blowfish Posted August 3, 2017 Author Share Posted August 3, 2017 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. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted August 4, 2017 Share Posted August 4, 2017 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! Quote Link to comment Share on other sites More sharing options...
Stratickus Posted August 4, 2017 Share Posted August 4, 2017 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, Quote Link to comment Share on other sites More sharing options...
Blackline Posted August 6, 2017 Share Posted August 6, 2017 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. Quote Link to comment Share on other sites More sharing options...
Zero_404 Posted August 15, 2017 Share Posted August 15, 2017 (edited) 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 August 15, 2017 by Zero_404 formated to not waste so much screenspace Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 15, 2017 Author Share Posted August 15, 2017 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! Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted August 15, 2017 Share Posted August 15, 2017 (edited) 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 August 15, 2017 by Stone Blue Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 17, 2017 Author Share Posted August 17, 2017 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. Quote Link to comment Share on other sites More sharing options...
smckamey19 Posted August 20, 2017 Share Posted August 20, 2017 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. Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 20, 2017 Author Share Posted August 20, 2017 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. Quote Link to comment Share on other sites More sharing options...
smckamey19 Posted August 20, 2017 Share Posted August 20, 2017 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. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted August 20, 2017 Share Posted August 20, 2017 On 8/16/2017 at 10:19 PM, blowfish said: 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... Quote Link to comment Share on other sites More sharing options...
Stratickus Posted August 27, 2017 Share Posted August 27, 2017 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, Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 28, 2017 Author Share Posted August 28, 2017 @Stratickus it should be tankType = Karbonite Quote Link to comment Share on other sites More sharing options...
Stratickus Posted August 28, 2017 Share Posted August 28, 2017 1 hour ago, blowfish said: @Stratickus it should be tankType = Karbonite Awesome thanks. I knew it was something simple. I got the 2 name = mixed up. I thought name = for SUBTYPE was the display name. Cheers, Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted September 3, 2017 Share Posted September 3, 2017 (edited) 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 September 3, 2017 by Stone Blue switched content from "code" to "spoiler" to shrink post Quote Link to comment Share on other sites More sharing options...
blowfish Posted September 3, 2017 Author Share Posted September 3, 2017 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. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted September 3, 2017 Share Posted September 3, 2017 (edited) 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... 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.. Edited September 3, 2017 by Stone Blue Quote Link to comment Share on other sites More sharing options...
blowfish Posted September 3, 2017 Author Share Posted September 3, 2017 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 Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted September 3, 2017 Share Posted September 3, 2017 (edited) 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 September 3, 2017 by Stone Blue Quote Link to comment Share on other sites More sharing options...
blowfish Posted September 3, 2017 Author Share Posted September 3, 2017 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? Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted September 3, 2017 Share Posted September 3, 2017 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... Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted September 3, 2017 Share Posted September 3, 2017 (edited) @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 September 3, 2017 by Stone Blue Quote Link to comment Share on other sites More sharing options...
ThreePounds Posted September 27, 2017 Share Posted September 27, 2017 Does B9 Part Switch support localization? Quote Link to comment Share on other sites More sharing options...
blowfish Posted September 27, 2017 Author Share Posted September 27, 2017 8 minutes ago, Three_Pounds said: Does B9 Part Switch support localization? Pretty much anything you can display to the user can be localized via the usual methods. Does that answer your question? Quote Link to comment Share on other sites More sharing options...
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