Starwaster Posted April 28, 2014 Share Posted April 28, 2014 I wonder if using the base dir name as default FOR[x] would be a good idea.It could be a good idea except that just assuming an implicit :FOR[] is not enough, you'd also have to schedule a parsing pass based on the base directory name regardless of whether it already has one scheduled for its dll. (which dll.... first one found or all?)I see some inconsistent behavior possible if modders through negligence write some of their configs using :FOR and some with :FOR omitted. It will make it difficult for a third party to know for sure whether their desired configs for mod X are actually going to happen :BEFORE/:AFTER mod X's :FOR pass since it necessarily would have to have 2 or more.What I'm really starting to wonder is if it's really such a good idea to use the presence of any of a mod's DLLs to schedule parsing passes at all? Shouldn't it only use the base directory for that mod?That would (should) do more to ensure consistent behavior. Quote Link to comment Share on other sites More sharing options...
dlrk Posted April 28, 2014 Share Posted April 28, 2014 I updated to 2.0.3 from 1.5.7, and it now causes KSP to lock up at start up. Any ideas? Quote Link to comment Share on other sites More sharing options...
Mecripp Posted April 28, 2014 Share Posted April 28, 2014 I updated to 2.0.3 from 1.5.7, and it now causes KSP to lock up at start up. Any ideas?Maybe look here http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-2-0-3-%28Apr-22%29?p=1123669&viewfull=1#post1123669 hope it helps. Quote Link to comment Share on other sites More sharing options...
dlrk Posted April 28, 2014 Share Posted April 28, 2014 2.0.4 fixed it. Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 28, 2014 Author Share Posted April 28, 2014 (edited) I just released 2.0.5 which contain the bug fix from 2.0.4 and log messages when it find a patch line it can't process :"[ModuleManager] Skipping a patch with unbalanced square brackets or a space (replace them with a '?')" It's the new official version. Get it if you use a previous 2.x or wait for your mods to switch to 2.x.https://ksp.sarbian.com/jenkins/job/ModuleManager/lastSuccessfulBuild/artifact/jenkins-ModuleManager-4/ModuleManager.2.0.5.dllhttps://ksp.sarbian.com/jenkins/job/ModuleManager/lastSuccessfulBuild/artifact/jenkins-ModuleManager-4/ModuleManager-2.0.5.zip Edited April 28, 2014 by sarbian Quote Link to comment Share on other sites More sharing options...
Mecripp Posted April 28, 2014 Share Posted April 28, 2014 I just released 2.0.5 which contain the bug fix from 2.0.4 and log messages when it find a patch line it can't process :"[ModuleManager] Skipping a patch with unbalanced square brackets or a space (replace them with a '?')" It's the new official version. Get it if you use a previous 2.x or wait for your mods to switch to 2.x.https://ksp.sarbian.com/jenkins/job/ModuleManager/lastSuccessfulBuild/artifact/jenkins-ModuleManager-4/ModuleManager.2.0.5.dllhttps://ksp.sarbian.com/jenkins/job/ModuleManager/lastSuccessfulBuild/artifact/jenkins-ModuleManager-4/ModuleManager.2.0.5.zipYour Zip link is bad just a FYI Grab the dll its good. Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 28, 2014 Author Share Posted April 28, 2014 Thanks, fixed it. Quote Link to comment Share on other sites More sharing options...
Vascar Posted April 29, 2014 Share Posted April 29, 2014 Hey, I am trying to give all the unmanned command pods Remote Tech module but I can't seem to get the locator correct.Here is what I have:@PART[*]:HAS[ @MODULE[ModuleCommand] : HAS[ #minimumCrew[0] ] ,!MODULE[ModuleSPU]]:FinalIs this right, if not how am I to do it? Quote Link to comment Share on other sites More sharing options...
Mecripp Posted April 29, 2014 Share Posted April 29, 2014 Hey, I am trying to give all the unmanned command pods Remote Tech module but I can't seem to get the locator correct.Here is what I have:@PART[*]:HAS[ @MODULE[ModuleCommand] : HAS[ #minimumCrew[0] ] ,!MODULE[ModuleSPU]]:FinalIs this right, if not how am I to do it?I been using thing 1 for the past 4 MM @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[#minimumCrew[1]]]:Final{ MODULE { name = ModuleSPU IsRTCommandStation = true } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } Have seen in 2.05 1 of my cfg dont work for removing MAXQ It give's all in command the pod's , Probes Quote Link to comment Share on other sites More sharing options...
