blowfish Posted July 3, 2021 Author Share Posted July 3, 2021 If anyone wants to provide any useful information about what is or is not working in new KSP versions, including relevant debugging issue such as logs, please do so, otherwise just wait for an update. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted July 3, 2021 Share Posted July 3, 2021 9 hours ago, blowfish said: If anyone wants to provide any useful information about what is or is not working in new KSP versions, including relevant debugging issue such as logs, please do so, otherwise just wait for an update. I use B9PartSwitch for my mods BetterSRBs and EveOptimizedEngines and I haven't had a problem with either one in KSP 1.12.1. Everything seems to be functioning normally, at least for what I'm using it for. Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted July 3, 2021 Share Posted July 3, 2021 10 hours ago, blowfish said: If anyone wants to provide any useful information about what is or is not working in new KSP versions, including relevant debugging issue such as logs, please do so, otherwise just wait for an update. Only thing I could spot so far is incompatibility with the new inventory system (so already pre 1.12). Configured Items put into the Inventory will come out in some random (not the base item) setting. E.g. to be tested with the Habtech2 Truss connectors. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 3, 2021 Share Posted July 3, 2021 Heho @blowfish! I'm adding support for CryoTanks, Kerbal Atomics and CryoEngines for SIMPLEX Resources. I'm doing so by adding a CryoFuel in place of LqdMethane. I have the patching all done, Nertea's patches for this were very straightforward. However, in line with the the SIMPLEXResources philosophy of keeping it simple stupid, I don't want the resource for CryoFuel to be available on the stock tanks before a certain tech node . I'm not sure whether that will be the first Methalox engine, or until the first CryoTanks are made available. It means that early game tanks won't see CryoFuel until later in the game. Is there an example of how this could be implemented? I see that there is an option for "upgradeRequired = name of a PARTUPGRADE that is required to unlock the subtype" Is it just a matter of defining a stock part upgrade for the appropriate tech tree node? Peace. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 5, 2021 Share Posted July 5, 2021 On 7/3/2021 at 6:43 PM, theJesuit said: Is there an example of how this could be implemented? I see that there is an option for "upgradeRequired = name of a PARTUPGRADE that is required to unlock the subtype" Is it just a matter of defining a stock part upgrade for the appropriate tech tree node? There's an example here: RR Science Lab Blacksmith Yes, it's simply a matter of creating a stock part upgrade ( PARTUPGRADE {} ). Its name value is then what you give to upgradeRequired in the subtype. I have a web of fancy config stuff in there, so, gentle warning to tread cautiosly and not get webbed up. Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted July 14, 2021 Share Posted July 14, 2021 (edited) User error ignoreyou guys love big crashes so heres one, hard crashes on loadup, seems the same as the others, somethign funky is going on, having mmwatchdog there or not dosent change the crashes. and obviously for me, OPT is unusable without the part switch. i cant read all the other warnings behind because they all pop up together and the game actually freezes then crashes to desktop. the game is 1.11.2 and everything is brand new for 1.11.2 as far as i can tell (just down graded to make pathfinder work)https://drive.google.com/file/d/1M4pY3FoMaFbedA3I5PJEXPRwgs4YP96z/view?usp=sharinghttps://drive.google.com/file/d/1M4pY3FoMaFbedA3I5PJEXPRwgs4YP96z/view?usp=sharing installed mods Spoiler 12/07/2021 12.51 <DIR> 000_USITools12/07/2021 17.07 14ÿ336 666_ModuleManagerWatchDog.dll12/07/2021 17.07 <DIR> 999_KSP-Recall12/07/2021 16.53 5ÿ120 999_Scale_Redist.dll12/07/2021 11.54 <DIR> Ablative-Airbrake13/07/2021 00.47 <DIR> B9AnimationModules13/07/2021 00.47 <DIR> B9_Aerospace_HX12/07/2021 13.02 <DIR> B9_Aerospace_ProceduralWings12/07/2021 11.54 <DIR> B9_HX_Reconfig12/07/2021 11.53 <DIR> Benjee10_X-37B12/07/2021 16.20 <DIR> BetterBurnTime12/07/2021 11.54 <DIR> BonVoyage12/07/2021 11.48 <DIR> CommunityCategoryKit12/07/2021 11.48 <DIR> CommunityResourcePack12/07/2021 16.23 <DIR> ContractConfigurator12/07/2021 13.08 <DIR> ContractPacks13/07/2021 00.34 <DIR> CraftManager12/07/2021 13.19 <DIR> DeepSky12/07/2021 12.50 <DIR> DMagicOrbitalScience12/07/2021 11.50 <DIR> Endurance12/07/2021 13.19 <DIR> EnduranceReconfig12/07/2021 12.50 <DIR> ExtraplanetaryLaunchpads12/07/2021 11.47 <DIR> Firespitter12/07/2021 11.53 <DIR> FruitBatIndustries12/07/2021 11.48 <DIR> HLAirships12/07/2021 13.11 <DIR> IXSWarpShipOS12/07/2021 13.12 <DIR> IXSWarshipsBlueshift12/07/2021 23.32 <DIR> JanitorsCloset12/07/2021 11.55 <DIR> JSI12/07/2021 11.53 <DIR> KAS14/07/2021 22.01 <DIR> KerbalEngineer12/07/2021 11.55 <DIR> KerbalReusabilityExpansion12/07/2021 11.48 <DIR> KIS12/07/2021 12.04 <DIR> Knes12/07/2021 11.55 10ÿ240 KSPModFileLocalizer.dll12/07/2021 11.54 <DIR> KSTS13/07/2021 00.25 <DIR> KXAPI14/07/2021 22.28 0 listing.txt12/07/2021 11.53 <DIR> MechJeb212/07/2021 16.19 <DIR> MechJebForAll12/07/2021 11.47 141ÿ312 ModuleManager.4.1.4.dll14/07/2021 22.01 19ÿ934ÿ494 ModuleManager.ConfigCache14/07/2021 22.01 812ÿ962 ModuleManager.ConfigSHA14/07/2021 22.01 9ÿ164 ModuleManager.Physics14/07/2021 22.01 36ÿ364 ModuleManager.TechTree12/07/2021 23.33 <DIR> ModuleManagerWatchDog12/07/2021 11.54 <DIR> NavyFish12/07/2021 11.46 <DIR> NearFutureProps12/07/2021 11.48 <DIR> NearFutureSolar12/07/2021 17.11 <DIR> OPT13/07/2021 00.23 <DIR> OPT_Legacy12/07/2021 11.55 <DIR> PlanetaryBaseInc12/07/2021 12.50 <DIR> ProceduralFairings12/07/2021 13.08 <DIR> PWBFuelBalancerRestored12/07/2021 11.48 <DIR> REPOSoftTech12/07/2021 11.47 <DIR> RetractableLiftingSurface12/07/2021 11.47 <DIR> scatterer12/07/2021 12.50 <DIR> ScienceRelay07/07/2021 14.30 <DIR> Squad03/04/2020 18.54 <DIR> SquadExpansion12/07/2021 12.54 <DIR> StageRecovery12/07/2021 11.52 <DIR> StationScience12/07/2021 11.48 <DIR> SXT14/07/2021 16.22 <DIR> ThunderAerospace12/07/2021 12.55 <DIR> Trajectories12/07/2021 12.43 <DIR> Tundra-ExplorationV5.012/07/2021 23.33 <DIR> TweakScale12/07/2021 12.51 <DIR> UmbraSpaceIndustries12/07/2021 13.11 <DIR> Waterfall14/07/2021 22.01 39 WBIPlayMode.cfg14/07/2021 21.58 <DIR> WildBlueIndustries 10 File(s) 20ÿ964ÿ031 bytes 63 Dir(s) 88ÿ547ÿ450ÿ880 bytes free Edited July 16, 2021 by Space Kadet Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 15, 2021 Share Posted July 15, 2021 My game crash and the last thing appeared in the log was about this mod! The crash happens when I used 'ALT' to clone one fuel tank that I want to put it above the cloned tank. The tank was modified by B9PartSwitch to allow change fuel types. Log files: https://www.dropbox.com/s/v4bguiu6abizhgq/Logs(B9).zip?dl=0 Thanks. Quote Link to comment Share on other sites More sharing options...
