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[1.11.2] B9PartSwitch v2.18.0 (March 17)


blowfish

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29 minutes ago, Trekkie148 said:

I need help! Which folder do I need to move into the Gamedata folder?

The download contains a GameData folder, and inside it a B9PartSwitch folder.  Put that into your existing GameData folder.

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So I'm finally getting into experimenting with model/mesh switching... I've read the wiki and the entire thread...
Now just wondering if anyone can help name mods (besides B9 and Near Future), as examples that make use of the B9 mesh switching, that I can pick apart and dig into.
 

Thanx!

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I scrolled through the thread and didn't see this asked yet..

I understand that B9 Part Switcher and IFS are not compatible. Is there a how to that allows someone to create a MM patch to convert one to the other? Or is that even possible/feasible?

I have several mods that use B9 Part switcher and only one that uses IFS. I'd like to create a MM patch (if possible) for the mod that currently utilizes IFS to use B9. For my purposes both B9 and IFS do the same thing and are redundant.

Cheers,

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On 4.8.2017 at 4:18 AM, Stratickus said:

I scrolled through the thread and didn't see this asked yet..

I understand that B9 Part Switcher and IFS are not compatible. Is there a how to that allows someone to create a MM patch to convert one to the other? Or is that even possible/feasible?

I have several mods that use B9 Part switcher and only one that uses IFS. I'd like to create a MM patch (if possible) for the mod that currently utilizes IFS to use B9. For my purposes both B9 and IFS do the same thing and are redundant.

Cheers,

i would also be interested in a way to make B9 THE standard switching mod.

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  • 2 weeks later...

I couldn't find an answer to to this, so I finally registered here just to ask: :)

If you want to switch models from seperate .mu files, how do you go about that?

do you have to reference the second .mu file  in the MODEL node?

    MODEL
    {
        model = PartOverhauls/Parts/Engine/JebsJunkyard/LV-303, PartOverhauls/Parts/Engine/JebsJunkyard/LV-303_Boattail
    }

something like this?, before I can do this:

Spoiler

        SUBTYPE
        {
            name = Standard
            transform = LV-303
        }
        SUBTYPE
        {
            name = Boattail
            transform = LV-303_Boattail
        }

Or am I doing something wrong about the syntax in the Partswitch Module? e.g.

Spoiler

        MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = meshSwitch
        switcherDescription = Subtype
        SUBTYPE
        {
            name = Standard
            transform = LV-T15
        }
        SUBTYPE
        {
            name = Boattail
            transform = PartOverhauls/Parts/Engine/JebsJunkyard/LV-T15_Boattail // does this support paths
        }
    }

Or do the models HAVE to be in the same .mu file (which in this particular case I could do but prefer not to)

I know all of the above to be wrong, I just can't find any documentation on the right way to do it. Any help would be much appreciated.

(Yeah I'm not making a secret about what I'm trying to achieve here, don't worry nothing would be released without permission)

Edited by Zero_404
formated to not waste so much screenspace
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17 minutes ago, Zero_404 said:

I couldn't find an answer to to this, so I finally registered here just to ask: :)

If you want to switch models from seperate .mu files, how do you go about that?

do you have to reference the second .mu file  in the MODEL node?

something like this?, before I can do this:

Or am I doing something wrong about the syntax in the Partswitch Module? e.g.

Or do the models HAVE to be in the same .mu file (which in this particular case I could do but prefer not to)

I know all of the above to be wrong, I just can't find any documentation on the right way to do it. Any help would be much appreciated.

(Yeah I'm not making a secret about what I'm trying to achieve here, don't worry nothing would be released without permission)

The transforms can come from any model, but they're the name of transforms within the model, not the name of the model itself.  I'd recommend Sarbian's DebugStuff plugin for inspecting the hierarchy in-game.

But there's also a trick you can use.  If you have say MODEL { model = Path/To/Model }, when KSP instantiates it it ends up with a name of Path/To/Model(Clone) in the hierarchy so to make it switchable you would have transform = Path/To/Model(Clone)have

Oh, and welcome to the forums! :D

 

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On 8/3/2017 at 10:18 PM, Stratickus said:

I scrolled through the thread and didn't see this asked yet..

I understand that B9 Part Switcher and IFS are not compatible. Is there a how to that allows someone to create a MM patch to convert one to the other? Or is that even possible/feasible?

