cakepie Posted April 20, 2018 Share Posted April 20, 2018 There isn't a way to test KSP version, is there? If for instance I'd like to use a new feature like ModulePartVariants for texture switching in 1.4+ but fall back on something else otherwise. Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 20, 2018 Share Posted April 20, 2018 4 minutes ago, cakepie said: There isn't a way to test KSP version, is there? If for instance I'd like to use a new feature like ModulePartVariants for texture switching in 1.4+ but fall back on something else otherwise. Currently there is not a way to check the KSP version. Quote Link to comment Share on other sites More sharing options...
cakepie Posted April 20, 2018 Share Posted April 20, 2018 6 minutes ago, blowfish said: Currently there is not a way to check the KSP version. Thought so, thanks for the confirmation. Will file feature request on github. Quote Link to comment Share on other sites More sharing options...
Vandest Posted April 24, 2018 Share Posted April 24, 2018 (edited) Hello, Is there a way to remove a key with specific value? I know how to remove a specific key with index but it would be safer and faster to remove it by its value. I tried something like this (but it remove all key...): Node { name = NodeName key = A key = B key = C key = D . . . key = Z } @Node[NodeName] { !key[D] = remove } Edited April 24, 2018 by Vandest Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 24, 2018 Share Posted April 24, 2018 @Vandest https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook or site 57 maybe this helps,sorry iam a mm noob Anyone knows if it possible to ad EC consumption to EVA lights?(without dll) got it to give a EVA Kerbal a 10EC ressource Spoiler @PART[*]:HAS[@MODULE[KerbalEVA]]:FINAL { @MODULE[KerbalEVA] RESOURCE { name = ElectricCharge amount = 10 maxAmount = 12 } } but something like this failed in any version @PART[*]:HAS[@MODULE[kerbalEVA]]:FINAL { @MODULE[kerbalEVA] { %name = ModuleResourceConverter %isAlwaysActive = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.20625 } } } Thanks for any help! Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 24, 2018 Share Posted April 24, 2018 (edited) 10 hours ago, Vandest said: Hello, Is there a way to remove a key with specific value? I know how to remove a specific key with index but it would be safer and faster to remove it by its value. I tried something like this (but it remove all key...): It's not currently possible. There's an issue open for it: https://github.com/sarbian/ModuleManager/issues/75 but it won't be practical to implement until the code is cleaned up some. Edited April 24, 2018 by blowfish Quote Link to comment Share on other sites More sharing options...
Vandest Posted April 24, 2018 Share Posted April 24, 2018 @Burning Kan Thank you to try to give me an answer but like you can imagine I've already gone to this wiki... @blowfish Thank you for this quick reply, your answer is clear even if I expected a solution, at least I know it isn't possible now and I will stop to search in this way. I didn't thought to look in issues list, next time I will look into. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 27, 2018 Share Posted April 27, 2018 Love those cats! yeah! Quote Link to comment Share on other sites More sharing options...
G'th Posted April 28, 2018 Share Posted April 28, 2018 I need some assistance with an MM Patch I've writen for my mod. Obviously Its a Syntax issue, but its causing every part in the game with a command option to have the IVA and crew capacity. I'm not really sure why or how, as I copied the MM Patch from another and just changed the names. Quote @PART [mk3Cockpit_Shuttle]:NEEDS[AvionicsSystems] { @CrewCapacity = 6 @INTERNAL { @name = Retro_Shuttle_IVA } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { } RPM_COLOROVERRIDE { COLORDEFINITION { // 'white' label unlit color name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } } } { MODULE { name = RasterPropMonitorComputer } } } } Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 28, 2018 Share Posted April 28, 2018 1 hour ago, G'th said: I need some assistance with an MM Patch I've writen for my mod. Obviously Its a Syntax issue, but its causing every part in the game with a command option to have the IVA and crew capacity. I'm not really sure why or how, as I copied the MM Patch from another and just changed the names. First, put the patch in code tags so that it's easier to read. Second, fix all the indentation. I don't know what might be causing the specific issue you see, but I can definitely see some issues with this patch, and I think consistent indentation will make them more obvious. Quote Link to comment Share on other sites More sharing options...
