Kolago Posted December 27, 2014 Share Posted December 27, 2014 I don't think so. KSP is at 1.4 GB of memory usage at this point. In the VAB KSP is at 2.2 GB. (I am using DDSLoader and OpenGL Mode) Quote Link to comment Share on other sites More sharing options...
iFlyAllTheTime Posted December 28, 2014 Share Posted December 28, 2014 @sarbian:This should be an easy one:I made a clean install for 0.90 and decided to eliminate all but the most essential mods compared to my almost 80 mods for 0.25The two I couldn't see myself playing this game without were Mechjeb and DPAI.When I started the game there was a line above the loading screen saying something along the lines of "Module Manager: 6 patches applied, hidden patches 0"Here's what I'm wondering:Should I have installed MM? Did it automatically install itself, since the message makes it seem like it's already there? Would the two addons I've installed not work properly without me installing MM as well? What is the meaning of life?I'd appreciate a reply. Quote Link to comment Share on other sites More sharing options...
BLUAV8R Posted December 29, 2014 Share Posted December 29, 2014 (edited) Well the DPAI mod has a Module Manager included in it's download... but its in the GameData folder in the zip so you would have seen it most likely idk really Edited December 29, 2014 by Sippyfrog Changed "it's" to "its" because grammar Quote Link to comment Share on other sites More sharing options...
Kowgan Posted December 29, 2014 Share Posted December 29, 2014 (edited) I was wondering;Given a module that has two submodules named equally, but have no "name = " field, how do I edit those two submodules separately? MODULE { name = RealChuteModule caseMass = 0.1 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 5 secondaryChute = true // Main chute [SIZE=5][B]PARACHUTE[/B][/SIZE] { material = Nylon capName = mains_packing_bag parachuteName = RC_triple_canopy preDeploymentAnimation = RC_triple_chute_semi_deploy deploymentAnimation = RC_triple_chute_full_deploy preDeployedDiameter = 2.5 deployedDiameter = 50 minIsPressure = false [SIZE=5][B]minDeployment = 900[/B][/SIZE] deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 } // Drogue chute [SIZE=5][B]PARACHUTE[/B][/SIZE] { material = Kevlar capName = cone parachuteName = RC_canopy2 preDeploymentAnimation = RC_chute2_semi_deploy deploymentAnimation = RC_chute2_full_deploy preDeployedDiameter = 3 deployedDiameter = 6 minIsPressure = false [SIZE=5][B]minDeployment = 30000[/B][/SIZE] deploymentAlt = 2500 cutAlt = 1000 preDeploymentSpeed = 1 deploymentSpeed = 3 } }I want to edit only the second "PARACHUTE" field, but I had no success on my tries.{ @MODULE[RealChuteModule] { @PARACHUTE[SIZE=5][B]:HAS[@parachuteName[RC_canopy2][/B][/SIZE]] { @minDeployment = 3000 @deploymentAlt = 2000 } }}@PART[RC_cone_double]:FinalAs expected, that didn't work. Using "@PARACHUTE[Kevlar]", "@PARACHUTE[RC_canopy2]" didn't work as well. So, my guess is that the field between brackets will always and only look for values on a "name =" field.Looking on the MM wiki, at the example cases page didn't bring me any solution, so I (once again) shamefully came here.Many thanks! Edited December 29, 2014 by Kowgan Quote Link to comment Share on other sites More sharing options...
Mecripp Posted December 29, 2014 Share Posted December 29, 2014 (edited) I was wondering;Given a module that has two submodules named equally, but have no "name = " field, how do I edit those two submodules separately? MODULE { name = RealChuteModule caseMass = 0.1 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 5 secondaryChute = true // Main chute [SIZE=5][B]PARACHUTE[/B][/SIZE] { material = Nylon capName = mains_packing_bag parachuteName = RC_triple_canopy preDeploymentAnimation = RC_triple_chute_semi_deploy deploymentAnimation = RC_triple_chute_full_deploy preDeployedDiameter = 2.5 deployedDiameter = 50 minIsPressure = false [SIZE=5][B]minDeployment = 900[/B][/SIZE] deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 } // Drogue chute [SIZE=5][B]PARACHUTE[/B][/SIZE] { material = Kevlar capName = cone parachuteName = RC_canopy2 preDeploymentAnimation = RC_chute2_semi_deploy deploymentAnimation = RC_chute2_full_deploy preDeployedDiameter = 3 deployedDiameter = 6 minIsPressure = false [SIZE=5][B]minDeployment = 30000[/B][/SIZE] deploymentAlt = 2500 cutAlt = 1000 preDeploymentSpeed = 1 deploymentSpeed = 3 } }I want to edit only the second "PARACHUTE" field, but I had no success on my tries.