Errol Posted June 12, 2017 Share Posted June 12, 2017 Ah, ok. So I can put a FOR[something] in one .cfg, and then use a NEED[something] in another to specific if something should happen? Correct? What I want to do is have two cfgs that get applied in a specific order, would the best way to do that be to simply name them alphabetically? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 12, 2017 Share Posted June 12, 2017 (edited) 2 minutes ago, Errol said: Ah, ok. So I can put a FOR[something] in one .cfg, and then use a NEED[something] in another to specific if something should happen? Correct? What I want to do is have two cfgs that get applied in a specific order, would the best way to do that be to simply name them alphabetically? if two cfgs are in the same folder and use the same :BEFORE[] / :FOR[] / :AFTER[] then they will applied in alphabetical order the same works if they don't use any :BEFORE[] / :FOR[] / :AFTER[] (be careful that windows and linux use a different alphabetical order so try to use file names that are in the same order in both OS) Edited June 12, 2017 by Sigma88 Quote Link to comment Share on other sites More sharing options...
ShadyAct Posted June 13, 2017 Share Posted June 13, 2017 How would I make a patch to delete all the tankType variables from this? MODULE { name = ModuleB9PartSwitch moduleID = fuelSwitch switcherDescription = Tank Setup baseVolume = 14740.0 SUBTYPE { name = Structural transform = STR } SUBTYPE { name = LFO tankType = B9_HX_LFO transform = LFO } SUBTYPE { name = MonoPropellant title = MonoProp tankType = B9_HX_MonoPropellant transform = RCS } SUBTYPE { name = Battery tankType = B9_HX_Battery transform = Capacitor } } Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 13, 2017 Share Posted June 13, 2017 5 minutes ago, ShadyAct said: How would I make a patch to delete all the tankType variables from this? ... B9's MFT/RF patch does exactly that, take a look here Quote Link to comment Share on other sites More sharing options...
ShadyAct Posted June 13, 2017 Share Posted June 13, 2017 1 minute ago, blowfish said: B9's MFT/RF patch does exactly that, take a look here Thank you. This is a much more elegant solution than deleting the entire module and adding a copy without tankType. Quote Link to comment Share on other sites More sharing options...
Kerbal101 Posted June 14, 2017 Share Posted June 14, 2017 @KerbMav @Sigma88 Hey Sigma88! I have updated the Porkjet configs with your method and it all works! I am playing through the hard career in 1.3 with USI+KIS/KAS+bells & whistles, all's fine. Thanks again!! Quote Link to comment Share on other sites More sharing options...
genericeventhandler Posted June 16, 2017 Share Posted June 16, 2017 Hi, One of my configs is not working, the part selector for the resources doesn't seem to work. @PART[*]:HAS[@RESOURCE[Food]]:FINAL { .... Do Stuff } if I select a part with a module it works but not RESOURCE? Geh Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 16, 2017 Share Posted June 16, 2017 18 minutes ago, genericeventhandler said: Hi, One of my configs is not working, the part selector for the resources doesn't seem to work. @PART[*]:HAS[@RESOURCE[Food]]:FINAL { .... Do Stuff } if I select a part with a module it works but not RESOURCE? Geh I'm not familiar with parts syntax. If you show me an example of a part you want to target I can tell you why your patch doesn't work Quote Link to comment Share on other sites More sharing options...
genericeventhandler Posted June 16, 2017 Share Posted June 16, 2017 2 hours ago, Sigma88 said: I'm not familiar with parts syntax. If you show me an example of a part you want to target I can tell you why your patch doesn't work I fixed it, there was another cfg that was interfering with this one, removing the Food resource. So all good now, thanks. Quote Link to comment Share on other sites More sharing options...
ShadyAct Posted June 16, 2017 Share Posted June 16, 2017 @PART[*]:HAS[@MODULE[InterstellarFuelSwitch]]:NEEDS[ConfigurableContainers] { @MODULE[InterstellarFuelSwitch] { @resourceAmounts ^= :^(\d+),:$1: } @description = #$MODULE[InterstellarFuelSwitch]/resourceAmounts$ } I'm trying to get this regex to pull a specific string from InterstellarFuelSwitch in parts like this (in this case I would want the description to be 756) but I end up getting the entire resourceAmounts string in the description The expression works in regex testers so something about my usage of MM regex must be causing problems; help would be appreciated. Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 16, 2017 Share Posted June 16, 2017 1 hour ago, ShadyAct said: @PART[*]:HAS[@MODULE[InterstellarFuelSwitch]]:NEEDS[ConfigurableContainers] { @MODULE[InterstellarFuelSwitch] { @resourceAmounts ^= :^(\d+),:$1: } @description = #$MODULE[InterstellarFuelSwitch]/resourceAmounts$ } I'm trying to get this regex to pull a specific string from InterstellarFuelSwitch in parts like this (in this case I would want the description to be 756) but I end up getting the entire resourceAmounts string in the description The expression works in regex testers so something about my usage of MM regex must be causing problems; help would be appreciated. Values are always processed before notes so it will be copied to the description before you modify it. Solution is to split into multiple patches. Why are you modifying it in place though ... wouldn't you want to keep the correct resource amounts on the module? Quote Link to comment Share on other sites More sharing options...
