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[1.4.x] Porkjet's Legacy and How to Integrate It


Kerbal101

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@Alshain  This is the thing. "Integration" can mean different things.
One can integrate by a) replacing the models/textures, b) integrate by adding, leaving the old engines be or c) integrate by replacing.

The craft that I tested was fully compatible with replacements, because the new engines have better values after upgrades in RnD.
And I understand integration as (c) by retaining original values of integrated part, instead of just replacing the models (a).
If you have some specific craft that does not work, feel free to drop me an info.

Still the option (a) is very valuable for people wanting just the aesthetics and taking part in competition. I will look up the changes you posted(thank you!) and include it on the list.

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  • 2 weeks later...

I took the liberty to combine some of the solutions in this thread. Though I do not dare to sort it into any of the three catagories or even a new one!

-PART[mk1pod]:AFTER[Squad]:FOR[PartOverhauls] {}

-PART[liquidEngine3]:AFTER[Squad]:FOR[PartOverhauls] {}
-PART[liquidEngine]:AFTER[Squad]:FOR[PartOverhauls] {}
-PART[liquidEngine2]:AFTER[Squad]:FOR[PartOverhauls] {}

-PART[fuelTankSmallFlat]:AFTER[Squad]:FOR[PartOverhauls] {}
-PART[fuelTankSmall]:AFTER[Squad]:FOR[PartOverhauls] {}
-PART[fuelTank]:AFTER[Squad]:FOR[PartOverhauls] {}
-PART[fuelTank_long]:AFTER[Squad]:FOR[PartOverhauls] {}


@PART[fuelTank100]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTankSmallFlat }
@PART[fuelTank200]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTankSmall }
@PART[fuelTank400]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTank }
@PART[fuelTank800]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTank_long }

@PART[mk1podNew]:AFTER[Squad]:FOR[PartOverhauls] { @name = mk1pod }

@PART[liquidEngineT45]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine2 }
@PART[liquidEngineT30]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine }
@PART[liquidEngine909]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine3 }


// Correct changes back to stock

@PART[liquidEngine|liquidEngineT30*]:AFTER[PartOverhauls]
{
	@entryCost = 3200
	@cost = 1100
	
	@MODULE[ModuleEngines]
	{ 
		@maxThrust = 240
		-UPGRADES {}

		-atmosphereCurve {}
		atmosphereCurve
		{
			key = 0 310
			key = 1 265
			key = 7 0.001
		}
	}
}

@PART[liquidEngine2|liquidEngineT45*]:AFTER[PartOverhauls]
{
	@MODULE[ModuleEngines]
	{ 
		@maxThrust = 215
		-UPGRADES {}

		-atmosphereCurve {}
		atmosphereCurve
		{
			key = 0 320
			key = 1 250
			key = 6 0.001
		}
	}
}

@PART[liquidEngine3|liquidEngine909*]:AFTER[PartOverhauls]
{
	@entryCost = 1600
	@cost = 390
	
	@MODULE[ModuleEngines]
	{ 
		@maxThrust = 60
		-UPGRADES {}

		-atmosphereCurve {}
		atmosphereCurve
		{
			key = 0 345
			key = 1 85
			key = 3 0.001
		}
	}

//	-RESOURCE[LiquidFuel] {}
//	-RESOURCE[Oxidizer] {}

}


// Remove any engine upgrades

@PART[*]:AFTER[PartOverhauls]
{
	@MODULE[ModuleEngines] { -UPGRADES {} }
}


// Rename part variants

@PART[liquidEngineT15]{
  @title = LV-T15-A "Valiant" Liquid Fuel Engine
}

@PART[liquidEngineT15_Boattail]{
  @title = LV-T15-B "Valiant" Liquid Fuel Engine
}

@PART[liquidEngine]:FINAL{
  @title = LV-T30-A "Reliant" Liquid Fuel Engine
}

@PART[liquidEngineT30_Boattail]{
  @title = LV-T30-B "Reliant" Liquid Fuel Engine
}

