NermNermNerm Posted April 10, 2019 Share Posted April 10, 2019 (edited) @blowfish Ah, took me a sec to internalize that, but yeah, I get it. ModuleManager is so awesome. Edited April 10, 2019 by NermNermNerm Quote Link to comment Share on other sites More sharing options...
NermNermNerm Posted April 10, 2019 Share Posted April 10, 2019 Sigh. Spoke too soon. ModuleManager is still awesome, of course, but after I fixed it so the rules get executed in the correct order (verified in the log), the modules and resource I deleted are still showing up in the VAB. @PART[KKAOSS_Workshop]:NEEDS[ExtraplanetaryLaunchpads&PlanetaryBaseInc]:AFTER[PlanetarySurfaceStructures] { -MODULE[ELWorkshop] -MODULE[ELConverter] -RESOURCE[RocketParts] (Tried ! instead of - too, just for good measure, but no joy). Derp: !MODULE[ELWorkshop] is bad !MODULE[ELWorkshop] {} is good. Shame about not getting an error message, but I could have read the examples more carefully too... Quote Link to comment Share on other sites More sharing options...
cami Posted April 12, 2019 Share Posted April 12, 2019 Quote Last version for KSP 1.3.x ModuleManager-4.0.2.zip ModuleManager.4.0.2.dll ModuleManager-3.0.4.zip ModuleManager.3.0.4.dll What is that supposed to mean? Should I use KSP 1.3.1 with MM 3.0.4 or MM 4.0.2, or do both work? Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 13, 2019 Share Posted April 13, 2019 10 hours ago, cami said: What is that supposed to mean? Should I use KSP 1.3.1 with MM 3.0.4 or MM 4.0.2, or do both work? The 4.0.2 listed there is actually a backport (notice that the url is ModuleManager-RO rather than just ModuleManager). It will work with KSP 1.3.1 but note that the regular 4.0.2 will not. Quote Link to comment Share on other sites More sharing options...
cami Posted April 15, 2019 Share Posted April 15, 2019 On 4/13/2019 at 7:33 AM, blowfish said: The 4.0.2 listed there is actually a backport (notice that the url is ModuleManager-RO rather than just ModuleManager). It will work with KSP 1.3.1 but note that the regular 4.0.2 will not. Awesome! You may want to make that a little more pronounced :-) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 17, 2019 Share Posted April 17, 2019 Anybody know what happens if the following is in a cfg file, but MM is NOT installed: KCT_FUEL_RESOURCES:NEEDS[RealFuels] { fuelResource = AK20 fuelResource = AK27 fuelResource = Aerozine50 fuelResource = Aniline } Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 17, 2019 Share Posted April 17, 2019 41 minutes ago, linuxgurugamer said: Anybody know what happens if the following is in a cfg file, but MM is NOT installed: Pretty much nothing. KSP will load it into the game database but with the :NEEDS part still in the name so nothing will ever look for it Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 17, 2019 Share Posted April 17, 2019 I think I just came up with a bug in MM. I have a mod, EVA Handrails Continued, which needs MM to run. All of a sudden, it's not working, getting errors like this: PartLoader: Compiling Part 'NEBULA/EVAHandRailsPack/handrail 2mR curved/handrail 2mR/EVA handrail curved 3mR' PartCompiler: Cannot clone model 'NEBULA/handrail 2mR curved/model' as model does not exist PartCompiler: Model was not compiled correctly When I remove the MM dll, the models do get compiled properly. Log files here: https://www.dropbox.com/sh/t7uoksssesgahxe/AABTTxu7GMczgE4RSz6G05mPa?dl=0 The only change between the compiles is that MM was removed for the Good compile. These logs are from a Windows, system, I saw the same errors on a Mac Please don't say "remove the spaces". The spaces are there, and have been there for a very long time. For various reasons, they will be staying Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 17, 2019 Share Posted April 17, 2019 @linuxgurugamer spaces have nothing to do with it. A patch is pointing it to a model that doesn't exist, so of course it's complaining when MM is installed https://github.com/linuxgurugamer/EVAHandrailsPack/blob/46f943a02b4644463c1e9690a1b894f37b34df11/GameData/NEBULA/EVAHandRailsPack/nebulaEvaHandrailsPatch.cfg#L72 (should be NEBULA/EVAHandRailsPack/handle/model ) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 17, 2019 Share Posted April 17, 2019 (edited) Ok, I know what's happening, and it's definitely NOT ModuleManager. (deleted) Edited April 17, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 17, 2019 Share Posted April 17, 2019 2 minutes ago, linuxgurugamer said: See my post (you ninja'd me). MM is incorrectly rewriting the config No, the patch I linked you to is rewriting the config. ModuleManager doesn't do anything like that on its own. Quote Link to comment Share on other sites More sharing options...
