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[1.11.2] B9PartSwitch v2.18.0 (March 17)


blowfish

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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?

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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.

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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 :P

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1 hour ago, SAMCG14 said:

Oh so I don't know how to do it lol, anyway thanks :P

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


 

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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?

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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 by AlphaMensae
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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 by SAMCG14
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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. :P:wink:

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.

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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

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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 by AlphaMensae
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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?

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2 minutes ago, SAMCG14 said:

Oh yea I'm sorry it was F93_S1FuelTank :rolleyes:

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
        }
    }

}

}


 

 

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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 :cool::wink:

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  • 2 weeks later...

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!)

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@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 by Stone Blue
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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. 

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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.

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