@PART[liquidEngine2]{
  @title = LV-T45-A "Swivel" Liquid Fuel Engine
}

@PART[liquidEngineT45_Boat]{
  @title = LV-T45-B "Swivel" Liquid Fuel Engine
}

@PART[liquidEngine303]{
  @title = LV-303-A "Pug" Liquid Fuel Engine
}

@PART[liquidEngine303_Boattail]{
  @title = LV-303-B "Pug" Liquid Fuel Engine
}

@PART[liquidEngine3]{
  @title = LV-909-A "Terrier" Liquid Fuel Engine
}

@PART[liquidEngine909_Boattail]{
  @title = LV-909-B "Terrier" Liquid Fuel Engine
}


// Add testing contracts to overhauled parts

@PART[liquidEngine*]:HAS[!MODULE[ModuleTestSubject]]
{
  MODULE
	{
		name = ModuleTestSubject
		useStaging = True
		useEvent = True
		situationMask = 127
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ALWAYS
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = BODYANDSITUATION
			prestige = Significant
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ONCEPERPART
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 4000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 8000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 2000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 4000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 1000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 2000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = GT
			value = 0 // this just registers altitude as something to care about
			situationMask = 8
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = LT
			value = 300000
			situationMask = 16
			body = _NotSun
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = LT
			value = 600000
			situationMask = 32
			body = _NotSun
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 0
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 600
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 300
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 1200
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 600
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 2500
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 200
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 100
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 100
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 50
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 50
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 20
			prestige = Exceptional
		}
	}
}

I agree with removing the Upgrade Modules, but kept the small fuel tanks in. (The 909 receives about 800 dV in space according to Kerbal Engineer for a just <2t craft.)

Interstellar Fuel Switch seems to do nothing with specific parts and it works just fine - with the excpetion of the tanks in the new engines, but meh.

Edit: changed it to something that works

Edited by KerbMav
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  • 3 weeks later...

Another 4th integration option:

- Mk1 pod as an updated version of the stock Mk1 pod
- Boattail engines for 1.25m
- Non-Boattail 303 and T15 for 0.625m
- Non-Boattail 909, T30 and T45 as well as the fuel tanks for 1.875m
- Configs to resize some stock basic adapters and a nose cone for 1.875m
- Part upgrades removed until the upgrade function is better implemented and does not mess up part sharing. Also makes the pack usable with non-stock tech trees

Thus it works with VenStockRevamp as well, without having too many duplicates (just the boattail versions).

 

The download:

https://github.com/Y3mo/PartOverhaulsSETI/releases

 

Supported from this thread:

 

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  • 3 weeks later...
  • 3 months later...
  • 2 weeks later...
  • 1 month later...

I wanted PartOverhauls to completly replace the stock parts. I add this .cfg file (in spoiler) to the mod folder as mentioned in the OP's message. But it only worked halfway. The LV-T30, the LV-909 engines and FL-T800, FL-T100 tanks are properly loaded when i load stock vessels but when i want to place one of them myself, the old counterpart are still in the menu and are used when i click to take them. What have i missed?

Album a/ahlXy will appear when post is submitted
Spoiler

// you can remove these comment lines, these are purely informational.
//
// v3.
// fixed previous workaround, where it deleted original parts instead of new ones.
// this resulted in stock vehicles being incompatible.
// Craft built with previous version can be fixed, by removing these parts, saving, and only then updating this config.
//
// v2.
// fixed the issue with modulemanager by changing the method parts are replaced
// "when you rename a NODE you can't then use the syntax NODE[name] to target it"
// credit goes to Sigma88.
//
// v1.
// Initial. Parts are replaced 1:1. Porkjet parts have Porkjet's stats, they all have atmopheric curves and contracts.


