Starwaster Posted February 25, 2014 Share Posted February 25, 2014 Seeems not working... my code is@PART[KW1mengineMaverick1D]{ @description = boom !MODEL,1[*] {}}It did changed the description, but the shroud model still there. the part.cfg has the following.// --- asset parameters ---MODEL{model = KWRocketry/Parts/Engines/1mMaverick1D/KW_1mEngine_Maverick1D_Mscale = 0.8, 0.8, 0.8}scale = 0.1MODEL{model = KWRocketry/Parts/Structural/KWDecouplerShroud/KW_Auto_1mMavShroudscale = 0.8, 0.8, 0.8}Try !MODEL,1{} Quote Link to comment Share on other sites More sharing options...
mwlue Posted February 25, 2014 Share Posted February 25, 2014 Try !MODEL,1{}Hmm, ok. this one worked. Orz just miss the working db reload from older release. I can keep switching dll when needed of course. Quote Link to comment Share on other sites More sharing options...
sharpspoonful Posted February 27, 2014 Share Posted February 27, 2014 I am a little confused. Does MM not work with OSX?I cannot get a KAS-related MM.cfg to work properly after following the instructions I found on here. Quote Link to comment Share on other sites More sharing options...
sarbian Posted February 27, 2014 Author Share Posted February 27, 2014 MM is bundled with many other mods and if it did not work with OSX user would have complained earlier.How did you install MM and the patch file ? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted February 27, 2014 Share Posted February 27, 2014 I am a little confused. Does MM not work with OSX?I cannot get a KAS-related MM.cfg to work properly after following the instructions I found on here.Post the cfg file so we can debug it. Quote Link to comment Share on other sites More sharing options...
sharpspoonful Posted February 27, 2014 Share Posted February 27, 2014 @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 } Quote Link to comment Share on other sites More sharing options...
GavinZac Posted February 27, 2014 Share Posted February 27, 2014 ModuleManager cannot do comparisons like "less than" at this time, AFAIK. Quote Link to comment Share on other sites More sharing options...
sharpspoonful Posted February 27, 2014 Share Posted February 27, 2014 So would I have to write in each call for parts under 1Tn? Quote Link to comment Share on other sites More sharing options...
Mecripp Posted February 27, 2014 Share Posted February 27, 2014 So would I have to write in each call for parts under 1Tn?does it grab at all? or is it grabbing everything ? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted February 27, 2014 Share Posted February 27, 2014 So would I have to write in each call for parts under 1Tn?Unfortunately yes, unless you can isolate some common factor in as many of your desired parts as possible that CAN be matched on conditionally. If wildcards work for properties like they do for nodes then you could do something like #mass = 0.1* (which would effectively be everything under 200kg)But last time I checked we didn't have that kind of matching for anything other than nodes like MODULE{} or PART{}Sarbian is that possible yet or did that get tabled?does it grab at all? or is it grabbing everything ?The code he posted will not work at all because it doesn't support the kind of conditions he's trying to use, at all. Quote Link to comment Share on other sites More sharing options...
GavinZac Posted February 27, 2014 Share Posted February 27, 2014 So would I have to write in each call for parts under 1Tn?Unfortunately, yes. Quote Link to comment Share on other sites More sharing options...
sarbian Posted February 27, 2014 Author Share Posted February 27, 2014 Sarbian is that possible yet or did that get tabled?I'll have to check how KSP parse < and > and see if I can do it without making the code even less readable. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted February 27, 2014 Share Posted February 27, 2014 I'll have to check how KSP parse < and > and see if I can do it without making the code even less readable.In other words, without making code that has all the elegance of Velveeta on top of Alpo? Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted February 28, 2014 Share Posted February 28, 2014 I'll have to check how KSP parse < and > and see if I can do it without making the code even less readable.That would be sweet. I actually came here to ask how to do just this sort of thing.Does the MASS = 0.* thing work, to select all things that have a mass of 0.####? Then you could select everything with a mass less than 1 ton. Quote Link to comment Share on other sites More sharing options...