SnailsAttack Posted July 20, 2021 Share Posted July 20, 2021 I'm working on a mod that adds the option to switch between different propellants for the stock engines. I recently updated from 1.7.3 to 1.12 and it no longer calculates the delta-v given in the VAB/SPH properly until I switch editors, reload the craft file, or exit and re-enter the VAB/SPH. MODULE { IDENTIFIER { name = ModuleEnginesFX } DATA { maxThrust = 300 PROPELLANT{} PROPELLANT{} PROPELLANT { name = MonoPropellant ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 196 key = 1 186 key = 7 0.001 } } } My changes to the max thrust and atmosphere curve are calculated correctly when I select this ModuleB9PartSwitch subtype, but the delta-v is still calculated as though the engine runs on LF/Ox instead of MonoProp. I'm using the latest version of B9PartSwitch (v2.18.0) and no other mods. Quote Link to comment Share on other sites More sharing options...
New Horizons Posted July 23, 2021 Share Posted July 23, 2021 Is this that latest version 2.18 backwards compatible to KSP V1.10.x? Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 24, 2021 Share Posted July 24, 2021 I'm trying to write a MM patch for TAC-LS, merging all the containers in one single model, using B9PartSwitch to change the resource type. It worked for the cylindrical containers, but with the radial containers, the texture don't change! What I'm doing wrong? This is my patch: Spoiler @PART[HexCanLifeSupport]:NEEDS[B9PartSwitch] { refVolume = 0 @refVolume += #$RESOURCE[Food]/maxAmount$ @refVolume += #$RESOURCE[Water]/maxAmount$ @refVolume += #$RESOURCE[Oxygen]/maxAmount$ MODULE { name = ModuleB9PartSwitch moduleID = Supply Type switcherDescription = Supply Type affectDragCubes = false affectFARVoxels = false switchInFlight = false baseVolume = #$../refVolume$ SUBTYPE { name = Supplies title = Supplies primaryColor = #39826b defaultSubtypePriority = 90 tankType = TAC_Supplies TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/Texture } } SUBTYPE { name = Food title = #autoLOC_TACLS_00016 // Food primaryColor = #b29368 defaultSubtypePriority = 60 tankType = TAC_Food TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanFood/Texture } } SUBTYPE { name = Water title = #autoLOC_TACLS_00017 // Water primaryColor = #316178 defaultSubtypePriority = 50 tankType = TAC_Water TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/Texture } } SUBTYPE { name = Oxygen title = #autoLOC_TACLS_00018 // Oxygen primaryColor = #94aebd defaultSubtypePriority = 40 tankType = TAC_Oxygen TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/Texture } } SUBTYPE { name = Waste title = #autoLOC_TACLS_00020 // Waste primaryColor = #1d1d1d defaultSubtypePriority = 10 tankType = TAC_Waste TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/WasteTexture } } } -RESOURCE[Food] {} -RESOURCE[Water] {} -RESOURCE[Oxygen] {} } // Hide obsolete parts @PART[HexCanFood|HexCanDrinkingWater|HexCanOxygen|HexCanLifeSupportWaste]:NEEDS[B9PartSwitch] { %TechHidden = True @category = none @tags ^= :\s*cck-lifesupport:: } This is the original parts: MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/Texture } MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanFood/Texture } MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/Texture } MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/Texture } MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/WasteTexture } * Only showing here the definition of the 'MODEL'! The resources are changing correctly. Only the texture don't change! It keeps the texture of the original part that I'm editing! I was able to do the same thing with the stackable (cylindrical) container, changing the resources and texture! Thanks. Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 24, 2021 Share Posted July 24, 2021 10 hours ago, Dominiquini said: I'm trying to write a MM patch for TAC-LS, merging all the containers in one single model, using B9PartSwitch to change the resource type. It worked for the cylindrical containers, but with the radial containers, the texture don't change! What I'm doing wrong? This is my patch: @PART[HexCanLifeSupport]:NEEDS[B9PartSwitch] { refVolume = 0 @refVolume += #$RESOURCE[Food]/maxAmount$ @refVolume += #$RESOURCE[Water]/maxAmount$ @refVolume += #$RESOURCE[Oxygen]/maxAmount$ MODULE { name = ModuleB9PartSwitch moduleID = Supply Type switcherDescription = Supply