+PART[mk1podNew]:AFTER[Squad] { @name = mk1pod }
+PART[liquidEngineT45]:AFTER[Squad] { @name = liquidEngine2 }
+PART[liquidEngineT30]:AFTER[Squad] { @name = liquidEngine }
+PART[liquidEngine909]:AFTER[Squad] { @name = liquidEngine3 }
+PART[fuelTank100]:AFTER[Squad] { @name = fuelTankSmallFlat }
+PART[fuelTank200]:AFTER[Squad] { @name = fuelTankSmall }
+PART[fuelTank400]:AFTER[Squad] { @name = fuelTank }
+PART[fuelTank800]:AFTER[Squad] { @name = fuelTank_long }


-PART[mk1podNew]:AFTER[Squad] {}
-PART[liquidEngineT45]:AFTER[Squad] {}
-PART[liquidEngineT30]:AFTER[Squad] {}
-PART[liquidEngine909]:AFTER[Squad] {}
-PART[fuelTank100]:AFTER[Squad] {}
-PART[fuelTank200]:AFTER[Squad] {}
-PART[fuelTank400]:AFTER[Squad] {}
-PART[fuelTank800]:AFTER[Squad] {}

Edit : Problem solved! I changed the .cfg code for an other one i found on the forum. It works perfectly for loading vessel and select parts in VAB.

Spoiler

// first remove classic parts and then rename porkjet parts to classic ones. naked engines are used.
// btw, the naked and bobtail versions of new porkjet's overhaul engines are identical, except model and name.

-PART[mk1pod]:FINAL {}
-PART[liquidEngine]:FINAL {}
-PART[liquidEngine2]:FINAL {}
-PART[liquidEngine3]:FINAL {}

-PART[fuelTankSmallFlat]:FINAL {}
-PART[fuelTankSmall]:FINAL {}
-PART[fuelTank]:FINAL {}
-PART[fuelTank_long]:FINAL {}

@PART[mk1podNew]:FINAL { @name = mk1pod }
@PART[liquidEngineT30]:FINAL { @name = liquidEngine }
@PART[liquidEngineT45]:FINAL { @name = liquidEngine2 }
@PART[liquidEngine909]:FINAL { @name = liquidEngine3 }

@PART[liquidEngineT30_Boattail]:FINAL { @identicalParts = liquidEngine }
@PART[liquidEngineT45_Boattail]:FINAL { @identicalParts = liquidEngine2 }
@PART[liquidEngine909_Boattail]:FINAL { @identicalParts = liquidEngine3 }

@PART[fuelTank100]:FINAL { @name = fuelTankSmallFlat }
@PART[fuelTank200]:FINAL { @name = fuelTankSmall }
@PART[fuelTank400]:FINAL { @name = fuelTank }
@PART[fuelTank800]:FINAL { @name = fuelTank_long }

Get it here :

 

Edited by Nounours2627
Solved the problem! :D
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I have encountered log error spam using the pork-alike rapier. I fixed it by changing this:
 

@MODULE[ModuleSurfaceFX],*
	{
	@thrustTransformName = smokepoint
	}

into this:

@MODULE[ModuleSurfaceFX],*
	{
	@thrustTransformName = thrustTransform
	}

In the .cfg file you are instructed to create to replace the stock RAPIER. Surface effects appear to work correctly with this fix. Cross-posting for visibility.

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@Nounours2627 Hi! Welcome to the forums! I am sorry that you had a problem, but thing is mentioning me as "OP" in the post will not notify me of your post. Could I ask you to use the "@" next time, so that I can quickly jump on the train? :)

Well, you have found and using v1 of my config.

As you notice in description of v3 in your own post:
// fixed the issue with modulemanager by changing the method parts are replaced
// "when you rename a NODE you can't then use the syntax NODE[name] to target it"
// credit goes to Sigma88.

the "rename a NODE" is "@" applied to "name".

I need to look up in your bugreport, because I am currently using Ven Stock Revamp instead. Nothing wrong with Porkjet, the Ven just refurbishes looks of many more parts. Result uses way more memory though and adds new parts too, which some may not like.

@Errol Thanks!

@nickicool Hi there! No, not needed.  // Привет! Нет, не нужно.

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@Nounours2627 I am sorry, I can not reproduce this.

I downloaded Porkjet pack, extracted just "PartOverhauls" from it and placed into Gamedata.
Then I created new text file "porkjet.cfg", pasted the current v3 config into it.
Finally I added ModuleManage.dll.

After game loaded (wow its so much faster with only 1 mod!...) I opened VAB and opened command pod, engine and fuel categories.
I do not see old entries. After that I constructed basic rocket, clicking on Mk1 pod, FT400 and then valiant engine. I see only new parts here, none old.