vaultboy2121 Posted March 3, 2014 Share Posted March 3, 2014 Can someone help me by either telling me what code to put in or a way to find how to fix when the Kethane mod and MM crash. It only crashes with the MM mod and when I have B9 too, but this should work because Scott Manley and Enter Elysium both have these mods on at the same time. The crash report says "Failed to load assembly C:\Users\vaultboy2121\Desktop\Kerbal Space Program\GameData\Kethane\Plugins\MMI_Kethane.dll:System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 It bothers me know there is a fix and I can't find it. I have looked at this page many time to see if it would help but it hasn't.Thank you to any who respond. Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 3, 2014 Author Share Posted March 3, 2014 Look at your Kethane install and delete the .dll with a size of 0. Quote Link to comment Share on other sites More sharing options...
GavinZac Posted March 3, 2014 Share Posted March 3, 2014 That "error" happens for me in every game and it doesn't cause any crash, with MM or B9. It's there for a reason so I'm not sure deleting it is a good idea either? Unless it's reason for existence is just Majiir wanting to overwrite previous versions. Quote Link to comment Share on other sites More sharing options...
Crater Posted March 3, 2014 Share Posted March 3, 2014 That "error" happens for me in every game and it doesn't cause any crash, with MM or B9. It's there for a reason so I'm not sure deleting it is a good idea either? Unless it's reason for existence is just Majiir wanting to overwrite previous versions.It is exactly that reason - several versions ago, the DLL was renamed. The only way to stop people who don't read the installation instructions from having two conflicting DLL versions installed (i.e. most of us if we are honest) is to replace the old-named one with a non-file, in this case a .dll with zero length. The "error" quoted is totally harmless and can be completely ignored. The simple fix for it is to delete the offending file. Quote Link to comment Share on other sites More sharing options...
GavinZac Posted March 4, 2014 Share Posted March 4, 2014 It is exactly that reason - several versions ago, the DLL was renamed. The only way to stop people who don't read the installation instructions from having two conflicting DLL versions installed (i.e. most of us if we are honest) is to replace the old-named one with a non-file, in this case a .dll with zero length. The "error" quoted is totally harmless and can be completely ignored. The simple fix for it is to delete the offending file.Ah. Not ideal but if it works it works. However, I still don't think it can cause a crash. Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 4, 2014 Author Share Posted March 4, 2014 As other said it's just because Majiir renamed the dll. A dll with a size of 0 is not valid so you can delete it and we can move on to "real" bugs. Quote Link to comment Share on other sites More sharing options...
GavinZac Posted March 6, 2014 Share Posted March 6, 2014 Is it possible to do the same thing to multiple PARTs but without wildcards, just a list? i.e. an AND/OR operator, something like:@PART[smallHardpoint & miniLandingLegs]? Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 6, 2014 Author Share Posted March 6, 2014 no. I wont add stuff to the syntax that can be done easily by a copy/paste in the cfg. Quote Link to comment Share on other sites More sharing options...
GavinZac Posted March 6, 2014 Share Posted March 6, 2014 no. I wont add stuff to the syntax that can be done easily by a copy/paste in the cfg.S'fair enough. Just wanted to check in case there was a way to avoid making a 40kb MM config. A generating script will have to do. Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 6, 2014 Author Share Posted March 6, 2014 Great idea this config file The way MM is coded now I don't want to add too much complexity to the syntax. It does not use a proper grammar and stuff can break fast (and even faster when I am the coder ) Quote Link to comment Share on other sites More sharing options...
Horus Posted March 6, 2014 Share Posted March 6, 2014 Faced the same problem yesterday while making a universal MM config patch for multiple parts from a single package. Had to stick to unified parts naming & using wildcards.Still, MM is a Holy Grail for me at the moment. Quote Link to comment Share on other sites More sharing options...
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