sarbian Posted June 29, 2017 Author Share Posted June 29, 2017 (edited) Version 2.8.1 Improve some exception catching and logging add -ncats command line option (to be combined with -nyan-nyan) Downloads : ModuleManager.2.8.1.dll ModuleManager-2.8.1.zip 34 minutes ago, Maxsimal said: https://drive.google.com/open?id=0B7nRgtUVNfGrUGxqZndwTWJkem8 Hi sorry, didn't realize it would generate something useful without a CTD. Here you go. There was indeed some exception but I was not enough to debug it. I added some code in 2.81 to improve the logging but if you run with RO I guess you are still on KSP 1.2... Edited June 29, 2017 by sarbian Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 29, 2017 Share Posted June 29, 2017 It's a shame that "normal" people have to wait until April 1st to enjoy orbital nyan goodness. Quote Link to comment Share on other sites More sharing options...
Maxsimal Posted June 29, 2017 Share Posted June 29, 2017 37 minutes ago, sarbian said: Version 2.8.1 Improve some exception catching and logging add -ncats command line option (to be combined with -nyan-nyan) Downloads : ModuleManager.2.8.1.dll ModuleManager-2.8.1.zip There was indeed some exception but I was not enough to debug it. I added some code in 2.81 to improve the logging but if you run with RO I guess you are still on KSP 1.2... yeah, still on 1.2.2. Oh well, still probably got most of the DB, didn't need all of it for what I'm testing, thanks for looking at it. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 29, 2017 Share Posted June 29, 2017 1 hour ago, sarbian said: add -ncats command line option (to be combined with -nyan-nyan) I almost never care about mm changelogs... now I'm intrigued Quote Link to comment Share on other sites More sharing options...
MOARdV Posted June 30, 2017 Share Posted June 30, 2017 15 hours ago, sarbian said: add -ncats command line option (to be combined with -nyan-nyan) Why isn't this stock yet? It adds some visual interest to the loading screen. Especially for those long, overly-modded game installations. It's entertaining seeing how long semi-stable orbits hold up in that chaotic of an environment. I propose 2.8.2 include collisions and mass accretion. If one of the bodies is massive enough to become a nyan singularity, it could start distorting the background beneath it! Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 30, 2017 Author Share Posted June 30, 2017 14 minutes ago, MOARdV said: I propose 2.8.2 include collisions and mass accretion Collision are already planned. I also added some keybinds to zoom, move, spawn new cats, follow the main Cat and prevent the loading screen from finishing All clearly important features for MM. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 30, 2017 Share Posted June 30, 2017 2 hours ago, sarbian said: prevent the loading screen from finishing lol, this sounds risky is it a key combination? or just one key? Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 30, 2017 Author Share Posted June 30, 2017 5 minutes ago, Sigma88 said: lol, this sounds risky is it a key combination? or just one key? You press L and it stops MM patching from finishing. It also displays a message saying that the loading is blocked and you should press L to unlock. The keybind only works when the orbital cats are showing. Quote Link to comment Share on other sites More sharing options...
SonOfPerdition Posted July 1, 2017 Share Posted July 1, 2017 Yeah, I have no idea what is going wrong, but here's my logs given I'm sharing them correctly. https://drive.google.com/drive/u/0/folders/0B5wgOSFASNthNUczQmxMNFI5NUk Quote Link to comment Share on other sites More sharing options...
Galileo Posted July 1, 2017 Share Posted July 1, 2017 59 minutes ago, SonOfPerdition said: Yeah, I have no idea what is going wrong, but here's my logs given I'm sharing them correctly. https://drive.google.com/drive/u/0/folders/0B5wgOSFASNthNUczQmxMNFI5NUk Is your problem with MM or are you just posting your logs on random threads hoping for help? Either way, we are going to need more information. What is happening in your game? Quote Link to comment Share on other sites More sharing options...
SonOfPerdition Posted July 1, 2017 Share Posted July 1, 2017 46 minutes ago, Galileo said: Is your problem with MM or are you just posting your logs on random threads hoping for help? Either way, we are going to need more information. What is happening in your game? No, my problem is, or I would say was, with MM. It qas freezeing, crashing, whatever you want to call it, on launch durring the "Finalizing" stage. For whatever reason it just worked after repeatedly trying to start the game. But that was after this post. Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 1, 2017 Share Posted July 1, 2017 3 hours ago, SonOfPerdition said: Yeah, I have no idea what is going wrong, but here's my logs given I'm sharing them correctly. https://drive.google.com/drive/u/0/folders/0B5wgOSFASNthNUczQmxMNFI5NUk That file is not shared publicly Quote Link to comment Share on other sites More sharing options...
