Starwaster Posted August 1, 2014 Share Posted August 1, 2014 Could any frequenter of this thread offer me some advice?I have.. through a serious of unconnected events, seen fit to use KAS to make separatrons grabble so EVA kerbals can carry them around, and when necessary attach them to things (including kerbals themselves)The problem is, that while a kerbal can activate a separatron that is attached to himself (and does so with maniacal enthusiasm) they cannot activate one that is attached to something else.I`ve been trying to find a possible entry to a modulemanager cfg file that might make it possible for the kerbal to activate a sepmotor attached to a part. Does anyone have any insight into what might work?Can't do it with only Module Manager. MM can only make changes that you would be able to make by editing a part configuration file, and the engine just can't be configured to be externally activated.It would require someone to either code that kind of functionality into a new engine class (which possibly has one of the stock engine classes as its parent) or possibly functionality incorporated into KAS that allows it to access other PartModules like the engine ones. Maybe KAS already has that ability; I don't know. You might want to inquire in its thread. Quote Link to comment Share on other sites More sharing options...
Grokit Posted August 1, 2014 Share Posted August 1, 2014 Hi sarbian,Does the hidden items list get logged somewhere? I'm curious which parts are being hidden and what their dependencies are.Thanks Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 1, 2014 Share Posted August 1, 2014 Hi sarbian,Does the hidden items list get logged somewhere? I'm curious which parts are being hidden and what their dependencies are.Thanksoutput_log.txt(or player.log for Mac or Linux)These logs are updated constantly while you play and are created even if the game does not crash. (don't let anyone tell you otherwise)To find your log file:Windows: KSP_win\KSP_Data\output_log.txtMac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.logLinux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted August 1, 2014 Share Posted August 1, 2014 ...remote firing shenanigans...I wonder if it is somehow possible to use code from these parts. Quote Link to comment Share on other sites More sharing options...
soranno Posted August 1, 2014 Share Posted August 1, 2014 Thank you for the insights, I figured it was beyond the functions of MM but thank you for clearing it up for me Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 2, 2014 Share Posted August 2, 2014 I wonder if it is somehow possible to use code from these parts.Maybe. The remote control thing looks promising. Is it KAS capable out of the box? Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted August 2, 2014 Share Posted August 2, 2014 Maybe. The remote control thing looks promising. Is it KAS capable out of the box?I don't know if it is KAS capable by default. I was thinking more along the lines of using MM to create a new seperatron with remote functionality, based on how that remote control part works.Maybe it's not that simple. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 2, 2014 Share Posted August 2, 2014 I don't know if it is KAS capable by default. I was thinking more along the lines of using MM to create a new seperatron with remote functionality, based on how that remote control part works.Maybe it's not that simple.You should ask in that thread. Quote Link to comment Share on other sites More sharing options...
Ophiuchus Posted August 2, 2014 Share Posted August 2, 2014 (edited) So if I'm using Realism Overhaul and want to add an engine configuration to a part, what MM code would I use to do that? I've tried @MODULE[ModuleEngineConfigs] @CONFIG*config*also +CONFIG, but no luck... Does the @CONFIG need something in [brackets]? Am I missing something simple here?To be clear, I understand how to go into a RO cfg and manually add an engine config, but I'd like to learn how to make a separate MM cfg that accomplishes the same thing. Edited August 2, 2014 by Ophiuchus Quote Link to comment Share on other sites More sharing options...
Grokit Posted August 2, 2014 Share Posted August 2, 2014 output_log.txt(or player.log for Mac or Linux)These logs are updated constantly while you play and are created even if the game does not crash. (don't let anyone tell you otherwise)To find your log file:Windows: KSP_win\KSP_Data\output_log.txtMac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.logLinux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.logThanks Starwaster! Didn't realise it kept all that detail in there. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 2, 2014 Share Posted August 2, 2014 Ophiucus: @ is for modifying + is for cloning. No command is needed if you're just adding something.So@MODULE[ModuleEngineConfgs] // what we're about to add should go inside this node{CONFIG{//stufff}} Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 3, 2014 Author Share Posted August 3, 2014 Version 2.2.1 is releasedIt include a menu in the SpaceCenter scene that let you : - Reload the database and re-apply all patch. Yes it finally works. - Dump all patch cfg to file. TaranisElsu patch, but with a buttonDownloads : ModuleManager.2.2.1.dllModuleManager-2.2.1.zip Quote Link to comment Share on other sites More sharing options...
