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Request for a modders help. Plane parts at career start.


Fihnakis

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Was wondering if someone would be willing to write up a patch for me to move all parts in category aero up to and including supersonic flight tech to the start node? I tried reading how to in module manager guide but I'm  no coder and at a total loss.  Basically all parts for planes built in SPH move to the starting tech node for a career start. 

Edited by Fihnakis
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On 1/22/2024 at 1:20 PM, Fihnakis said:

Was wondering if someone would be willing to write up a patch for me to move all parts in category aero up to and including supersonic flight tech to the start node? I tried reading how to in module manager guide but I'm  no coder and at a total loss.  Basically all parts for planes built in SPH move to the starting tech node for a career start. 

Don't know about a patch but with a little effort you can manually adjust your config files. Just open each one with a text editor, change the "TechRequired" field to "start". For example.

PART
{
    name = mk2Cockpit_Inline
    module = Part
    author = Porkjet
    mesh = model.mu
    rescaleFactor = 1
    node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1
    node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 1
    TechRequired = highAltitudeFlight
    entryCost = 20000
    cost = 3500
    category = Pods
    subcategory = 0

 

So you don't forget the original just insert "start //" inbetween each one. you can copy and paste the insert into each config to speed up the process. the "//" will cause the config to ignore the original but it will leave it there for you to restore in the future.

So after should look like this, just save on exit and next time you load, any you have adjusted will be at the start. (I have bolded here to make obvious, you don't need to bold)

PART
{
    name = mk2Cockpit_Inline
    module = Part
    author = Porkjet
    mesh = model.mu
    rescaleFactor = 1
    node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1
    node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 1
    TechRequired = start //highAltitudeFlight
    entryCost = 20000
    cost = 3500
    category = Pods
    subcategory = 0

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  • 1 month later...

A bit late answering this, but the ModuleManager approach would be something like:

@PART[*]:HAS[#TechRequired[highAltitudeFlight],#category[Aero]]:FINAL
{
	@TechRequired = start
	@entryCost = 0
}

// repeat the above patch for each of the different tech nodes you wish to affect
// e.g. aviation, aerodynamicSystems, supersonicFlight, advAerodynamics
// a full list of the tech node names can be found in
// GameData/Squad/Resources/TechTree.cfg

 

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