This is screenshot of my gamedata, click for fullscreen image:

1gqh6Mz.png

The screenshots inside VAB:

CkmP3ex.png

UyHUqOX.png 

Ho6NTPE.png

ioe5JcX.png

I don't see old parts. V3 is working as expected...

Please make sure that you have followed all instructions exactly, that text is not truncated, that files are placed in gamedata correctly.

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  • 1 month later...

@Alshain Sorry to bother you, but the updated MM throws errors on the .cfg you wrote, and the revamped parts show up as separate parts. It is not the only script around that has that problem, but I am unfortunately throughoutly illiterate with KSP scripting so I cannot do anything about it myself. Can I get you to look into it?

The relevant lines fromKSP.log are pasted below:

[ERR 17:40:31.947] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[mk1pod]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.950] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[liquidEngine3]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.953] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[liquidEngine]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.955] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[fuelTankSmallFlat]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.958] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[fuelTankSmall]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.960] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[fuelTank]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.962] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[fuelTank_long]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.965] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[fuelTank100]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.967] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[fuelTank200]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.969] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[fuelTank400]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.972] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[fuelTank800]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.974] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[mk1podNew]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.976] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[liquidEngineT45]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.978] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[liquidEngineT30]:AFTER[Squad]:FOR[PartOverhauls]

[ERR 17:40:31.980] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[liquidEngine909]:AFTER[Squad]:FOR[PartOverhauls]
Edited by Freshmeat
log outtake
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  • 4 weeks later...
On 09/03/2018 at 7:34 PM, PocketBrotector said:

Now that stock supports texture and mesh switching, has anyone looked at creating an version of these engines that can switch between boattail and exposed appearances using the new 1.4 features?

Just wondered exactly the same by discovering this thread. It would be awesome to be able to include the Porkjet legacy with this way.

A possible way is to look how the game handles the different models and integrate the Porkjet's ones the same way

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Hi everyone

I've tried to install this mod in 1.4 and while the parts seem to work ok I can't  seem to switch between the different engine types. Could anyone tell me which files/folders I need to move to the KSP gamedata folder?

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On 3/9/2018 at 12:34 PM, PocketBrotector said:

Now that stock supports texture and mesh switching, has anyone looked at creating an version of these engines that can switch between boattail and exposed appearances using the new 1.4 features?

Also hoping someone is able to figure out how to do that.  

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I'm right now looking at this, and in the Jumbo64 tank .cfg file, I can't find where is the model switcher, because the two version of the Jumbo 64 have not only a difference of texture but also of model :huh:

I feel lost when looking at the VARIANT{ sections of the files, because I've the impression that only part of the model changes and not the whole part.

Could it be possible to include them as variant using the Firespitter module?

Edited by ndiver
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@Snark and company discussed the use of ModulePartVariants in the MissingHistory thread.

My takeaway was that while it would be broadly possible to implement boattail-toggling for these engines using a part-switcher (stock or mod), it would require poking around in the source files that are used to generate the models. Unfortunately that's not really in my wheelhouse - I don't have any experience with the software used to manipulate models or textures for KSP.

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  • 2 weeks later...

@Kerbal101 After seeing several people mention that your v3 patch wasn't working for them, and then seeing it work just fine for you, I've been trying stuff for a few hours now. I give up, I have no idea what's going on and why.

Problem in a clean 1.4.2 install with just PartOverhauls, Modulemanager, and your v3 integration file:
Porkjet fuel tanks are fine and replaced. All the boattail engines, new engines, and the Swivel are fine. The Reliant and Terrier however are in some sort of in-between limbo where the porkjet version gets 'integrated' and then gets overwritten by stock again.

I don't know what's going on anymore, I'd appreciate any input you can give in this situation.