G'th Posted April 28, 2018 Share Posted April 28, 2018 @PART[mk3Cockpit_Shuttle]:NEEDS[AvionicsSystems] { @CrewCapacity = 6 @INTERNAL { @name = Retro_Shuttle_IVA } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { } RPM_COLOROVERRIDE { COLORDEFINITION { // 'white' label unlit color name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } } } { MODULE { name = RasterPropMonitorComputer } } } } Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted April 28, 2018 Share Posted April 28, 2018 6 minutes ago, G'th said: .... I think blowfish is thinking something more like @PART [mk3Cockpit_Shuttle]:NEEDS[AvionicsSystems] { @CrewCapacity = 6 @INTERNAL { @name = Retro_Shuttle_IVA } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES{} RPM_COLOROVERRIDE { COLORDEFINITION { // 'white' label unlit color name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } } } { MODULE { name = RasterPropMonitorComputer } } } } Now it becomes obvious that the are some syntactical issues - which was had to spot before indenting. Try this @PART [mk3Cockpit_Shuttle]:NEEDS[AvionicsSystems] { @CrewCapacity = 6 @INTERNAL { @name = Retro_Shuttle_IVA } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES{} RPM_COLOROVERRIDE { COLORDEFINITION { // 'white' label unlit color name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } } } MODULE { name = RasterPropMonitorComputer } } I'm not saying it works now, but the most critical issues should be gone. I just removed some brackets that was floating around in there. Hope it helps. Quote Link to comment Share on other sites More sharing options...
MaximumThrust Posted May 3, 2018 Share Posted May 3, 2018 In a 1.3.1 install should I use the version 3.0.4, or the latest? Thanks. Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 3, 2018 Share Posted May 3, 2018 6 hours ago, MaximumThrust said: In a 1.3.1 install should I use the version 3.0.4, or the latest? Thanks. 3.0.4 is correct Quote Link to comment Share on other sites More sharing options...
Ser Posted May 4, 2018 Share Posted May 4, 2018 (edited) Is there a way to require a KSP expansion to be present? It seems like MM scans GameData only, and thus we get SquadExpansions in mods-by-dir list, but not concrete expansion names contained there. For example, I want to skip adding ILS and other navigation stuff for Dessert airfield when there's no MakingHistory. Edited May 4, 2018 by Ser Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 4, 2018 Share Posted May 4, 2018 1 hour ago, Ser said: Is there a way to require a KSP expansion to be present? It seems like MM scans GameData only, and thus we get SquadExpansions in mods-by-dir list, but not concrete expansion names contained there. For example, I want to skip adding ILS and other navigation stuff for Dessert airfield when there's no MakingHistory. ugh doesn't look like it.... unless MakingHistory has a dll plugin in there somewhere. You could do NEEDS check for the plugin if it has one. But I think this is going to have to be addressed in a future patch. Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 4, 2018 Share Posted May 4, 2018 3 hours ago, Ser said: Is there a way to require a KSP expansion to be present? It seems like MM scans GameData only, and thus we get SquadExpansions in mods-by-dir list, but not concrete expansion names contained there. For example, I want to skip adding ILS and other navigation stuff for Dessert airfield when there's no MakingHistory. https://github.com/sarbian/ModuleManager/issues/108 (not released yet) Quote Link to comment Share on other sites More sharing options...
Ser Posted May 4, 2018 Share Posted May 4, 2018 (edited) 1 hour ago, blowfish said: https://github.com/sarbian/ModuleManager/issues/108 (not released yet) Yes, I saw your commits but lost ability to edit my post because... umm... government does stuff sometimes. Can't wait this feature to be released. Edited May 4, 2018 by Ser Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 5, 2018 Author Share Posted May 5, 2018 Version 3.0.7 NEEDS now allows subdirs (NEEDS[SquadExpansion/MakingHistory]) Allow parentheses in value name Allow spaces in value names Bug fixes Downloads : ModuleManager-3.0.7.zip ModuleManager.3.0.7.dll Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 5, 2018 Share Posted May 5, 2018 (edited) So apparently my daughter was looking over my shoulder one day when I was skimming the headline Edited May 5, 2018 by snkiz Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted May 6, 2018 Share Posted May 6, 2018 With the latest release, I noticed that some of the nodes aren't updating when you do the in game database refresh. It seems to be refreshing from the cache instead of reloading each file individually. If I deleted the cache file, then did the ingame refresh, then the node would update. I was working on a patch adjusting the effects nodes for multiple parts when I noticed the issue. Quote Link to comment Share on other sites More sharing options...
