undercoveryankee Posted December 24, 2014 Share Posted December 24, 2014 I feel really bad to keep asking questions like that. But hopefully they're ceasing!What's the difference between"@PART[*]:HAS[@MODULE(...)" and"@PART[*]:HAS[MODULE(...)"?When, and why should I use the "@" in that very line, while checking if a part has something, like a certain module? Thank you!There are several different things that can go in a :HAS[] selector. "@MODULE" or "!MODULE" mean "Look for parts that either have or don't have a MODULE node meeting this selector." You also have "#parameter" and "~parameter" to look for nodes that either have or don't have a value named "parameter" that meets the selector.So :HAS[@MODULE] requires the "@" both for consistency with the "find an existing node" patch type and for consistency with all of the other types of arguments that require punctuation there. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted December 24, 2014 Share Posted December 24, 2014 @undercoveryankee: Thank you, that was very clarifying. Quote Link to comment Share on other sites More sharing options...
lextacy Posted December 26, 2014 Share Posted December 26, 2014 Can someone tell me why this simple MM config is not working? I have this file placed in the game data folder.@PART[Large_Crewed_Lab]:FinalMODULE { name = ModuleScienceExperiment experimentID = mobileMaterialsLab experimentActionName = Observe Materials Bay resetActionName = Reset Materials Bay useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.2 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 }MODULE { name = ModuleScienceExperiment experimentID = mysteryGoo experimentActionName = Observe Mystery Goo resetActionName = Reset Goo Canister useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.3 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 }@PART[MK1-2Pod]:FinalMODULE { name = KASModuleContainer maxSize = 300 } Quote Link to comment Share on other sites More sharing options...
Mecripp Posted December 26, 2014 Share Posted December 26, 2014 (edited) Can someone tell me why this simple MM config is not working? I have this file placed in the game data folder.Looks like your missing a couple of { } @PART[Large_Crewed_Lab]:Final[COLOR="#FF0000"]{[/COLOR] [COLOR="#FF0000"] <-------------------- here[/COLOR]MODULE{name = ModuleScienceExperimentexperimentID = mobileMaterialsLabexperimentActionName = Observe Materials BayresetActionName = Reset Materials BayuseStaging = FalseuseActionGroups = TruehideUIwhenUnavailable = TruexmitDataScalar = 0.2FxModules = 0dataIsCollectable = TruecollectActionName = Collect DatainteractionRange = 1.2}MODULE{name = ModuleScienceExperimentexperimentID = mysteryGooexperimentActionName = Observe Mystery GooresetActionName = Reset Goo CanisteruseStaging = FalseuseActionGroups = TruehideUIwhenUnavailable = TruexmitDataScalar = 0.3FxModules = 0dataIsCollectable = TruecollectActionName = Collect DatainteractionRange = 1.2}[COLOR="#FF0000"]}[/COLOR] [COLOR="#FF0000"]<------------ here[/COLOR]@PART[MK1-2Pod]:Final[COLOR="#FF0000"]{[/COLOR] [COLOR="#FF0000"]<------------ here[/COLOR]MODULE{name = KASModuleContainermaxSize = 300[COLOR="#FF0000"]}[/COLOR] [COLOR="#FF0000"]<---------------here[/COLOR]} Edited December 26, 2014 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
lextacy Posted December 26, 2014 Share Posted December 26, 2014 Looks like your missing a couple of { } snippedhmm, a bit confused....so I need an ending bracket twice at the bottom for? Or did you wrap a beg and end bracket on the 2 parts? Ugh confused, me no coder . If I code I get brain goo that leaks out my ears. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted December 26, 2014 Share Posted December 26, 2014 hmm, a bit confused....so I need an ending bracket twice at the bottom for? Or did you wrap a beg and end bracket on the 2 parts? Ugh confused, me no coder . If I code I get brain goo that leaks out my ears.Added one to top and bottom and then the 2nd 1 one to the top and bottom. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 26, 2014 Share Posted December 26, 2014 hmm, a bit confused....so I need an ending bracket twice at the bottom for? Or did you wrap a beg and end bracket on the 2 parts? Ugh confused, me no coder . If I code I get brain goo that leaks out my ears.things like @PART[*] sections need to be enclosed in brackets too. (some sources differentiate between {} and [] by referring to the former as braces and the latter as brackets to avoid confusion. Or curly brackets and box/square brackets)BTW you should get in the habit of using indentation. It makes code easier to read and debug, much as proper grammar and punctuation do. (see below for your config indented)See? Doesn't this make it easier to understand?@PART[Large_Crewed_Lab]:Final{ MODULE { name = ModuleScienceExperiment experimentID = mobileMaterialsLab experimentActionName = Observe Materials Bay resetActionName = Reset Materials Bay useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.2 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 } MODULE { name = ModuleScienceExperiment experimentID = mysteryGoo experimentActionName = Observe Mystery Goo resetActionName = Reset Goo Canister useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.3 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 }}@PART[MK1-2Pod]:Final{ MODULE { name = KASModuleContainer maxSize = 300 }} Quote Link to comment Share on other sites More sharing options...
Mecripp Posted December 26, 2014 Share Posted December 26, 2014 (edited) hmm, a bit confused....so I need an ending bracket twice at the bottom for? Or did you wrap a beg and end bracket on the 2 parts? Ugh confused, me no coder . If I code I get brain goo that leaks out my ears.Well testing it the lab part works fine but the KASModuleContainer don't want to.EDIT- Well then again the KAS Container are not working at all Edited December 26, 2014 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
lextacy Posted December 26, 2014 Share Posted December 26, 2014 Well testing it the lab part works fine but the KASModuleContainer don't want to.EDIT- Well then again the KAS Container are not working at all oh you tired my test config? Hey try doing the KAS container using KAS's own MM file. Ill test the new config Starwaster posted. We can post our finding and compare Quote Link to comment Share on other sites More sharing options...
