Red Shirt Posted December 4, 2016 Share Posted December 4, 2016 Looking for some help.I'm trying to get the octo2 to detect 100% anomalies. Detection % appears to be a number between 0 and 1. Where am I going wrong? @PART[probeCoreOcto2] { @MODULE[ModuleKerbNetAccess] { @AnomalyDetection = 1 } } Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 4, 2016 Author Share Posted December 4, 2016 8 minutes ago, Red Shirt said: Looking for some help.I'm trying to get the octo2 to detect 100% anomalies. Detection % appears to be a number between 0 and 1. Where am I going wrong? @PART[probeCoreOcto2] { @MODULE[ModuleKerbNetAccess] { @AnomalyDetection = 1 } } It looks fine. Did you check the cache (ModuleManager.ConfigCache) to see if the part is properly patched ? Quote Link to comment Share on other sites More sharing options...
Red Shirt Posted December 4, 2016 Share Posted December 4, 2016 12 minutes ago, sarbian said: It looks fine. Did you check the cache (ModuleManager.ConfigCache) to see if the part is properly patched ? I believe so, but maybe not, here is an edited version of what I found... MODULE { name = ModuleKerbNetAccess MinimumFoV = 13 MaximumFoV = 72 AnomalyDetection = 0.18 DISPLAY_MODES { Mode = Biome Mode = Terrain } } � { AnomalyDetection = 1 } The first AnomalyDetection line is the original setting. My revision attempt is listed a couple sections down and after the question mark in a diamond. In game I am seeing 2-3 anomalies on Mun, none of which are the arches that I know their locations from previous landings. Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 4, 2016 Author Share Posted December 4, 2016 This works fine here. Are you sure you did not sneak a special char somewhere ? Quote Link to comment Share on other sites More sharing options...
Red Shirt Posted December 5, 2016 Share Posted December 5, 2016 1 hour ago, sarbian said: This works fine here. Are you sure you did not sneak a special char somewhere ? Thank you sir. I used notepad but I did cut and paste from the original Squad cfg - because I thought it would prevent spelling errors. Looks like that just created a problem I would never have found. Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 7, 2016 Share Posted December 7, 2016 (edited) Question: Should I remove the caché after several updates? Does it save old not needed information or something? Or should I leave those 4 (.ConfigCache .configSHA .Physics & .TechTree) files untouched?Sorry form my basic question but I am running sume bugs and I'm trying to eliminate possibilities...) Edited December 7, 2016 by Agustin Quote Link to comment Share on other sites More sharing options...
blowfish Posted December 7, 2016 Share Posted December 7, 2016 2 hours ago, Agustin said: Question: Should I remove the caché after several updates? Does it save old not needed information or something? Or should I leave those 4 (.ConfigCache .configSHA .Physics & .TechTree) files untouched?Sorry form my basic question but I am running sume bugs and I'm trying to eliminate possibilities...) I've heard of a few cases of the cache not being invalidated correctly, but they're pretty rare. In almost every case, MM will correctly detect any .cfg changes and decide to use/not use the cache based on that. Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted December 7, 2016 Share Posted December 7, 2016 3 hours ago, Agustin said: Question: Should I remove the caché after several updates? Does it save old not needed information or something? Or should I leave those 4 (.ConfigCache .configSHA .Physics & .TechTree) files untouched?Sorry form my basic question but I am running sume bugs and I'm trying to eliminate possibilities...) There is no harm in deleting them, moduleManger will simply regenerate them. I have on occasion deleted them when debugging. Can't say for sure that helped, but I think it might in some cases. Quote Link to comment Share on other sites More sharing options...
Alpha_Mike_741 Posted December 8, 2016 Share Posted December 8, 2016 So i wrote a config to make MechJeb available for all Command parts (Yes i'm aware of MechJeb 2 embedded and mine is just for practice ) and i can't seem to figure why it doesn't work @PART[*]:HAS[@Module[ModuleCommand],!Module[MechJebCore]]:FINAL { MODULE { name = MechJebCore } } Have tried both putting it directly inside my main mod directory "GameData\AstroK" and also in a subdirectory "GameData\AstroK\Tweaks\Mechjeb2Tweaks" No luck either place , Looked into Mechjeb 2 embedded .cfg and didn't find anything different . Odd Quote Link to comment Share on other sites More sharing options...
