MajorTom74 Posted July 28, 2019 Share Posted July 28, 2019 thanks... the dev's may make the game's but it's the modders that truly give them life. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 28, 2019 Share Posted July 28, 2019 That's the way KSP was made. The original devs, who aren't around anymore, would tell you that. Quote Link to comment Share on other sites More sharing options...
MajorTom74 Posted July 28, 2019 Share Posted July 28, 2019 12 hours ago, JadeOfMaar said: That's the way KSP was made. The original devs, who aren't around anymore, would tell you that. what happen'd to them? Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 30, 2019 Author Share Posted July 30, 2019 B9PartSwitch v2.9.0 for KSP 1.7.3 Implement new switching UI based on the stock variant switcher Have subtype switching buttons show some info about the subtype being switched to in a tooltip By default shows resources (including parent), mass, cost, max temperature, max skin temperature, crash tolerance Also shows descriptionSummary and descriptionDetail from subtype, before and after auto-generated info respectively, if present 4 new fieds on SUBTYPE descriptionSummary - any info here will be put in the subtype switching tooltip before the auto-generated info - make it brief descriptionDetail - any info here will be put in the subtype switching tooltip after the auto-generated info - go nuts primaryColor - color to use in the left part of the switching button if not specified, use the tank type's primaryColor if that's not specified, use white secondaryColor - color to use in the right part of the switching button if not specified, use the tank's secondaryColor if that's not specified, use the subtype's primaryColor if that's not specified, use the tank's primaryColor if that's not specified, use gray 2 new fields on B9_TANK_TYPE primaryColor - color to use in the left part of the switching button i they subtype does not specify one. If not specified, common resource combinations will be used. secondaryColor - color to use in the right part of the switching button i they subtype does not specify one. If not specified, common resource combinations will be used. add default colors for common resources ResourceColorLiquidFuel ResourceColorLqdHydrogen ResourceColorLqdMethane ResourceColorOxidizer ResourceColorMonoPropellant ResourceColorXenonGas ResourceColorElectricChargePrimary ResourceColorElectricChareSecondary ResourceColorOre Automatically apply resource colors to common resource combinations in tanks (if colors are not specified by the tank or subtype): LiquidFuel LiquidFuel/Oxidizer LqdHydrogen LqdHydrogen/Oxidizer LqdMethane LqdMethane/Oxidizer Oxidizer MonoPropellant XenonGas Ore ElectricCharge Feel free to give any feedback about the new UI once you try it out Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 30, 2019 Share Posted July 30, 2019 The pics for the clicks! Custom colors for tank types defined by myself and not B9PS. // Some of the subtypes. Using XKCD color names. // Whole catalogue is in the B9PS GitHub wiki. SUBTYPE { name = LNH3 tankType = RR_CryoA title = LqdAmmonia primaryColor = BurntRed secondaryColor = BurntRed } SUBTYPE { name = LN2 tankType = RR_CryoN title = LqdNitrogen primaryColor = PeacockBlue secondaryColor = PeacockBlue } SUBTYPE { name = LOX tankType = RR_CryoO title = LqdOxygen primaryColor = CadetBlue secondaryColor = CadetBlue } All custom tank types on the Ore tank, and most of their custom colors (as far as the PAW allows at a given time). Heat tolerance switch. I haven't defined a custom color for that. B9 Part Info apparently shows only the relevant part stats in the switcher, which is quite okay. Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 30, 2019 Share Posted July 30, 2019 Beautiful! I will immediately be updating my stuff to work with this! Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted July 30, 2019 Share Posted July 30, 2019 @blowfish How does the auto-info work with subtypes that are not fuel related. i.e tanks and resources? Like, say, my launch pad bases and towers with all their mesh variants? Can the auto info be disabled or changed, as things like resources and temperatures don't matter with what I do. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 30, 2019 Share Posted July 30, 2019 Just now, AlphaMensae said: @blowfish How does the auto-info work with subtypes that are not fuel related. i.e tanks and resources? Like, say, my launch pad bases and towers with all their mesh variants? Can the auto info be disabled or changed, as things like resources and temperatures don't matter with what I do. From what I see, only the stats that will be changed by a particular switch module will show in the tooltips so if you never touch those, they'll never show. Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted July 30, 2019 Share Posted July 30, 2019 4 minutes ago, JadeOfMaar said: From what I see, only the stats that will be changed by a particular switch module will show in the tooltips so if you never touch those, they'll never show. Ah, that's good, as I only use B9PS for changing meshes, textures and nodes, I don't touch any other values. This will probably make me switch to using this version for v2.1 (or v2.2) of MLP. Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 30, 2019 Author Share Posted July 30, 2019 58 minutes ago, AlphaMensae said: Ah, that's good, as I only use B9PS for changing meshes, textures and nodes, I don't touch any other values. This will probably make me switch to using this version for v2.1 (or v2.2) of MLP. It's 100% backwards compatible. As a modder you don't have to make any changes if you don't need to customize anything. And as Jade said the automatic info in the tooltips will only show things that are actually changing. If your switching meshes it will only display the subtype title. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted August 6, 2019 Share Posted August 6, 2019 query: Can B9 update both a texture and a resource together? So like SSPXr or OSE Workshop? switch the resource in the container and it switches decal on it? Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 6, 2019 Author Share Posted August 6, 2019 3 minutes ago, zer0Kerbal said: query: Can B9 update both a texture and a resource together? So like SSPXr or OSE Workshop? switch the resource in the container and it switches decal on it? B9PartSwitch can update any number of things that it supports at once. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted August 6, 2019 Share Posted August 6, 2019 (edited) 4 minutes ago, blowfish said: B9PartSwitch can update any number of things that it supports at once. thought so. have everything working - just now trying to figure out how to link the textures in. converting OSE Workshop to use B9 instead of FS (at least trying to) all tanktypes are defined and working (need CommunityResourceKit) here is what I currently have, and the old patches; your assistance would be greatly appreciated. Spoiler MODULE { name = ModuleB9DisableTransform transform = DecalPanel ///transform = OreDecal /// All other decals here transform = MaterialKits transform = EMplusRM transform = RareMetals transform = ExoticMinerals transform = Dirt } MODULE { name = ModuleB9PartSwitch moduleID = cargoSwitch switcherDescription = Cargo Name baseVolume = 6000 switchInFlight = True affectDragCubes = false SUBTYPE { name = MaterialKits tankType = MaterialKits title = Material Kits // #LOC_SSPX_Switcher_Cargo_LifeSupport transform = MaterialKitsDecal } SUBTYPE { name = EMplusRM tankType = EMplusRM title = EMplusRM // #LOC_SSPX_Switcher_Cargo_Snacks transform = EMplusRMDecal } SUBTYPE { name = RareMetals tankType = RareMetals title = Rare Metals // #LOC_SSPX_Switcher_Cargo_Soil transform = RareMetalsDecal } SUBTYPE { name = ExoticMinerals tankType = ExoticMinerals title = Exotic Minerals // #LOC_SSPX_Switcher_Cargo_Supplies transform = ExoticMineralsDecal } SUBTYPE { name = Dirt tankType = Dirt title = Dirt // #LOC_SSPX_Switcher_Cargo_MetallicOre transform = DirtDecal } } // MODULE // { // name = FStextureSwitch2 // objectNames = DecalPanel // textureNames = Workshop/Decals/MaterialKits;Workshop/Decals/EMplusRM;Workshop/Decals/RareMetals;Workshop/Decals/ExoticMinerals;Workshop/Decals/Dirt // textureDisplayNames = Material Kits;Commodities;Rare Metals;Exotic Minerals;Dirt // repaintableEVA = true // useFuelSwitchModule = true // fuelTankSetups = 0;1;2;3;4 // statusText = Storage Type // nextButtonText = Next Cargo // prevButtonText = Previous Cargo // } // MODULE // { // name = FSfuelSwitch // resourceNames = MaterialKits;ExoticMinerals,RareMetals;RareMetals;ExoticMinerals;Dirt // resourceAmounts = 6000;3000,3000;6000;6000;6000 // initialResourceAmounts = 0;0,0;0;0;0 // tankCost = 12000;900000;840000;960000;1800 // basePartMass = 1 // tankMass = 0;0;0;0;0 // hasGUI = false // } Edited August 6, 2019 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 6, 2019 Author Share Posted August 6, 2019 37 minutes ago, zer0Kerbal said: thought so. have everything working - just now trying to figure out how to link the textures in. converting OSE Workshop to use B9 instead of FS (at least trying to) all tanktypes are defined and working (need CommunityResourceKit) here is what I currently have, and the old patches; your assistance would be greatly appreciated. Hide contents MODULE { name = ModuleB9DisableTransform transform = DecalPanel ///transform = OreDecal /// All other decals here transform = MaterialKits transform = EMplusRM transform = RareMetals transform = ExoticMinerals transform = Dirt } MODULE { name = ModuleB9PartSwitch moduleID = cargoSwitch switcherDescription = Cargo Name baseVolume = 6000 switchInFlight = True affectDragCubes = false SUBTYPE { name = MaterialKits tankType = MaterialKits title = Material Kits // #LOC_SSPX_Switcher_Cargo_LifeSupport transform = MaterialKitsDecal } SUBTYPE { name = EMplusRM tankType = EMplusRM title = EMplusRM // #LOC_SSPX_Switcher_Cargo_Snacks transform = EMplusRMDecal } SUBTYPE { name = RareMetals tankType = RareMetals title = Rare Metals // #LOC_SSPX_Switcher_Cargo_Soil transform = RareMetalsDecal } SUBTYPE { name = ExoticMinerals tankType = ExoticMinerals title = Exotic Minerals // #LOC_SSPX_Switcher_Cargo_Supplies transform = ExoticMineralsDecal } SUBTYPE { name = Dirt tankType = Dirt title = Dirt // #LOC_SSPX_Switcher_Cargo_MetallicOre transform = DirtDecal } } // MODULE // { // name = FStextureSwitch2 // objectNames = DecalPanel // textureNames = Workshop/Decals/MaterialKits;Workshop/Decals/EMplusRM;Workshop/Decals/RareMetals;Workshop/Decals/ExoticMinerals;Workshop/Decals/Dirt // textureDisplayNames = Material Kits;Commodities;Rare Metals;Exotic Minerals;Dirt // repaintableEVA = true // useFuelSwitchModule = true // fuelTankSetups = 0;1;2;3;4 // statusText = Storage Type // nextButtonText = Next Cargo // prevButtonText = Previous Cargo // } // MODULE // { // name = FSfuelSwitch // resourceNames = MaterialKits;ExoticMinerals,RareMetals;RareMetals;ExoticMinerals;Dirt // resourceAmounts = 6000;3000,3000;6000;6000;6000 // initialResourceAmounts = 0;0,0;0;0;0 // tankCost = 12000;900000;840000;960000;1800 // basePartMass = 1 // tankMass = 0;0;0;0;0 // hasGUI = false // } I'll give you one and you can infer the rest Spoiler SUBTYPE { name = MaterialKits tankType = MaterialKits title = Material Kits // #LOC_SSPX_Switcher_Cargo_LifeSupport transform = MaterialKitsDecal TEXTURE { texture = Workshop/Decals/MaterialKits transform = DecalPanel } } Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted August 6, 2019 Share Posted August 6, 2019 (edited) 1 hour ago, blowfish said: I'll give you one and you can infer the rest Hide contents SUBTYPE { name = MaterialKits tankType = MaterialKits title = Material Kits // #LOC_SSPX_Switcher_Cargo_LifeSupport transform = MaterialKitsDecal TEXTURE { texture = Workshop/Decals/MaterialKits transform = DecalPanel } } Thank you. Working like greased lightning now. Appreciate the vote of confidence in my ability to infer. had to change one thing (I had wrong details) - sample below: Spoiler MODULE { name = ModuleB9PartSwitch moduleID = cargoSwitch switcherDescription = Cargo Name baseVolume = 6000 switchInFlight = True affectDragCubes = false SUBTYPE { name = MaterialKits tankType = MaterialKits title = Material Kits // #LOC_WORKSHOP_Switcher_Cargo_MaterialKits transform = DecalPanel descriptionSummary = Material Kits descriptionDetail = Material Kits primaryColor = Black secondaryColor = Black TEXTURE { texture = Workshop/Decals/MaterialKits transform = DecalPanel } } SUBTYPE { name = EMplusRM tankType = EMplusRM title = Exotic/Rare Metals // #LOC_WORKSHOP_Switcher_Cargo_EMplusRM transform = DecalPanel descriptionSummary = Exotic/Rare Metals descriptionDetail = Exotic and Rare Metals primaryColor = Green secondaryColor = Black TEXTURE { texture = Workshop/Decals/EMplusRM transform = DecalPanel } } B9 is great! Edited August 6, 2019 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
eeeeeeee Posted August 7, 2019 Share Posted August 7, 2019 quick question about b9 aerospace_HX when i try to launcher KSP it needs to quit because some sstx not found by b9partswitch or something like that any advice? Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 7, 2019 Author Share Posted August 7, 2019 7 minutes ago, eeeeeeee said: quick question about b9 aerospace_HX when i try to launcher KSP it needs to quit because some sstx not found by b9partswitch or something like that any advice? Read the "how to get support" link int my signature. It will tell you how to find and upload KSP's log. If I can read that I will be able to tell you what's wrong. Most likely something is installed incorrectly. Quote Link to comment Share on other sites More sharing options...
eeeeeeee Posted August 7, 2019 Share Posted August 7, 2019 Yea i already read that it seemed to be installed correctly but it might be conflict from another addon but it might be because i had a gamedata in the the ksp gamdata containing the original b9 aerospace with b9 aerospace_HX possibly? so i did some investigating and its conflict between another mod anyway to fix this im new Quote Link to comment Share on other sites More sharing options...
Wyzard Posted August 7, 2019 Share Posted August 7, 2019 49 minutes ago, eeeeeeee said: but it might be because i had a gamedata in the the ksp gamdata That's always wrong. Whatever's in there is not installed correctly. Quote Link to comment Share on other sites More sharing options...
eeeeeeee Posted August 7, 2019 Share Posted August 7, 2019 so i fixed that now but i have a problem it has conflicts with my other mod i like so i had to get rid of it is there a way to fix this? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted August 7, 2019 Share Posted August 7, 2019 2 hours ago, eeeeeeee said: so i fixed that now but i have a problem it has conflicts with my other mod i like so i had to get rid of it is there a way to fix this? Read and follow the guidance in Blowfish's last post. Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted August 8, 2019 Share Posted August 8, 2019 (edited) I think it would be fair to mention that Community Resource Pack is required for this mod to not have fatal errors and link to its download. Edited August 8, 2019 by Autolyzed Yeast Extract Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 8, 2019 Share Posted August 8, 2019 36 minutes ago, Autolyzed Yeast Extract said: I think it would be fair to mention that Community Resource Pack is required for this mod to not have fatal errors and link to its download. Unless you have a specific mod that removes the requirements for CRP. Quote Link to comment Share on other sites More sharing options...
Violet_Scarelli Posted August 9, 2019 Share Posted August 9, 2019 So I have the same problem, except the error says something about a LFOX tank having no subtype or not being defined. Quote Link to comment Share on other sites More sharing options...
Eli the Space Nerd Posted August 9, 2019 Share Posted August 9, 2019 (edited) Hi, I'm facing through a situation in which I received a warning from this mod. The warning popped out when the game loaded into the main menu. Is there a fix to this? Edited August 9, 2019 by Eli the Space Nerd Quote Link to comment Share on other sites More sharing options...
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