{ @MODULE[RealChuteModule] { @PARACHUTE[SIZE=5][B]:HAS[@parachuteName[RC_canopy2][/B][/SIZE]] { @minDeployment = 3000 @deploymentAlt = 2000 } }}@PART[RC_cone_double]:FinalAs expected, that didn't work. Using "@PARACHUTE[Kevlar]", "@PARACHUTE[RC_canopy2]" didn't work as well. So, my guess is that the field between brackets will always and only look for values on a "name =" field.Looking on the MM wiki, at the example cases page didn't bring me any solution, so I (once again) shamefully came here.Many thanks! You might try @PART[RC_cone_double]:Final{ @MODULE[RealChuteModule] { @PARACHUTE,0 { @minDeployment = 900 @deploymentAlt = 700 } @PARACHUTE,1 { @minDeployment = 3000 @deploymentAlt = 2000 } }}EDIT- @foo,0 = <...> finds the first one (this is the same as @foo = <...>)@foo,1 = <...> finds the second one, @foo,2 = <...> finds the third, and so on. Edited December 29, 2014 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
Kowgan Posted December 29, 2014 Share Posted December 29, 2014 @MeCripp: Of course!! How did I forget about that? Thank you very much! Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted December 29, 2014 Share Posted December 29, 2014 @MeCripp: Of course!! How did I forget about that? Thank you very much! This code also works@PART[RC_cone_double]:FINAL{ @MODULE[RealChuteModule] { @PARACHUTE:HAS[#parachuteName[RC_canopy2]] { @minDeployment = 3000 @deploymentAlt = 2000 } }} Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 29, 2014 Share Posted December 29, 2014 Or@PART[*]:HAS[@MODULE[RealChuteModule]]{ @MODULE[RealChuteModule],* { @PARACHUTE:HAS[#material[Nylon]],* { @minDeployment = 3000 @deploymentAlt = 700 //@preDeploymentSpeed = 2 //@deploymentSpeed = 4 } } @MODULE[RealChuteModule],* { @PARACHUTE:HAS[#material[Kevlar]],* { @minDeployment = 7300 @deploymentAlt = 7000 @cutAlt = 3100 //@preDeploymentSpeed = 1 //@deploymentSpeed = 1 } }} Quote Link to comment Share on other sites More sharing options...
lextacy Posted December 29, 2014 Share Posted December 29, 2014 Can someone explain why this code is being funky? Im trying to change the ISP to 320 atmosphere and 350 vac. The game is listing both vac and atm at 320 only. Its ignoring my value of "350". I changed the thrust to 750 as you can see it works just fine. Im getting the hang of MM finally , but this one is making me pull hairs.@PART[Kosmos_Angara_RD-33NK]{ @MODULE { name = ModuleEngines @maxThrust = 750 @heatProduction = 200 @atmosphereCurve { @key = 0 350 @key = 1 320 } }} Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted December 29, 2014 Share Posted December 29, 2014 Can someone explain why this code is being funky? Im trying to change the ISP to 320 atmosphere and 350 vac. The game is listing both vac and atm at 320 only. Its ignoring my value of "350". I changed the thrust to 750 as you can see it works just fine. Im getting the hang of MM finally , but this one is making me pull hairs.You have to place the name of a part, module, ... between [ ]@PART[Kosmos_Angara_RD-33NK]{ @MODULE[ModuleEngines] { @maxThrust = 750 @heatProduction = 200 @atmosphereCurve { @key = 0 350 @key = 1 320 } }} Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 29, 2014 Author Share Posted December 29, 2014 And you need to specify the key number or MM will overwrite the sameone twice.@key,0 = 0 350@key,1 = 1 320 Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted December 29, 2014 Share Posted December 29, 2014 And you need to specify the key number or MM will overwrite the sameone twice.@key,0 = 0 350@key,1 = 1 320looked over it Quote Link to comment Share on other sites More sharing options...
