FSfuelSwitch]/volume$ I should have spotted that before Edited May 26, 2016 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.