ShadyAct Posted June 17, 2017 Share Posted June 17, 2017 1 hour ago, blowfish said: Values are always processed before notes so it will be copied to the description before you modify it. Solution is to split into multiple patches. Why are you modifying it in place though ... wouldn't you want to keep the correct resource amounts on the module? I'm working on a patch that extracts a resource amount from the module and uses that to calculate the part's volume for another new module, then delete the IFS module. Thank you for the help. Quote Link to comment Share on other sites More sharing options...
PixelRunnerXFT Posted June 19, 2017 Share Posted June 19, 2017 my game keeps crashing when it load model manager! I would give you the crash file but i dont know how to do that. Quote Link to comment Share on other sites More sharing options...
technicalfool Posted June 19, 2017 Share Posted June 19, 2017 29 minutes ago, PixelRunnerXFT said: my game keeps crashing when it load model manager! I would give you the crash file but i dont know how to do that. Please read here for instructions on how to find the output log. Quote Link to comment Share on other sites More sharing options...
Stratickus Posted June 20, 2017 Share Posted June 20, 2017 I'm not sure if this is possible via MM, but I figured if it was, someone here would know how to do it. I have added the various stock MODULE[ModuleEnviroSensor] to the Mk1 Command pod. I would like to edit the interface of the command pod via MM to make it more user friendly and change the Sensor Display buttons to read "Toggle Temperature Display, Toggle Pressure Display" etc. instead of the confusing multiple "Toggle Display." Spoiler I have looked at KSP documentation and tried out a few different patches, but none were successful. https://kerbalspaceprogram.com/api/class_module_enviro_sensor.html I'm not sure if a plugin is required to edit the part interface window. Cheers, Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 20, 2017 Share Posted June 20, 2017 @Stratickus seeing as there is no public field for the Toggle Display, it's not possible to modify with MM. You're going to have to write a plugin Quote Link to comment Share on other sites More sharing options...
Stratickus Posted June 20, 2017 Share Posted June 20, 2017 (edited) 1 hour ago, TheRagingIrishman said: @Stratickus seeing as there is no public field for the Toggle Display, it's not possible to modify with MM. You're going to have to write a plugin That's kinda what I figured. Does anyone by chance know if someone has already written a plugin for this? Cheers, Edited June 20, 2017 by Stratickus Quote Link to comment Share on other sites More sharing options...
Maxsimal Posted June 22, 2017 Share Posted June 22, 2017 Hi, question. Does MM have any sort of logging functionality? I'd like to write out the stats of various engines after MM has done all it's patching work to a file. Is that doable or will I need to write a plugin that does it? Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 22, 2017 Author Share Posted June 22, 2017 34 minutes ago, Maxsimal said: I'd like to write out the stats of various engines after MM has done all it's patching work to a file The MM cache file in gamedata has all the patched config, and the "dump" button of the UI (ALT F11 in the main menu or spacecentrer) will write patched cfg files in <KSP>/_MMCfgOutput Quote Link to comment Share on other sites More sharing options...
Maxsimal Posted June 22, 2017 Share Posted June 22, 2017 @sarbian Cool that dump was very useful. I did it from the main menu and the game is now purple-screened and stuck on 'database reloading 100%' for the last 10 minutes, but that's not a big deal, of course, I'll just restart. Quote Link to comment Share on other sites More sharing options...
Mein_Gott Posted June 24, 2017 Share Posted June 24, 2017 Hello KSP: 1.3.0 Windows 64bit (32bit also tried) Problem: Crash to desktop after MM loading Mods installed: Module Manager 2.8.0 Raster Prop Monitor 0.28.0 FAR 0.15.8.1 KJR 3.3.2 Kopernicus 1.3.0.4 Modular Flight Integrator 1.2.4.0 Sigma Dimensions 0.8.0.0 Reproduction steps: No reproduction. I established that the simultaneous presence of these mods (excluding MM) crashes game at load screen, just after MM patching phase - that is why I suppose it might have sth to do with MM, but this can be wrong assumption, MM only changes cfg files afterall. Tested on two PCs, Logs and specs: https://we.tl/l94XRVOcal please, thank you Quote Link to comment Share on other sites More sharing options...
Merkov Posted June 24, 2017 Share Posted June 24, 2017 @Mein_Gott try updating Sigma Dimensions. 0.8.0.0 wasn't playing nicely with Kopernicus versions newer than 1.3.0-2. Also, your versions of RPM, FAR, and KJR are all for KSP 1.2.2, not KSP 1.3. Quote Link to comment Share on other sites More sharing options...
Mein_Gott Posted June 24, 2017 Share Posted June 24, 2017 @Merkov thanks updated sigma, reverted KSP to 1.2.2, no change but regarding mods being for 1.2.2 - individual mods work alone and the game starts. its when they are together (lets say - pick any 3 from my list) the crash occurs Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 24, 2017 Share Posted June 24, 2017 5 minutes ago, Mein_Gott said: @Merkov thanks updated sigma, reverted KSP to 1.2.2, no change but regarding mods being for 1.2.2 - individual mods work alone and the game starts. its when they are together (lets say - pick any 3 from my list) the crash occurs You have a mix of mods for 1.2.2 and 1.3. You need to make sure all the versions are consistent. 1.2.2 mods will crash 1.3 and the reverse. Quote Link to comment Share on other sites More sharing options...
Mein_Gott Posted June 25, 2017 Share Posted June 25, 2017 @Merkov @blowfish thank you for help, everything works now, every single mod had to be exactly for current kps version, or else it crashed. might sound obvious, but Its suprising to me, since it never was a case, from my previous ksp experience, when mixing versions was a common practice Quote Link to comment Share on other sites More sharing options...
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