Mecripp Posted April 29, 2014 Share Posted April 29, 2014 And looks like you have spacing you don't need and think you deleted the module with !module Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 29, 2014 Share Posted April 29, 2014 And looks like you have spacing you don't need and think you deleted the module with !moduleYes, spacing bad.the other thing no. where he has !MODULE[ModuleSPU], that's a conditional that tests for the absence of ModuleSPU Quote Link to comment Share on other sites More sharing options...
Mecripp Posted April 29, 2014 Share Posted April 29, 2014 Why won't this work in 2.05 but as been from 1.56 ? @PART[*]:HAS[@MODULE[ModuleAnimateGeneric]]]:Final{ @MODULE[ModuleRTAntenna] { !MaxQ=DELETE }}} Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 29, 2014 Share Posted April 29, 2014 Why won't this work in 2.05 but as been from 1.56 ?you have an extra } Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 29, 2014 Share Posted April 29, 2014 Presumably because you meant ModuleRTAntenna in both places, but the top says ModuleAnimateGenericedit: ninja'd by Starwaster with the other (more pertinent) reason Quote Link to comment Share on other sites More sharing options...
Mecripp Posted April 29, 2014 Share Posted April 29, 2014 you have an extra }Thanks so 2.05 is picker lol and thanks NathanKell , I miss that. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 29, 2014 Share Posted April 29, 2014 (edited) Thanks so 2.05 is picker lol and thanks NathanKell , I miss that.Here's a tip that will ensure that you NEVER have mismatched {}, (), [] or whatever.Every time you place a {, immediately place the } then move your cursor in between and start putting whatever code is going to go there. (programming tip really but it works for writing configs.So.....MODULE{then I immediately type the }MODULE{}cursor up a few lines, hit enter and press tab then start typing. (indentation is important. Makes your stuff easier to read, especially for others.. Always hit the tab when needed)MODULE{ // typed some stuffs. This is a comment line. Indentation makes for easier to read code/configs} Edited April 29, 2014 by Starwaster Quote Link to comment Share on other sites More sharing options...
Mecripp Posted April 29, 2014 Share Posted April 29, 2014 Thanks again Starwaster. Quote Link to comment Share on other sites More sharing options...
RaccoonTOF Posted April 29, 2014 Share Posted April 29, 2014 *chuckles* You know, I've been doing that the whole time without even realizing until you pointed it out Starwaster? Guess old coding habits die hard (I still mess up on occasion when cut&pasting other code though But brackets and braces are one of the "always check before restarting KSP" bits for me too) Quote Link to comment Share on other sites More sharing options...
Vascar Posted April 29, 2014 Share Posted April 29, 2014 And looks like you have spacing you don't need ...Yes, spacing bad.Thanks guys. It turns out it was the spacing. I've got the whole thing working now. Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 29, 2014 Author Share Posted April 29, 2014 I just released 2.0.6. It's a non mandatory update that adds info (and errors) on the loading screen (and the log of course)DLL : ModuleManager.2.0.6.dllZip : ModuleManager-2.0.6.zip Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 29, 2014 Share Posted April 29, 2014 I just released 2.0.6. It's a non mandatory update that adds info (and errors) on the loading screen (and the log of course)DLL : ModuleManager.2.0.6.dllZip : ModuleManager-2.0.6.zipI request the option to reduce the quantity of logged messages, to restrict them to actual failure errors. easiest way would be via config file. Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 29, 2014 Author Share Posted April 29, 2014 I lowered the amount of generated log but it's still quite a lot ( 2059 lines on my modded install ... ). I'll think of something Quote Link to comment Share on other sites More sharing options...
codepoet Posted April 29, 2014 Share Posted April 29, 2014 Since upgrading to 2.0.6 the font size and layout of the GUI in the CLS mod has changed! How did you managed that! I will tkae a look at your code to see if I can work out how they are influencing each other.... Quote Link to comment Share on other sites More sharing options...
cantab Posted April 29, 2014 Share Posted April 29, 2014 (edited) It affects the font size in the VAB tooltips too, for example the parts tabs.Before (with Module Manager 2.0.5): https://flic.kr/p/nrj1J5After (with Module Manager 2.0.6): https://flic.kr/p/npehwwNote the label positioning is thrown off too, I had the cursor pointed right at the utility tab in both cases. Edited April 29, 2014 by cantab Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 29, 2014 Author Share Posted April 29, 2014 oops. Seems we'll have a .7 soon Quote Link to comment Share on other sites More sharing options...
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