Ven

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About Ven

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  1. Pretty much. Though, there's quite a bit more stuff in there than just the models and textures currently seen (like the wheels/ landing legs, their finished. An unfinished LVN Turboprop and V2 engine) Plus it could be a learning tool for new modders I suppose, even with the broken Unity files. Sadly, during the unity 5 editor conversion, half of the mod vanished, kinda ending development. It's hard to believe that anyone could be slower... *shivers* Thanks for taking the time to do that! I've added the links to the OP.
  2. Anything works, I just need a link to them XD
  3. Dumping the source files, if any of you can re-host the files, and post a new link here that would be fantastic. Same licensing rules as the base mod (https://creativecommons.org/licenses/by/4.0/) : https://www.dropbox.com/s/2hst7myddq34kuk/VSR_Models.zip?dl=0 https://www.dropbox.com/s/t9lw5dm33x7i6g5/VSR_Textures.zip?dl=0 What remains of the unity files will be uploaded when I have more space to upload them. It took two days to upload that second file.
  4. I think you're giving me too much credit... But whatever, I'll just say that it's the case. I've accepted your pull requests and made a proper release and shiz.
  5. Are you dead ven? I hope you are'nt cause this is the best mod ever!

  6. Ven... We need you to officially fix your mod! I cant live without it! I mean the community got almost the whole thing done for you! But we need those spaceX landing legs and such! Please?

  7. Go to Data and then check Auto-Smooth, that'll fix the issue.
  8. Regardless of version, the normal map artifacts (or "blocky lighting") are likely the result of the poor texture compression of DXT5 DDS files. The only way to fix this it is to move to a higher DDS format like DXT7 or to a different format entirely.
  9. Sad to say that changing the Tusb value had little to no result. Changing the suspension distance, however did stop the gear from exploding for a short time, it eventually shook itself apart though.
  10. Hmm, after attaching the sphere to the wheelTransform, The sphere is absent until the final part of animation (the time it pops in is related to the TsubSys Value). After changing the Tgt's layer name to default the results are the same. And fiddling with the Tsub Value (0.7 and 1.5) didn't stop the overstressing, it just delayed it. Could this be caused by an animation issue? In the past I had to set up separate transforms for animations because the game wouldn't touch/move said animated objects. Though, the new stock gear doesn't seem to abide by that old rule... *The headaches intensify*
  11. Unfortunately it still explodes after removing the clipObject. When the landing gear explodes, the game says that it was overstressed (or more specifically: [Log]: [F: 7061]: [00:00:01]: LT-2 Landing Strut overstressed and was destroyed.) The LT-1 config? I'm modifying the LT-2 config with this: @PART[landingLeg1-2] { !mesh = DELETE !MODEL {} MODEL { model = VenStockRevamp/Squad/Parts/LandingLegs/LT-2 scale = 1.25,1.25,1.25 rotation = 0.0,90.0,0.0 } %rescaleFactor = 1 @node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 @MODULE[ModuleWheelBogey] { bogeyAxis = 0, 1, 0 bogeyUpAxis = 0.0, -1.0, 0.0 } @MODULE[ModuleWheelDeployment] { @TsubSys = 1 } } Otherwise it's the stock LT-2 config. I believe this is a model setup problem, as my LT-1 works perfectly fine and uses the same config setup. Unfortunatly, I did the LT-1 as a test run more than two months ago, so I don't remember what I did to make it work. :/
  12. I think that everything matches, I modeled and named each part after it's stock counterpart, minus caps on items like pistons and the collider names. The part seems to reach the ground (same stock distance and model size, so I don't think that's the issue). I've added the cfg to the OP.
  13. While updating my landing legs, I've run into some problem that causes the legs to shake and then explode when touching the ground. Aside from that the landing gear appears to be functional. Any Ideas on what might be causing this?
  14. Inside one of the SDHI Service module folders there's a config that adds the umbilical plug to the command pod. you need to open the config file and delete something like this: MODEL{ model = squad/parts/command/Mk1-2Pod/model } Or at least that's what I think it said. its been several months since i looked through SDHI. It should be the first MODEL{} node provided in the config.