Example in VAB. Note the Reliant/Terrier having their old models and the Swivel being updated without problems, while the Terrier does have the internal fueltank and stock thrustlevel:
Porkjet integration failure

This is my GameData folder:
GameData screenshot

This is my output_log:
Output log zip

This is my 'integration' patch with your v3 code:
Integration patch used zip

And this is my MM ConfigCache in case it can help:
MM ConfigCache zip

On top of these problems, my main install has the problem where not just the reliant and terrier are in a weird limbo state, but the tanks themselves too, and some of the parts lose their mesh entirely, showing as just a green node when selected in the VAB.

I hope I didn't miss anything. I'm tired from hours of checking all of the above files for a clue.

Edited by Jognt
Converted links into less clutter-y text
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Hey @Jognt! Please notice that I've yet neither touched  nor tested anything in 1.4.x, which is where, I assume, the core issue lies.
I have  personally used the cfg with around  100 KSP 1.3.1 (linux x64 binary) starts for about half a year and never noticed any strange behavior.

As of 1.4.x, I would recommend using the mod, which @PocketBrotector mentioned in the post just above yours, which I believe is the best option.
AFAIK you do not need to have MH installed to use it.
Please tell me, if it works for you, as I will then fix the OP as 1.4.x ready and move all 1.3.x-era stuff under legacy spoiler.

I am sorry that I can't fix the problem in a technical way and have instead to recommend existing solution, it has  everything to do with my current technical setup.
Sorry and thank you.

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9 minutes ago, Kerbal101 said:

Hey @Jognt! Please notice that I've yet neither touched  nor tested anything in 1.4.x, which is where, I assume, the core issue lies.
I have  personally used the cfg with around  100 KSP 1.3.1 (linux x64 binary) starts for about half a year and never noticed any strange behavior.

As of 1.4.x, I would recommend using the mod, which @PocketBrotector mentioned in the post just above yours, which I believe is the best option.
AFAIK you do not need to have MH installed to use it.
Please tell me, if it works for you, as I will then fix the OP as 1.4.x ready and move all 1.3.x-era stuff under legacy spoiler.

I am sorry that I can't fix the problem in a technical way and have instead to recommend existing solution, it has  everything to do with my current technical setup.
Sorry and thank you.

Thanks for the reply!

Initially I skipped over the Missing History mod since I didn't have the DLC. But upon further inspection I'm thinking "Hmm.. Yes.. I can work with this...".

I'll play around with it for a bit later and let you know what works.

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On 4/4/2018 at 6:53 AM, Modding Maniac said:

does this work for 1.4.2 and is there an option to just add these in as new parts instead of replacing old ones?

If all you want is to have these parts *added* as extra parts, then I can confirm that Porkjets PartOverhauls works with 1.4.2.

In terms of just replacing the stock parts models: Missing History should work for that.
In terms of replacing stock models while keeping new stats/upgrades intact: I have it working on stock in my test installation, but not yet in my modded install, still looking for what's going wrong.

Besides Porkjet's mk1 partoverhauls, I have no idea what works.

Edit: Got a straight up replace working in 1.4.2 now. Thought I did something wrong in my modded install, but it was in fact me being stupid and not remembering I had to original parts hidden with Janitor's Closet.. Which meant that after replacing those.. I couldn't see them.. yeahhhh...

I'm planning to look into:
- Cleaning up what I have working now, it's not very.. elegant IMO;
- Creating a version that replaces the stock stuff with stock stats while keeping upgrades (for sharing compatibility when upgrades disabled, but fun upgrades when enabled);
- Creating a version that replaces stock stuff and removes upgrades, so basically what Missing History did;
- Set this up so you can switch between any of them using Patch Manager;

In the meantime, the following is what works in 1.4.2. It replaces the stock parts while keeping the upgrades, buffed stats, and surface attachability. It also contains the fixes done by @PocketBrotector on the previous page (is this ok? licenses and whatnot?).
I would greatly appreciate feedback on this bit since this is my first attempt at a MM config. Save it as a .cfg file and throw it into the PartOverhauls folder to have it work.

