Streetwind Posted February 17, 2017 Share Posted February 17, 2017 maxThrust is always defined. An engine will literally not do anything without it I've also never seen minThrust not set, but I suppose I could use a % there instead. Thanks for the hint about using a variable. Is do you perhaps know if there's a guide about it anywhere, so I don't have to ask questions in the future? Quote Link to comment Share on other sites More sharing options...
sarbian Posted February 17, 2017 Author Share Posted February 17, 2017 Something like that from the OP ? On 25/10/2013 at 3:01 PM, sarbian said: Post on how to use variable in MM Quote Link to comment Share on other sites More sharing options...
pap1723 Posted February 21, 2017 Share Posted February 21, 2017 I see that there have been a few questions about PARTUPGRADE and the functionality. I have gotten it working and it shows up in Module Manager Config, but it doesn't actually change the upgrades to the correct nodes. Does anyone know if this actually works? Quote Link to comment Share on other sites More sharing options...
jd284 Posted February 23, 2017 Share Posted February 23, 2017 Is there a way to copy a MODULE config from another part? Basically a functionality to "make this module like the module of that other part". For instance, copy a FSfuelSwitch config from one part to another. Without either having to manually copy-paste the rest of the part, or copy-paste the module. I've only managed to copy a module from the same part with the "+MODULE[blah]" syntax. Basically I want something like this (which I couldn't make work in any variation): +PART[foo] { +MODULE[$../PART[bar]/MODULE[FSfuelSwitch]$] { // do something interesting here } } Would save a lot of manual copy paste, and then manual re-copy-paste whenever the other part changes. Quote Link to comment Share on other sites More sharing options...
blowfish Posted February 25, 2017 Share Posted February 25, 2017 On 2/20/2017 at 9:21 PM, pap1723 said: I see that there have been a few questions about PARTUPGRADE and the functionality. I have gotten it working and it shows up in Module Manager Config, but it doesn't actually change the upgrades to the correct nodes. Does anyone know if this actually works? This doesn't really have anything to do with ModuleManager, but I'd recommend looking at Porkjet's Part Overhaul as an example: On 2/23/2017 at 1:48 PM, jd284 said: Is there a way to copy a MODULE config from another part? Basically a functionality to "make this module like the module of that other part". For instance, copy a FSfuelSwitch config from one part to another. Without either having to manually copy-paste the rest of the part, or copy-paste the module. I've only managed to copy a module from the same part with the "+MODULE[blah]" syntax. Basically I want something like this (which I couldn't make work in any variation): Would save a lot of manual copy paste, and then manual re-copy-paste whenever the other part changes. Yes. I think you would want something like this: +PART[foo]:FOR[MyMod] { @name = foo2 #@PART[bar]/MODULE[FSfuelSwitch] { // Any edits you want to make } } The key here is #, which tells MM to find the node somewhere else and paste it in. Quote Link to comment Share on other sites More sharing options...
jd284 Posted February 25, 2017 Share Posted February 25, 2017 28 minutes ago, blowfish said: Yes. I think you would want something like this: +PART[foo]:FOR[MyMod] { @name = foo2 #@PART[bar]/MODULE[FSfuelSwitch] { // Any edits you want to make } } The key here is #, which tells MM to find the node somewhere else and paste it in. Thanks, that worked. Seems obvious in hindsight... Quote Link to comment Share on other sites More sharing options...
Sarxis Posted March 4, 2017 Share Posted March 4, 2017 I get an error with CommunityTechTree.cfg. I've modded it myself (carefully). How would I go about hunting down what exactly the error is? Would that show up in a log? Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 4, 2017 Share Posted March 4, 2017 2 minutes ago, Sarxis said: I get an error with CommunityTechTree.cfg. I've modded it myself (carefully). How would I go about hunting down what exactly the error is? Would that show up in a log? It definitely shows up in the log. Quote Link to comment Share on other sites More sharing options...
Sarxis Posted March 6, 2017 Share Posted March 6, 2017 On 3/4/2017 at 0:13 PM, blowfish said: It definitely shows up in the log. Do you mean the KSP Log? I honestly don't know where to start looking, or what exactly I'd be looking for in the Log.txt file. It's quite big. Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 6, 2017 Share Posted March 6, 2017 28 minutes ago, Sarxis said: Do you mean the KSP Log? I honestly don't know where to start looking, or what exactly I'd be looking for in the Log.txt file. It's quite big. Yes. I usually search for "error", which unless you have a lot of other issues should find it pretty quickly. Quote Link to comment Share on other sites More sharing options...
Sarxis Posted March 6, 2017 Share Posted March 6, 2017 16 minutes ago, blowfish said: ...which unless you have a lot of other issues should find it pretty quickly. I don't know what my psychiatrist would have to say but I'll give it a try! :3 Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted March 6, 2017 Share Posted March 6, 2017 1 hour ago, Sarxis said: I don't know what my psychiatrist would have to say but I'll give it a try! :3 I'm fairly sure schizophrenia won't show up doing ctrl + f "error" Quote Link to comment Share on other sites More sharing options...