Mecripp Posted December 26, 2014 Share Posted December 26, 2014 (edited) oh you tired my test config? Hey try doing the KAS container using KAS's own MM file. Ill test the new config Starwaster posted. We can post our finding and compare Well guess, I forgot to update or missed a update for KAS got it working again but still can't add it to a pod like you have it.EDIT- The only way, I found to added the container to the pods is to edit there cfg. Edited December 26, 2014 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
lextacy Posted December 26, 2014 Share Posted December 26, 2014 Got the science modules to work, so the container failed on your end while trying to put the entry in MM_Squad.cfg ? Quote Link to comment Share on other sites More sharing options...
Kolago Posted December 27, 2014 Share Posted December 27, 2014 For some reason module manager has started to semi-consistently freeze at FINAL on the loading screen, with this in player.log:I don't understand this as it only happens every 2 out of 3 tries, seems to have something to do with the cache, and I am running KSP on x64 Linux. Even if I were running it on 32 bit, it still never gets above 3 gigs allocated!I tried deleting most of my mods, which brought the number of loaded patches down from ~5000 to ~3000, but it doesn't seem to have had any effect. I am running MM 2.5.3, and I checked to make sure I only had one MM dll.I am experiencing the same on an Windows System and MM 2.5.6. (Win7 64Bit / KSP 32Bit) patchedNodeCount = 7151KSP is running with 1.4 GB Mem usage at this time. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 27, 2014 Share Posted December 27, 2014 oh you tired my test config? Hey try doing the KAS container using KAS's own MM file. Ill test the new config Starwaster posted. We can post our finding and compare Uhm?Mine was just someone else's with indentation...(Notepad++ FTW and for auto-indentation) Quote Link to comment Share on other sites More sharing options...
Mecripp Posted December 27, 2014 Share Posted December 27, 2014 Uhm?Mine was just someone else's with indentation...(Notepad++ FTW and for auto-indentation)Any thought why that don't work ? @PART[MK1-2Pod]:Final{ MODULE { name = KASModuleContainer maxSize = 80 }} EDIT- Can edit the part cfg and it's fine but can found away for MM to add it. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 27, 2014 Share Posted December 27, 2014 Any thought why that don't work ? @PART[MK1-2Pod]:Final{ MODULE { name = KASModuleContainer maxSize = 80 }} EDIT- Can edit the part cfg and it's fine but can found away for MM to add it.You've got the part name wrong. It's Mark1-2Pod@PART[Mark1-2Pod]:Final{ MODULE { name = KASModuleContainer maxSize = 80 }} Quote Link to comment Share on other sites More sharing options...
Kolago Posted December 27, 2014 Share Posted December 27, 2014 I am experiencing the same on an Windows System and MM 2.5.6. (Win7 64Bit / KSP 32Bit) patchedNodeCount = 7151KSP is running with 1.4 GB Mem usage at this time.After pulling in and out some off my part heavier mods I run into the wall with 5975 patches. 5891 patches is still ok.It looks like there is an table out off space or variable declaration to small. Quote Link to comment Share on other sites More sharing options...
Kolago Posted December 27, 2014 Share Posted December 27, 2014 After pulling in and out some off my part heavier mods I run into the wall with 5975 patches. 5891 patches is still ok.It looks like there is an table out off space or variable declaration to small.After removing LLL it works with patchedNodeCount = 6146 and ModuleManager.ConfigCache size 4,579,368 bytes... very strange. Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 27, 2014 Author Share Posted December 27, 2014 Delete the ModuleManager cache, launch with the mods that generate the bug and post the log. More chance of getting anything fixed that way Quote Link to comment Share on other sites More sharing options...
Kolago Posted December 27, 2014 Share Posted December 27, 2014 Delete the ModuleManager cache, launch with the mods that generate the bug and post the log. More chance of getting anything fixed that wayHere is the Log: https://www.dropbox.com/s/51gp4txoz5kb6z5/Debug.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 27, 2014 Author Share Posted December 27, 2014 The log was not enough. it crash on a NearFuture part but It worked when I installed it. Can you try it with this version of MM https://www.sarbian.com/sarbian/ModuleManager.dll and post the log again, it should give me more info. Thanks Quote Link to comment Share on other sites More sharing options...
Kolago Posted December 27, 2014 Share Posted December 27, 2014 The log was not enough. it crash on a NearFuture part but It worked when I installed it. Can you try it with this version of MM https://www.sarbian.com/sarbian/ModuleManager.dll and post the log again, it should give me more info. ThanksI can't reproduce the error with the new DLL. patchedNodeCount = 7203Log is bigger now... 27MB and game takes longer to load. Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 27, 2014 Author Share Posted December 27, 2014 ok I'll build a new release that log those crash better without slowing thing much. Hopefully someone will have it again and I ll fix it. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 27, 2014 Share Posted December 27, 2014 Is that all that new dll did was extra logging? Maybe there's a race condition involved then that's preventing it from cleaning up fast enough to keep up with memory allocation. Quote Link to comment Share on other sites More sharing options...
Kolago Posted December 27, 2014 Share Posted December 27, 2014 After some restarts of KSP the error showed up again. Log: https://www.dropbox.com/s/yznlelpgedtbiu9/Debug2.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 27, 2014 Author Share Posted December 27, 2014 Not the same one this time : "System.OutOfMemoryException: Out of memory"You are playing a bit too close to the memory limit it seems. 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.