Baleur Posted August 3, 2014 Share Posted August 3, 2014 Is there per chance a hotkey to hide said button? Perhaps put it on "h" so it matches with the RealChutes button show/hide hotkey? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 3, 2014 Share Posted August 3, 2014 You promised me a pony Quote Link to comment Share on other sites More sharing options...
Gaalidas Posted August 3, 2014 Share Posted August 3, 2014 You promised me a pony I regret to inform you that the pony is a lie. There never was a pony, it was only an excuse to draw you in here so you could be euthanized. We apologize for any inconvenience caused by our simple, and yet very effective, deception methods. Quote Link to comment Share on other sites More sharing options...
Spork of Doom Posted August 3, 2014 Share Posted August 3, 2014 I regret to inform you that the pony is a lie. There never was a pony, it was only an excuse to draw you in here so you could be euthanized. We apologize for any inconvenience caused by our simple, and yet very effective, deception methods.The pony is a lie? How about cake, do you got any cake? Or is that a lie too? lol Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 3, 2014 Share Posted August 3, 2014 The pony is a lie? How about cake, do you got any cake? Or is that a lie too? lol@PART[theCake]{ @description = The cake is a lie} Quote Link to comment Share on other sites More sharing options...
dtoxic Posted August 3, 2014 Share Posted August 3, 2014 InvalidProgramException: Assembly: ModuleManager.2.2.1 at location: D:\Games\KSP 0.24 X64\GameData\ModuleManager.2.2.1.dll is not in the expected assembly. Code has been copied and this will cause problems. Quote Link to comment Share on other sites More sharing options...
Gaalidas Posted August 3, 2014 Share Posted August 3, 2014 (edited) [ERR] Part Compiler: Cannot clone model "cake.mu" as the model does not exist.[WRN] cannot load assets that are, in fact, all lies.[ERR] That cake is a lie![ERR] That cake is a lie![ERR] That cake is a...[LOG] Part Compiler: attempting to compile Pony...Code has been copied and this will cause problems.That sounds... creepy. Is KSP threatening us now? Edited August 3, 2014 by Gaalidas Quote Link to comment Share on other sites More sharing options...
dtoxic Posted August 3, 2014 Share Posted August 3, 2014 [ERR] Part Compiler: Cannot clone model "cake.mu" as the model does not exist.[WRN] cannot load assets that are, in fact, all lies.[ERR] That cake is a lie![ERR] That cake is a lie![ERR] That cake is a...[LOG] Part Compiler: attempting to compile Pony...That sounds... creepy. Is KSP threatening us now?lol i think it is Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted August 3, 2014 Share Posted August 3, 2014 InvalidProgramException: Assembly: ModuleManager.2.2.1 at location: D:\Games\KSP 0.24 X64\GameData\ModuleManager.2.2.1.dll is not in the expected assembly. Code has been copied and this will cause problems.I reported this earlier in the week, a couple of pages back in 2.2.0. While the message seems alarming, if you check your logs you'll find it is related to "savegamefixer" which, based on the explanation given for it's function, appears to be nothing major to worry about....hopefully. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted August 3, 2014 Share Posted August 3, 2014 Version 2.2.1 is releasedIt include a menu in the SpaceCenter scene that let you : - Reload the database and re-apply all patch. Yes it finally works. - Dump all patch cfg to file. TaranisElsu patch, but with a buttonIs there per chance a hotkey to hide said button? Perhaps put it on "h" so it matches with the RealChutes button show/hide hotkey? I would prefer off by default and toolbar integration. I seem to be able to hide it with right click but it comes back every time. Quote Link to comment Share on other sites More sharing options...
