Kerbal101 Posted May 27, 2017 Author Share Posted May 27, 2017 @Alshain This is the thing. "Integration" can mean different things. One can integrate by a) replacing the models/textures, b) integrate by adding, leaving the old engines be or c) integrate by replacing. The craft that I tested was fully compatible with replacements, because the new engines have better values after upgrades in RnD. And I understand integration as (c) by retaining original values of integrated part, instead of just replacing the models (a). If you have some specific craft that does not work, feel free to drop me an info. Still the option (a) is very valuable for people wanting just the aesthetics and taking part in competition. I will look up the changes you posted(thank you!) and include it on the list. Link to comment Share on other sites More sharing options...
CastleKSide Posted May 28, 2017 Share Posted May 28, 2017 Actually, here are the CKAN files: https://github.com/KSP-CKAN/CKAN-meta/blob/ffc17c74caa4f155a3b71981148f0498ebdf5848/PartOverhauls/PartOverhauls-0.1.0.ckan https://github.com/KSP-CKAN/CKAN-meta/search?utf8=✓&q=Porkjet&type= Its there Link to comment Share on other sites More sharing options...
KerbMav Posted June 9, 2017 Share Posted June 9, 2017 (edited) I took the liberty to combine some of the solutions in this thread. Though I do not dare to sort it into any of the three catagories or even a new one! -PART[mk1pod]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[liquidEngine3]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[liquidEngine]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[liquidEngine2]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTankSmallFlat]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTankSmall]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTank]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTank_long]:AFTER[Squad]:FOR[PartOverhauls] {} @PART[fuelTank100]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTankSmallFlat } @PART[fuelTank200]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTankSmall } @PART[fuelTank400]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTank } @PART[fuelTank800]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTank_long } @PART[mk1podNew]:AFTER[Squad]:FOR[PartOverhauls] { @name = mk1pod } @PART[liquidEngineT45]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine2 } @PART[liquidEngineT30]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine } @PART[liquidEngine909]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine3 } // Correct changes back to stock @PART[liquidEngine|liquidEngineT30*]:AFTER[PartOverhauls] { @entryCost = 3200 @cost = 1100 @MODULE[ModuleEngines] { @maxThrust = 240 -UPGRADES {} -atmosphereCurve {} atmosphereCurve { key = 0 310 key = 1 265 key = 7 0.001 } } } @PART[liquidEngine2|liquidEngineT45*]:AFTER[PartOverhauls] { @MODULE[ModuleEngines] { @maxThrust = 215 -UPGRADES {} -atmosphereCurve {} atmosphereCurve { key = 0 320 key = 1 250 key = 6 0.001 } } } @PART[liquidEngine3|liquidEngine909*]:AFTER[PartOverhauls] { @entryCost = 1600 @cost = 390 @MODULE[ModuleEngines] { @maxThrust = 60 -UPGRADES {} -atmosphereCurve {} atmosphereCurve { key = 0 345 key = 1 85 key = 3 0.001 } } // -RESOURCE[LiquidFuel] {} // -RESOURCE[Oxidizer] {} } // Remove any engine upgrades @PART[*]:AFTER[PartOverhauls] { @MODULE[ModuleEngines] { -UPGRADES {} } } // Rename part variants @PART[liquidEngineT15]{ @title = LV-T15-A "Valiant" Liquid Fuel Engine } @PART[liquidEngineT15_Boattail]{ @title = LV-T15-B "Valiant" Liquid Fuel Engine } @PART[liquidEngine]:FINAL{ @title = LV-T30-A "Reliant" Liquid Fuel Engine } @PART[liquidEngineT30_Boattail]{ @title = LV-T30-B "Reliant" Liquid Fuel Engine } @PART[liquidEngine2]{ @title = LV-T45-A "Swivel" Liquid Fuel Engine } @PART[liquidEngineT45_Boat]{ @title = LV-T45-B "Swivel" Liquid Fuel Engine } @PART[liquidEngine303]{ @title = LV-303-A "Pug" Liquid Fuel Engine } @PART[liquidEngine303_Boattail]{ @title = LV-303-B "Pug" Liquid Fuel Engine } @PART[liquidEngine3]{ @title = LV-909-A "Terrier" Liquid Fuel Engine } @PART[liquidEngine909_Boattail]{ @title = LV-909-B "Terrier" Liquid Fuel Engine } // Add testing contracts to overhauled parts @PART[liquidEngine*]:HAS[!MODULE[ModuleTestSubject]] { MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } } I agree with removing the Upgrade Modules, but kept the small fuel tanks in. (The 909 receives about 800 dV in space according to Kerbal Engineer for a just <2t craft.) Interstellar Fuel Switch seems to do nothing with specific parts and it works just fine - with the excpetion of the tanks in the new engines, but meh. Edit: changed it to something that works Edited June 17, 2017 by KerbMav Link to comment Share on other sites More sharing options...