Type affectDragCubes = false affectFARVoxels = false switchInFlight = false baseVolume = #$../refVolume$ SUBTYPE { name = Supplies title = Supplies primaryColor = #39826b defaultSubtypePriority = 90 tankType = TAC_Supplies TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/Texture } } SUBTYPE { name = Food title = #autoLOC_TACLS_00016 // Food primaryColor = #b29368 defaultSubtypePriority = 60 tankType = TAC_Food TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanFood/Texture } } SUBTYPE { name = Water title = #autoLOC_TACLS_00017 // Water primaryColor = #316178 defaultSubtypePriority = 50 tankType = TAC_Water TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/Texture } } SUBTYPE { name = Oxygen title = #autoLOC_TACLS_00018 // Oxygen primaryColor = #94aebd defaultSubtypePriority = 40 tankType = TAC_Oxygen TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/Texture } } SUBTYPE { name = Waste title = #autoLOC_TACLS_00020 // Waste primaryColor = #1d1d1d defaultSubtypePriority = 10 tankType = TAC_Waste TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/WasteTexture } } } -RESOURCE[Food] {} -RESOURCE[Water] {} -RESOURCE[Oxygen] {} } // Hide obsolete parts @PART[HexCanFood|HexCanDrinkingWater|HexCanOxygen|HexCanLifeSupportWaste]:NEEDS[B9PartSwitch] { %TechHidden = True @category = none @tags ^= :\s*cck-lifesupport:: } This is the original parts: MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/Texture } MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanFood/Texture } MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/Texture } MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/Texture } MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/WasteTexture } * Only showing here the definition of the 'MODEL'! The resources are changing correctly. Only the texture don't change! It keeps the texture of the original part that I'm editing! I was able to do the same thing with the stackable (cylindrical) container, changing the resources and texture! Thanks. I resolved here! I change 'HexCan000' for 'Texture' in the 'currentTexture' field and works! I don't know why... Quote Link to comment Share on other sites More sharing options...
aleianand Posted August 16, 2021 Share Posted August 16, 2021 yo i can´t start ksp cause of errors from the mod, i am currently playing in 1.12.3 here is the log https://drive.google.com/file/d/1V_8UAPSk3fv50NR6oXSw6eJCZmkbnq1t/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Brigadier Posted August 16, 2021 Share Posted August 16, 2021 12 hours ago, aleianand said: yo i can´t start ksp cause of errors from the mod, i am currently playing in 1.12.3 here is the log https://drive.google.com/file/d/1V_8UAPSk3fv50NR6oXSw6eJCZmkbnq1t/view?usp=sharing Welcome to the forums. You have plenty of mods installed and your log shows the following MM error summary (search for #### in the log file) that suggests the problem might be with IFS configs or WarpPlugin (KSPIE), not B9PartsSwitch itself. Spoiler [LOG 19:30:36.942] ModuleManager: 21049 patches applied, found <color=orange>77 errors</color> 2 errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTGmodular.cfg 6 errors related to GameData/InterstellarFuelSwitch/Patches/IFSRFCmodular.cfg 8 errors related to GameData/InterstellarFuelSwitch/Patches/IFSCCmodular.cfg 15 errors related to GameData/InterstellarFuelSwitch/Patches/IFSCTmodular.cfg 2 errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTLmodular.cfg 2 errors related to GameData/InterstellarFuelSwitch/Patches/IFSPGTmodular.cfg 5 errors related to GameData/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER305LqdHydrogen.cfg 5 errors related to GameData/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER310LqdMethane.cfg 5 errors related to GameData/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER315Hydrazine.cfg 5 errors related to GameData/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER505LqdOxygen.cfg 5 errors related to GameData/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER510HTP.cfg 17 errors related to GameData/WarpPlugin/Patches/B9PartSwitch/CryoTanksFuelTankSwitcher.cfg You could ask in those forum topics or, if you want to diagnose the problem yourself, start with a fresh KSP 1.12.2 install and add your key mods a few at a time and see when the errors start. Quote Link to comment Share on other sites More sharing options...
