Yemo Posted February 26, 2015 Share Posted February 26, 2015 Thank you for the reply, but it does not seem to work, both versions.Maybe the dll extracts the values before the module manager can change them? Quote Link to comment Share on other sites More sharing options...
nightingale Posted February 26, 2015 Share Posted February 26, 2015 Thank you for the reply, but it does not seem to work, both versions.Maybe the dll extracts the values before the module manager can change them?Had a look at their code, and it's a MonoBehaviour that starts up instantly which then loads the config in a static contructor. I can't think of a way to load anything much earlier than that, so your guess is probably right. To verify, I'd do a dump of the module manager config (in the alt-f11 menu), you'll be able to tell whether your module manager configurations are actually affecting the config or not (the config will be dumped to a file in the GameData directory). Quote Link to comment Share on other sites More sharing options...
Net-burst Posted February 26, 2015 Share Posted February 26, 2015 Because TR disables its compression and mipmap function when ATM is installed. So this error shouldn't occur with ATM installed. I also assume you are not using forceopengl to run KSP as I wouldn't expect a D3D call to be made in such a case (but I could be completely wrong). I'm using DDS textures, have ATM and TR installed, and the USI mod mentioned in sarbian's post and have not had this problem. However I'm also using forceopengl.Unfortunately, this bug manifests with both ATM & forceopengl . At least in my case. But I dont have time to play now, so I cannot help with checking Quote Link to comment Share on other sites More sharing options...
Tassyr Posted March 2, 2015 Share Posted March 2, 2015 (edited) Hey, question. I've only ever seen modulemanager search for... well, modules. How would I search for this string minimumCrew = 1So I could use it to add something to manned pods only?To explain: I'm trying to add 20 KAS space per pod. Edited March 2, 2015 by Tassyr Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted March 2, 2015 Share Posted March 2, 2015 (edited) Has exactly 1 crew@PART[*]:HAS[#minimumcrew[1]]crewed pods only would actually be: Not zero crew capacity@PART[*]:HAS[~minimumcrew[]] // note: might actually be "has no minimumcrew defined"@PART[*]:HAS[~minimumcrew[0]] // should work provided thats the correct not operator (why is there multiple :/) Edited March 2, 2015 by Crzyrndm Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 2, 2015 Share Posted March 2, 2015 (edited) ~minimumCrew[0] only matches for parts that do not have 0 assigned to minimumCrew(if you saw my previous answer, obviously ignore it as I got it backwards) Edited March 2, 2015 by Starwaster Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted March 2, 2015 Share Posted March 2, 2015 (edited) so it would have to check both? (fairly sure I got the wrong operator for OR...)@PART[*]:HAS[~minimumcrew[]|~minimumcrew[0]]E: This is probably what is needed (mincrew defined and not 0)@PART[*]:HAS[#minimumcrew[*],~minimumcrew[0]]E2: A table of the operators and where they can be used around anywhere? Particularly logicals (always getting confused by things like not where there are atleast two possible (~ and !) that are used slightly differently) Edited March 2, 2015 by Crzyrndm Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted March 2, 2015 Share Posted March 2, 2015 Hey, question. I've only ever seen modulemanager search for... well, modules. How would I search for this string minimumCrew = 1So I could use it to add something to manned pods only?To explain: I'm trying to add 20 KAS space per pod.Take a look at the configs in TAC Lifesupport. Taranis has an elegant patch which increases electric charge in every manned command pod. Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted March 2, 2015 Share Posted March 2, 2015 Take a look at the configs in TAC Lifesupport. Taranis has an elegant patch which increases electric charge in every manned command pod.Partially. It tends to stomp on the EC a command pod has before life support is factored in. Quote Link to comment Share on other sites More sharing options...
TWillard Posted March 3, 2015 Share Posted March 3, 2015 OK, I've done quick scans of threads, Google searches, all that.I've got a weird issue. For a moment, when Mechjeb loads on the landing pad I can see "Landing Autopilot", but as soon as I have control of the ship, it vanishes.I have a fully upgraded KSC, and the entire tech tree filled out. It's only recently, and I'm not sure which Mod might do that.I even tried editing the tech tree entry in the MechJeb folder to make it so that landing assist was available earlier, but still get the same thing?Suggestions? Quote Link to comment Share on other sites More sharing options...
erendrake Posted March 3, 2015 Share Posted March 3, 2015 OK, I've done quick scans of threads, Google searches, all that.I've got a weird issue. For a moment, when Mechjeb loads on the landing pad I can see "Landing Autopilot", but as soon as I have control of the ship, it vanishes.I have a fully upgraded KSC, and the entire tech tree filled out. It's only recently, and I'm not sure which Mod might do that.I even tried editing the tech tree entry in the MechJeb folder to make it so that landing assist was available earlier, but still get the same thing?Suggestions?my suggestion would be to post is a Mechjeb thread about your issue. Quote Link to comment Share on other sites More sharing options...
