Closed MOARdV closed 2 years ago
So I don't lose track of this info: KSPF, also starred on wiki, has the relevant code; MIT license, so it's the same as MAS. I should see if I can find a way to make the MAS code work with KSPF if the latter is installed.
Edit: Actually, as small as KSPF is, maybe I should bundle it. Otherwise, I'd simply have to copy KSPF verbatim, since there really isn't much else to it to trim out. I'll have to figure this out.
KSPF is great. What it doesn't do is allow for additional IVA variants to be unlocked as the player progresses through the tech tree. Unlocking more advanced instruments as the player proceeds through the game still requires using additional parts.
I just tested this in 1.10.1. KSPF threw a nullref. I assume it did because of differences in the KSP code post 1.8 and the switchover to Unity 2019.
[ERR 19:53:43.077] Module ModulePartData threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object at AvailablePart..ctor (AvailablePart ap) [0x00023] in <c1858a3f77504bd1aaa946fdccf84670>:0 at KSPF.Parts.PartModules.ModulePartData.OnLoad (ConfigNode node) [0x0000d] in <06501830a23e4f87b100711e84f16e57>:0 at PartModule.Load (ConfigNode node) [0x001ab] in <c1858a3f77504bd1aaa946fdccf84670>:0
It does, however, work as expected in 1.7.3.
This is mooted by https://forum.kerbalspaceprogram.com/index.php?/topic/206744-112x-reviva-the-iva-revival-and-editorflight-switcher-073-12th-apr-2022/
No sense reinventing the wheel.
Probably as a separate DLL, so it can be separated from the core MAS distribution (for people on RPM, or other uses). Electrocutor on the forum has/had a plugin KSPF that had IVA switching. I will check into it as a bootstrap and see if the license is compatible with the MIT License, or if I'll need to try to invent it myself.
Bonus if the plugin can also extend the upgrade system to allow IVA variants to unlock.