Mokmo Posted April 9, 2014 Share Posted April 9, 2014 I think this is 1 spot where it was posted http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29?p=1063085&viewfull=1#post1063085Thanks, I didn't notice ialdaboth was also on this. It's nowhere on the links in the first post, so thanks for the answer Quote Link to comment Share on other sites More sharing options...
Codey737 Posted April 9, 2014 Share Posted April 9, 2014 (edited) I'm trying to give the roverBody a command module and more electric charge. The Unmanned module shows up ingame but it has 25 electric charge.@PART[roverBody]{ MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.02777778 } @RESOURCE[ElectricalCharge] { @amount = 150 @maxAmount = 150 }}What am I doing wrong? Edited April 9, 2014 by Codey737 Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 9, 2014 Author Share Posted April 9, 2014 Can you tell me where you found it on spaceport so I can unleash the wrath of the moderators ? Quote Link to comment Share on other sites More sharing options...
StEligius Posted April 10, 2014 Share Posted April 10, 2014 With spaceport in the condition it is in I would be amazed that there is a moderator policing it. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 10, 2014 Share Posted April 10, 2014 (edited) I'm trying to give the roverBody a command module and more electric charge. The Unmanned module shows up ingame but it has 25 electric charge.@PART[roverBody]{ MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.02777778 } @RESOURCE[ElectricalCharge] { @amount = 150 @maxAmount = 150 }}What am I doing wrong?Mismatching pairs of braces. If you have 4 { you better have 4 }@PART[roverBody]{ MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.02777778 } } @RESOURCE[ElectricalCharge] { @amount = 150 @maxAmount = 150 }} Edited April 10, 2014 by Starwaster 1...2...5 (3 sir!) 3! Quote Link to comment Share on other sites More sharing options...
Undeadbanana Posted April 10, 2014 Share Posted April 10, 2014 Hello, I just downloaded Deadly Reentry Continued and it had a 1.5.7 Module Manager in it, is that the new release? Or should I just continue to use the older version? Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 10, 2014 Author Share Posted April 10, 2014 With spaceport in the condition it is in I would be amazed that there is a moderator policing it.The mods nuke what we ask them to nuke. Spaceport is a mess but it does not mean no one has mode power. Quote Link to comment Share on other sites More sharing options...
mwlue Posted April 10, 2014 Share Posted April 10, 2014 Hello, I just downloaded Deadly Reentry Continued and it had a 1.5.7 Module Manager in it, is that the new release? Or should I just continue to use the older version?1.5.7 is out? Quote Link to comment Share on other sites More sharing options...
Mekan1k Posted April 10, 2014 Share Posted April 10, 2014 I don't know...http://www.sarbian.com/sarbian/ModuleManager_1_5_7.dll ? Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 10, 2014 Share Posted April 10, 2014 AFAIK, 1.5.7 was an unofficial release but why bother with that version when 2.0.1 is out? Quote Link to comment Share on other sites More sharing options...
mwlue Posted April 10, 2014 Share Posted April 10, 2014 AFAIK, 1.5.7 was an unofficial release but why bother with that version when 2.0.1 is out?o_0 now 2.0.1 !? bit confused...... Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 10, 2014 Share Posted April 10, 2014 o_0 now 2.0.1 !? bit confused......Yes indeedy:AHEM.AHEM AHEM.ModuleManager 2.0.1ModuleManager.csNew features:MATH! @PART[*]:FOR[Realism] { @mass *= 0.25 @maxTemp -= 500 }PROPER INDEXING! @PART[*]:HAS[MODULE[MultiModeEngine]]:FOR[Pony] { @MODULE[ModuleEngineFX],1 { @PROPELLANT[Oxidizer] { @name = LiquidOxygen } } }PER-MOD PARSE PASSES!@PART[fuelTank]:BEFORE[RealFuels]{ @RESOURCE[LiquidFuel] { @amount *= 5 @maxAmount *= 5 }}@PART[fuelTank]:AFTER[RealFuels]{ !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {}}DEPENDENCY CHECKING!@PART[fuelTank]:AFTER[RealFuels]:NEEDS[RealSolarSystem, !RealKerbalSystem]{ @scale *= 4;}Get it. Use it. Love it. Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 10, 2014 Author Share Posted April 10, 2014 Can I decide which version is the official one ? Install 2.0.1 if you want to TEST it. Otherwise keep the one you get with your mods (you can have more than one version). Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 10, 2014 Share Posted April 10, 2014 Can I decide which version is the official one ? Install 2.0.1 if you want to TEST it. Otherwise keep the one you get with your mods (you can have more than one version).My mistake, sarbian. I wasn't aware that 2.0.1 was for testing, ialdabaoth's wording didn't indicate that clearly. FWIW, I haven't run into any problems with 2.0.1 yet. Quote Link to comment Share on other sites More sharing options...
