MOARdV Posted October 21, 2017 Share Posted October 21, 2017 16 hours ago, Brigadier said: So what does this patch do exactly? My MM knowledge is effectively zero but I think it finds all parts with the first three keywords and with RC installed, and assigns them to the Utility category. Close enough? Yep. RealChute moves parachutes into the "none" category, and then adds them to its custom parachute category. KSP 1.3.1 changed a name that RealChute needs for that to work. The patch could possibly be made more generic by searching for the RC part modules instead of particular part names, so it would pick up parts from other mods: @PART[*]:NEEDS[RealChute]:HAS[@MODULE[RealChuteModule]]:FINAL { %category = Utility } (that's untested, so it may not work) Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 22, 2017 Share Posted October 22, 2017 Many thanks, @MOARdV. I've looked (albeit briefly) for a MM primer on GitHub and I believe this is the place to start. Any better place or advice? I suppose there's a thread on MM syntax somewhere, too. Quote Link to comment Share on other sites More sharing options...
Tibio Posted October 22, 2017 Share Posted October 22, 2017 (edited) Quote @PART[*]:NEEDS[RealChute]:HAS[@MODULE[RealChuteModule]]:FINAL { %category = Utility } Tested. It works fine. THx Edited October 22, 2017 by Tibio Quote Link to comment Share on other sites More sharing options...
MOARdV Posted October 22, 2017 Share Posted October 22, 2017 6 hours ago, Brigadier said: Many thanks, @MOARdV. I've looked (albeit briefly) for a MM primer on GitHub and I believe this is the place to start. Any better place or advice? I suppose there's a thread on MM syntax somewhere, too. Most of my learning has been from looking at a couple of posts in the MM thread, and looking at what other people have done. Although that link to GitHub is a good resource that I probably should have looked at sooner. Quote Link to comment Share on other sites More sharing options...
Argonicus Posted October 22, 2017 Share Posted October 22, 2017 On 10/21/2017 at 4:57 PM, MOARdV said: Yep. RealChute moves parachutes into the "none" category, and then adds them to its custom parachute category. KSP 1.3.1 changed a name that RealChute needs for that to work. The patch could possibly be made more generic by searching for the RC part modules instead of particular part names, so it would pick up parts from other mods: @PART[*]:NEEDS[RealChute]:HAS[@MODULE[RealChuteModule]]:FINAL { %category = Utility } (that's untested, so it may not work) I got same problem, so what file i need to edit to fix it? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 23, 2017 Share Posted October 23, 2017 2 hours ago, Argonicus said: I got same problem, so what file i need to edit to fix it? You don't. AFAIK, you put this code in a .cfg file of your own creation and place that file in the GameData directory, ideally in a folder you create to keep track of your personal config files. Quote Link to comment Share on other sites More sharing options...
Argonicus Posted October 23, 2017 Share Posted October 23, 2017 I edit CFG file in real chute folder an seems work now, but i will look. By the way is the possible make new subcategory for chutes? Quote Link to comment Share on other sites More sharing options...
Jonney5 Posted October 23, 2017 Share Posted October 23, 2017 If you are using the Community Category Kit mod this patch will put the parachutes category back into the game. Quote @CCKExtraFilterConfig { Item { name = Parachutes tag = cck-chutes normalIcon = Squad/PartList/SimpleIcons/R&D_node_icon_survivability usedByMod = RealChute } } @PART[*]:NEEDS[RealChute]:HAS[@MODULE[RealChuteModule]]:FINAL { %tags = cck-chutes } Quote Link to comment Share on other sites More sharing options...
Surefoot Posted October 24, 2017 Share Posted October 24, 2017 The patch works for Realchute parachutes, but stock ones are still missing ? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 25, 2017 Share Posted October 25, 2017 On 10/23/2017 at 1:48 AM, Argonicus said: I edit CFG file in real chute folder an seems work now, but i will look. By the way is the possible make new subcategory for chutes? A drawback to putting your .cfg file in the Real Chutes folder or modifying one of the mod's own config files is that it will get overwritten if you reinstall or update the mod. If you put it in a custom directory with all of your personal MM configs, you can manage them better, they won't get overwritten by installs, they still all run, and you can't confuse them with a mod's own config changes. Quote Link to comment Share on other sites More sharing options...
soulless Posted October 25, 2017 Share Posted October 25, 2017 If people are still having issues with missing stock or mod parachutes and the module manager fix is not working, go to the realchute folder. Open every config file in the parts and module manager folders. Use you text editors replace function and replace every instance of "category = none" to "category = Utility" Quote Link to comment Share on other sites More sharing options...