I have several mods that use B9 Part switcher and only one that uses IFS. I'd like to create a MM patch (if possible) for the mod that currently utilizes IFS to use B9. For my purposes both B9 and IFS do the same thing and are redundant.

Cheers,

 

On 8/6/2017 at 4:09 AM, Blackline said:

i would also be interested in a way to make B9 THE standard switching mod.

 

Yes, this is possible... Here's the switcher file I'm building for a mod. It switches two seperate aspects of a part: the "housing" texture and a "lens" texture. Theres two housing choices, and currently only three lens choices.
i wanted the mod to be able to use Firespitter, OR IFS, OR B9 switching, depending on which someone may have installed. The way it is written,

  • if FS is the ONLY one installed, it will use FS.
  • if FS and IFS (or IFS only) is installed, it will use IFS.
  • if FS and/or IFS, AND B9 (or B9 only) is installed, it will use B9.

You DO need to know the exact objectnames (objects = ) from the model(s) you are working with, tho.

@PART[DSAL.*]:NEEDS[Firespitter|InterstellarFuelSwitch]:AFTER[DeadSkins]
{
	MODULE
	{
		name:NEEDS[!InterstellarFuelSwitch] = FSmeshSwitch
		name:NEEDS[InterstellarFuelSwitch] = InterstellarMeshSwitch

		//name= FSmeshSwitch
		moduleID = 0
		buttonName = Next Housing
		switcherDescription = Housing
		objectDisplayNames = Graphite;Steel
		showPreviousButton = false
		objects = housing_Graphite; housing_Steel
		updateSymmetry = true
		showInfo = true
		
	}
	
	MODULE
	{
		name:NEEDS[!InterstellarFuelSwitch] = FSmeshSwitch
		name:NEEDS[InterstellarFuelSwitch] = InterstellarMeshSwitch

		//name= FSmeshSwitch
		moduleID = 1
		buttonName = Next Lens
		switcherDescription = Lens
		objectDisplayNames = Clear;Glass;Glass-Amber
		showPreviousButton = false
		objects = lens_Clear;lens_Glass;lens_Glass_amber
		updateSymmetry = true
		showInfo = true
		
	}

}

@PART[DSAL.*]:NEEDS[B9PartSwitch&!Firespitter&!InterstellarFuelSwitch]:AFTER[DeadSkins]
{

	MODULE
	{
		name = ModuleB9PartSwitch
		description = :NEEDS[B9PartSwitch]
		moduleID = housing
		switcherDescription = Housing
		switcherDescriptionPlural = Housing colors:
		affectDragCubes = false
		affectFARVoxels = false
		
		SUBTYPE
		{
			name = dark
			title = Graphite
			transform = housing_Graphite
			
		}

		SUBTYPE
		{
			name = light
			title = Steel
			transform = housing_Steel
						
		}
	}
	
	MODULE
	{
		name = ModuleB9PartSwitch
		description = :NEEDS[B9PartSwitch]
		moduleID = lens
		switcherDescription = Lens
		switcherDescriptionPlural = Lens Types:
		affectDragCubes = false
		affectFARVoxels = false
		
		SUBTYPE
		{
			name = clear
			title = Clear
			transform = lens_Clear
			
		}

		SUBTYPE
		{
			name = glass
			title = Glass
			transform = lens_Glass
						
		}
		
		SUBTYPE
		{
			name = glassAmber
			title = Glass-Amber
			transform = lens_Glass_amber
						
		}
	}
	
}

 

Edited by Stone Blue
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So I was developing an alternative GUI for switching in flight and it occurred to me that it might be helpful in the editor too.  Thoughts?  It would be activated by clicking a button in the part action window.  I have no plans to get rid of the existing GUI, this would be in addition to it.

partswitchmenu.png

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On ‎5‎/‎26‎/‎2016 at 11:11 PM, blowfish said:

And are any of the parts in question actually using B9PartSwitch?  It has nothing to do with procedural parts.  Looking at your logs (good that you provided them regardless), I don't see you ever placing a part that uses B9PartSwitch.

Did you ever figure this out? I know it's more than a year later, but I'm having the same problem. The Craft is fine until I save and try to load again.. My engines move into the procedural tanks upon loading. I have to pull them back out again prior to launching the ship. 

