SAMCG14 Posted June 27, 2020 Share Posted June 27, 2020 2 hours ago, blowfish said: You can enable switching in flight on the module. It's just on parameter - I don't remember the exact name but it's on the wiki. Thanks Quote Link to comment Share on other sites More sharing options...
SAMCG14 Posted June 27, 2020 Share Posted June 27, 2020 4 hours ago, blowfish said: You can enable switching in flight on the module. It's just on parameter - I don't remember the exact name but it's on the wiki. MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #000000 baseDisplayName = F9 baseThemeName = normal switchInFlight = True VARIANT { That is ok? Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 27, 2020 Author Share Posted June 27, 2020 2 minutes ago, SAMCG14 said: MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #000000 baseDisplayName = F9 baseThemeName = normal switchInFlight = True VARIANT { That is ok? B9PartSwitch has nothing to do with ModulePartVariants (the stock thing) other than using the same(ish) UI element. Quote Link to comment Share on other sites More sharing options...
SAMCG14 Posted June 28, 2020 Share Posted June 28, 2020 40 minutes ago, blowfish said: B9PartSwitch has nothing to do with ModulePartVariants (the stock thing) other than using the same(ish) UI element. Oh so I don't know how to do it lol, anyway thanks Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted June 28, 2020 Share Posted June 28, 2020 1 hour ago, SAMCG14 said: Oh so I don't know how to do it lol, anyway thanks You have to add that line to the specific ModuleB9PartSwitch in that tank's .cfg MODULE { name = ModuleB9PartSwitch moduleID = hatchSwitch switcherDescription = Transfer Airlock switcherDescriptionPlural = Transfer Airlocks affectDragCubes = false bottomOfWindow = false switchInFlight = True uiGroupName = ArmEndInterface uiGroupDisplayName = Arm End Interface Quote Link to comment Share on other sites More sharing options...
SAMCG14 Posted June 28, 2020 Share Posted June 28, 2020 42 minutes ago, AlphaMensae said: You have to add that line to the specific ModuleB9PartSwitch in that tank's .cfg MODULE { name = ModuleB9PartSwitch moduleID = hatchSwitch switcherDescription = Transfer Airlock switcherDescriptionPlural = Transfer Airlocks affectDragCubes = false bottomOfWindow = false switchInFlight = True uiGroupName = ArmEndInterface uiGroupDisplayName = Arm End Interface Oh ok so if I put that in the tank .cfg it would work right? Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted June 28, 2020 Share Posted June 28, 2020 (edited) 5 minutes ago, SAMCG14 said: Oh ok so if I put that in the tank .cfg it would work right? You have to add "switchInFlight = True" to the specific B9PartSwitch Module of the tank's .cfg, the one that changes the appearance. If there is only one ModuleB9PartSwitch, then it'd simple. Edited June 28, 2020 by AlphaMensae Quote Link to comment Share on other sites More sharing options...
SAMCG14 Posted June 28, 2020 Share Posted June 28, 2020 (edited) 2 minutes ago, AlphaMensae said: You have to add "switchInFlight = True" to the specific B9PartSwitch Module of the tank's .cfg. If there is only one ModuleB9PartSwitch, then it'd simple. Ok I'm going to try, thank you! Edited June 28, 2020 by SAMCG14 Quote Link to comment Share on other sites More sharing options...
SAMCG14 Posted June 28, 2020 Share Posted June 28, 2020 @blowfish @AlphaMensae Sorry to interrupt again, but I still don't know how to change the textures in-flight, I don't know to much about coding so I do not understand well the wiki, maybe I can give details about the tank .cfg, or something. I really appreciate that you tried to help me. Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted June 28, 2020 Share Posted June 28, 2020 1 minute ago, SAMCG14 said: @blowfish @AlphaMensae Sorry to interrupt again, but I still don't know how to change the textures in-flight, I don't know to much about coding so I do not understand well the wiki, maybe I can give details about the tank .cfg, or something. I really appreciate that you tried to help me. What mod is this tank from? If it's Tundra Exploration, the soot change is done with a custom plugin and shader, and is not selectable. Quote Link to comment Share on other sites More sharing options...
SAMCG14 Posted June 28, 2020 Share Posted June 28, 2020 7 minutes ago, AlphaMensae said: What mod is this tank from? If it's Tundra Exploration, the soot change is done with a custom plugin and shader, and is not selectable. I use KK's SpaceX Pack by Kartoffelkuchen Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted June 28, 2020 Share Posted June 28, 2020 7 minutes ago, SAMCG14 said: I use KK's SpaceX Pack by Kartoffelkuchen And which first stage tank is it? I'm not too familiar with KK's F9, there are several folders with F9 stuff Quote Link to comment Share on other sites More sharing options...