Jacke Posted December 8, 2016 Share Posted December 8, 2016 (edited) 3 hours ago, Alpha_Mike_741 said: So i wrote a config to make MechJeb available for all Command parts (Yes i'm aware of MechJeb 2 embedded and mine is just for practice ) and i can't seem to figure why it doesn't work Spoiler @PART[*]:HAS[@Module[ModuleCommand],!Module[MechJebCore]]:FINAL { MODULE { name = MechJebCore } } Have tried both putting it directly inside my main mod directory "GameData\AstroK" and also in a subdirectory "GameData\AstroK\Tweaks\Mechjeb2Tweaks" No luck either place , Looked into Mechjeb 2 embedded .cfg and didn't find anything different . Odd The following is my ModuleManager config file to add MechJeb2 to all command pods. You need MechJebLocalSettings as well. Spoiler // MMJ-MechJeb-ModuleCommand.<date-version>.cfg // // Powered by ialdabaoth and sarbian's ModuleManager // http://forum.kerbalspaceprogram.com/index.php?/topic/50533-/ // ModuleManager config coding by Jacke // http://forum.kerbalspaceprogram.com/index.php?/profile/103694-jacke/ // Licence Creative Commons Attribution-ShareAlike // http://creativecommons.org/licenses/by-sa/4.0/ // // Include this file with mod MechJeb // // for MechJeb >= 2.1.1 // // add MechJeb functions to all ModuleCommand // // Version 20160420a // // 2016 Apr 20 Wed updated links for KSP new forum // 2015 May 12 Tue updated coding // 2015 May 07 Thu updated for KSP 1.0.2 and recent changes // 2014 Aug 30 Sat changed order of HAS tests // 2014 Feb 20 Thu MM coding by Jacke // // where GameData/MechJeb2/ // what MODULE MechJebCore // file all ModuleCommand files // part all ModuleCommand parts // // Standard Command Modules // @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:FINAL { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } // flightControl MechJebModuleSmartASS { unlockTechs = start } // flightControl MechJebModuleManeuverPlanner { unlockTechs = start } // advFlightControl MechJebModuleNodeEditor { unlockTechs = start } // advFlightControl MechJebModuleTranslatron { unlockTechs = start } // advFlightControl MechJebModuleWarpHelper { unlockTechs = start } // advFlightControl MechJebModuleAttitudeAdjustment { unlockTechs = start } // advFlightControl MechJebModuleThrustWindow { unlockTechs = start } // advFlightControl MechJebModuleRCSBalancerWindow { unlockTechs = start } // advFlightControl MechJebModuleRoverWindow { unlockTechs = start } // fieldScience MechJebModuleAscentGuidance { unlockTechs = start } // unmannedTech MechJebModuleLandingGuidance { unlockTechs = start } // unmannedTech MechJebModuleSpaceplaneGuidance { unlockTechs = start } // unmannedTech MechJebModuleDockingGuidance { unlockTechs = start } // avUnmannedTech MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } // advUnmannedTech MechJebModuleRendezvousGuidance { unlockTechs = start } // advUnmannedTech } } } // // END OF MMJ-MechJeb-ModuleCommand.<date-version>.cfg Edited December 8, 2016 by Jacke Quote Link to comment Share on other sites More sharing options...
Jso Posted December 8, 2016 Share Posted December 8, 2016 3 hours ago, Alpha_Mike_741 said: So i wrote a config to make MechJeb available for all Command parts (Yes i'm aware of MechJeb 2 embedded and mine is just for practice ) and i can't seem to figure why it doesn't work It's MODULE, not Module. This is mine, it works. Spoiler @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:NEEDS[MechJeb2]:Final { MODULE { name = MechJebCore } } Quote Link to comment Share on other sites More sharing options...