Aerospacer Posted June 11, 2017 Share Posted June 11, 2017 I strongly want to see this in stock KSP... Especially now. Link to comment Share on other sites More sharing options...
Yemo Posted July 1, 2017 Share Posted July 1, 2017 Another 4th integration option: - Mk1 pod as an updated version of the stock Mk1 pod - Boattail engines for 1.25m - Non-Boattail 303 and T15 for 0.625m - Non-Boattail 909, T30 and T45 as well as the fuel tanks for 1.875m - Configs to resize some stock basic adapters and a nose cone for 1.875m - Part upgrades removed until the upgrade function is better implemented and does not mess up part sharing. Also makes the pack usable with non-stock tech trees Thus it works with VenStockRevamp as well, without having too many duplicates (just the boattail versions). The download: https://github.com/Y3mo/PartOverhaulsSETI/releases Supported from this thread: Link to comment Share on other sites More sharing options...
chateaudav Posted July 19, 2017 Share Posted July 19, 2017 Is it possible to update the CKAN metadata to tell it is compatible with ksp 1.3 version ? Thanks Link to comment Share on other sites More sharing options...
GDJ Posted October 22, 2017 Share Posted October 22, 2017 I know this is a old thread, but Porkjet's parts overhaul mod still works fine in KSP 1.3.1. Link to comment Share on other sites More sharing options...
nickicool Posted November 2, 2017 Share Posted November 2, 2017 Is need start new carrier after install all Porkjet packs as usual mods? Link to comment Share on other sites More sharing options...
Nounours2627 Posted December 31, 2017 Share Posted December 31, 2017 (edited) I wanted PartOverhauls to completly replace the stock parts. I add this .cfg file (in spoiler) to the mod folder as mentioned in the OP's message. But it only worked halfway. The LV-T30, the LV-909 engines and FL-T800, FL-T100 tanks are properly loaded when i load stock vessels but when i want to place one of them myself, the old counterpart are still in the menu and are used when i click to take them. What have i missed? Album a/ahlXy will appear when post is submitted Spoiler // you can remove these comment lines, these are purely informational. // // v3. // fixed previous workaround, where it deleted original parts instead of new ones. // this resulted in stock vehicles being incompatible. // Craft built with previous version can be fixed, by removing these parts, saving, and only then updating this config. // // v2. // fixed the issue with modulemanager by changing the method parts are replaced // "when you rename a NODE you can't then use the syntax NODE[name] to target it" // credit goes to Sigma88. // // v1. // Initial. Parts are replaced 1:1. Porkjet parts have Porkjet's stats, they all have atmopheric curves and contracts. +PART[mk1podNew]:AFTER[Squad] { @name = mk1pod } +PART[liquidEngineT45]:AFTER[Squad] { @name = liquidEngine2 } +PART[liquidEngineT30]:AFTER[Squad] { @name = liquidEngine } +PART[liquidEngine909]:AFTER[Squad] { @name = liquidEngine3 } +PART[fuelTank100]:AFTER[Squad] { @name = fuelTankSmallFlat } +PART[fuelTank200]:AFTER[Squad] { @name = fuelTankSmall } +PART[fuelTank400]:AFTER[Squad] { @name = fuelTank } +PART[fuelTank800]:AFTER[Squad] { @name = fuelTank_long } -PART[mk1podNew]:AFTER[Squad] {} -PART[liquidEngineT45]:AFTER[Squad] {} -PART[liquidEngineT30]:AFTER[Squad] {} -PART[liquidEngine909]:AFTER[Squad] {} -PART[fuelTank100]:AFTER[Squad] {} -PART[fuelTank200]:AFTER[Squad] {} -PART[fuelTank400]:AFTER[Squad] {} -PART[fuelTank800]:AFTER[Squad] {} Edit : Problem solved! I changed the .cfg code for an other one i found on the forum. It works perfectly for loading vessel and select parts in VAB. Spoiler // first remove classic parts and then rename porkjet parts to classic ones. naked engines are used. // btw, the naked and bobtail versions of new porkjet's overhaul engines are identical, except model and name. -PART[mk1pod]:FINAL {} -PART[liquidEngine]:FINAL {} -PART[liquidEngine2]:FINAL {} -PART[liquidEngine3]:FINAL {} -PART[fuelTankSmallFlat]:FINAL {} -PART[fuelTankSmall]:FINAL {} -PART[fuelTank]:FINAL {} -PART[fuelTank_long]:FINAL {} @PART[mk1podNew]:FINAL { @name = mk1pod } @PART[liquidEngineT30]:FINAL { @name = liquidEngine } @PART[liquidEngineT45]:FINAL { @name = liquidEngine2 } @PART[liquidEngine909]:FINAL { @name = liquidEngine3 } @PART[liquidEngineT30_Boattail]:FINAL { @identicalParts = liquidEngine } @PART[liquidEngineT45_Boattail]:FINAL { @identicalParts = liquidEngine2 } @PART[liquidEngine909_Boattail]:FINAL { @identicalParts = liquidEngine3 } @PART[fuelTank100]:FINAL { @name = fuelTankSmallFlat } @PART[fuelTank200]:FINAL { @name = fuelTankSmall } @PART[fuelTank400]:FINAL { @name = fuelTank } @PART[fuelTank800]:FINAL { @name = fuelTank_long } Get it here : Edited January 1, 2018 by Nounours2627 Solved the problem! :D Link to comment Share on other sites More sharing options...
Errol Posted January 4, 2018 Share Posted January 4, 2018 I have encountered log error spam using the pork-alike rapier. I fixed it by changing this: @MODULE[ModuleSurfaceFX],* { @thrustTransformName = smokepoint } into this: @MODULE[ModuleSurfaceFX],* { @thrustTransformName = thrustTransform } In the .cfg file you are instructed to create to replace the stock RAPIER. Surface effects appear to work correctly with this fix. Cross-posting for visibility. Link to comment Share on other sites More sharing options...
Kerbal101 Posted January 6, 2018 Author Share Posted January 6, 2018 @Nounours2627 Hi! Welcome to the forums! I am sorry that you had a problem, but thing is mentioning me as "OP" in the post will not notify me of your post. Could I ask you to use the "@" next time, so that I can quickly jump on the train? Well, you have found and using v1 of my config. As you notice in description of v3 in your own post: // fixed the issue with modulemanager by changing the method parts are replaced // "when you rename a NODE you can't then use the syntax NODE[name] to target it" // credit goes to Sigma88. the "rename a NODE" is "@" applied to "name". I need to look up in your bugreport, because I am currently using Ven Stock Revamp instead. Nothing wrong with Porkjet, the Ven just refurbishes looks of many more parts. Result uses way more memory though and adds new parts too, which some may not like. @Errol Thanks! @nickicool Hi there! No, not needed. // Привет! Нет, не нужно. Link to comment Share on other sites More sharing options...
Kerbal101 Posted January 6, 2018 Author Share Posted January 6, 2018 @Nounours2627 I am sorry, I can not reproduce this. I downloaded Porkjet pack, extracted just "PartOverhauls" from it and placed into Gamedata. Then I created new text file "porkjet.cfg", pasted the current v3 config into it. Finally I added ModuleManage.dll. After game loaded (wow its so much faster with only 1 mod!...) I opened VAB and opened command pod, engine and fuel categories. I do not see old entries. After that I constructed basic rocket, clicking on Mk1 pod, FT400 and then valiant engine. I see only new parts here, none old. This is screenshot of my gamedata, click for fullscreen image: The screenshots inside VAB: I don't see old parts. V3 is working as expected... Please make sure that you have followed all instructions exactly, that text is not truncated, that files are placed in gamedata correctly. Link to comment Share on other sites More sharing options...