Skalou Posted March 6, 2017 Share Posted March 6, 2017 (edited) hi, i will need your help again guys, i would like to copy all the RESOURCE nodes from a Part1 to a Part2 like this, Example of Part1: Part1 //I don't know how many resource node it has. { ... RESOURCE { name = resource1 ... } RESOURCE { name = resource2 ... } RESOURCE { name = resource3 ... } ... } I expected this to copy all the resource nodes, i tried each of this syntax: @PART[Part2] { #@PART[Part1]/RESOURCE[*]{} //copy only the 1st resource #@PART[Part1]/RESOURCE[*],*{} //copy only the 1st resource #@PART[Part1]/RESOURCE,*{} //copy only the 1st resource } unfortunately, it only copy the 1st node I also tried a workaround, by writing enough of this lines: @PART[Part2] { #@PART[Part1]/RESOURCE,0{} #@PART[Part1]/RESOURCE,1{} #@PART[Part1]/RESOURCE,2{} #@PART[Part1]/RESOURCE,3{} #@PART[Part1]/RESOURCE,4{} #@PART[Part1]/RESOURCE,5{} ... } but it copy the last resource as many times as the rest, with my example above of 3 resources in Part1 and 6 lines of copy it will give: Part2 { ... RESOURCE { name = resource1 ... } RESOURCE { name = resource2 ... } RESOURCE { name = resource3 ... } RESOURCE { name = resource3 ... } RESOURCE { name = resource3 ... } RESOURCE { name = resource3 ... } ... } Did i missed something? thank's Edit: i have no KSP.log here, i will do and post it tomorrow... sorry Edited March 7, 2017 by Skalou Quote Link to comment Share on other sites More sharing options...
Jenyaza Posted March 7, 2017 Share Posted March 7, 2017 What about copying the whole part +PART[Part1] { @name = Part2 } You can !remove unnecessary variables|nodes. Look at the first page for more syntax detail Quote Link to comment Share on other sites More sharing options...
Skalou Posted March 7, 2017 Share Posted March 7, 2017 Here is the KSP.log and output_log.txt (not easy to find this one , https://docs.unity3d.com/Manual/LogFiles.html) : https://www.dropbox.com/sh/otqbr58bg58lsb9/AACeQdDVNFX2K9iFq7uGiFCAa?dl=0 I also included a minimod to test this things easily, available in the GameData of the dropbox link. @Jenyaza, thank you, it could be a workaround, i will probably have to deal with how to delete everything except the RESOURCE nodes. Quote Link to comment Share on other sites More sharing options...
Alpha_Mike_741 Posted March 14, 2017 Share Posted March 14, 2017 Probably an obvious question but ,for a config that is intended for a mod and should run after it. is this sensible ? @PART[*]:NEEDS[RealismOverhaul]:AFTER[RealismOverhaul] { //Do stuff } Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 14, 2017 Share Posted March 14, 2017 51 minutes ago, Alpha_Mike_741 said: Probably an obvious question but ,for a config that is intended for a mod and should run after it. is this sensible ? @PART[*]:NEEDS[RealismOverhaul]:AFTER[RealismOverhaul] { //Do stuff } More or less correct - that patch will run after any patches marked FOR[RealismOverhaul] . But it's worth noting that RO has some patches on different passes, so it's worth looking into exactly what you want to overwrite and when it runs. Also, NEEDS[RealismOverhaul] is unnecessary in this case. AFTER implies it. Quote Link to comment Share on other sites More sharing options...
New Horizons Posted March 14, 2017 Share Posted March 14, 2017 Hello everyone. I am trying to delete certain parts via MM. This script does not seem to work. !PART[MK2VApod|noseConeAdapter|decoupler1-2|shortDecoupler1-2|stackDecoupler1-2|stackSeparator|stackSeparatorMini|stackDecouplerMini|ShieldCapLarge|rocketNoseCone|standardNoseCone|WBI_PlasmaTV|WBI_PlasmaTV2|WBI_PlasmaTV3]:FINAL Can someone please give me a hint? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted March 14, 2017 Share Posted March 14, 2017 28 minutes ago, New Horizons said: Hello everyone. I am trying to delete certain parts via MM. This script does not seem to work. !PART[MK2VApod|noseConeAdapter|decoupler1-2|shortDecoupler1-2|stackDecoupler1-2|stackSeparator|stackSeparatorMini|stackDecouplerMini|ShieldCapLarge|rocketNoseCone|standardNoseCone|WBI_PlasmaTV|WBI_PlasmaTV2|WBI_PlasmaTV3]:FINAL Can someone please give me a hint? I don't remember if you can use the OR operator there, if you can, you would need to add curly brackets at the end !PART[MK2VApod|noseConeAdapter|decoupler1-2|shortDecoupler1-2|stackDecoupler1-2|stackSeparator|stackSeparatorMini|stackDecouplerMini|ShieldCapLarge|rocketNoseCone|standardNoseCone|WBI_PlasmaTV|WBI_PlasmaTV2|WBI_PlasmaTV3]:FINAL {} like that Quote Link to comment Share on other sites More sharing options...
