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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season


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I feel really bad to keep asking questions like that. :blush: 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.

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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]: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

}

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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 = 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
}
[COLOR="#FF0000"]}[/COLOR] [COLOR="#FF0000"]<------------ here[/COLOR]

@PART[MK1-2Pod]:Final
[COLOR="#FF0000"]{[/COLOR] [COLOR="#FF0000"]<------------ here[/COLOR]
MODULE
{
name = KASModuleContainer
maxSize = 300
[COLOR="#FF0000"]}[/COLOR] [COLOR="#FF0000"]<---------------here[/COLOR]
}

Edited by Mecripp2
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Looks like your missing a couple of { }
snipped

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.

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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.

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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
}
}

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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 by Mecripp2
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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 :)

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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 by Mecripp2
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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 = 7151

KSP is running with 1.4 GB Mem usage at this time.

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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)

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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.

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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
}
}

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I am experiencing the same on an Windows System and MM 2.5.6. (Win7 64Bit / KSP 32Bit) patchedNodeCount = 7151

KSP 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.

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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. :confused:

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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

I can't reproduce the error with the new DLL. patchedNodeCount = 7203

Log is bigger now... 27MB and game takes longer to load.

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