Freshmeat Posted February 11, 2018 Share Posted February 11, 2018 (edited) @Alshain Sorry to bother you, but the updated MM throws errors on the .cfg you wrote, and the revamped parts show up as separate parts. It is not the only script around that has that problem, but I am unfortunately throughoutly illiterate with KSP scripting so I cannot do anything about it myself. Can I get you to look into it? The relevant lines fromKSP.log are pasted below: [ERR 17:40:31.947] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[mk1pod]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.950] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[liquidEngine3]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.953] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[liquidEngine]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.955] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[fuelTankSmallFlat]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.958] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[fuelTankSmall]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.960] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[fuelTank]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.962] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/-PART[fuelTank_long]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.965] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[fuelTank100]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.967] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[fuelTank200]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.969] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[fuelTank400]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.972] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[fuelTank800]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.974] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[mk1podNew]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.976] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[liquidEngineT45]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.978] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[liquidEngineT30]:AFTER[Squad]:FOR[PartOverhauls] [ERR 17:40:31.980] [ModuleManager] Error - more than one pass specifier on a node: /porkjet_replace/@PART[liquidEngine909]:AFTER[Squad]:FOR[PartOverhauls] Edited February 11, 2018 by Freshmeat log outtake Link to comment Share on other sites More sharing options...
PocketBrotector Posted March 9, 2018 Share Posted March 9, 2018 Now that stock supports texture and mesh switching, has anyone looked at creating an version of these engines that can switch between boattail and exposed appearances using the new 1.4 features? Link to comment Share on other sites More sharing options...
ndiver Posted March 12, 2018 Share Posted March 12, 2018 On 09/03/2018 at 7:34 PM, PocketBrotector said: Now that stock supports texture and mesh switching, has anyone looked at creating an version of these engines that can switch between boattail and exposed appearances using the new 1.4 features? Just wondered exactly the same by discovering this thread. It would be awesome to be able to include the Porkjet legacy with this way. A possible way is to look how the game handles the different models and integrate the Porkjet's ones the same way Link to comment Share on other sites More sharing options...
Star-Eagle Posted March 13, 2018 Share Posted March 13, 2018 Hi everyone I've tried to install this mod in 1.4 and while the parts seem to work ok I can't seem to switch between the different engine types. Could anyone tell me which files/folders I need to move to the KSP gamedata folder? Link to comment Share on other sites More sharing options...
eberkain Posted March 16, 2018 Share Posted March 16, 2018 On 3/9/2018 at 12:34 PM, PocketBrotector said: Now that stock supports texture and mesh switching, has anyone looked at creating an version of these engines that can switch between boattail and exposed appearances using the new 1.4 features? Also hoping someone is able to figure out how to do that. Link to comment Share on other sites More sharing options...
ndiver Posted March 23, 2018 Share Posted March 23, 2018 (edited) I'm right now looking at this, and in the Jumbo64 tank .cfg file, I can't find where is the model switcher, because the two version of the Jumbo 64 have not only a difference of texture but also of model I feel lost when looking at the VARIANT{ sections of the files, because I've the impression that only part of the model changes and not the whole part. Could it be possible to include them as variant using the Firespitter module? Edited March 23, 2018 by ndiver Link to comment Share on other sites More sharing options...
PocketBrotector Posted March 23, 2018 Share Posted March 23, 2018 @Snark and company discussed the use of ModulePartVariants in the MissingHistory thread. My takeaway was that while it would be broadly possible to implement boattail-toggling for these engines using a part-switcher (stock or mod), it would require poking around in the source files that are used to generate the models. Unfortunately that's not really in my wheelhouse - I don't have any experience with the software used to manipulate models or textures for KSP. Link to comment Share on other sites More sharing options...
