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[Solved] SRB Duplicating MM Config Not Working


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@linuxgurugamer This is my config, which doesn't work, it now uses the name of the original texture file, as I found @Porkjet once suggest on the forums.

Spoiler

+PART[MassiveBooster]:FOR[KerbobulusSpaceProgram]
{
    @name = AdvancedBoosterKLS
    @title = ADVB-KR2 "Helios" Advanced SRB
    @manufacturer = Kerbobulus Corp.
    @description = A more advanced SRB
    @mass = 2.5
    @entryCost = 20000
    @cost = 5000
    @TechRequired = experimentalRocketry

    @MODEL
    {
        texture = solid_booster_cm, nothke-2015_SLS_CDR_textures/Engine/ADVSRBSLS/solid_booster_cm
    }
    
    @MODULE
    {    
        @name = ModuleEnginesFX
        @maxThrust = 1005
    }
    @RESOURCE
    {
        @name = SolidFuel
        @amount = 2080
        @maxAmount = 2080
    }

    !MODULE[FStextureSwitch2] {}
}
 

Everything but the texture switch works.

Edited by Bottle Rocketeer 500
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54 minutes ago, Bottle Rocketeer 500 said:

@linuxgurugamer This is my config, which doesn't work, it now uses the name of the original texture file, as I found @Porkjet once suggest on the forums.

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+PART[MassiveBooster]:FOR[KerbobulusSpaceProgram]
{
    @name = AdvancedBoosterKLS
    @title = ADVB-KR2 "Helios" Advanced SRB
    @manufacturer = Kerbobulus Corp.
    @description = A more advanced SRB
    @mass = 2.5
    @entryCost = 20000
    @cost = 5000
    @TechRequired = experimentalRocketry

    @MODEL
    {
        texture = solid_booster_cm, nothke-2015_SLS_CDR_textures/Engine/ADVSRBSLS/solid_booster_cm
    }
    
    @MODULE
    {    
        @name = ModuleEnginesFX
        @maxThrust = 1005
    }
    @RESOURCE
    {
        @name = SolidFuel
        @amount = 2080
        @maxAmount = 2080
    }

    !MODULE[FStextureSwitch2] {}
}
 

Everything but the texture switch works.

Ok, you have two problems that I can see:

First is that you are trying to use a MODEL node when a mesh is being defined.  

The second is that you aren't specifying the texture name (internal to the .mu file).

so try this:

+PART[MassiveBooster]:FOR[KerbobulusSpaceProgram]
{
    @name = AdvancedBoosterKLS
    @title = ADVB-KR2 "Helios" Advanced SRB
    @manufacturer = Kerbobulus Corp.
    @description = A more advanced SRB
    @mass = 2.5
    @entryCost = 20000
    @cost = 5000
    @TechRequired = experimentalRocketry
    -mesh = MassiveSRB.mu

    @MODEL
    {
        model = Squad/Parts/Engine/MassiveSRB/MassiveSRB
        texture = MassiveSRB, nothke-2015_SLS_CDR_textures/Engine/ADVSRBSLS/solid_booster_cm
    }
    
    @MODULE
    {    
        @name = ModuleEnginesFX
        @maxThrust = 1005
    }
    @RESOURCE
    {
        @name = SolidFuel
        @amount = 2080
        @maxAmount = 2080
    }

    !MODULE[FStextureSwitch2] {}
}
 

 

If this doesn't work, then replace the texture line with this:

        texture = MassiveSRB.001, nothke-2015_SLS_CDR_textures/Engine/ADVSRBSLS/solid_booster_cm

 

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Problem Solved:

____________________________________________________________________________________________________________________________________

I had to remove the "@" sign from the model node and the value before the separator had to be the name of the texture file you wanted to change. 

The second tip I noticed here.

Edited by Bottle Rocketeer 500
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On ‎7‎/‎10‎/‎2017 at 4:25 PM, Bottle Rocketeer 500 said:

Hello, everyone and I made this config, which doesn't work:

  Hide contents


+PART[MassiveBooster]:FOR[KerbobulusSpaceProgram]
{
	@name = AdvancedBoosterKLS
	@title = ADVB-KR2 "Helios" Advanced SRB
	@manufacturer = Kerbobulus Corp.
	@description = A more advanced SRB
	@mass = 2.5
	@entryCost = 20000
	@cost = 5000
	@TechRequired = experimentalRocketry

	@MODEL
	{
		texture = nothke-2015_SLS_CDR_textures/Engine/ADVSRBSLS/solid_booster_cm
	}
	
	@MODULE
	{	
		@name = ModuleEnginesFX
		@maxThrust = 1005
	}
	@RESOURCE
	{
		@name = SolidFuel
		@amount = 2080
		@maxAmount = 2080
	}
	!MODULE[ModuleFStextureSwitch2]:AFTER[KerbobulusSpaceProgram] {}
}

 

 

I wrote a MM for that mod some time ago does it not work anymore ? If it still does you could just add what changes you want 

Spoiler

+PART[MassiveBooster]
{
 @name = MassiveBoosterOrange
        @author = Squad , Retextured by nothke
 %MODEL
{
model = Squad/Parts/Engine/MassiveSRB/MassiveSRB
texture = solid_booster_cm, nothke-2015_SLS_CDR_textures/Engine/MassiveSRB/solid_booster_cm
}
}
 

 

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In fact, that was the config I based mine off of! it works ingame, but I've made MM patches for that mod,(which is just awesome) to use FS Texture Switch 2 instead of duplicating stock parts, and my mod with those configs will probably come out soon, I'll update this with a link to my mod once it comes.

Also, try adding

-mesh = MassiveSRB

before the model node

Edited by Bottle Rocketeer 500
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7 minutes ago, Bottle Rocketeer 500 said:

In fact, that was the config I based mine off of! it works ingame, but I've made MM patches for that mod,(which is just awesome) to use FS Texture Switch 2 instead of duplicating stock parts, and my mod with those configs will probably come out soon, I'll update this with a link to my mod once it comes.

Also, try adding


-mesh = MassiveSRB

before the model node

FS texture switch2 is great but the only thing it cuts down is the parts list not on memory just aside note 

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