sarbian Posted April 29, 2014 Author Share Posted April 29, 2014 (edited) Oh look, it's 2.0.7. With less UI breaking DLL : ModuleManager.2.0.7.dllZip : ModuleManager-2.0.7.zipcodepoet : changing the label font size affected the default skin. Actually I see that I should have changed the code to use that :var centeredStyle = new GUIStyle( GUI.skin.GetStyle("Label")); I ll keep it for the next update. Edited April 29, 2014 by sarbian Quote Link to comment Share on other sites More sharing options...
cheech420now Posted April 30, 2014 Share Posted April 30, 2014 Could someone find the error in this code. Im dumb when it comes to this stuff. Its the only error that comes up on the loading screen.//placeholder@PART[Courier Solid Rocket] // Courier I SRB{ !EFFECTS EFFECTS { powerflame { MODEL_MULTI_PARTICLE { name = flamethrust modelName = MP_Nazari/FX/shuttleflame transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.99 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.75 speed = 1.0 1.65 } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke {MODEL_MULTI_PARTICLE_PERSIST{ name = smokethrust modelName = MP_Nazari/FX/shuttlesmoke transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 3.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.1 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEnginesFX] { //@name = ModuleEnginesFX //engineID = rocketengine @runningEffectName = powersmoke @directThrottleEffectName = powerflame !fxOffset }} Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 30, 2014 Author Share Posted April 30, 2014 Can you take like 30s of you time to open the log and look for the error message that MM print here ? The error will be explained here. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 30, 2014 Share Posted April 30, 2014 (edited) Can you take like 30s of you time to open the log and look for the error message that MM print here ? The error will be explained here.Not sure where to look (I had the same error come up during loading) as the only thing that comes up is:[LOG 00:51:53.620] [ModuleManager] ModuleManager applied 430 patches and found 1 error1 error in GameData/MP_Nazari/MP_Nazari.cfgEDIT: AHA! Found the bugger:[LOG 00:51:50.682] [ModuleManager] Skipping a patch with unbalanced square brackets or a space (replace them with a '?') :@PART[CourierEDIT2: well, at least I found it eventually... Edited April 30, 2014 by ObsessedWithKSP Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 30, 2014 Author Share Posted April 30, 2014 You way want to look for the line before and find the one that says :[ModuleManager] Skipping a patch with unbalanced square brackets or a space (replace them with a '?') :@PART[Courier Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 30, 2014 Share Posted April 30, 2014 Change to@PART[Courier?Solid?Rocket] // Courier I SRB(It has spaces originally) Quote Link to comment Share on other sites More sharing options...
cheech420now Posted April 30, 2014 Share Posted April 30, 2014 Thanks guys! You all are GREAT! Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 30, 2014 Share Posted April 30, 2014 sometimes I feel like I'm in groundhogs day. A tech supporty sort of groundhogs day... Quote Link to comment Share on other sites More sharing options...
Tallinu Posted May 1, 2014 Share Posted May 1, 2014 Wow, people have actually used spaces in the names of parts? *ultrafacepalm* Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 1, 2014 Share Posted May 1, 2014 Wow, people have actually used spaces in the names of parts? *ultrafacepalm*sadly.I had a hell of a time with it and the Munox parts. Wild cards didn't help back then either. Quote Link to comment Share on other sites More sharing options...
Elmetian Posted May 1, 2014 Share Posted May 1, 2014 (edited) I've had modulemanager since installing Hot Rockets in KSP 0.22, and it appears to be causing some of my action groups to disappear. When I've got MM in my gamedata folder any craft that I create on that install will be affected.For example my recent Jian SSTO which I posted on the forum. I created this craft in 0.23 after installing Hot Rockets with modulemanager 1.5.6 bundled. I think MM might have corrupted this craft file because when I paste it into another install (vanilla or modded), action group 1 is lost.Now, when I edit this craft in a clean vanilla install of KSP 0.23.5 by removing the affected part (the turbojet in this case), then adding a new turbojet and reassigning the action group, I can then successfully copy and paste this craft into another install without losing the action group. If MM is installed, it loses it again, regardless of whether I use MM 1.5.6 or 2.0.7.Sorry if this is confusing, it's hard to explain.EDIT: ignore me, I think it's actually Hot Rockets that's causing this. Guess I'll go bug them Edited May 1, 2014 by Narcosis Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 2, 2014 Author Share Posted May 2, 2014 And here is 2.0.8.You can now clone and delete root node (parts) like this : $PART[cupola]:Final{ @name = cupola2 @title = PPD-12 Cupola Module The Clone @description = it's a copy !}!PART[mk1pod]{}The @name=xxx for copying is mandatory.DLL : ModuleManager.2.0.8.dllZip : ModuleManager-2.0.8.zip Quote Link to comment Share on other sites More sharing options...
swamp_ig Posted May 2, 2014 Share Posted May 2, 2014 (edited) Awesome!Do you think you could do:PART:NEEDS[Realism] {}(ie: only define the part if the dependency is there.)Or I could do this too if you like Edited May 2, 2014 by swamp_ig Quote Link to comment Share on other sites More sharing options...