Jognt Posted April 2, 2018 Share Posted April 2, 2018 (edited) @Kerbal101 After seeing several people mention that your v3 patch wasn't working for them, and then seeing it work just fine for you, I've been trying stuff for a few hours now. I give up, I have no idea what's going on and why. Problem in a clean 1.4.2 install with just PartOverhauls, Modulemanager, and your v3 integration file: Porkjet fuel tanks are fine and replaced. All the boattail engines, new engines, and the Swivel are fine. The Reliant and Terrier however are in some sort of in-between limbo where the porkjet version gets 'integrated' and then gets overwritten by stock again. I don't know what's going on anymore, I'd appreciate any input you can give in this situation. Example in VAB. Note the Reliant/Terrier having their old models and the Swivel being updated without problems, while the Terrier does have the internal fueltank and stock thrustlevel:Porkjet integration failure This is my GameData folder:GameData screenshot This is my output_log:Output log zip This is my 'integration' patch with your v3 code:Integration patch used zip And this is my MM ConfigCache in case it can help:MM ConfigCache zip On top of these problems, my main install has the problem where not just the reliant and terrier are in a weird limbo state, but the tanks themselves too, and some of the parts lose their mesh entirely, showing as just a green node when selected in the VAB. I hope I didn't miss anything. I'm tired from hours of checking all of the above files for a clue. Edited April 2, 2018 by Jognt Converted links into less clutter-y text Link to comment Share on other sites More sharing options...
Kerbal101 Posted April 2, 2018 Author Share Posted April 2, 2018 Hey @Jognt! Please notice that I've yet neither touched nor tested anything in 1.4.x, which is where, I assume, the core issue lies. I have personally used the cfg with around 100 KSP 1.3.1 (linux x64 binary) starts for about half a year and never noticed any strange behavior. As of 1.4.x, I would recommend using the mod, which @PocketBrotector mentioned in the post just above yours, which I believe is the best option. AFAIK you do not need to have MH installed to use it. Please tell me, if it works for you, as I will then fix the OP as 1.4.x ready and move all 1.3.x-era stuff under legacy spoiler. I am sorry that I can't fix the problem in a technical way and have instead to recommend existing solution, it has everything to do with my current technical setup. Sorry and thank you. Link to comment Share on other sites More sharing options...
Jognt Posted April 2, 2018 Share Posted April 2, 2018 9 minutes ago, Kerbal101 said: Hey @Jognt! Please notice that I've yet neither touched nor tested anything in 1.4.x, which is where, I assume, the core issue lies. I have personally used the cfg with around 100 KSP 1.3.1 (linux x64 binary) starts for about half a year and never noticed any strange behavior. As of 1.4.x, I would recommend using the mod, which @PocketBrotector mentioned in the post just above yours, which I believe is the best option. AFAIK you do not need to have MH installed to use it. Please tell me, if it works for you, as I will then fix the OP as 1.4.x ready and move all 1.3.x-era stuff under legacy spoiler. I am sorry that I can't fix the problem in a technical way and have instead to recommend existing solution, it has everything to do with my current technical setup. Sorry and thank you. Thanks for the reply! Initially I skipped over the Missing History mod since I didn't have the DLC. But upon further inspection I'm thinking "Hmm.. Yes.. I can work with this...". I'll play around with it for a bit later and let you know what works. Link to comment Share on other sites More sharing options...
Modding Maniac Posted April 4, 2018 Share Posted April 4, 2018 does this work for 1.4.2 and is there an option to just add these in as new parts instead of replacing old ones? Link to comment Share on other sites More sharing options...