TaranisElsu Posted August 4, 2014 Share Posted August 4, 2014 Version 2.2.1 is releasedIt include a menu in the SpaceCenter scene that let you : - Reload the database and re-apply all patch. Yes it finally works. - Dump all patch cfg to file. TaranisElsu patch, but with a buttonDownloads : ModuleManager.2.2.1.dllModuleManager-2.2.1.zipI expected you would make it more user friendly . I was just trying to get it to work.Unfortunately, you have to dump the database immediately after applying all the changes. For some oddball reason, KSP removes entries from the configs as it loads.Example from the Mark1Cockpit:From Squad.Parts.Command.Mark1Cockpit.part.Mark1Cockpit.cfgPART{ module = Part mesh = model.mu scale = 0.1 node_stack_bottom = 0.0, -2.15, 0.0, 0.0, 1.0, 0.0, 1 subcategory = 0 attachRules = 1,0,1,1,0 mass = 1.25 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 1700 vesselType = Ship CrewCapacity = 1 INTERNAL { name = mk1CockpitInternal } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 250 maxAmount = 250 } MODULE { name = ModuleSAS } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } RESOURCE { name = MonoPropellant amount = 7.5 maxAmount = 7.5 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleHeatShield direction = 0, 0.15, 0.9 reflective = 0.25 } MODULE { name = BuildEngineer } MODULE { name = MechJebCore } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 0.71 maxAmount = 0.71 } RESOURCE { name = Water amount = 1.35 maxAmount = 1.35 } RESOURCE { name = Oxygen amount = 228.2 maxAmount = 228.2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 196.34 } RESOURCE { name = Waste amount = 0 maxAmount = 0.51 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.49 }}From part.cfg:PART{// this is a sample config file, for determining a good file format for defining part parameters// comment line - ignored by cfg parser// empty lines, or lines without a '=' sign are also ignored// all other lines are split at the '=' sign, and the left operand is used to know what parameter we are setting// diferent parameters require data in different formats (see docs), and each module has it's own parameters (again, see docs)// each assignment must be in a single line. Lines without assignments will be ignored. (You CAN turn on word wrap, though)// each keyword here relates to an existing variable in the assigned module. If the keyword isn't found, it is ignored.// conversely, if a keyword is left unassigned (as in not in the file), it will be initialized with it's default value// This is done automatically, so any public variable defined in the loaded module can be accessed this way (provided it's value can be parsed)// --- general parameters ---name = Mark1Cockpitmodule = Partauthor = C. Jenkins// --- asset parameters ---mesh = model.muscale = 0.1// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_bottom = 0.0, -2.15, 0.0, 0.0, 1.0, 0.0, 1// --- editor parameters ---TechRequired = flightControlentryCost = 4200cost = 2200category = Podssubcategory = 0title = Mk1 Cockpitmanufacturer = C7 Aerospace Divisiondescription = C7 Aerospace is proud to present our second generation cockpit. This unit is equipped to ensure survival in some of the worst conditions possible. The extra re-enforcement has slightly increased the weight.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,0,1,1,0// --- standard part parameters ---mass = 1.25dragModelType = defaultmaximum_drag = 0.1minimum_drag = 0.1angularDrag = 2crashTolerance = 45maxTemp = 3400vesselType = Ship// --- internal setup ---CrewCapacity = 1INTERNAL{ name = mk1CockpitInternal}MODULE{ name = ModuleCommand minimumCrew = 1}RESOURCE{ name = ElectricCharge amount = 50 maxAmount = 50}MODULE{ name = ModuleSAS }MODULE{ name = ModuleReactionWheel PitchTorque = 10 YawTorque = 10 RollTorque = 10 RESOURCE { name = ElectricCharge rate = 0.375 }}MODULE{ name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0}MODULE{ name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3}RESOURCE{ name = MonoPropellant amount = 7.5 maxAmount = 7.5}MODULE{ name = FlagDecal textureQuadName = flagTransform}}Notice that it is missing things like the part name, TechRequired, cost, category and others. I think that I would prefer a config file option that will make it dump the configs like it was in my version, but could be disabled for future runs by editing the config or clicking a button in the game. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 4, 2014 Share Posted August 4, 2014 [ERR] Part Compiler: Cannot clone model "cake.mu" as the model does not exist.[WRN] cannot load assets that are, in fact, all lies.[ERR] That cake is a lie![ERR] That cake is a lie![ERR] That cake is a...[LOG] Part Compiler: attempting to compile Pony...That sounds... creepy. Is KSP threatening us now?Upon landing on Eve: Good people don't end up here. Quote Link to comment Share on other sites More sharing options...
Gaalidas Posted August 4, 2014 Share Posted August 4, 2014 So, nice feature addition allowing reloads to apply the patches as well... unfortunately it seems that every time I change scene (for instance between the VAB and the space-center) I get messages in the log that suggest module-manager is trying to re-apply all it's patches right then and there, every single time. it comes complete with warnings about modules already existing in the config being patched (since they were already patched technically) and how it could cause me to spontaneously turn into a mushroom. Okay, so I added the spontaneous mushroom thing myself, but it's still passing around warnings that I don't think are that necessary. Quote Link to comment Share on other sites More sharing options...
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