FreeThinker

[1.6.1/1.5.1/1.4.5/1.3.1] Interstellar Fuel Switch (IFS) 3.6.18

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3 minutes ago, FreeThinker said:

Depends what you want, if you insist of a very specific list of switchable tanks, you need to keep the script, If you don't, IFS should take care of it, or any other switch mod for the matter.

ok.  So, do you know how to tell MM to apply a patch to files in a specific mod?  Or do I need to specify each individual part?

Thanks

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44 minutes ago, linuxgurugamer said:

ok.  So, do you know how to tell MM to apply a patch to files in a specific mod?  Or do I need to specify each individual part?

Thanks

I don't think there is a way to identify on the mod level - however, if they've specified a manufacturer or have a coherent naming scheme on their parts, you can use that to filter.

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2 hours ago, DStaal said:

I don't think there is a way to identify on the mod level - however, if they've specified a manufacturer or have a coherent naming scheme on their parts, you can use that to filter.

Ok, thanks

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Uploaded Version 2.6.0 BETA for Kerbal Space Program 1.3.0 which can be downloaded from here

Released on 2017-05-27

  • compiled against KSP 1.3
  • updated Tweakscale to KSP 1.3 compatible version
  • updated CRP to 0.7
  • moved resource fixes to plugin folder
Edited by FreeThinker
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Version 2.6.1 for Kerbal Space Program 1.3.0 while can be downloaded from here

Released on 2017-06-04

  • Compiled against KSP 1.3
  • Updated CRP to 0.7.1
  • Updated Tweakscale to 2.3.6
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5 hours ago, FreeThinker said:

Version 2.6.1 for Kerbal Space Program 1.3.0 while can be downloaded from here

Released on 2017-06-04

  • Compiled against KSP 1.3
  • Updated CRP to 0.7.1
  • Updated Tweakscale to 2.3.6

CKAN is giving me an error when trying to upgrade IFS Core claiming that it can't update the Core because the files it wishes to upgrade are registered to IFS etc....

Oh no! We tried to overwrite a file owned by another mod!
Please try a `ckan update` and try again.

If this problem re-occurs, then it maybe a packaging bug.
Please report it at:

https://github.com/KSP-CKAN/NetKAN/issues/new

Please including the following information in your report:

File           : GameData/InterstellarFuelSwitch/Resources/ModuleFuelJettison.cfg
Installing Mod : InterstellarFuelSwitch-Core 2.6.1
Owning Mod     : InterstellarFuelSwitch
CKAN Version   : v1.22.3

Your GameData has been returned to its original state.


Error!

Update:  I also did a manual installation of IFS and IFS core but CKAN detects these "Clean" files as needing to be upgraded; i.e. v2.6.0

Edited by Tuko
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Wait..I installed this and now I can't get LFO tanks?

I must me missing something?

 

-Jn-

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No, no double checked, and for some reason, none of the tanks (including stock) seem to have Liquid Fuel + Oxidizer as an option...

...which is kind of problematic.

Is this a PEBKAC thing or what?

 

-Jn-

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2 hours ago, FreeThinker said:

@Tuko@msnbcorp@gofrm76 I made a pull CKAN request, which should solve the problem. It might take some before it is procesed

Corrected ! Thanks !

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14 hours ago, FreeThinker said:

@Tuko@msnbcorp@gofrm76 I made a pull CKAN request, which should solve the problem. It might take some before it is procesed

I think it looks good now too.

I will let you know if I find anything else.

Thanks for the quick fix :)

 

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sorry wrong thread
Edited by Gordon Dry
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Sorry, if it is a stupid question but how do I add Hydrolox? With IFS I can only switch to hydrogen.

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On 26-6-2017 at 0:36 PM, Cheesecake said:

Sorry, if it is a stupid question but how do I add Hydrolox? With IFS I can only switch to hydrogen.