//Implement missing thrust upgrade for Heavy Rocketry node
PARTUPGRADE
{
    name = LVT-Turbopump-heavyR
    partIcon = liquidEngineT15
    techRequired = heavyRocketry
    entryCost = 7500
    cost = 0 // for display only; all parts implementing this will need a PartStatsUpgradeModule with cost = this.
	    title = LV Series Thrust Upgrade
    //basicInfo = Whatever\nblah
    manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co
    description = Turbopump enhancements and other detail improvements lead to higher flow rates and thus higher thrust.
}
	//Match thrust on Terrier boattail to standard version
@PART[liquidEngine909_Boattail]:FIRST
{
  @MODULE[ModuleEngines]
  {
    @maxThrust = 75 //was 80
  }
}
	//Correct description of Swivel Isp in Precision Propulsion upgrade
@PART[liquidEngineT45,liquidEngineT45_Boat]:FIRST
{
  @MODULE[ModuleEngines]
  {
    @UPGRADES
    {
      @UPGRADE:HAS[#name__[LVT-GasGen-precProp]]
      {
        @description__ = Isp now 325/265.
      }
    }
  }
}
	//Correct description of Pug thrust in Heavier Rocketry upgrade
@PART[liquidEngine303_Boattail,liquidEngine303]:FIRST
{
  @MODULE[ModuleEngines]
  {
    @UPGRADES
    {
      @UPGRADE:HAS[#name__[LVT-Turbopump-heavierR]]
      {
        @description__ = Thrust now 33kN.
      }
    }
  }
}

-PART[mk1pod]:FIRST {}
-PART[liquidEngine2]:FIRST {}
-PART[liquidEngine]:FIRST {}
-PART[liquidEngine3]:FIRST {}
-PART[fuelTankSmallFlat]:FIRST {}
-PART[fuelTankSmall]:FIRST {}
-PART[fuelTank]:FIRST {}
-PART[fuelTank_long]:FIRST {}

+PART[mk1podNew]:FIRST { @name = mk1pod }
+PART[liquidEngineT45]:FIRST { @name = liquidEngine2 }
+PART[liquidEngineT30]:FIRST { @name = liquidEngine }
+PART[liquidEngine909]:FIRST { @name = liquidEngine3 }
+PART[fuelTank100]:FIRST { @name = fuelTankSmallFlat }
+PART[fuelTank200]:FIRST { @name = fuelTankSmall }
+PART[fuelTank400]:FIRST { @name = fuelTank }
+PART[fuelTank800]:FIRST { @name = fuelTank_long }

-PART[mk1podNew]:FIRST {}
-PART[liquidEngineT45]:FIRST {}
-PART[liquidEngineT30]:FIRST {}
-PART[liquidEngine909]:FIRST {}
-PART[fuelTank100]:FIRST {}
-PART[fuelTank200]:FIRST {}
-PART[fuelTank400]:FIRST {}
-PART[fuelTank800]:FIRST {}

Reason I used "FIRST" is to maintain compatibility with mods that change any of the stock parts. Reason I remove the stock parts completely is because if I didn't it would bug out and have inconsistent effects (basically what people were experiencing before with not all parts being properly replaced)

Edited by Jognt
fixed typo in cfg
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8 hours ago, Jognt said:

If all you want is to have these parts *added* as extra parts, then I can confirm that Porkjets PartOverhauls works with 1.4.2.

In terms of just replacing the stock parts models: Missing History should work for that.
In terms of replacing stock models while keeping new stats/upgrades intact: I have it working on stock in my test installation, but not yet in my modded install, still looking for what's going wrong.

Besides Porkjet's mk1 partoverhauls, I have no idea what works.

Edit: Got a straight up replace working in 1.4.2 now. Thought I did something wrong in my modded install, but it was in fact me being stupid and not remembering I had to original parts hidden with Janitor's Closet.. Which meant that after replacing those.. I couldn't see them.. yeahhhh...

I'm planning to look into:
- Cleaning up what I have working now, it's not very.. elegant IMO;
- Creating a version that replaces the stock stuff with stock stats while keeping upgrades (for sharing compatibility when upgrades disabled, but fun upgrades when enabled);
- Creating a version that replaces stock stuff and removes upgrades, so basically what Missing History did;
- Set this up so you can switch between any of them using Patch Manager;

In the meantime, the following is what works in 1.4.2. It replaces the stock parts while keeping the upgrades, buffed stats, and surface attachability. It also contains the fixes done by @PocketBrotector on the previous page (is this ok? licenses and whatnot?).
I would greatly appreciate feedback on this bit since this is my first attempt at a MM config. Save it as a .cfg file and throw it into the PartOverhauls folder to have it work.