flart Posted August 23, 2021 Share Posted August 23, 2021 (edited) @blowfish is it possible to use SUBTYPE/MODULE to modify not a module, but PART/mass? I want make mass_multiplier_switcher: one typical b9ps with addedMass, and another "mass_multiplier" b9ps that will multiply final mass of the part x0.001, x1000, etc Edited August 23, 2021 by flart Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted September 6, 2021 Share Posted September 6, 2021 Anyone tested this in 1.12.2 yet? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 6, 2021 Share Posted September 6, 2021 45 minutes ago, Brainpop14 said: Anyone tested this in 1.12.2 yet? If you have the time to wait on an answer (and the time to play KSP while you wait) you should test for yourself. Consider this golden advice. That said, I don't think there's ever a time where B9PS breaks. Quote Link to comment Share on other sites More sharing options...
Random Annoying Guy Posted October 5, 2021 Share Posted October 5, 2021 Can i switch attachrules using this Quote Link to comment Share on other sites More sharing options...
flyairways_x3 Posted October 9, 2021 Share Posted October 9, 2021 so without modulemanager, it will cause a fatal error? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 9, 2021 Share Posted October 9, 2021 5 hours ago, flyairways_x3 said: so without modulemanager, it will cause a fatal error? Correct. Read the OP for more information Quote Link to comment Share on other sites More sharing options...
Tacombel Posted October 10, 2021 Share Posted October 10, 2021 (edited) SOLVED: Some mod needed Community Resource Pack. Got an error loading. Clean installation of KSP, added a bunch of mods and tried to load. https://drive.google.com/file/d/1vVRF-DLn83B6rbDbYfkh4BpKeNL0zANF/view?usp=sharing Edited October 10, 2021 by Tacombel Quote Link to comment Share on other sites More sharing options...
Giancarlo Kerman Posted October 16, 2021 Share Posted October 16, 2021 (edited) Hello there, Not sure if this is a user error or not but I keep getting this message B9PartSwitch has encountered a fatal error and KSP needs to close No subtypes found on B9PartSwitch (moduleID='StockSwitch') on part Please see KSP's log for additional details and yet I cant find anything relevant to the situation in the log if you could proved some help, it would be nice I am playing on the latest version of KSP https://drive.google.com/file/d/1bOiybw6wE18snPWt_wGfbBuk8EzkTu-2/view?usp=sharing Edited October 16, 2021 by Giancarlo Kerman link to log Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted October 22, 2021 Share Posted October 22, 2021 (edited) Hi There! I've just got a quick question regarding part switch. Let's say I wanted to use a MM patch to reorder the tank switches another mod provides so that they are in a different order (Ex, if they are normally Fuel 1, Fuel 2, Fuel 3, I patch it so it's Fuel 1, Fuel 3, Fuel 2 instead). What exactly would I need to do to do that? EDIT: Never mind I figured out a workaround so I don't need to do this Edited October 22, 2021 by CessnaSkyhawk Quote Link to comment Share on other sites More sharing options...