Kowgan Posted December 29, 2014 Share Posted December 29, 2014 (edited) So much help! I'm so grateful to have you guys as part of the community. Yeah, my last attempt was ":HAS[@parachuteName[RC_canopy2]", when the correct form was ":HAS[#parachuteName[RC_canopy2]". D'oh.By the way, what's the "#" command rough meaning? I couldn't find it on the wiki as well. But i didn't exactly looked that hard as well. @Sarbian: Although that code isn't for me, here's a curiosity: I tried that code yesterday, but I forgot to put the last "0", and my command looked like this:@key,0 = 350With this, I broke KSP. Nevertheless, it's all fixed now. And I sincerely feel I'm not being thankful enough. @Starwaster: That code is from DeadlyReentry, right? Edited December 29, 2014 by Kowgan Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted December 29, 2014 Share Posted December 29, 2014 Hello,i'm trying to add MODULE[TRReflection] to all crewed pods with no success,i get no error but patch is not applied.@PART[*]:HAS[#minimumCrew[*],~minimumCrew[0],~MODULE[TRReflection]]:FINAL{ %MODULE[TRReflection] { %shader = Reflective/Bumped Diffuse %colour = 0.5 0.5 0.5 %meshes = Windows }}i have also tried@PART[*]:HAS[[#minimumCrew[*],~minimumCrew[0]],~MODULE[TRReflection]]:FINAL@PART[*]:HAS[#minimumCrew[*],~minimumCrew[0]]:FINAL@PART[*]:HAS[#minimumCrew[*]]:FINAL@PART[*]:HAS[#minimumCrew[]]:FINAL@PART[*]:HAS[#minimumCrew[1]|#minimumCrew[2]|#minimumCrew[3]|#minimumCrew[4],~MODULE[TRReflection]]:FINALi deleted ModuleManager.ConfigCache everytime when i changed *cfg but with no positive effect.I'm using MM 2.5.6 and 32bit KSP on x64 WIN7.Thank you for help. Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 29, 2014 Author Share Posted December 29, 2014 Checking if the module is not already here is done with "!". And if the module is not here you can just add it, no need to %. And with % you would need to use name = anyway.And no need to delete the cache. If you change a cfg the cache is not used.@PART[*]:HAS[#minimumCrew[*],~minimumCrew[0],!MODULE[TRReflection]]:FINAL{ MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.5 0.5 0.5 meshes = Windows }} Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted December 29, 2014 Share Posted December 29, 2014 (edited) Checking if the module is not already here is done with "!". And if the module is not here you can just add it, no need to %. And with % you would need to use name = anyway.And no need to delete the cache. If you change a cfg the cache is not used.@PART[*]:HAS[#minimumCrew[*],~minimumCrew[0],!MODULE[TRReflection]]:FINAL{ MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.5 0.5 0.5 meshes = Windows }}I'm sorry to bother you,but it's not working.EDIT:I managed to solve my problem:@PART[*]:HAS[#CrewCapacity[*],!MODULE[TRReflection]]:FINAL{ MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.5 0.5 0.5 meshes = Windows }}thank you for help.Regards. Edited December 29, 2014 by sebi.zzr Quote Link to comment Share on other sites More sharing options...
lextacy Posted December 30, 2014 Share Posted December 30, 2014 You have to place the name of a part, module, ... between [ ]@PART[Kosmos_Angara_RD-33NK]{ @MODULE[ModuleEngines] { @maxThrust = 750 @heatProduction = 200 @atmosphereCurve { @key = 0 350 @key = 1 320 } }}And you need to specify the key number or MM will overwrite the sameone twice.@key,0 = 0 350@key,1 = 1 320you both are awesome for helping ! the codes work! Will not using the :Final break anything? It feels like an akward code. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted December 30, 2014 Share Posted December 30, 2014 Is it possible to change the descriptions in the Agents.cfg with ModuleManager?Would think so you could try something like @AGENT[what one ?]{ @description = something} And see Quote Link to comment Share on other sites More sharing options...
Kowgan Posted December 30, 2014 Share Posted December 30, 2014 @Thomas: Could you provide the original .cfg you wish to edit? Quote Link to comment Share on other sites More sharing options...
Mecripp Posted December 30, 2014 Share Posted December 30, 2014 (edited) I want to edit the GameData/Squad/Agencies/Agents.cfg - and I think that ModuleManager can't handle spaces - if I remove all spaces from the name, it works Where there is a space in the name use ? in it's place.EDIT- like you might see C7 Aerospace Division you would write your patch to look like @PART[C7?Aerospace?Division]EDIT- And like Kowgan post it might be fast if you could post your patch that way someone might see if there is something missing or wrong. Edited December 30, 2014 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
BLUAV8R Posted December 30, 2014 Share Posted December 30, 2014 So TIL, if I have to search for something with spaces uses "?" in the parameters...huh... cool Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 30, 2014 Share Posted December 30, 2014 So TIL, if I have to search for something with spaces uses "?" in the parameters...huh... cool It would also be nice if people stopped using spaces. When it works at all it should be considered a work-around Quote Link to comment Share on other sites More sharing options...
lextacy Posted December 31, 2014 Share Posted December 31, 2014 Ive seen a situation where the US probe pack released a MM_config to use Remote Tech 2. In there they used a % and ! sign. !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %IsRTActive = true %Mode0OmniRange = 0 %Mode1OmniRange = 40000000 //20 000 km %Mode0DishRange = 0 %Mode1DishRange = 350000000000 //200 Mm %DishAngle = 100 %EnergyCost = 0.001 %TRANSMITTER { %PacketInterval = 0.18 %PacketSize = 2 %PacketResourceCost = 0.01 } }Im guessing the !MODULE means that is what we are replacing. The %MODULE[ModuleRTAntenna] is what we are replacing with? Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 31, 2014 Share Posted December 31, 2014 Im guessing the !MODULE means that is what we are replacing. The %MODULE[ModuleRTAntenna] is what we are replacing with?The config is saying "remove [ModuleDataTransmitter]" and then it says "add in (or edit if it's already there) a module called [ModuleRTAntenna] with the following configuration:" Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 31, 2014 Share Posted December 31, 2014 I've felt a great disturbance in the Module Manager, as if millions of indentations cried out in terror and then were suddenly silenced... Quote Link to comment Share on other sites More sharing options...
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