 


//Implement missing thrust upgrade for Heavy Rocketry node
PARTUPGRADE
{
    name = LVT-Turbopump-heavyR
    partIcon = liquidEngineT15
    techRequired = heavyRocketry
    entryCost = 7500
    cost = 0 // for display only; all parts implementing this will need a PartStatsUpgradeModule with cost = this.
	    title = LV Series Thrust Upgrade
    //basicInfo = Whatever\nblah
    manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co
    description = Turbopump enhancements and other detail improvements lead to higher flow rates and thus higher thrust.
}
	//Match thrust on Terrier boattail to standard version
@PART[liquidEngine909_Boattail]:FIRST
{
  @MODULE[ModuleEngines]
  {
    @maxThrust = 75 //was 80
  }
}
	//Correct description of Swivel Isp in Precision Propulsion upgrade
@PART[liquidEngineT45,liquidEngineT45_Boat]:FIRST
{
  @MODULE[ModuleEngines]
  {
    @UPGRADES
    {
      @UPGRADE:HAS[#name__[LVT-GasGen-precProp]]
      {
        @description__ = Isp now 325/265.
      }
    }
  }
}
	//Correct description of Pug thrust in Heavier Rocketry upgrade
@PART[liquidEngine303_Boattail,liquidEngine303]:FIRST
{
  @MODULE[ModuleEngines]
  {
    @UPGRADES
    {
      @UPGRADE:HAS[#name__[LVT-Turbopump-heavierR]]
      {
        @description__ = Thrust now 33kN.
      }
    }
  }
}
	-PART[mk1pod]:FIRST {}
-PART[liquidEngine2]:FIRST {}
-PART[liquidEngine]:FIRST {}
-PART[liquidEngine3]:FIRST {}
-PART[fuelTankSmallFlat]:FIRST {}
-PART[fuelTankSmall]:FIRST {}
-PART[fuelTank]:FIRST {}
-PART[fuelTank_long]:FIRST {}
	+PART[mk1podNew]:FIRST { @name = 2mk1pod }
+PART[liquidEngineT45]:FIRST { @name = liquidEngine2 }
+PART[liquidEngineT30]:FIRST { @name = liquidEngine }
+PART[liquidEngine909]:FIRST { @name = liquidEngine3 }
+PART[fuelTank100]:FIRST { @name = fuelTankSmallFlat }
+PART[fuelTank200]:FIRST { @name = fuelTankSmall }
+PART[fuelTank400]:FIRST { @name = fuelTank }
+PART[fuelTank800]:FIRST { @name = fuelTank_long }
	-PART[mk1podNew]:FIRST {}
-PART[liquidEngineT45]:FIRST {}
-PART[liquidEngineT30]:FIRST {}
-PART[liquidEngine909]:FIRST {}
-PART[fuelTank100]:FIRST {}
-PART[fuelTank200]:FIRST {}
-PART[fuelTank400]:FIRST {}
-PART[fuelTank800]:FIRST {}

 

Reason I used "FIRST" is to maintain compatibility with mods that change any of the stock parts. Reason I remove the stock parts completely is because if I didn't it would bug out and have inconsistent effects (basically what people were experiencing before with not all parts being properly replaced)

8 hours ago, Jognt said:

If all you want is to have these parts *added* as extra parts, then I can confirm that Porkjets PartOverhauls works with 1.4.2.

In terms of just replacing the stock parts models: Missing History should work for that.
In terms of replacing stock models while keeping new stats/upgrades intact: I have it working on stock in my test installation, but not yet in my modded install, still looking for what's going wrong.

Besides Porkjet's mk1 partoverhauls, I have no idea what works.

Edit: Got a straight up replace working in 1.4.2 now. Thought I did something wrong in my modded install, but it was in fact me being stupid and not remembering I had to original parts hidden with Janitor's Closet.. Which meant that after replacing those.. I couldn't see them.. yeahhhh...