Lisias Posted May 8, 2018 Share Posted May 8, 2018 (edited) I'm using the latest MM (3.0.7), and realized that sometimes it got "stuck", freezing the game loading. This last time, I leave the machine and came back one hour later, and it was still frozen on the same point. The thing is not "halted', however: the CPU is running at 150% more or less (it's a dual core machine). Memory is not an issue, as the machine has 16GB and when KSP halted, its process had only 4.3G. It appears to be related to an excessive number of errors on some mods (I'm using some in development stage). However, by adding some mod or deleting other (or besides any of that, I don't know), killing and firing up KSP again usually works. KSP.log, Player.log (and the rest of Unity's logs just in case) and some screenshots as evidence here. Edited May 8, 2018 by Lisias The issue is totally unrelated! Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 8, 2018 Author Share Posted May 8, 2018 2 hours ago, Lisias said: I'm using the latest MM (3.0.7), and realized that sometimes it got "stuck", freezing the game loading. This last time, I leave the machine and came back one hour later, and it was still frozen on the same point. The thing is not "halted', however: the CPU is running at 150% more or less (it's a dual core machine). Memory is not an issue, as the machine has 16GB and when KSP halted, its process had only 4.3G. It appears to be related to an excessive number of errors on some mods (I'm using some in development stage). However, by adding some mod or deleting other (or besides any of that, I don't know), killing and firing up KSP again usually works. KSP.log, Player.log (and the rest of Unity's logs just in case) and some screenshots as evidence here. From your KSP.log [LOG 03:35:55.493] Load(Assembly): /ModuleManager.3.0.7 [LOG 03:35:55.493] AssemblyLoader: Loading assembly at /Users/lisias/Applications/Steam/steamapps/common/Kerbal Space Program/GameData/ModuleManager.3.0.7.dll [ERR 03:35:55.494] Failed to load assembly /Users/lisias/Applications/Steam/steamapps/common/Kerbal Space Program/GameData/ModuleManager.3.0.7.dll: System.UnauthorizedAccessException: Access to the path "/Users/lisias/Applications/Steam/steamapps/common/Kerbal Space Program/GameData/ModuleManager.3.0.7.dll" is denied. at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 at System.IO.FileStream..ctor (System.String path, FileMode mode) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 You may want to fix your install first. (you have 153 similar messages in your logs). Something is wrong with the permission on the files/dirs or some OSX feature I don't know about is messing things up. Anyway I can not do support for that. Quote Link to comment Share on other sites More sharing options...
Lisias Posted May 8, 2018 Share Posted May 8, 2018 (edited) 18 minutes ago, sarbian said: From your KSP.log {complains about file access} You may want to fix your install first. (you have 153 similar messages in your logs). Something is wrong with the permission on the files/dirs or some OSX feature I don't know about is messing things up. THAT is weird. (and I should had seen it, sorry). All files on GameData are readable for sure (`find . -name '*.dll" -exec chmod o+r,g+r,u+r {}\;`). I'm working on it. This probably needs to go to a F.A.Q. or something (as soon as I identify the problem). In the mean time, it's my understanding that MM is locking, waiting for the load of an assembly that never happens? (nevermind - anyone could be locking the thread, MM could just had finished its job and moved on) Edited May 8, 2018 by Lisias dumbness corrected. Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 8, 2018 Author Share Posted May 8, 2018 2 minutes ago, Lisias said: In the mean time, it's my understanding that MM is locking, waiting for the load of an assembly that never happens? MM does not start at all. None of the mods plugins loads. I guess KSP lock up when trying to parse some of the MM patch. 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.