SAMCG14 Posted June 28, 2020 Share Posted June 28, 2020 2 minutes ago, AlphaMensae said: And which first stage tank is it? I'm not too familiar with KK's F9, there are several folders with F9 stuff Its called F93_S2FuelTank Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted June 28, 2020 Share Posted June 28, 2020 (edited) 9 minutes ago, SAMCG14 said: Its called F93_S2FuelTank Ok, I understand now: KK doesn't use B9PartSwitch, it uses the stock Part Variants module, which isn't switchable in flight. The second stage only has one texture variant; you'll have to add your second one to make it selectable in the VAB. Edited June 28, 2020 by AlphaMensae Quote Link to comment Share on other sites More sharing options...
SAMCG14 Posted June 28, 2020 Share Posted June 28, 2020 5 minutes ago, AlphaMensae said: Ok, I understand now: KK doesn't use B9PartSwitch, it uses the stock Part Variants module, which isn't switchable in flight. The second stage only has one texture variant; you'll have to add your second one to make it selectable in the VAB. I am only focusing in the first stage right now, so how I use B9PartSwitch Part Variants to make them switchable in flight? Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted June 28, 2020 Share Posted June 28, 2020 4 minutes ago, SAMCG14 said: I am only focusing in the first stage right now, so how I use B9PartSwitch Part Variants to make them switchable in flight? Well, you posted "F93_S2FuelTank", did you mean "F93_S1FuelTank"? Quote Link to comment Share on other sites More sharing options...
SAMCG14 Posted June 28, 2020 Share Posted June 28, 2020 Just now, AlphaMensae said: Well, you posted "F93_S2FuelTank", did you mean "F93_S1FuelTank"? Oh yea I'm sorry it was F93_S1FuelTank Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted June 28, 2020 Share Posted June 28, 2020 2 minutes ago, SAMCG14 said: Oh yea I'm sorry it was F93_S1FuelTank Ok, then, you have to replace the Part Variants module with the B9PartSwitch module. You can edit the .cfg file directly, but it'd be better to make a Module Manager patch, so it will work every time the mod is updated. Copy the following into Notepad or other text editor, and save it as a .cfg file in your KSP GameData: @PART[KK_SPX_F93_S1tank] { !MODULE[ModulePartVariants]{} MODULE { name = ModuleB9PartSwitch moduleID = textureSwitch switcherDescription = Tank Style switcherDescriptionPlural = Tank Styles affectDragCubes = false bottomOfWindow = false switchInFlight = True SUBTYPE { name = block5new title = Block 5 (New) primaryColor = #ffffff secondaryColor = #eeeeee TEXTURE { texture = Launchers Pack/Rockets/SpaceX/F9B5_main currentTexture = F9B5_main } } SUBTYPE { name = block5used title = Block 5 (Used) primaryColor = #ffffff secondaryColor = #995121 TEXTURE { texture = Launchers Pack/Rockets/SpaceX/F9B5_main_used currentTexture = F9B5_main } } SUBTYPE { name = block5worm title = Block 5 Worm (New) primaryColor = #E50000 secondaryColor = #eeeeee TEXTURE { texture = Launchers Pack/Rockets/SpaceX/F9B5_worm currentTexture = F9B5_main } } SUBTYPE { name = block5wormUsed title = Block 5 Worm (Used) primaryColor = #E50000 secondaryColor = #995121 TEXTURE { texture = Launchers Pack/Rockets/SpaceX/F9B5_worm_used currentTexture = F9B5_main } } SUBTYPE { name = heavy title = FH Booster (White) primaryColor = #ffffff secondaryColor = #eeeeee TEXTURE { texture = Launchers Pack/Rockets/SpaceX/f93_tanks_heavy currentTexture = F9B5_main } } SUBTYPE { name = heavy2 title = FH Center Core primaryColor = #ffffff secondaryColor = #eeeeee TEXTURE { texture = Launchers Pack/Rockets/SpaceX/f93_tanks_heavy2 currentTexture = F9B5_main } } SUBTYPE { name = used title = F9 used primaryColor = #ffffff secondaryColor = #995121 TEXTURE { texture = Launchers Pack/Rockets/SpaceX/f93_tanks_burned currentTexture = F9B5_main } } } } Quote Link to comment Share on other sites More sharing options...
