sarbian Posted July 24, 2016 Author Share Posted July 24, 2016 (edited) Nope. It is doable but require quite a large code change. And what would you do ? Create a repository of cache for all mod combination ? That number would grow up really fast. Edit : and to make my point (hopefully my math is correct). Say you want to implement support for the 100 more popular mods (good luck finding the stats). If the user has 1 mod of those installed you have 100 different possible cache. For 2 mods out of 100 you now have 4950 possibilities (see ? it is already large. That s why you don't win the lottery). Now to have all the possibilities for those 100 mods : 1 267 650 600 228 229 401 496 703 205 375 different cache possibilities. I hope you planed to rent all of S3 to generate those. Edited July 24, 2016 by sarbian Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted July 24, 2016 Share Posted July 24, 2016 32 minutes ago, sarbian said: Nope. It is doable but require quite a large code change. And what would you do ? Create a repository of cache for all mod combination ? That number would grow up really fast. Edit : and to make my point (hopefully my math is correct). Say you want to implement support for the 100 more popular mods (good luck finding the stats). If the user has 1 mod of those installed you have 100 different possible cache. For 2 mods out of 100 you now have 4950 possibilities (see ? it is already large. That s why you don't win the lottery). Now to have all the possibilities for those 100 mods : 1 267 650 600 228 229 401 496 703 205 375 different cache possibilities. I hope you planed to rent all of S3 to generate those. I don't think that's the purpose, I actually do something similar when I debug mm patches: I have a ksp install which I have stripped from all the textures. This lets me load ksp in a fraction of the required time and allows me to get a look at the logs / mm caches very quickly. Having a mm executable that runs through the cfgs without wasting time with loading textures would allow to debug more quickly. I don't think it would be a very big difference compared to what I am doing, but I have no way to know for sure. @Mo3pp3l I think you might find my solution a good compromise Quote Link to comment Share on other sites More sharing options...
Mo3pp3l Posted July 25, 2016 Share Posted July 25, 2016 @Sigma88 That is a good idea. Will give it a try. To start and wait for MM Cache is build, only to compare to cached files, that is bad. Quote Link to comment Share on other sites More sharing options...
flatbear Posted July 25, 2016 Share Posted July 25, 2016 will the newest version of module manager cause problems with ksp 1.1.1? Quote Link to comment Share on other sites More sharing options...
Komander Faul Posted July 25, 2016 Share Posted July 25, 2016 were do i place " :NEEDS[TweakScale] " at in the following data in MM? was thinking of making a 'clean way' of making a tweakscale module using MM, so that way i can make fewer part count by increasing the size of the camo i was going to place in....heres what i got so far: Spoiler PART { name = decalsCamo module = Part author = Kommander Faul mesh = camo.png MODEL { model = Decals/letters texture = A, Decals/Camo } scale = 1 rescaleFactor = 1 node_attach = 0.0, 0.0, 0.045, 0.0, 0.0, -1.0, 1 cost = 200 category = Utility subcategory = 0 title = Camo description = a piace of camo from an eairlier war..... attachRules = 0,1,0,0,0 PhysicsSignificance = 1 mass = 0.001 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 0.5 crashTolerance = 10 maxTemp = 3400 } MODULE { name = TweakScale type = free } } TY in advance Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted July 25, 2016 Share Posted July 25, 2016 @Komander Faul place it as a check parameter at the module itself: MODULE:NEEDS[TweakScale] { name = TweakScale type = free } Quote Link to comment Share on other sites More sharing options...
Starwaster Posted July 25, 2016 Share Posted July 25, 2016 33 minutes ago, Phineas Freak said: @Komander Faul place it as a check parameter at the module itself: MODULE:NEEDS[TweakScale] { name = TweakScale type = free } I think that might be broken. I recently tried to set up a config like that and it failed. Quote Link to comment Share on other sites More sharing options...
sarbian Posted July 25, 2016 Author Share Posted July 25, 2016 Nothing changed there, I don't see why it would not work anymore. Quote Link to comment Share on other sites More sharing options...