SonOfPerdition Posted July 1, 2017 Share Posted July 1, 2017 Ah, sorry. Here you go. Publicly shared. https://drive.google.com/drive/folders/0B5wgOSFASNthNUczQmxMNFI5NUk?usp=sharing Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 1, 2017 Share Posted July 1, 2017 44 minutes ago, SonOfPerdition said: Ah, sorry. Here you go. Publicly shared. https://drive.google.com/drive/folders/0B5wgOSFASNthNUczQmxMNFI5NUk?usp=sharing The version of ScanSat you have installed is not compatible with KSP 1.3. Outdated plugins will crash KSP 1.3. You should verify that all of your mods are up to date. As a side note, you have ModuleAnimateEmissive which has not been needed by anything for a long time. Quote Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted July 4, 2017 Share Posted July 4, 2017 @sarbian What can I do with underscores in a file path, because then the game crashes because of the underscores? Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 4, 2017 Share Posted July 4, 2017 (edited) 2 hours ago, Bottle Rocketeer 500 said: @sarbian What can I do with underscores in a file path, because then the game crashes because of the underscores? MM and KSP both handle underscores fine. If KSP is crashing it's likely for a different reason. Most likely at this point in time is that you are on KSP 1.3 but have some plugins that are not updated. If you want help figuring out what's wrong, please find and upload KSP's log - instructions on how to do that are in the "how to get support" link in my signature. E: Be sure the log is from right after KSP crashes Edited July 5, 2017 by blowfish Quote Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted July 5, 2017 Share Posted July 5, 2017 @blowfish Sorry, I just heard that there were problems with mm and underscores before and thought it might've been that. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted July 5, 2017 Share Posted July 5, 2017 5 minutes ago, Bottle Rocketeer 500 said: @blowfish Sorry, I just heard that there were problems with mm and underscores before and thought it might've been that. The issue with underscores is with named parts and is similar to the issue with spaces only not as bad and it doesn't affect Module Manager at all. Instead, if you try to reference a part by name, you have to use dot instead of underscore because KSP internally converts it and saves it that way. For instance, you want to see if a particular part is accessible to the player (has researched it) and the part were named "some_part" in its config, you would have to refer to it as "some.part" in your code. But it doesn't crash anything and, again, doesn't affect Module Manager and in a MM patch you would still refer to it as "some_part" Quote Link to comment Share on other sites More sharing options...
evileye.x Posted July 6, 2017 Share Posted July 6, 2017 Hello everyone! Is there's a way to create (with MM) a new part (by cloning let's say SQUAD part) and designate it to another mod? So the filter extensions, janitor closed will recognize it as another mod part, not SQUAD? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted July 6, 2017 Share Posted July 6, 2017 1 hour ago, evileye.x said: Hello everyone! Is there's a way to create (with MM) a new part (by cloning let's say SQUAD part) and designate it to another mod? So the filter extensions, janitor closed will recognize it as another mod part, not SQUAD? you can duplicate a part using +PART[XXXXX] { @name = YYYYY } where XXXXX is the name of the part you want to copy and YYYYY is the name you want to give the new part for the janitor closet you will need to ask on their thread what they look for in a cfg and change that as well Quote Link to comment Share on other sites More sharing options...
evileye.x Posted July 6, 2017 Share Posted July 6, 2017 1 minute ago, Sigma88 said: where XXXXX is the name of the part you want to copy and YYYYY is the name you want to give the new part Yes, thank you. But still it will belong to mod that part duplicated from. Ven's stock revamp for example for some of Ven's new part just clones stock part via MM and change model and config. But it remains SQUAD part in FE and JC. Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 6, 2017 Share Posted July 6, 2017 1 hour ago, evileye.x said: Yes, thank you. But still it will belong to mod that part duplicated from. Ven's stock revamp for example for some of Ven's new part just clones stock part via MM and change model and config. But it remains SQUAD part in FE and JC. Each root level node (e.g. PART) keeps track of the "URL" (path relative to GameData) of the .cfg file where it was originally created. When MM copies a node, it keeps the URL of the original. I think this is mainly done to avoid breaking parts that don't specify the path of their model explicitly. And filter extensions is probably using that URL. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted July 6, 2017 Share Posted July 6, 2017 1 hour ago, evileye.x said: Yes, thank you. But still it will belong to mod that part duplicated from. Ven's stock revamp for example for some of Ven's new part just clones stock part via MM and change model and config. But it remains SQUAD part in FE and JC. 18 minutes ago, blowfish said: Each root level node (e.g. PART) keeps track of the "URL" (path relative to GameData) of the .cfg file where it was originally created. When MM copies a node, it keeps the URL of the original. I think this is mainly done to avoid breaking parts that don't specify the path of their model explicitly. And filter extensions is probably using that URL. I still think it's worth asking the devs of said mod what they use. It might be something simpler than url, or it might be that they introduced an extra parameter to overwrite the url to account for situations like these Quote Link to comment Share on other sites More sharing options...
gomker Posted July 6, 2017 Share Posted July 6, 2017 Ok guys, I may have been staring at something way too long. Can someone please point out my stupidity on why this is not working MM Patch: ======================== @PART[DallesqueTorp*]:FINAL { @MODULE[MissileLauncher] %missileType = torpedo } ======================== Part Config ======================== MODULE { name = MissileLauncher missileType = missile ======================== Error ======================== [LOG 18:31:08.140] PartLoader: Compiling Part 'SM_Marine/Parts/DallesqueHKS/DallesqueTorp20/DallesqueTorp20' [WRN 18:31:08.142] PartLoader Warning: Variable missileType not found in Part Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 6, 2017 Share Posted July 6, 2017 (edited) 8 minutes ago, gomker said: Ok guys, I may have been staring at something way too long. Can someone please point out my stupidity on why this is not working Probably because the missileType variable is on the MODULE, not the PART (you're missing brackets) Spoiler @PART[DallesqueTorp*]:FINAL { @MODULE[MissileLauncher] { %missileType = torpedo } } Edited July 7, 2017 by blowfish Quote Link to comment Share on other sites More sharing options...
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