smunisto Posted May 2, 2014 Share Posted May 2, 2014 @PART[XORIGKosmos_Salyut_Solar_Array2X]:Final( @TechRequired = advElectrics}@PART[XKosmos_Salyut_Solar_Array2LANDER]:Final( @TechRequired = advElectrics}@PART[XATVpanel]:Final( @TechRequired = advElectrics}@PART[xLERroverBodyx]:Final( @TechRequired = fieldScience}@PART[XOrionLES]:Final( @TechRequired = fieldScience}@PART[XOrionPodX]:Final( @TechRequired = fieldScience}What is wrong with this?The parts don't have TechRequired at all, but even with this cfg they don't show up.Even without the @ - to add TechRequired, they still don't show up. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted May 2, 2014 Share Posted May 2, 2014 @PART[XORIGKosmos_Salyut_Solar_Array2X]:Final( @TechRequired = advElectrics}@PART[XKosmos_Salyut_Solar_Array2LANDER]:Final( @TechRequired = advElectrics}@PART[XATVpanel]:Final( @TechRequired = advElectrics}@PART[xLERroverBodyx]:Final( @TechRequired = fieldScience}@PART[XOrionLES]:Final( @TechRequired = fieldScience}@PART[XOrionPodX]:Final( @TechRequired = fieldScience}What is wrong with this?The parts don't have TechRequired at all, but even with this cfg they don't show up.Even without the @ - to add TechRequired, they still don't show up.You just need TechRequired =**** if they don't have TechRequired, way you have it if they do change it to what you have. Quote Link to comment Share on other sites More sharing options...
smunisto Posted May 2, 2014 Share Posted May 2, 2014 Yeah, I tried it without "@" too. They still don't show up at all. Quote Link to comment Share on other sites More sharing options...
Alewx Posted May 2, 2014 Share Posted May 2, 2014 Hi smunisto, did you try it with a fresh carrer savegame?Old savegames tend to not like changes in the techtree of modules. and at a new savegame you can just cheat in the science to unlock all nodes by editing the savegame at "sci = xx.xx" Quote Link to comment Share on other sites More sharing options...
smunisto Posted May 2, 2014 Share Posted May 2, 2014 No, I didn't. My savegame is pretty huge to just dump it. Besides I am trying to implement these parts in the techtree. This doesn't have much in common with editing the tech-tree itself. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted May 2, 2014 Share Posted May 2, 2014 (edited) Have you try'ed @PART[XORIGKosmos_Salyut_Solar_Array2X]:HAS[~TechRequired[]]:Final{ TechRequired = advElectrics}@PART[XKosmos_Salyut_Solar_Array2LANDER]:HAS[~TechRequired[]]:Final{TechRequired = advElectrics}@PART[XATVpanel]:HAS[~TechRequired[]]:Final{TechRequired = advElectrics}@PART[xLERroverBodyx]:HAS[~TechRequired[]]:Final{TechRequired = fieldScience}@PART[XOrionLES]:HAS[~TechRequired[]]:Final{TechRequired = fieldScience}@PART[XOrionPodX]:HAS[~TechRequired[]]:Final{TechRequired = fieldScience} Edited May 2, 2014 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 2, 2014 Author Share Posted May 2, 2014 Why make it so complex. Either the part has already TechRequired a and you need an @ or it's has not and you don't.If this does not work then have a look at the log. And make sure you have only 1 MM copy.@PART[XORIGKosmos_Salyut_Solar_Array2X]( @TechRequired = advElectrics} Quote Link to comment Share on other sites More sharing options...
Mecripp Posted May 2, 2014 Share Posted May 2, 2014 Thought in MM 2.*** it was to check for more then 1 mm and only 1 would run, I know 1.5.6 didn't do it and before that did. Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 2, 2014 Author Share Posted May 2, 2014 It should, but there was some change around that code and I did not fully test it yet so better safe than sorry. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 2, 2014 Share Posted May 2, 2014 It should, but there was some change around that code and I did not fully test it yet so better safe than sorry.I can confirm that the election process broke with 2.x. it breaks semi quietly. older versions disqualify themselves but 2.x dosent seem to log anything and does nothing. Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted May 2, 2014 Share Posted May 2, 2014 (edited) Why make it so complex. Either the part has already TechRequired a and you need an @ or it's has not and you don't.If this does not work then have a look at the log. And make sure you have only 1 MM copy.@PART[XORIGKosmos_Salyut_Solar_Array2X]( @TechRequired = advElectrics}ModuleManager tip: At least with MM2, you can do "%name = value" to add if it's not there, replace if it is. Not really important if you're changing one part and you can look at its original file, but really nice for a wildcard rule that might hit some with the value and some without.Edit: Thought I was on the Interstellar thread here. Don't worry about the new feature while you're trying to troubleshoot. Edited May 2, 2014 by undercoveryankee Quote Link to comment Share on other sites More sharing options...
smunisto Posted May 2, 2014 Share Posted May 2, 2014 Actually Sarbian, what MeCripp suggested works for some reason. I tried both with @ and without it, and it didn't. But what he suggested works, no idea why. Quote Link to comment Share on other sites More sharing options...
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