ThorBeorn Posted March 5, 2015 Share Posted March 5, 2015 Does anyone know why this affects all parts with ModuleEngines? @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[Oxidizer]]],!MODULE[MultiModeEngine]:NEEDS[!RealFuels]:FOR[RealKerbolSystem32]{ @mass *= 0.3023}I just want to decrease the mass of liquid fueled rocket engines, not jets/rapiers. Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 5, 2015 Author Share Posted March 5, 2015 Wrong placement of square brackets (move one before the coma to before the :NEED)@PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[Oxidizer]],!MODULE[MultiModeEngine]]:NEEDS[!RealFuels]:FOR[RealKerbolSystem32] Quote Link to comment Share on other sites More sharing options...
ThorBeorn Posted March 5, 2015 Share Posted March 5, 2015 Thanks Sarbian I just figured it out Also while you're here. I had this idea of cost balancing engines as a function of basically, weight, TWR, ISP, plus factoring in gimbaling and bi-modality. Would it be possible in MM to have cost = basevalue * a(mass) * b(ISP) * c(TWR) for instance? Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted March 5, 2015 Share Posted March 5, 2015 Thanks Sarbian I just figured it out Also while you're here. I had this idea of cost balancing engines as a function of basically, weight, TWR, ISP, plus factoring in gimbaling and bi-modality. Would it be possible in MM to have cost = basevalue * a(mass) * b(ISP) * c(TWR) for instance?Yes, but you have to do each operation on a seperate line. egcost = basevaluecost *= acost *= masscost *= etcetera Quote Link to comment Share on other sites More sharing options...
ThorBeorn Posted March 5, 2015 Share Posted March 5, 2015 Yes, but you have to do each operation on a seperate line. egcost = basevaluecost *= acost *= masscost *= etceteraThanks. I think I didn't make myself clear though I was hoping this could be done with a simple catch-all wildcard. Like this: @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[Oxidizer]]:FINAL{@cost = 0.107@cost * = mass (not meaning the value for mass for a given engine, but just "mass")@cost * = constant for mass@cost * = atmosphereCurve, key 0@cost * = etc, you get the idea. One simple patch to fix them all } I guess MM can not do this atm. Don't feel like making a patch for every single engine though. Maybe it's time to learn some programming. Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted March 5, 2015 Share Posted March 5, 2015 I don't understand what you mean by "not mass of a given engine, just mass"? Do you mean the mass of the current engine the patch will be applied to or is mass a config value from somewhere? Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted March 5, 2015 Share Posted March 5, 2015 Thanks. I think I didn't make myself clear though I was hoping this could be done with a simple catch-all wildcard. Like this: I guess MM can not do this atm. Don't feel like making a patch for every single engine though. Maybe it's time to learn some programming.Yes, this can all be done using MM. Look back through the thread and you can find examples of how to access other variables for the calculations. Quote Link to comment Share on other sites More sharing options...
ThorBeorn Posted March 5, 2015 Share Posted March 5, 2015 I don't understand what you mean by "not mass of a given engine, just mass"? Do you mean the mass of the current engine the patch will be applied to or is mass a config value from somewhere?Sry for being vague. What I meant was can I just type cost = mass in the cfg, will MM then make the engine cost 6 funds if the mass of the engine is 6 tons? Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted March 5, 2015 Share Posted March 5, 2015 (edited) Module manager has variable addressing to do that@cost = #$mass$@cost *= #$RESOURCE[LiquidFuel]/amount$@cost *= 1000cost = mass * volume of liquid fuel * 1000Details: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-2-3-5-%28Sept-14%29-Loading-Speed-Fix?p=1416253&viewfull=1#post1416253 Edited March 5, 2015 by Crzyrndm Quote Link to comment Share on other sites More sharing options...
ThorBeorn Posted March 6, 2015 Share Posted March 6, 2015 futurtrubl, Crzyrndm, Sarbian: Thanks alot guys. I had no idea MM was this capable. That post Crzyrndm linked to should get me going. Quote Link to comment Share on other sites More sharing options...
Mekan1k Posted March 6, 2015 Share Posted March 6, 2015 Is there a way for ModuleManager to check if a part is having multiple CFG's apply the same part, such as the modular fueltanks cfgs, to prevent parts from having duplicate segments of the mod cfg? Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted March 6, 2015 Share Posted March 6, 2015 (edited) @PART[*]:HAS[!MODULE[moduleName]]Would patch all parts that dont have a moduleIf there is the possibility of multiple patches trying to add the same module, you should use the % operator (edit or create) to ensure only one module gets added and everything else is only edits Edited March 6, 2015 by Crzyrndm Quote Link to comment Share on other sites More sharing options...
Mekan1k Posted March 6, 2015 Share Posted March 6, 2015 @PART[*]:HAS[!MODULE[moduleName]]Would patch all parts that dont have a moduleIf there is the possibility of multiple patches trying to add the same module, you should use the % operator (edit or create) to ensure only one module gets added and everything else is only editsSounds Idea- I just have no idea how to do that. Quote Link to comment Share on other sites More sharing options...
tackeart Posted March 6, 2015 Share Posted March 6, 2015 (edited) EDIT: Turns out it was the KASTelescopicArm module, or something like that. Move along, nothing to see here.. Edited March 6, 2015 by tackeart Quote Link to comment Share on other sites More sharing options...
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