Alpha_Mike_741 Posted December 9, 2016 Share Posted December 9, 2016 10 hours ago, Jso said: It's MODULE, not Module. This is mine, it works. Reveal hidden contents @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:NEEDS[MechJeb2]:Final { MODULE { name = MechJebCore } } Thanks! Changing Module to MODULE did the trick . So does that mean MM is case sensitive ? Also what happens if I omit '@' from :HAS[@MODULE[x]]? 10 hours ago, Jacke said: The following is my ModuleManager config file to add MechJeb2 to all command pods. You need MechJebLocalSettings as well. Reveal hidden contents // MMJ-MechJeb-ModuleCommand.<date-version>.cfg // // Powered by ialdabaoth and sarbian's ModuleManager // http://forum.kerbalspaceprogram.com/index.php?/topic/50533-/ // ModuleManager config coding by Jacke // http://forum.kerbalspaceprogram.com/index.php?/profile/103694-jacke/ // Licence Creative Commons Attribution-ShareAlike // http://creativecommons.org/licenses/by-sa/4.0/ // // Include this file with mod MechJeb // // for MechJeb >= 2.1.1 // // add MechJeb functions to all ModuleCommand // // Version 20160420a // // 2016 Apr 20 Wed updated links for KSP new forum // 2015 May 12 Tue updated coding // 2015 May 07 Thu updated for KSP 1.0.2 and recent changes // 2014 Aug 30 Sat changed order of HAS tests // 2014 Feb 20 Thu MM coding by Jacke // // where GameData/MechJeb2/ // what MODULE MechJebCore // file all ModuleCommand files // part all ModuleCommand parts // // Standard Command Modules // @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:FINAL { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } // flightControl MechJebModuleSmartASS { unlockTechs = start } // flightControl MechJebModuleManeuverPlanner { unlockTechs = start } // advFlightControl MechJebModuleNodeEditor { unlockTechs = start } // advFlightControl MechJebModuleTranslatron { unlockTechs = start } // advFlightControl MechJebModuleWarpHelper { unlockTechs = start } // advFlightControl MechJebModuleAttitudeAdjustment { unlockTechs = start } // advFlightControl MechJebModuleThrustWindow { unlockTechs = start } // advFlightControl MechJebModuleRCSBalancerWindow { unlockTechs = start } // advFlightControl MechJebModuleRoverWindow { unlockTechs = start } // fieldScience MechJebModuleAscentGuidance { unlockTechs = start } // unmannedTech MechJebModuleLandingGuidance { unlockTechs = start } // unmannedTech MechJebModuleSpaceplaneGuidance { unlockTechs = start } // unmannedTech MechJebModuleDockingGuidance { unlockTechs = start } // avUnmannedTech MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } // advUnmannedTech MechJebModuleRendezvousGuidance { unlockTechs = start } // advUnmannedTech } } } // // END OF MMJ-MechJeb-ModuleCommand.<date-version>.cfg Thanks for your reply! Though from what I've seen I believe that adding MechJebLocalSettings is necessary when you want to impose carrer tech limits Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted December 9, 2016 Share Posted December 9, 2016 1 minute ago, Alpha_Mike_741 said: So does that mean MM is case sensitive ? Also what happens if I omit '@' from :HAS[@MODULE[x]]? "Yes" and "it won't work" Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 9, 2016 Share Posted December 9, 2016 @Alpha_Mike_741 @Sigma88 It's because KSP config nodes are case sensitive. MODULE and module are two different things when dealing with ConfigNode nodes. So MM necessarily has to enforce case sensitivity. Quote Link to comment Share on other sites More sharing options...
Nnimrod Posted December 11, 2016 Share Posted December 11, 2016 is there a way to make it so that no other patches can affect a part? So that you could make a patch for a part that blocks a patch in another mod from affecting it. Say mod Z has a patch like this @PART[*]:HAS[@MODULE[ModuleEngines]] { %MODULE[something] { %key = value } } And you have a part that has ModuleEngines, but you don't want Mod Z's patch to add something to it. You also don't want any other patches messing with this part. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 11, 2016 Share Posted December 11, 2016 1 hour ago, Nnimrod said: is there a way to make it so that no other patches can affect a part? So that you could make a patch for a part that blocks a patch in another mod from affecting it. Say mod Z has a patch like this @PART[*]:HAS[@MODULE[ModuleEngines]] { %MODULE[something] { %key = value } } And you have a part that has ModuleEngines, but you don't want Mod Z's patch to add something to it. You also don't want any other patches messing with this part. No, MM doesn't support blocking others from patching something. Quote Link to comment Share on other sites More sharing options...