Someone2018 Posted April 17, 2019 Share Posted April 17, 2019 @PART[*]:HAS[@RESOURCE[MonoPropellant],!MODULE[KerbalEVA],!MODULE[ModuleCommand]]:FOR[ZZZ_REFUSE] { // dry mass REFUSE_wet_mass = #$mass$ // original liquid fuel mass temp_mass = #$@RESOURCE_DEFINITION[MonoPropellant]/density$ @temp_mass *= #$RESOURCE[MonoPropellant]/maxAmount$ @REFUSE_wet_mass += #$temp_mass$ -temp_mass = delete !RESOURCE[MonoPropellant] {} // configure new propellants RESOURCE { name = HTP amount = #$@REFUSE_FuelTanksConfiguration/HTP_units_per_metric_tonne_of_wet_mass_for_HTP_tank$ @amount *= #$../REFUSE_wet_mass$ maxAmount = #$amount$ } // adjust dry mass @mass = #$REFUSE_wet_mass$ @mass *= #$@REFUSE_FuelTanksConfiguration/HTP_dry_to_wet_ratio$ } Anyone understand why patching a simple mono-propellant tank produces a warning about variable not found in PartLoader: [LOG 22:12:15.795] PartLoader: Compiling Part 'Squad/Parts/FuelTank/RCSFuelTankR25/RCSFuelTankR25/RCSFuelTank' [WRN 22:12:15.800] [ShipConstruct for RCSFuelTank]: part cost (330.0) is less than the cost of its resources (811.4) [WRN 22:12:15.801] PartLoader Warning: Variable REFUSE_wet_mass not found in Part [LOG 22:12:15.808] PartLoader: Part 'Squad/Parts/FuelTank/RCSFuelTankR25/RCSFuelTankR25/RCSFuelTank' has no database record. Creating. [LOG 22:12:15.809] DragCubeSystem: Creating drag cubes for part 'RCSFuelTank' Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 18, 2019 Share Posted April 18, 2019 @Someone2018 because the REFUSE_wet_mass value is left on the PART at the end, and KSP doesn't know what to do with that when compiling the part. It's harmless but you could include a separate patch to remove it at the end (it would have to be a separate patch - all values are processed before all nodes so you wouldn't be able to use it in the RESOURCE node otherwise). Quote Link to comment Share on other sites More sharing options...
Someone2018 Posted April 18, 2019 Share Posted April 18, 2019 1 hour ago, blowfish said: @Someone2018 because the REFUSE_wet_mass value is left on the PART at the end, and KSP doesn't know what to do with that when compiling the part. It's harmless but you could include a separate patch to remove it at the end (it would have to be a separate patch - all values are processed before all nodes so you wouldn't be able to use it in the RESOURCE node otherwise). Oh, I have that patch, but since I tried with and without (and got the same warning) I removed it from the example. @PART[*]:HAS[@REFUSE_wet_mass]:FINAL { // cleanup -REFUSE_wet_mass = delete } Anything wrong with the way I clean up? Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 18, 2019 Share Posted April 18, 2019 3 minutes ago, Someone2018 said: Oh, I have that patch, but since I tried with and without (and got the same warning) I removed it from the example. @PART[*]:HAS[@REFUSE_wet_mass]:FINAL { // cleanup -REFUSE_wet_mass = delete } Anything wrong with the way I clean up? That should be :HAS[#REFUSE_wet_mass] since it's a value not a node Quote Link to comment Share on other sites More sharing options...