Jognt Posted April 4, 2018 Share Posted April 4, 2018 (edited) On 4/4/2018 at 6:53 AM, Modding Maniac said: does this work for 1.4.2 and is there an option to just add these in as new parts instead of replacing old ones? If all you want is to have these parts *added* as extra parts, then I can confirm that Porkjets PartOverhauls works with 1.4.2. In terms of just replacing the stock parts models: Missing History should work for that. In terms of replacing stock models while keeping new stats/upgrades intact: I have it working on stock in my test installation, but not yet in my modded install, still looking for what's going wrong. Besides Porkjet's mk1 partoverhauls, I have no idea what works. Edit: Got a straight up replace working in 1.4.2 now. Thought I did something wrong in my modded install, but it was in fact me being stupid and not remembering I had to original parts hidden with Janitor's Closet.. Which meant that after replacing those.. I couldn't see them.. yeahhhh... I'm planning to look into: - Cleaning up what I have working now, it's not very.. elegant IMO; - Creating a version that replaces the stock stuff with stock stats while keeping upgrades (for sharing compatibility when upgrades disabled, but fun upgrades when enabled); - Creating a version that replaces stock stuff and removes upgrades, so basically what Missing History did; - Set this up so you can switch between any of them using Patch Manager; In the meantime, the following is what works in 1.4.2. It replaces the stock parts while keeping the upgrades, buffed stats, and surface attachability. It also contains the fixes done by @PocketBrotector on the previous page (is this ok? licenses and whatnot?). I would greatly appreciate feedback on this bit since this is my first attempt at a MM config. Save it as a .cfg file and throw it into the PartOverhauls folder to have it work. //Implement missing thrust upgrade for Heavy Rocketry node PARTUPGRADE { name = LVT-Turbopump-heavyR partIcon = liquidEngineT15 techRequired = heavyRocketry entryCost = 7500 cost = 0 // for display only; all parts implementing this will need a PartStatsUpgradeModule with cost = this. title = LV Series Thrust Upgrade //basicInfo = Whatever\nblah manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Turbopump enhancements and other detail improvements lead to higher flow rates and thus higher thrust. } //Match thrust on Terrier boattail to standard version @PART[liquidEngine909_Boattail]:FIRST { @MODULE[ModuleEngines] { @maxThrust = 75 //was 80 } } //Correct description of Swivel Isp in Precision Propulsion upgrade @PART[liquidEngineT45,liquidEngineT45_Boat]:FIRST { @MODULE[ModuleEngines] { @UPGRADES { @UPGRADE:HAS[#name__[LVT-GasGen-precProp]] { @description__ = Isp now 325/265. } } } } //Correct description of Pug thrust in Heavier Rocketry upgrade @PART[liquidEngine303_Boattail,liquidEngine303]:FIRST { @MODULE[ModuleEngines] { @UPGRADES { @UPGRADE:HAS[#name__[LVT-Turbopump-heavierR]] { @description__ = Thrust now 33kN. } } } } -PART[mk1pod]:FIRST {} -PART[liquidEngine2]:FIRST {} -PART[liquidEngine]:FIRST {} -PART[liquidEngine3]:FIRST {} -PART[fuelTankSmallFlat]:FIRST {} -PART[fuelTankSmall]:FIRST {} -PART[fuelTank]:FIRST {} -PART[fuelTank_long]:FIRST {} +PART[mk1podNew]:FIRST { @name = mk1pod } +PART[liquidEngineT45]:FIRST { @name = liquidEngine2 } +PART[liquidEngineT30]:FIRST { @name = liquidEngine } +PART[liquidEngine909]:FIRST { @name = liquidEngine3 } +PART[fuelTank100]:FIRST { @name = fuelTankSmallFlat } +PART[fuelTank200]:FIRST { @name = fuelTankSmall } +PART[fuelTank400]:FIRST { @name = fuelTank } +PART[fuelTank800]:FIRST { @name = fuelTank_long } -PART[mk1podNew]:FIRST {} -PART[liquidEngineT45]:FIRST {} -PART[liquidEngineT30]:FIRST {} -PART[liquidEngine909]:FIRST {} -PART[fuelTank100]:FIRST {} -PART[fuelTank200]:FIRST {} -PART[fuelTank400]:FIRST {} -PART[fuelTank800]:FIRST {} Reason I used "FIRST" is to maintain compatibility with mods that change any of the stock parts. Reason I remove the stock parts completely is because if I didn't it would bug out and have inconsistent effects (basically what people were experiencing before with not all parts being properly replaced) Edited April 25, 2018 by Jognt fixed typo in cfg Link to comment Share on other sites More sharing options...