I'm planning to look into:
- Cleaning up what I have working now, it's not very.. elegant IMO;
- Creating a version that replaces the stock stuff with stock stats while keeping upgrades (for sharing compatibility when upgrades disabled, but fun upgrades when enabled);
- Creating a version that replaces stock stuff and removes upgrades, so basically what Missing History did;
- Set this up so you can switch between any of them using Patch Manager;

In the meantime, the following is what works in 1.4.2. It replaces the stock parts while keeping the upgrades, buffed stats, and surface attachability. It also contains the fixes done by @PocketBrotector on the previous page (is this ok? licenses and whatnot?).
I would greatly appreciate feedback on this bit since this is my first attempt at a MM config. Save it as a .cfg file and throw it into the PartOverhauls folder to have it work.

 



//Implement missing thrust upgrade for Heavy Rocketry node
PARTUPGRADE
{
    name = LVT-Turbopump-heavyR
    partIcon = liquidEngineT15
    techRequired = heavyRocketry
    entryCost = 7500
    cost = 0 // for display only; all parts implementing this will need a PartStatsUpgradeModule with cost = this.
	    title = LV Series Thrust Upgrade
    //basicInfo = Whatever\nblah
    manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co
    description = Turbopump enhancements and other detail improvements lead to higher flow rates and thus higher thrust.
}
	//Match thrust on Terrier boattail to standard version
@PART[liquidEngine909_Boattail]:FIRST
{
  @MODULE[ModuleEngines]
  {
    @maxThrust = 75 //was 80
  }
}
	//Correct description of Swivel Isp in Precision Propulsion upgrade
@PART[liquidEngineT45,liquidEngineT45_Boat]:FIRST
{
  @MODULE[ModuleEngines]
  {
    @UPGRADES
    {
      @UPGRADE:HAS[#name__[LVT-GasGen-precProp]]
      {
        @description__ = Isp now 325/265.
      }
    }
  }
}
	//Correct description of Pug thrust in Heavier Rocketry upgrade
@PART[liquidEngine303_Boattail,liquidEngine303]:FIRST
{
  @MODULE[ModuleEngines]
  {
    @UPGRADES
    {
      @UPGRADE:HAS[#name__[LVT-Turbopump-heavierR]]
      {
        @description__ = Thrust now 33kN.
      }
    }
  }
}
	-PART[mk1pod]:FIRST {}
-PART[liquidEngine2]:FIRST {}
-PART[liquidEngine]:FIRST {}
-PART[liquidEngine3]:FIRST {}
-PART[fuelTankSmallFlat]:FIRST {}
-PART[fuelTankSmall]:FIRST {}
-PART[fuelTank]:FIRST {}
-PART[fuelTank_long]:FIRST {}
	+PART[mk1podNew]:FIRST { @name = 2mk1pod }
+PART[liquidEngineT45]:FIRST { @name = liquidEngine2 }
+PART[liquidEngineT30]:FIRST { @name = liquidEngine }
+PART[liquidEngine909]:FIRST { @name = liquidEngine3 }
+PART[fuelTank100]:FIRST { @name = fuelTankSmallFlat }
+PART[fuelTank200]:FIRST { @name = fuelTankSmall }
+PART[fuelTank400]:FIRST { @name = fuelTank }
+PART[fuelTank800]:FIRST { @name = fuelTank_long }
	-PART[mk1podNew]:FIRST {}
-PART[liquidEngineT45]:FIRST {}
-PART[liquidEngineT30]:FIRST {}
-PART[liquidEngine909]:FIRST {}
-PART[fuelTank100]:FIRST {}
-PART[fuelTank200]:FIRST {}
-PART[fuelTank400]:FIRST {}
-PART[fuelTank800]:FIRST {}

 

Reason I used "FIRST" is to maintain compatibility with mods that change any of the stock parts. Reason I remove the stock parts completely is because if I didn't it would bug out and have inconsistent effects (basically what people were experiencing before with not all parts being properly replaced)

thank you, im glad to see that this is not gone and it works (YAY GOOD LOOKING RAPIERS!)

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