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2 minutes ago, smckamey19 said:

Did you ever figure this out? I know it's more than a year later, but I'm having the same problem. The Craft is fine until I save and try to load again.. My engines move into the procedural tanks upon loading. I have to pull them back out again prior to launching the ship. 

Well, as I said then I highly doubt B9 Part Switch has anything to do with it.  I think the issue you're describing is a known Procedural Parts issue.

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On ‎5‎/‎26‎/‎2016 at 10:56 PM, Gordon Dry said:

After I updated to 1.3.0 my loaded craft with many procedural tanks, thrust plates and fairings is ripped apart with huge gaps and I can't reattach because the nodes are in the middle of the parts or nonexistant ...

Log:
https://www.dropbox.com/s/zcwaqcxeq7m52yf/2016-05-27-1%20B9PartSwitch%20update%20broke%20procedural%20parts%20craft.7z?dl=0

I accidently quoted the wrong person in the last post... see above question. ha I know it's not B9, but you had the same issue I have so I'm wondering if you ever figured out how to fix it?

Just now, blowfish said:

Well, as I said then I highly doubt B9 Part Switch has anything to do with it.  I think the issue you're describing is a known Procedural Parts issue.

Yeah, I'm just hoping the gentleman that posted the original issue figured it out. 

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On 8/16/2017 at 10:19 PM, blowfish said:

partswitchmenu.png

So, thats basically an additional button, that opens a sort of "drop-down menu", consisting of buttons for each available switch.... So you dont have to toggle thru everything to, say, get to the last choice in a long list, using the current "toggle" switching?
If so, YES, PLEASE... :)

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I am trying to add an additional fuel/subtype to a set of fuel tanks that already utilize B9 partswitch. I have used the MM patch that comes bundled with Cryo Engines/Tanks as a template. All I am trying to do is add 1 additional fuel type to the already existing 5 switchable fuels. I have looked at the OP linked wiki and couldn't figure out what I was doing wrong. I am sure I have missed something simple.. Any help would be appreciated.

Spoiler

@PART[fuel_tank_I_am_trying_to_add_Karbonite_to]:AFTER[CryoTanks]   // CryoTanks initially adds MODULE[ModuleB9PartSwitch] via MM

{

   @MODULE[ModuleB9PartSwitch]
   {
      SUBTYPE
      {
         name = Karbonite
         tankType = Ka
         addedMass = #$../../massOffset$
         addedCost = #$../../costOffset$
      }

   }

}

B9_TANK_TYPE
{
    name = Karbonite
    tankMass = 0.000625
    tankCost = 0
    
    RESOURCE
    {
        name = Karbonite
        unitsPerVolume = 5
    }
}

Cheers,

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Hoping someone can help me with a mesh switching patch I'm writing.

I'm applying the below wildcard patch to 7 parts... Then applying individual part patches to edit the first patch on a part by part basis.

Spoiler

@PART[DSAL.*]:NEEDS[B9PartSwitch&!Firespitter&!InterstellarFuelSwitch]:FOR[DeadSkins]
{
    
    MODULE
    {
        name = ModuleB9PartSwitch
        description = :NEEDS[B9PartSwitch]
        moduleID = housing
        switcherDescription = Housing
        switcherDescriptionPlural = Housing Material:
        affectDragCubes = false
        affectFARVoxels = false
        
        SUBTYPE
        {
            name = steel
            title = Steel
            transform = housing_Steel
        }
        SUBTYPE
        {
            name = graphite
            title = Graphite
            transform = housing_Graphite
        }
    }

    MODULE
    {
        name = ModuleB9PartSwitch
        description = :NEEDS[B9PartSwitch]
        moduleID = lens
        switcherDescription = Lens
        switcherDescriptionPlural = Lens Types:
        affectDragCubes = false
        affectFARVoxels = false
        
