Jump to content

LurkingWombat

Members
  • Posts

    5
  • Joined

  • Last visited

Posts posted by LurkingWombat

  1. Okay, I need some help. Essentially, I need to test how new PartModule (subtype switcher) is working on every MK2 and MK1 part included in the archive. Some of them contain as many as 16 subtypes.

    https://bitbucket.org/bac9/b9_aerospace_plugins/downloads/B9_Aerospace_PSSM-01.zip

    I decided to disconnect meshes from resources - it's nicer to be able to stack four different designs than to be forced to stack four identical ones just because you need a sequence of four LF tanks in your craft. Every visual has every resource preset available. I will probably introduce small resource-dependent visuals later, like minor colored stripe decals appearing on top of parts, but for the moment colors and seams indicate nothing about resources housed within. Some parts also have attachment node switching, specifically MK2 to 1.25m and MK2 to 2.5m adapters which have offset variations. Part descriptions and costs are placeholders and drag cubes for cargo bays are missing, the rest should be okay (resource amounts and all that), and if it's not okay, please do tell.

    • Check whether all subtypes have correct number of resources for their volume
    • Check whether all subtypes have correct attach nodes enabled
    • Check how attach node switching works (reattach things, duplicate things etc.)
    • Check persistence, jump between flight and editor, save/load and so on

    Every time I switch the type of fuel on the Mk1 body the texture won't switch until after I reach mono propellent and click again to go back to the beginning. I wasn't sure if it was intended or if you knew already but I figured I would post anyway.

×
×
  • Create New...