Modding Maniac Posted April 4, 2018 Share Posted April 4, 2018 8 hours ago, Jognt said: If all you want is to have these parts *added* as extra parts, then I can confirm that Porkjets PartOverhauls works with 1.4.2. In terms of just replacing the stock parts models: Missing History should work for that. In terms of replacing stock models while keeping new stats/upgrades intact: I have it working on stock in my test installation, but not yet in my modded install, still looking for what's going wrong. Besides Porkjet's mk1 partoverhauls, I have no idea what works. Edit: Got a straight up replace working in 1.4.2 now. Thought I did something wrong in my modded install, but it was in fact me being stupid and not remembering I had to original parts hidden with Janitor's Closet.. Which meant that after replacing those.. I couldn't see them.. yeahhhh... I'm planning to look into: - Cleaning up what I have working now, it's not very.. elegant IMO; - Creating a version that replaces the stock stuff with stock stats while keeping upgrades (for sharing compatibility when upgrades disabled, but fun upgrades when enabled); - Creating a version that replaces stock stuff and removes upgrades, so basically what Missing History did; - Set this up so you can switch between any of them using Patch Manager; In the meantime, the following is what works in 1.4.2. It replaces the stock parts while keeping the upgrades, buffed stats, and surface attachability. It also contains the fixes done by @PocketBrotector on the previous page (is this ok? licenses and whatnot?). I would greatly appreciate feedback on this bit since this is my first attempt at a MM config. Save it as a .cfg file and throw it into the PartOverhauls folder to have it work. //Implement missing thrust upgrade for Heavy Rocketry node PARTUPGRADE { name = LVT-Turbopump-heavyR partIcon = liquidEngineT15 techRequired = heavyRocketry entryCost = 7500 cost = 0 // for display only; all parts implementing this will need a PartStatsUpgradeModule with cost = this. title = LV Series Thrust Upgrade //basicInfo = Whatever\nblah manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Turbopump enhancements and other detail improvements lead to higher flow rates and thus higher thrust. } //Match thrust on Terrier boattail to standard version @PART[liquidEngine909_Boattail]:FIRST { @MODULE[ModuleEngines] { @maxThrust = 75 //was 80 } } //Correct description of Swivel Isp in Precision Propulsion upgrade @PART[liquidEngineT45,liquidEngineT45_Boat]:FIRST { @MODULE[ModuleEngines] { @UPGRADES { @UPGRADE:HAS[#name__[LVT-GasGen-precProp]] { @description__ = Isp now 325/265. } } } } //Correct description of Pug thrust in Heavier Rocketry upgrade @PART[liquidEngine303_Boattail,liquidEngine303]:FIRST { @MODULE[ModuleEngines] { @UPGRADES { @UPGRADE:HAS[#name__[LVT-Turbopump-heavierR]] { @description__ = Thrust now 33kN. } } } } -PART[mk1pod]:FIRST {} -PART[liquidEngine2]:FIRST {} -PART[liquidEngine]:FIRST {} -PART[liquidEngine3]:FIRST {} -PART[fuelTankSmallFlat]:FIRST {} -PART[fuelTankSmall]:FIRST {} -PART[fuelTank]:FIRST {} -PART[fuelTank_long]:FIRST {} +PART[mk1podNew]:FIRST { @name = 2mk1pod } +PART[liquidEngineT45]:FIRST { @name = liquidEngine2 } +PART[liquidEngineT30]:FIRST { @name = liquidEngine } +PART[liquidEngine909]:FIRST { @name = liquidEngine3 } +PART[fuelTank100]:FIRST { @name = fuelTankSmallFlat } +PART[fuelTank200]:FIRST { @name = fuelTankSmall } +PART[fuelTank400]:FIRST { @name = fuelTank } +PART[fuelTank800]:FIRST { @name = fuelTank_long } -PART[mk1podNew]:FIRST {} -PART[liquidEngineT45]:FIRST {} -PART[liquidEngineT30]:FIRST {} -PART[liquidEngine909]:FIRST {} -PART[fuelTank100]:FIRST {} -PART[fuelTank200]:FIRST {} -PART[fuelTank400]:FIRST {} -PART[fuelTank800]:FIRST {} Reason I used "FIRST" is to maintain compatibility with mods that change any of the stock parts. Reason I remove the stock parts completely is because if I didn't it would bug out and have inconsistent effects (basically what people were experiencing before with not all parts being properly replaced) 8 hours ago, Jognt said: If all you want is to have these parts *added* as