TheShadow1138 Posted October 26, 2021 Share Posted October 26, 2021 I'd like to be able to use a texture atlas as a switch by simply changing the texture offset instead of either creating multiple textures, or using multiple transforms. Looking at the documentation there doesn't appear to be a way to access the texture offset properties in the TEXTURE{} node, I'd just like to confirm that this is indeed the case. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted December 14, 2021 Share Posted December 14, 2021 On 1/25/2020 at 6:04 AM, blowfish said: There's nothing special about SSPX's configs of ModuleB9DisableTransform. It can all be patched with MM just like anything else. Figure out what the state of the config is at the point you want to patch it, then make the edits you need. Also keep patch order in mind. @PART[sspx-cargo-container*] is going to run in the legacy pass, which is before all mod passes. @PART[sspx-cargo-container*]:BEFORE[StationPartsExpansionRedux] will run long after that On 1/25/2020 at 8:49 AM, theJesuit said: In testing my patch only works with the BEFORE. If not then the decals get stuck on one particular, unasked for, decal (the diamond one). This is the only way I've been able to make it work - unless I'm missing something. Away from my computer currently, I think when I've used FOR it gets stuck on am OreDecal. But that might be the MetallicOreDecal. Thanks for the sugggestions and help though! It's been a while, and I have FINALLY cracked this issue. On incorrect and additional overlaid decals on the SSPX container (and recent logistics ) parts. I couldn't work out what I was doing wrong, I now have it SORTED. SSPX has 32 transforms for the decals basically for mod support. Without any mods additional mods (MKS, EL, etc, in each container file it has all 32 theme listed as transform = etc, but helpfully at the top transform = Ore is commented out. SSPX then patches this to remove the transforms when certain mods are installed. I couldn't for the life of me work out how, or when to repatch for Simplex Resources. I'd get the green diamond decal for everything. Or I'd get the first few, and then a repeat of whatever I have first. I had worked out to remove the whole then using AFTER, and start from scratch. But still no luck! What I finally realised is that the transform lists have to be in a specific order. For my patch (below in the spoiler) I have moved the removed deacals to the top. These have to be in the same order that they appear in the part.cfg file of the container parts. Same with the others. Even mixing them seems to muck it all up. Basically, there are two patches now, as it works. So I'm leaving it, from the second you can see that the decals now used with Kerbalism Simplex are kept in the same order. Spoiler @PART[sspx-cargo-container*,sspx-logistics*]:NEEDS[!KerbalismSimplex]:AFTER[StationPartsExpansionRedux] { @MODULE[ModuleB9DisableTransform] { !transform = OreDecal !transform = MetallicOreDecal !transform = SpecializedPartsDecal !transform = HydratesDecal !transform = WaterDecal !transform = RocketPartsDecal transform = UraniniteDecal transform = SubstrateDecal transform = MineralsDecal transform = CommoditiesDecal transform = ExoticMineralsDecal transform = RareMetalsDecal transform = MaterialKitsDecal transform = MetalsDecal transform = PolymersDecal transform = SuppliesDecal transform = MachineryDecal transform = RecyclablesDecal transform = FertilizerDecal transform = GypsumDecal transform = DirtDecal transform = SilicatesDecal transform = SiliconDecal transform = RefinedExoticsDecal transform = ColonySuppliesDecal transform = OrganicsDecal transform = RockDecal transform = LeadDecal transform = SnacksDecal transform = SoilDecal transform = ScrapMetalDecal transform = LifeSupportDecal } } @PART[sspx-cargo-container*,sspx-logistics*]:NEEDS[KerbalismSimplex]:AFTER[StationPartsExpansionRedux] { @MODULE[ModuleB9DisableTransform] { !transform = OreDecal !transform = MetallicOreDecal !transform = SuppliesDecal !transform = SpecializedPartsDecal !transform = FertilizerDecal !transform = HydratesDecal !transform = WaterDecal !transform = SnacksDecal !transform = RocketPartsDecal transform = UraniniteDecal transform = SubstrateDecal transform = MineralsDecal transform = CommoditiesDecal transform = ExoticMineralsDecal transform = RareMetalsDecal transform = MaterialKitsDecal transform = MetalsDecal transform = PolymersDecal transform = MachineryDecal transform = RecyclablesDecal transform = GypsumDecal transform = DirtDecal transform = SilicatesDecal transform = SiliconDecal transform = RefinedExoticsDecal transform = ColonySuppliesDecal transform = OrganicsDecal transform = RockDecal transform = LeadDecal transform = SoilDecal transform = ScrapMetalDecal transform = LifeSupportDecal } } So, a couple of years now and I have got it sorted. transforms to be kept in order. The part switch for tank types that use these can be in any order. Peace, Quote Link to comment Share on other sites More sharing options...
Brigadier Posted December 14, 2021 Share Posted December 14, 2021 33 minutes ago, theJesuit said: It's been a while, and I have FINALLY cracked this issue Thanks for your perseverance. Quote Link to comment Share on other sites More sharing options...
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