In campaign, you first need to unlock High Performance FuelSystems

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My fuel tanks can only switch between Oxidizer and Liquid fuel. Can't have both together. I don't even get the LFO+OX option and can not even select any other options like hydrogen or others besides LFO or Oxidizer. Started a new career. Community tech tree mod also installed. 
Would appreciate any assistance

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1 hour ago, kgbeast said:

My fuel tanks can only switch between Oxidizer and Liquid fuel. Can't have both together. I don't even get the LFO+OX option and can not even select any other options like hydrogen or others besides LFO or Oxidizer. Started a new career. Community tech tree mod also installed. 
Would appreciate any assistance

Tanks that only have a single resource in stock, can only switch to other single resource configurations

Edited by FreeThinker

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On 6/28/2017 at 5:27 PM, FreeThinker said:

Tanks that only have a single resource in stock, can only switch to other single resource configurations

Was using the stock fuel tanks which generally have both Liquid Fuel and Oxidizer in them

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Is there an easy and fool proof way of adding a resource? I seem to have no parts/tanks that can store RocketParts - which is strange, no?

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Is there any way to remove the Interstellar Fuel Switch module when I right click a fuel tank? I don't need to see all of the available modes I can switch to and would prefer to just have the vanilla stats displayed when right clicking a part. 

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Version 2.7 for Kerbal Space Program 1.3.0 can be downloaded from here

Released on 2017-08-15

  • Updated ModuleManager to 2.8.1
  • Added Ability of Texture Switcher to switch multiple texture at the same time

 

 

Edited by FreeThinker
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16 minutes ago, FreeThinker said:
  • Added Ability of Texture Switcher to switch multiple texture at the same time

 

Possible to get more details on how to use this?
Or quick example of a written MODULE?

Edited by Stone Blue

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17 hours ago, Stone Blue said:

Possible to get more details on how to use this?
Or quick example of a written MODULE?

Just the way you would expect

To help illustrated this, instead of

@PART[M2X_AtomicJet]:NEEDS[Mk2Expansion]
{
    @tags ^= :$: Stealth
    MODULE
    {
        name = InterstellarTextureSwitch2
        moduleID = 88
        objectNames = Fuselage
        textureNames = Squad/Parts/FuelTank/mk2Adapters/mk2adapters1m;BackInBlack/FuelTank/mk2Adapters/mk2adapters1m
        textureDisplayNames = Inactive; Activated
        switchableInFlight = false
        repaintableEVA = false
        switcherDescription = Stealth mode
        selectedTexture = 0
        hasSwitchChooseOption = true
    }
    MODULE
    {
        name = InterstellarTextureSwitch2
        moduleID = 89
        objectNames = Engines
        textureNames = Squad/Parts/Engine/jetEngines/Jet Engines;BackInBlack/Engine/jetEngines/Jet Engines
        textureDisplayNames = Inactive; Activated
        switchableInFlight = false
        repaintableEVA = false
        switcherDescription = Stealth mode
        selectedTexture = 0
        hasSwitchChooseOption = true
    }
}

where you needed 2 texture switches, you  can now use

@PART[M2X_AtomicJet]:NEEDS[Mk2Expansion]
{
    @tags ^= :$: Stealth
    MODULE
    {
        name = InterstellarTextureSwitch2
        moduleID = 88
        objectNames = Fuselage; Engines
        textureNames = Squad/Parts/FuelTank/mk2Adapters/mk2adapters1m,Squad/Parts/Engine/jetEngines/Jet Engines;BackInBlack/FuelTank/mk2Adapters/mk2adapters1m,BackInBlack/Engine/jetEngines/Jet Engines
        textureDisplayNames = Inactive; Activated
        switchableInFlight = false
        repaintableEVA = false
        switcherDescription = Stealth mode
        selectedTexture = 0
        hasSwitchChooseOption = true
    }
}

Notice the comma is separating the the Fuselage and  Engine texture.

Edited by FreeThinker
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