extra parts, then I can confirm that Porkjets PartOverhauls works with 1.4.2. In terms of just replacing the stock parts models: Missing History should work for that. In terms of replacing stock models while keeping new stats/upgrades intact: I have it working on stock in my test installation, but not yet in my modded install, still looking for what's going wrong. Besides Porkjet's mk1 partoverhauls, I have no idea what works. Edit: Got a straight up replace working in 1.4.2 now. Thought I did something wrong in my modded install, but it was in fact me being stupid and not remembering I had to original parts hidden with Janitor's Closet.. Which meant that after replacing those.. I couldn't see them.. yeahhhh... I'm planning to look into: - Cleaning up what I have working now, it's not very.. elegant IMO; - Creating a version that replaces the stock stuff with stock stats while keeping upgrades (for sharing compatibility when upgrades disabled, but fun upgrades when enabled); - Creating a version that replaces stock stuff and removes upgrades, so basically what Missing History did; - Set this up so you can switch between any of them using Patch Manager; In the meantime, the following is what works in 1.4.2. It replaces the stock parts while keeping the upgrades, buffed stats, and surface attachability. It also contains the fixes done by @PocketBrotector on the previous page (is this ok? licenses and whatnot?). I would greatly appreciate feedback on this bit since this is my first attempt at a MM config. Save it as a .cfg file and throw it into the PartOverhauls folder to have it work. //Implement missing thrust upgrade for Heavy Rocketry node PARTUPGRADE { name = LVT-Turbopump-heavyR partIcon = liquidEngineT15 techRequired = heavyRocketry entryCost = 7500 cost = 0 // for display only; all parts implementing this will need a PartStatsUpgradeModule with cost = this. title = LV Series Thrust Upgrade //basicInfo = Whatever\nblah manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Turbopump enhancements and other detail improvements lead to higher flow rates and thus higher thrust. } //Match thrust on Terrier boattail to standard version @PART[liquidEngine909_Boattail]:FIRST { @MODULE[ModuleEngines] { @maxThrust = 75 //was 80 } } //Correct description of Swivel Isp in Precision Propulsion upgrade @PART[liquidEngineT45,liquidEngineT45_Boat]:FIRST { @MODULE[ModuleEngines] { @UPGRADES { @UPGRADE:HAS[#name__[LVT-GasGen-precProp]] { @description__ = Isp now 325/265. } } } } //Correct description of Pug thrust in Heavier Rocketry upgrade @PART[liquidEngine303_Boattail,liquidEngine303]:FIRST { @MODULE[ModuleEngines] { @UPGRADES { @UPGRADE:HAS[#name__[LVT-Turbopump-heavierR]] { @description__ = Thrust now 33kN. } } } } -PART[mk1pod]:FIRST {} -PART[liquidEngine2]:FIRST {} -PART[liquidEngine]:FIRST {} -PART[liquidEngine3]:FIRST {} -PART[fuelTankSmallFlat]:FIRST {} -PART[fuelTankSmall]:FIRST {} -PART[fuelTank]:FIRST {} -PART[fuelTank_long]:FIRST {} +PART[mk1podNew]:FIRST { @name = 2mk1pod } +PART[liquidEngineT45]:FIRST { @name = liquidEngine2 } +PART[liquidEngineT30]:FIRST { @name = liquidEngine } +PART[liquidEngine909]:FIRST { @name = liquidEngine3 } +PART[fuelTank100]:FIRST { @name = fuelTankSmallFlat } +PART[fuelTank200]:FIRST { @name = fuelTankSmall } +PART[fuelTank400]:FIRST { @name = fuelTank } +PART[fuelTank800]:FIRST { @name = fuelTank_long } -PART[mk1podNew]:FIRST {} -PART[liquidEngineT45]:FIRST {} -PART[liquidEngineT30]:FIRST {} -PART[liquidEngine909]:FIRST {} -PART[fuelTank100]:FIRST {} -PART[fuelTank200]:FIRST {} -PART[fuelTank400]:FIRST {} -PART[fuelTank800]:FIRST {} Reason I used "FIRST" is to maintain compatibility with mods that change any of the stock parts. Reason I remove the stock parts completely is because if I didn't it would bug out and have inconsistent effects (basically what people were experiencing before with not all parts being properly replaced) thank you, im glad to see that this is not gone and it works (YAY GOOD LOOKING RAPIERS!) Link to comment Share on other sites More sharing options...
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