Nnimrod Posted December 11, 2016 Share Posted December 11, 2016 Just now, Starwaster said: No, MM doesn't support blocking others from patching something. ok, thanks Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted December 11, 2016 Share Posted December 11, 2016 (edited) 3 hours ago, Nnimrod said: ok, thanks You can however change the part so that said patch will fail targetting it, then restore the part after the patch failed In your example just Change the module name to be something like ModuleEnginez And then change it back after the patch hit Edited December 11, 2016 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Jacke Posted December 13, 2016 Share Posted December 13, 2016 Tried to find documentation for the HAS block but can't find any. Wondering if it's possible to do an OR in a HAS block, like this. @PART[*]:HAS[@MODULE[ModuleCommand]|@MODULE[KerbalSeat]]:HAS[!MODULE[MechJebCore]]:NEEDS[MechJeb2]:FINAL { // coding } Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted December 13, 2016 Share Posted December 13, 2016 @Jacke the multiple "HAS" checks only work for sub-nodes (for example: checking a ModuleEngines for a specific propellant). For MODULE checking you have to enter them as a pseudo-code: @PART[*]:HAS[@MODULE[ModuleCommand]|@MODULE[KerbalSeat],!MODULE[MechJebCore]]:NEEDS[MechJeb2]:FINAL { . . . } Quote Link to comment Share on other sites More sharing options...
Jacke Posted December 14, 2016 Share Posted December 14, 2016 16 hours ago, Phineas Freak said: @Jacke the multiple "HAS" checks only work for sub-nodes (for example: checking a ModuleEngines for a specific propellant). For MODULE checking you have to enter them as a pseudo-code: @PART[*]:HAS[@MODULE[ModuleCommand]|@MODULE[KerbalSeat],!MODULE[MechJebCore]]:NEEDS[MechJeb2]:FINAL { . . . } Thanks for the quick response and clarifying the use of multiple :HAS. I also wanted to be sure that the '|' can be used in a :HAS as an OR operator. Quote Link to comment Share on other sites More sharing options...
Esquire42 Posted December 14, 2016 Share Posted December 14, 2016 Got a weird one... Simply adding an ablator surface to anything that has a lifting surface and changing the resource drawn to electrical charge @PART[*]:HAS[@MODULE[ModuleLiftingSurface]] { MODULE { name = ModuleAblator ablativeResource = ElectricCharge lossExp = -750 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } } Double checked, triple checked...module itself works fine on its own. but not the patch part. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted December 14, 2016 Share Posted December 14, 2016 (edited) 3 hours ago, Esquire42 said: Got a weird one... Simply adding an ablator surface to anything that has a lifting surface and changing the resource drawn to electrical charge @PART[*]:HAS[@MODULE[ModuleLiftingSurface]] { MODULE { name = ModuleAblator ablativeResource = ElectricCharge lossExp = -750 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } } Double checked, triple checked...module itself works fine on its own. but not the patch part. did you check the mm cache to see if the module is correctly installed? edit: you say you checked and the module works so I suppose this is not the issue, but you are missing two lines that stock heat shields have: useChar = True charModuleName = shieldChar I have no idea if those are required, but since you say the module itself works I suppose they are not. edit2: as far as I can tell all heat shields have the resource ablator, you might need to add the resource you want to consume to the wing. I don't think the module on the wing can ablate electric charge from other parts edit3: also, some heat shields have a ModuleLiftingSurface module, so you might want to change the patch to @PART:HAS[@MODULE[ModuleLiftingSurfac],!MODULE[ModuleAblator]] { // stuff } Edited December 14, 2016 by Sigma88 Quote Link to comment Share on other sites More sharing options...
uNiverselEgacy Posted December 14, 2016 Share Posted December 14, 2016 Is there a more detailed documentation of usage and examples than the GitHub wiki? Anyway I have a question about multiple nodes with the same name such as the keys in atmosphereCurve. Is there an easy way to replace it with my own list of keys? I tried -atmosphereCurve{} to remove it and add a new atmosphereCurve afterwards but it doesn't seem to work very well. In some cases it worked as I intended but in other cases I got an Isp of 0 in game. Quote Link to comment Share on other sites More sharing options...
Nnimrod Posted December 14, 2016 Share Posted December 14, 2016 (edited) So for pressure fed engines, I want an engine to consume a pressurant during operation, and not have to mess with the Isp/propellant consumption. If I add it in as a PROPELLANT node in ModuleEngines, it does mess with Isp. Would this work? MODULE { name = ModuleAlternator RESOURCE { name = Helium, 300 bar rate = (and then put a negative value here to make to consume it rather than generate it) } } Clearly not Edited December 15, 2016 by Nnimrod Quote Link to comment Share on other sites More sharing options...
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