Komander Faul Posted July 25, 2016 Share Posted July 25, 2016 2 hours ago, Phineas Freak said: @Komander Faul place it as a check parameter at the module itself: MODULE:NEEDS[TweakScale] { name = TweakScale type = free } TY, again! Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted July 25, 2016 Share Posted July 25, 2016 (edited) 2 hours ago, Starwaster said: I think that might be broken. I recently tried to set up a config like that and it failed. 1 hour ago, sarbian said: Nothing changed there, I don't see why it would not work anymore. wild guess here, are you sure you used the MODULE:NEEDS[x] in a patch? if you are defining a new part all mm functions will not work example: PART { name = myCoolPart MODULE:NEEDS[X] { x = true } } this will not work as far as I know, you need to do something more like this: PART { name = myCoolPart } @PART[myCoolPart] { MODULE:NEEDS[x] { x = true } } Edited July 25, 2016 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Starwaster Posted July 25, 2016 Share Posted July 25, 2016 @sarbian @Sigma88 Sorry false alarm, took me awhile to sort it, there's a lot of cfg work going on in the mod and patches being carried in an earlier pass added modules that caused conditionals in the late pass cfg to fail so it never got to the inner part where I was doing a MODULE:NEEDS Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 25, 2016 Share Posted July 25, 2016 @Sigma88 Odd, I've definitely seen NEEDS used that way before. Are you sure it doesn't work? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted July 25, 2016 Share Posted July 25, 2016 3 hours ago, blowfish said: @Sigma88 Odd, I've definitely seen NEEDS used that way before. Are you sure it doesn't work? Not 100% sure to be honest Maybe I am confusing it with some other feature like :HAS Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted July 25, 2016 Share Posted July 25, 2016 Sorry for not knowing how this witchcraft works but how would I make a patch to apply this Spoiler MODULE { name = KM_Gimbal_3 gimbalTransformName = KM_Gimbal debug = true yawGimbalRange = 2 pitchGimbalRange = 14 } to the Vector only in the presence of KM Gimbal? Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 25, 2016 Share Posted July 25, 2016 1 minute ago, Whovian41110 said: Sorry for not knowing how this witchcraft works but how would I make a patch to apply this Hide contents MODULE { name = KM_Gimbal_3 gimbalTransformName = KM_Gimbal debug = true yawGimbalRange = 2 pitchGimbalRange = 14 } to the Vector only in the presence of KM Gimbal? Sorry to drag this off topic but KM_Gimbal shouldn't be necessary anymore. It's been deprecated since 1.1, as most of it's functionality is in the stock module now. Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted July 26, 2016 Share Posted July 26, 2016 9 minutes ago, blowfish said: Sorry to drag this off topic but KM_Gimbal shouldn't be necessary anymore. It's been deprecated since 1.1, as most of it's functionality is in the stock module now. My computer won't open any 1.1.x saves so I'm sticking to 1.0.5 until I can find a fix Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 26, 2016 Share Posted July 26, 2016 21 minutes ago, Whovian41110 said: My computer won't open any 1.1.x saves so I'm sticking to 1.0.5 until I can find a fix Sure. MODULE:NEEDS[km_Gimbal] {} or MOUDLE:NEEDS[Klockheed_Martian_Gimbal] {} should work Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted July 26, 2016 Share Posted July 26, 2016 2 minutes ago, blowfish said: Sure. MODULE:NEEDS[km_Gimbal] {} or MOUDLE:NEEDS[Klockheed_Martian_Gimbal] {} should work But how do I apply it to only the vector? Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 26, 2016 Share Posted July 26, 2016 (edited) 13 minutes ago, Whovian41110 said: But how do I apply it to only the vector? What vector? What is the current state of this config and how are you trying to change it? Edited July 26, 2016 by blowfish Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted July 26, 2016 Share Posted July 26, 2016 Just now, blowfish said: What vector? What is the current state of this config and how are you trying to change it? The vector engine. The stock SSME Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 26, 2016 Share Posted July 26, 2016 Just now, Whovian41110 said: The vector engine. The stock SSME Oh ok. The word "vector" can take on other meanings in KSP modding which is why I was confused. There are various ways to do this but this is probably the easiest: Spoiler @PART[SSME]:NEEDS[Klokheed_Martian_Gimbal]:FINAL { !MODULE[ModuleGimbal] {} MODULE { name = KM_Gimbal_3 gimbalTransformName = Nozzle pitchGimbalRange = 10.5 yawGimbalRange = 2 } } I think I corrected a few other issues with your config too. Just to note however, the real SSME actually vectored equally along both axes. Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted July 26, 2016 Share Posted July 26, 2016 25 minutes ago, blowfish said: Oh ok. The word "vector" can take on other meanings in KSP modding which is why I was confused. There are various ways to do this but this is probably the easiest: Hide contents @PART[SSME]:NEEDS[Klokheed_Martian_Gimbal]:FINAL { !MODULE[ModuleGimbal] {} MODULE { name = KM_Gimbal_3 gimbalTransformName = Nozzle pitchGimbalRange = 10.5 yawGimbalRange = 2 } } I think I corrected a few other issues with your config too. Just to note however, the real SSME actually vectored equally along both axes. Thanks Quote Link to comment Share on other sites More sharing options...
Cobrag0318 Posted July 26, 2016 Share Posted July 26, 2016 Ok. I have a mod installed that provides a science lab. Specifically the Skylab. But since the creator does sandbox only, he hasn't given it research capability. I'm using sandbox as well, but my buddy and I, via dmp, like to go through the motions, even if we don't have a tech tree to unlock. I was looking into using a module manager patch to add this in. I examined the other labs and saw where their research ability is declared along with the parameters, it'd appear I could likely just copy those section and tweak what I needed, for research speed, power use age, etc. but it doesn't work still. I even just flat out copied the sections with no tweaks. Nothing. Any suggestions? I'll copy the contents of the cfg file below. Quote @PART[skylab module]:Final{ MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 750 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7 //Larger = slower. Exponential! scienceMultiplier = 5 //How much science does data turn into? scienceCap = 500 //How much science can we store before having to transmit? powerRequirement = 5 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } } Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted July 26, 2016 Share Posted July 26, 2016 47 minutes ago, Cobrag0318 said: -snip- I'm using sandbox -snip- You simply can't use research capabilities of "research lab",because there is no science to research in sandbox. Quote Link to comment Share on other sites More sharing options...
Cobrag0318 Posted July 26, 2016 Share Posted July 26, 2016 Wrong. It doesn't do anything to earn science points. No tech to unlock, but you can still run experiments, collect data, and process it into science. You just can't spend the science. The stock lab, big-g science, MOL, and iss science labs work fully. Even in sandbox. The creator of this mod didn't put it in there, because he only does sandbox, and since you can't spend the science because you have unlimited access to tech anyways, there'd be no point. Unless you're like me and my bud, who at least want to run it just to run it. Quote Link to comment Share on other sites More sharing options...
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