Codey737 Posted April 10, 2014 Share Posted April 10, 2014 Mismatching pairs of braces. If you have 4 { you better have 4 }@PART[roverBody]{ MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.02777778 } } @RESOURCE[ElectricalCharge] { @amount = 150 @maxAmount = 150 }}Nope,doesn't work. The Commandmodule shows up but it still shows 25 charge instead of 150. Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted April 10, 2014 Share Posted April 10, 2014 Nope,doesn't work. The Commandmodule shows up but it still shows 25 charge instead of 150.In the stock config files, the name of the resource is "ElectricCharge", not "ElectricalCharge". Try @RESOURCE[ElectricCharge]. Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted April 10, 2014 Share Posted April 10, 2014 Looking for a little help here. I'm trying to use KESA in my newly updated install of 0.23.5 using 2.0.1. When I was still on 0.23 and running 1.5.7 (I only just found out that wasn't an official update), everything seemed to work just fine, but after the update, now the entire program hangs when trying to load WarpPlugin (the KSP Interstellar Mod which KESA affects) and the only way to get the game to load is to comment out the following code from KESA:@PART[FNRefinery]:Final { @MODULE[FNModuleResourceExtraction[*]]:HAS[#resourceName[LqdWater]] { @resourceName = Water } @RESOURCE[LqdWater] { @name = Water } }I've tried various permutations of this block, but no matter what I do, as long as the program tries to execute the code, the loading hangs on WarpPlugin. I'm really hoping someone here with a lot more experience working with Module Manager and KSP can chime in and explain where this is going wrong and if/how there is a way to fix it.Thanks.Bump for a little help since no one replied Quote Link to comment Share on other sites More sharing options...
Codey737 Posted April 10, 2014 Share Posted April 10, 2014 In the stock config files, the name of the resource is "ElectricCharge", not "ElectricalCharge". Try @RESOURCE[ElectricCharge].Thank you! I never thought of using that instead of 'ElectricalCharge'. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 11, 2014 Share Posted April 11, 2014 Thank you! I never thought of using that instead of 'ElectricalCharge'.I can't believe I didn't see it either. Quote Link to comment Share on other sites More sharing options...
ABZB Posted April 11, 2014 Share Posted April 11, 2014 In 2.0.1, is it possible to have something like this [questioned text in bold italics]:@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleFuelTanks]]{ MODULE { name = ModuleFuelTanks [I][B]volume = mass*20[/B][/I] type = Pod }}TANK_DEFINITION{ name = Pod basemass = 0.002 * volume TANK { name = LiquidFuel amount = 0 maxAmount = 0 } TANK { name = Oxidizer amount = 0 maxAmount = 0 } TANK { name = MonoPropellant mass = 0.000625 amount = 0 maxAmount = 0 } TANK { name = ElectricCharge mass = 0.002375 utilization = 2 amount = 0 maxAmount = 0 }} Quote Link to comment Share on other sites More sharing options...
swamp_ig Posted April 12, 2014 Share Posted April 12, 2014 Hi,I think I found a small bug in the election code, I've created a bug report to document: https://github.com/Ialdabaoth/ModuleManager/issues/2 Also just wondering - Why do you use OnGUI rather than Start or some other entry point? Is it so that module manager executes last? Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted April 13, 2014 Share Posted April 13, 2014 Ok, I'm admitting defeat and asking for help.I have a mod that is designed to work stand alone or with ECLSS.ECLSS defines a resource, Oxygen, however I need to include that resource definition in my mod incase it's used stand alone. However if there are two sets of RESOURCE_DEFINITION for the same named resource then it doesn't work.Can module manager be used to look for any modify a RESOURCE_DEFINITION if it's there and add it if it's not, without creating two copies or no copies? Quote Link to comment Share on other sites More sharing options...
ABZB Posted April 13, 2014 Share Posted April 13, 2014 Using 2.0.1, is there a way to use the *= and -= with the isp keys (i.e. key = 0 245)? Specifically, how does that work, or not work, when there is what I assume is some kind of array? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 13, 2014 Share Posted April 13, 2014 (edited) Ok, I'm admitting defeat and asking for help.I have a mod that is designed to work stand alone or with ECLSS.ECLSS defines a resource, Oxygen, however I need to include that resource definition in my mod incase it's used stand alone. However if there are two sets of RESOURCE_DEFINITION for the same named resource then it doesn't work.Can module manager be used to look for any modify a RESOURCE_DEFINITION if it's there and add it if it's not, without creating two copies or no copies?You could use the % operator as you would the @%RESOURCE[Oxygen]{//your changes here}If a RESOURCE node named Oxygen exists then it will be edited with your changes.If it does not exist it will be added.I haven't actually used that so there is something I'm not clear on. Ordinarily, inside the braces I would be using @. But if RESOURCE[Oxygen] doesn't exist, how does that affect the use of @ inside the node? You might need to use % inside as well. For instance...%RESOURCE[Oxygen]{ %density = 0.0005} Edited April 13, 2014 by Starwaster Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted April 13, 2014 Share Posted April 13, 2014 That doesn't seem to work for RESOURCE_DEFINITION. I can change a value, for example the density, but not check for the entire definition and create one only if it's not present. 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.