        SUBTYPE
        {
            name = glassamber
            title = Glass
            transform = lens_Glass_amber
        }
        SUBTYPE
        {
            name = glasswhite
            title = Glass
            transform = lens_Glass_white
        }
        SUBTYPE
        {
            name = fisheyeamber
            title = Fisheye
            transform = lens_Fisheye_amber
        }
        SUBTYPE
        (
            name = fisheyeblue
            title = Fisheye
            transform = lens_Fisheye_blue
        )
        SUBTYPE
        (
            name = fisheyegreen
            title = Fisheye
            transform = lens_Fisheye_green
        )
        SUBTYPE
        {
            name = fisheyered
            title = Fisheye
            transform = lens_Fisheye_red
        }
        SUBTYPE
        (
            name = fisheyewhite
            title = Fisheye
            transform = lens_Fisheye_white
        )
        SUBTYPE
        {
            name = pyramidamber
            title = Pyramid
            transform = lens_Pyramid_amber
        }
        SUBTYPE
        {
            name = pyramidblue
            title = Pyramid
            transform = lens_Pyramid_blue
        }
        SUBTYPE
        {
            name = pyramidgreen
            title = Pyramid
            transform = lens_Pyramid_green
        }
        SUBTYPE
        {
            name = pyramidred
            title = Pyramid
            transform = lens_Pyramid_red
        }
        SUBTYPE
        {
            name = pyramidwhite
            title = Pyramid
            transform = lens_Pyramid_white
        }
        SUBTYPE
        {
            name = squareamber
            title = Square
            transform = lens_Square_amber
        }
        SUBTYPE
        {
            name = squareblue
            title = Square
            transform = lens_Square_blue
        }
        SUBTYPE
        {
            name = squaregreen
            title = Square
            transform = lens_Square_green
        }
        SUBTYPE
        {
            name = squarered
            title = Square
            transform = lens_Square_red
        }
        SUBTYPE
        {
            name = squarewhite
            title = Square
            transform = lens_Square_white
        }
        SUBTYPE
        {
            name = clear
            title = Clear
            transform = lens_Clear
        }        
    }    
    
    MODULE
    {
        name = ModuleB9DisableTransform
        transform = lens_Glass_amber
        transform = lens_Glass_white
        transform = lens_Fisheye_amber
        transform = lens_Fisheye_blue
        transform = lens_Fisheye_green
        transform = lens_Fisheye_red
        transform = lens_Fisheye_white
        transform = lens_Pyramid_amber
        transform = lens_Pyramid_blue
        transform = lens_Pyramid_green
        transform = lens_Pyramid_red
        transform = lens_Pyramid_white
        transform = lens_Square_amber
        transform = lens_Square_blue
        transform = lens_Square_green
        transform = lens_Square_red
        transform = lens_Square_white
        transform = lens_Clear
    }    
}

For some reason tho, this individual part patch isnt properly deleting all the listed SUBTYPES.
It only correctly deletes the following indexed SUBTYPES:  1, 3, 4, 6; but leaves the rest active... ???... Help?... vOv

Spoiler

@PART[DSAL.beacon.amber]:NEEDS[B9PartSwitch&!Firespitter&!InterstellarFuelSwitch]:FOR[DeadSkins]
{

    @MODULE[ModuleB9PartSwitch],1
    {
        -SUBTYPE,1,3,4,5,6,8,9,10,11,13,14,15,16 { }
    }
}

Edited by Stone Blue
switched content from "code" to "spoiler" to shrink post
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2 hours ago, Stone Blue said:

Hoping someone can help me with a mesh switching patch I'm writing.

I'm applying the below wildcard patch to 7 parts... Then applying individual part patches to edit the first patch on a part by part basis.

Spoiler


@PART[DSAL.*]:NEEDS[B9PartSwitch&!Firespitter&!InterstellarFuelSwitch]:FOR[DeadSkins]
{
	
	MODULE
	{
		name = ModuleB9PartSwitch
		description = :NEEDS[B9PartSwitch]
		moduleID = housing
		switcherDescription = Housing
		switcherDescriptionPlural = Housing Material:
		affectDragCubes = false
		affectFARVoxels = false
		
		SUBTYPE
		{
			name = steel
			title = Steel
			transform = housing_Steel
		}
		SUBTYPE
		{
			name = graphite
			title = Graphite
			transform = housing_Graphite
		}
	}

	MODULE
	{
		name = ModuleB9PartSwitch
		description = :NEEDS[B9PartSwitch]
		moduleID = lens
		switcherDescription = Lens
		switcherDescriptionPlural = Lens Types:
		affectDragCubes = false
		affectFARVoxels = false
		