Nightside Posted April 18, 2019 Share Posted April 18, 2019 When adding some text to a Part's description, is it possible to have the new text start on a new line? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted April 18, 2019 Share Posted April 18, 2019 could possibly try: <br> <p><p> - since <color=><color> works 22 minutes ago, Nightside said: When adding some text to a Part's description, is it possible to have the new text start on a new line? could possibly try: <br> <p><p> - since <color=><color> works Quote Link to comment Share on other sites More sharing options...
Nightside Posted April 18, 2019 Share Posted April 18, 2019 23 minutes ago, zer0Kerbal said: could possibly try: <br> <p><p> - since <color=><color> works could possibly try: <br> <p><p> - since <color=><color> works Interesting, Unfortunately <br> didn't work in my test. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted April 18, 2019 Share Posted April 18, 2019 Just now, Nightside said: Interesting, Unfortunately <br> didn't work in my test. I had to futz with color to get it to work, had to include a space after the < and before the > or something like that. I also tried for linebreaks - but got distracted. Somebody has to know. Am curious myself. Quote Link to comment Share on other sites More sharing options...
Nightside Posted April 18, 2019 Share Posted April 18, 2019 9 minutes ago, zer0Kerbal said: I had to futz with color to get it to work, had to include a space after the < and before the > or something like that. I also tried for linebreaks - but got distracted. Somebody has to know. Am curious myself. Thanks for the tip, its working! I think had the line break in the wrong place in string. @PART[*]:FINAL { @description = #$description$ <br> <color=#7F7F7F> [$name$]</color> } Credit to @Tonka Crash for the content of this patch, I just wanted a line break too. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted April 18, 2019 Share Posted April 18, 2019 2 minutes ago, Nightside said: Thanks for the tip, its working! I think had the line break in the wrong place in string. @PART[*]:FINAL { @description = #$description$ <br> <color=#7F7F7F> [$name$]</color> } Credit to @Tonka Crash for the content of this patch, I just wanted a line break too. Glad to hear. You are welcome. Thank you for futzing and putzing so now I don't have to. *chuckle* Quote Link to comment Share on other sites More sharing options...
DGS Posted April 19, 2019 Share Posted April 19, 2019 Am I overlooking the obvious? No discussion around MM not being available for 1.7.0 yet. Can't say as I have ever seen a delay in MM being available for a new release. Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 20, 2019 Author Share Posted April 20, 2019 The current version works fine as far as I know. And I am 9600km from my hone for a few more days, so it can wait. Quote Link to comment Share on other sites More sharing options...
Bioman222 Posted April 22, 2019 Share Posted April 22, 2019 Okay, I have come to realize I've probably been doing something stupid for years. Do I need to keep every different version of MM that comes with individual mods, or do I just need the latest version? I have like five different versions of MM (i.e. MM 3.1.0 - 4.0.2) in my GameData folder and basically I'm wondering if I can delete all of them aside from 4.0.2 and it be fine. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted April 22, 2019 Share Posted April 22, 2019 (edited) 25 minutes ago, Bioman222 said: I have like five different versions of MM (i.e. MM 3.1.0 - 4.0.2) in my GameData folder and basically I'm wondering if I can delete all of them aside from 4.0.2 and it be fine. yeah.. delete all but latest. Pretty sure having multiples is not a problem, as it self-checks for newest installed version, and uses that one, IIRC... caveat, tho... I guess *some* mods DO require specific version of MM... tho I dont recall coming across any vOv Edited April 22, 2019 by Stone Blue 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.