Jonney5 Posted October 25, 2017 Share Posted October 25, 2017 (edited) This version of the MM patch will create a category for stock and/or RealChutes chutes. It requires the Community Category Kit mod by RoverDude to work. Quote @CCKExtraFilterConfig:NEEDS[CCK] { Item { name = Parachutes tag = cck-chutes normalIcon = Squad/PartList/SimpleIcons/R&D_node_icon_survivability } } @PART[*]:HAS[@MODULE[RealChuteModule]]:NEEDS[RealChute,CCK]:FINAL { @category = none @tags = #$tags$ cck-chutes &tags = cck-chutes } @PART[*]:HAS[@MODULE[ModuleParachute],!MODULE[ModuleCommand]]:NEEDS[CCK]:FINAL { @category = none @tags = #$tags$ cck-chutes &tags = cck-chutes } Edited October 25, 2017 by Jonney5 Quote Link to comment Share on other sites More sharing options...
Surefoot Posted October 26, 2017 Share Posted October 26, 2017 @Jonney5 it works like a charm, thanks a lot Quote Link to comment Share on other sites More sharing options...
Grabek Posted October 31, 2017 Share Posted October 31, 2017 On 25.10.2017 at 5:31 PM, Jonney5 said: This version of the MM patch will create a category for stock and/or RealChutes chutes. It requires the Community Category Kit mod by RoverDude to work. Where should I put this patch? Quote Link to comment Share on other sites More sharing options...
softweir Posted October 31, 2017 Share Posted October 31, 2017 3 hours ago, Grabek said: Where should I put this patch? Using notepad or similar, copy the patch from your browser into notepad, then save it as a .cfg file somewhere in GameData. It is best to create a special folder within gamedata for all your .cfg patches; you can call it cfg-patches or whatever. That way, you can find them easily, but they won't be deleted if you update the relevant mods - which would happen if you put them inside the mod folders. (Don't worry, KSP can find them wherever you put them.) Quote Link to comment Share on other sites More sharing options...
Commissar Posted November 3, 2017 Share Posted November 3, 2017 (edited) soooo... why are my kevlar drouges failing/breaking at 30km on duna? i'm only reentering from a 100km orbit... so like 700m/s Edited November 3, 2017 by Commissar Quote Link to comment Share on other sites More sharing options...
darvo110 Posted November 4, 2017 Share Posted November 4, 2017 (edited) I couldn't get that patch to work I've placed it in GameData/CustomConfigs/RealChute.cfg Does that seem like it should work? Or is there some funiness with names and the order in which configs load with MM or something? EDIT: Disregard, I'm a windows noob and my file was hiding it's .txt extension. Changed to .cfg and all good now Edited November 4, 2017 by darvo110 Quote Link to comment Share on other sites More sharing options...
EnterTheNameHere Posted November 4, 2017 Share Posted November 4, 2017 If you found out your file had a hidden .txt extension, you are definitely not a Windows noob(-: You have no idea how many people send .docx_ .doc.docx ._pfd files in email attachments in their job just because their computer recognises the file extension/suffix so they don't see any issue at all. Quote Link to comment Share on other sites More sharing options...
JEB'S DESTINY Posted November 7, 2017 Share Posted November 7, 2017 could you make it compatible to 1.3.1 please? Quote Link to comment Share on other sites More sharing options...
softweir Posted November 8, 2017 Share Posted November 8, 2017 11 hours ago, JEB'S DESTINY said: could you make it compatible to 1.3.1 please? If you use the MM patch discussed in the 5 or 6 posts above yours then it is already compatible. I suggest you do that: Stupid_Chris hasn't been around much lately, and that can be a sign that somebody has Real Life commitments that make modding difficult. Good luck, have fun! Quote Link to comment Share on other sites More sharing options...
JEB'S DESTINY Posted November 8, 2017 Share Posted November 8, 2017 how do you use the MM? Quote Link to comment Share on other sites More sharing options...
softweir Posted November 9, 2017 Share Posted November 9, 2017 8 hours ago, JEB'S DESTINY said: how do you use the MM? Sorry, I wasn't as helpful as I could have been. First, you need to make sure you have Module Manager installed. You may well already have it, it is packaged with a lot of other modules. If you don have it, you can download it Here. Using notepad or similar, paste the following into a document: @PART[*]:NEEDS[RealChute]:HAS[@MODULE[RealChuteModule]]:FINAL { %category = Utility } Save that document in the KSP/GameData as RealchutesTweak.cfg Make sure you replace .txt in the save dialog with .cfg! If that goes OK, you will have working 'chutes. Have fun! Quote Link to comment Share on other sites More sharing options...
maja Posted November 9, 2017 Share Posted November 9, 2017 (edited) Deleted (no longer valid) Edited November 21, 2017 by maja Quote Link to comment Share on other sites More sharing options...
JEB'S DESTINY Posted November 9, 2017 Share Posted November 9, 2017 The MM link you gave me Softweir was only for 1.3, is there one for 1.3.1? Quote Link to comment Share on other sites More sharing options...
EnterTheNameHere Posted November 9, 2017 Share Posted November 9, 2017 (edited) The Module Manager version 2.8.1 does work with Kerbal Space Program 1.3.1 without any need for modification... You can use it. Edited November 9, 2017 by EnterTheNameHere Quote Link to comment Share on other sites More sharing options...
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