		SUBTYPE
		{
			name = glassamber
			title = Glass
			transform = lens_Glass_amber
		}
		SUBTYPE
		{
			name = glasswhite
			title = Glass
			transform = lens_Glass_white
		}
		SUBTYPE
		{
			name = fisheyeamber
			title = Fisheye
			transform = lens_Fisheye_amber
		}
		SUBTYPE
		(
			name = fisheyeblue
			title = Fisheye
			transform = lens_Fisheye_blue
		)
		SUBTYPE
		(
			name = fisheyegreen
			title = Fisheye
			transform = lens_Fisheye_green
		)
		SUBTYPE
		{
			name = fisheyered
			title = Fisheye
			transform = lens_Fisheye_red
		}
		SUBTYPE
		(
			name = fisheyewhite
			title = Fisheye
			transform = lens_Fisheye_white
		)
		SUBTYPE
		{
			name = pyramidamber
			title = Pyramid
			transform = lens_Pyramid_amber
		}
		SUBTYPE
		{
			name = pyramidblue
			title = Pyramid
			transform = lens_Pyramid_blue
		}
		SUBTYPE
		{
			name = pyramidgreen
			title = Pyramid
			transform = lens_Pyramid_green
		}
		SUBTYPE
		{
			name = pyramidred
			title = Pyramid
			transform = lens_Pyramid_red
		}
		SUBTYPE
		{
			name = pyramidwhite
			title = Pyramid
			transform = lens_Pyramid_white
		}
		SUBTYPE
		{
			name = squareamber
			title = Square
			transform = lens_Square_amber
		}
		SUBTYPE
		{
			name = squareblue
			title = Square
			transform = lens_Square_blue
		}
		SUBTYPE
		{
			name = squaregreen
			title = Square
			transform = lens_Square_green
		}
		SUBTYPE
		{
			name = squarered
			title = Square
			transform = lens_Square_red
		}
		SUBTYPE
		{
			name = squarewhite
			title = Square
			transform = lens_Square_white
		}
		SUBTYPE
		{
			name = clear
			title = Clear
			transform = lens_Clear
		}		
	}	
	
	MODULE
	{
		name = ModuleB9DisableTransform
		transform = lens_Glass_amber
		transform = lens_Glass_white
		transform = lens_Fisheye_amber
		transform = lens_Fisheye_blue
		transform = lens_Fisheye_green
		transform = lens_Fisheye_red
		transform = lens_Fisheye_white
		transform = lens_Pyramid_amber
		transform = lens_Pyramid_blue
		transform = lens_Pyramid_green
		transform = lens_Pyramid_red
		transform = lens_Pyramid_white
		transform = lens_Square_amber
		transform = lens_Square_blue
		transform = lens_Square_green
		transform = lens_Square_red
		transform = lens_Square_white
		transform = lens_Clear
	}	
}

For some reason tho, this individual part patch isnt properly deleting all the listed SUBTYPES.
It only correctly deletes the following indexed SUBTYPES:  1, 3, 4, 6; but leaves the rest active... ???... Help?... vOv
 

Spoiler


@PART[DSAL.beacon.amber]:NEEDS[B9PartSwitch&!Firespitter&!InterstellarFuelSwitch]:FOR[DeadSkins]
{

	@MODULE[ModuleB9PartSwitch],1
	{
		-SUBTYPE,1,3,4,5,6,8,9,10,11,13,14,15,16 { }
	}
}

 

I think this is more of a ModuleManager question than a B9PartSwitch question, but I'll try to answer it anyway.

To my knowledge, only one index is supported by ModuleManager (though I'm not sure why it would be removing more than one), so you should probably split that up.

I would also highly recommend referencing things by name instead of by index.  It's much easier to keep track of and less prone to breaking, so I'd recommend something like this:

Spoiler

@PART[DSAL.beacon.amber]:NEEDS[B9PartSwitch&!Firespitter&!InterstellarFuelSwitch]:FOR[DeadSkins]
{

	@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[lens]]
	{
		-SUBTYPE[glassamber] {}
		-SUBTYPE[fisheyeblue] {}
		// ...
	}
}

 

Also what's the purpose of the ModuleB9DisableTransform ?  It seems to be referencing the same transforms as the switcher.

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8 hours ago, blowfish said:

I think this is more of a ModuleManager question than a B9PartSwitch question, but I'll try to answer it anyway.

Thanx.. I did waffle about which thread to post on... I decided here, mostly because I thought if there was anything else wrong specific to the B9 content,  someone experienced with B9 might pick it out...
 

8 hours ago, blowfish said:

I would also highly recommend referencing things by name instead of by index. 

