You can create your own "etkc_engbaycrap" mesh and the game will load that one instead of the original one.
That's true... the problem is that I don't really want to separate the engbaycrap mesh to its own part, because it's not really something that should be removable, or even seen as changeable by the player, but I can't just make it part of the engine, because it has to be different between the 800 and K-Series, and they share engines.
Then I think it's time to add if statements to jbeam. Consider the following pseudocode: Code: if engine == i6 then engBayCrapMesh = i6EngBayCrap; if engine == v12 then engBayCrapMesh = v12EngBayCrap; if engine == i99999 then engBayCrapMesh = i99999EngBayCrap; Here, a different mesh is loaded into the engBayCrapMesh slot depending on which engine is in the engine slot.
ItaliAsian updated ETK K Series V12 with a new update entry: ETK V12 Version 1.2 Update Read the rest of this update entry...
Cool mod, but when I select the V12 models of the ETK 800, then there are no exhausts. And I can't select it in the part configuration either. I know that there is a V style exhaust already made on the model of the ETK 800. I know how to make them my self as I did that before, but I would rather wait for it to be included in the mod. I'm just letting you know that there are V style exhausts on the ETK 800's model, but not selectable in the part configuration.
Like he said, he wants to have the engines available with the 800 and K equally. An alternative would also be making the enginebaycrap an own part.
I am literally proposing have the line " ["etk800_engbaycrap", ["etk800_body"]], " in the engine jbeam rather than body jbeam so selecting the engine also loads the flexbody
Yeah, that's an error that clogs up the UI. I mean literally, a missing mesh error makes the UI lag really badly.