SAMCG14 Posted June 28, 2020 Share Posted June 28, 2020 7 minutes ago, AlphaMensae said: Ok, then, you have to replace the Part Variants module with the B9PartSwitch module. You can edit the .cfg file directly, but it'd be better to make a Module Manager patch, so it will work every time the mod is updated. Copy the following into Notepad or other text editor, and save it as a .cfg file in your KSP GameData: @PART[KK_SPX_F93_S1tank] { !MODULE[ModulePartVariants]{} MODULE { name = ModuleB9PartSwitch moduleID = textureSwitch switcherDescription = Tank Style switcherDescriptionPlural = Tank Styles affectDragCubes = false bottomOfWindow = false switchInFlight = True SUBTYPE { name = block5new title = Block 5 (New) primaryColor = #ffffff secondaryColor = #eeeeee TEXTURE { texture = Launchers Pack/Rockets/SpaceX/F9B5_main currentTexture = F9B5_main } } SUBTYPE { name = block5used title = Block 5 (Used) primaryColor = #ffffff secondaryColor = #995121 TEXTURE { texture = Launchers Pack/Rockets/SpaceX/F9B5_main_used currentTexture = F9B5_main } } SUBTYPE { name = block5worm title = Block 5 Worm (New) primaryColor = #E50000 secondaryColor = #eeeeee TEXTURE { texture = Launchers Pack/Rockets/SpaceX/F9B5_worm currentTexture = F9B5_main } } SUBTYPE { name = block5wormUsed title = Block 5 Worm (Used) primaryColor = #E50000 secondaryColor = #995121 TEXTURE { texture = Launchers Pack/Rockets/SpaceX/F9B5_worm_used currentTexture = F9B5_main } } SUBTYPE { name = heavy title = FH Booster (White) primaryColor = #ffffff secondaryColor = #eeeeee TEXTURE { texture = Launchers Pack/Rockets/SpaceX/f93_tanks_heavy currentTexture = F9B5_main } } SUBTYPE { name = heavy2 title = FH Center Core primaryColor = #ffffff secondaryColor = #eeeeee TEXTURE { texture = Launchers Pack/Rockets/SpaceX/f93_tanks_heavy2 currentTexture = F9B5_main } } SUBTYPE { name = used title = F9 used primaryColor = #ffffff secondaryColor = #995121 TEXTURE { texture = Launchers Pack/Rockets/SpaceX/f93_tanks_burned currentTexture = F9B5_main } } } } Woah thank you very much you are the best! I was finding how to do it for a long time. Thank you so much Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted July 2, 2020 Share Posted July 2, 2020 Has anyone tested on 1.10? Quote Link to comment Share on other sites More sharing options...
Rodger Posted July 2, 2020 Share Posted July 2, 2020 It seems to work well enough, at least mesh switching and node switching is working. My guess is the only possible issue would be drag cube stuff. Quote Link to comment Share on other sites More sharing options...
Cornholio Posted July 10, 2020 Share Posted July 10, 2020 Hello. I'm having trouble getting B9partSwitch to work in 1.9.1. I believe I have all of the dependencies. Here is a link to my log. Thank you for anyone that can help. (I really want to switch stock and modded tanks from L/O to Liquid for some big delta-v!) Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted July 10, 2020 Share Posted July 10, 2020 (edited) @Cornholio uhhh... are those all .zip files you have in your GameData folder? if so, thats not how you install mods... unless thats somehow how CKAN does it? vOv If thats not a CKAN thing, you need to actually unzip (extract) the *contents* of all those .zips into your gameData folder... NOT the .zip files *themselves* Edited July 10, 2020 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Cornholio Posted July 10, 2020 Share Posted July 10, 2020 1 hour ago, Stone Blue said: @Cornholio uhhh... are those all .zip files you have in your GameData folder? if so, thats not how you install mods... unless thats somehow how CKAN does it? vOv If thats not a CKAN thing, you need to actually unzip (extract) the *contents* of all those .zips into your gameData folder... NOT the .zip files *themselves* Yea, I know how to install mods. I just keep the zipped ones in there after extracting the folders because they often have version numbers on just the zipped files. Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 11, 2020 Author Share Posted July 11, 2020 8 hours ago, Cornholio said: Hello. I'm having trouble getting B9partSwitch to work in 1.9.1. I believe I have all of the dependencies. Here is a link to my log. Thank you for anyone that can help. (I really want to switch stock and modded tanks from L/O to Liquid for some big delta-v!) B9PartSwitch doesn't actually do anything on its own. It's up to other mods to make use of the interface it provides. Quote Link to comment Share on other sites More sharing options...
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