Also what's the purpose of the ModuleB9DisableTransform ?  It seems to be referencing the same transforms as the switcher.

Thanx... :) I'll give this a try... I guess I like to keep things short and concise as possible... Holdovers from computer programming in the early-80's, when you had to write a program to fit on as few punch-cards as possible... :P

I guess Unity uses all of a models meshes... The way THIS is set up, I have 18 switchable meshes for one model, across 7 parts...each part only uses 5 meshes...So I found I have to specifically "disable" the un-used ones for each part...

While experimenting with B9, I found that even though a transform is declared disabled, the definition in the SUBTYPE over-rides it and keeps it active...

I could have probably done it the long-way round and just applied the lens switcher patch individually by part, but figured I'd try applying globally, then apply a small patch by part, deleting/removing/disabling what wasnt needed for that part. I had started with the DisableTransform applied by seperate part patches, thinking THAT might be enough to "disable" the un-needed SUBTYPES... But thats when I discovered the "over-ride", and moved it to the global patch, then started going after actually deleting each unwanted SUBTYPE...

I finally figured out how to do it with IFS, and hopefully with your suggestion, B9... Now gotta figure out if Firespitter can do it.. :P

Edited by Stone Blue
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4 hours ago, Stone Blue said:

While experimenting with B9, I found that even though a transform is declared disabled, the definition in the SUBTYPE over-rides it and keeps it active...

You don't need it, and I don't think this behavior is guaranteed.  ModuleB9PartSwitch will disable any transforms it sees as inactive, so you shouldn't have the same transforms in a subtype and ModuleB9DisableTransform

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26 minutes ago, blowfish said:

You don't need it, and I don't think this behavior is guaranteed.  ModuleB9PartSwitch will disable any transforms it sees as inactive, so you shouldn't have the same transforms in a subtype and ModuleB9DisableTransform

Weird... I agree... at least thats what I would have "thought"... but without the disable module, ALL of the meshes are visible at once, whether called by a subtype node or not... I spent many hours over the past week trying to figure out how to only show one mesh at a time, and only those I WANTED shown... Then I stumbled across the ModuleB9DisableTransform in one of Nertea's patches, nd played with it till it now worxs... (granted, the suggestion you posted above didnt work for me, so I got something a bit different currently working)

Its an issue with Firespitter and IFS as well...(at least that "I" am having...)
Eleusis La Arwall helped point me in the right direction on how IFS handles this, and I was able to figure it out for IFS... Cant find anything in the FS documentation that helps, and the way IFS does it may be one of the "improvements" specific to IFS that FS has no way of handling, itself... vOv

Edited by Stone Blue
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6 minutes ago, Stone Blue said:

Weird... I agree... at least thats what I would have "thought"... but without the disable module, ALL of the meshes are visible at once, whether called by a subtype node or not... I spent many hours over the past week trying to figure out how to only show one mesh at a time, and only those I WANTED shown... Then I stumbled across the ModuleB9DisableTransform in one of Nertea's patches, nd played with it till it now worxs... (granted, the suggestion you posted above didnt work for me, so I got something a bit different currently working)

Its an issue with Firespitter and IFS as well...(at least that "I" am having...)
Eleusis La Arwall helped point me in the right direction on how IFS handles this, and I was able to figure it out for IFS... Cant find anything in the FS documentation that helps, and the way IFS does it may be one of the "improvements" specific to IFS that FS has no way of handling, itself... vOv

If it's not disabling transforms, that points to something being wrong.  If you watch the debug output when placing that part in the editor, are there any errors or warnings?

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8 minutes ago, blowfish said:

If it's not disabling transforms, that points to something being wrong.  If you watch the debug output when placing that part in the editor, are there any errors or warnings?

I'll test right now... Back in a few...

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@blowfish Nope... no errors... I switch thru the 5 lens types, and it indicates it switches thru each one... But all the lens meshes are visible and are z-fighting... (this is with only the DisableTransform node removed)
Nothing in the KSP.log... (I dont exactly know how to read everything in the output_log, but I dont "think" theres anything in there either...??)

And again, this is the EXACT same behaviour I was seeing using FS & IFS switching...

I can provide logs, a copy of the whole mod (its small and simple), or even source files for the model if you need...
We can also take this to PM, so not to clutter your thread, if you wish...

Edited by Stone Blue
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