MacLuky Posted March 14, 2017 Share Posted March 14, 2017 Hi I need a bit of help. I have a mod with the following animations: MODULE { name = ModuleAnimateGeneric animationName = Gear startEventGUIName = Deploy Gear endEventGUIName = Retract Gear actionGUIName = Toggle Gear evaDistance = 1.85 layer = 1 } MODULE { name = ModuleAnimateGeneric animationName = Drill startEventGUIName = Deploy Drill endEventGUIName = Retract Drill actionGUIName = Toggle Drill evaDistance = 1.85 layer = 2 } MODULE { name = ModuleAnimateGeneric animationName = Romap startEventGUIName = Deploy Antenna endEventGUIName = Retract Antenna actionGUIName = Toggle RoMap evaDistance = 1.85 layer = 3 } However if DMagic is installed i want to replace them with other experiments. Like: @PART[MacLuky.Rosetta.Philae]:NEEDS[DMagicOrbitalScience] { MODULE { name = DMAsteroidScanner animationName = Romap //greenLight = greenAnim //yellowLight = yellowAnim experimentID = dmAsteroidScan rerunnable = True transmitValue = 1.0 dataIsCollectable = True collectActionName = Take Data experimentResource = ElectricCharge resourceCost = 0.25 usageReqMaskExternal = 8 } MODULE { name = DMModuleScienceAnimate animationName = Drill experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = 4 oneWayAnimation = true startEventGUIName = Systems Check showStartEvent = true showEndEvent = false showEditorEvents = true customFailMessage = The drill is only suitable for surface based observations. experimentID = dmlaserblastscan experimentActionName = Collect Drill Data resetActionName = Discard Drill Data resourceExperiment = ElectricCharge resourceExpCost = 20 useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } } But I guess I should also disable the ModuleAnimateGeneric. How can I do that? Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 14, 2017 Share Posted March 14, 2017 1 hour ago, MacLuky said: Hi I need a bit of help. I have a mod with the following animations: However if DMagic is installed i want to replace them with other experiments. Like: But I guess I should also disable the ModuleAnimateGeneric. How can I do that? !MODULE[ModuleAnimateGeneric]:HAS[#animationName[Romap]] {} Or however else you want to identify the specific modules you want to remove Quote Link to comment Share on other sites More sharing options...
MacLuky Posted March 15, 2017 Share Posted March 15, 2017 @blowfish thanks! that was the syntax I was looking for! Quote Link to comment Share on other sites More sharing options...
Mikeloeven Posted March 16, 2017 Share Posted March 16, 2017 (edited) Is there any way to make collapsible regions in the config files. I tried using empty brackets but module manager doesn't seem to be able to parse the files when they are formatted that way. Is there any symbol i can safely use as a opening and closing mark for code collapsing that will not interfere with module managers ability to read the config files When your writing patches for something like Tweak Scale you generally end up with hundreds of parts to patch and it would be nice to have collapsible regions of code under section comments for sanity sake If this doesn't exist consider this a feature request for a @REGION node which acts as a organization container for part nodes like this // Patches for Parts of type A @REGION { @PART[] { } @PART[] { } } // Patches for Parts of Type B @REGION { @PART[] { } } Edited March 16, 2017 by Mikeloeven Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted March 16, 2017 Share Posted March 16, 2017 52 minutes ago, Mikeloeven said: Is there any way to make collapsible regions in the config files. I tried using empty brackets but module manager doesn't seem to be able to parse the files when they are formatted that way. Is there any symbol i can safely use as a opening and closing mark for code collapsing that will not interfere with module managers ability to read the config files When your writing patches for something like Tweak Scale you generally end up with hundreds of parts to patch and it would be nice to have collapsible regions of code under section comments for sanity sake If this doesn't exist consider this a feature request for a @REGION node which acts as a organization container for part nodes like this // Patches for Parts of type A @REGION { @PART[] { } @PART[] { } } // Patches for Parts of Type B @REGION { @PART[] { } } no, you can use different files, or put comments to separate the different sections //////////// LIKE THIS ///////////////// Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 16, 2017 Share Posted March 16, 2017 3 hours ago, Mikeloeven said: Is there any way to make collapsible regions in the config files. I tried using empty brackets but module manager doesn't seem to be able to parse the files when they are formatted that way. Is there any symbol i can safely use as a opening and closing mark for code collapsing that will not interfere with module managers ability to read the config files Wouldn't the answer to that be entirely dependent on what your editor considers a collapsible region? I've worked with some that were hard coded to work with curly braces, and others that would let me specify multiple regrexs of my choosing per language. 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.