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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!


Ven

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Thank you @Ven for making this stuff!!!!!! It's so good, it just has to be stock!

On 7/12/2017 at 10:14 PM, Mitchz95 said:

Does this add a lot of new parts? I kinda just want the revamped textures. :sealed:

Not too many... they have a kerbal safety bubble... new struts.... more new stuff.....

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Random brainstorm and possible solution to the tankbutts problem:

Instead of having it use two attachment nodes for different sizes, what about just having a switching option in the right-click config menu for the part when assembling in the VAB? So you can just cycle between 1.25m and 2.5m versions of the part (which includes the tankbutt). Would that prevent the issues with shrouds not covering the tankbutt and it disappearing on reloading?

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Ven's docking ports look so much better! But...

They don't quite line up anymore for me when they're connected. There's a slight gap between them that's kind of immersion-breaking, since there clearly isn't a hard seal against vacuum.

Obviously I can adjust it in the VAB, but when they dock again the gap comes back.

Adjusting the node position is simple enough, but I have a couple of questions for anyone who's more intimately familiar with this mod...

1: I don't see a .cfg file for the standard docking ports here. I assume this means it uses the .cfg files in the Squad parts directories?

2: How fidgety are docking port nodes? If I sink it slightly down in so I don't have to try to get 7 decimal place precision like Squad did, am I going to run into problems getting them to dock?

I've used Ven's for a long time, and I don't remember ever noticing this before 1.3 came out. It's really blatant on some models (like the basic Clamp-O-Tron), so there's no way I'd have missed it before, especially since when I'm docking, I'm typically zoomed way in on the ports to line them up.

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On 7/13/2017 at 6:56 PM, Lo Var Lachland said:

 ...does this mod support WindowShine?

VSR replaces most of the assets used by WindowShine, making the majority of the mod redundant/ non-functional. The Parts that remain unchanged by VSR are the only bits of WS that function correctly.

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40 minutes ago, Ven said:

VSR replaces most of the assets used by WindowShine, making the majority of the mod redundant/ non-functional. The Parts that remain unchanged by VSR are the only bits of WS that function correctly.

Many thanks Ven - people have been bugging me for a while on that lol :P good to get a message from you :)

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5 hours ago, Ven said:

VSR replaces most of the assets used by WindowShine, making the majority of the mod redundant/ non-functional. The Parts that remain unchanged by VSR are the only bits of WS that function correctly.

There is a user-made config for supporting WS in VSR. I've been using it for some time now, it works for most parts.

https://drive.google.com/file/d/0ByGJauIu5fDPS2RncFZmN2dUa1k/view

 

Edited by Dante80
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@Ven, I believe you're working on an update and wanted to share a part idea in case you're looking for suggestions...if not, I'll just keep using my custom config. :) 

I really loved the model for the 105-7P engine, but found that it's stats didn't lend itself to that many uses. So, I created a mid-late-game vacuum engine for small ships. I scaled it to 1.25m and with 150Kn of thrust and a 345 vacuum ISP it fits really nice into the tech tree and fills in the gap between the existing 1.25m vacuum engines and the Poodle:

Spoiler

PART {

name = liquidEngineBigTurbo
module = Part
author = Tyko (Borrowed heavily from Ven with Ven's Model)

MODEL {
        model = VenStockRevamp/Squad/Parts/Propulsion/105-7P
    }

rescaleFactor = 2.0
node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0
node_stack_bottom = 0.0, -0.585, 0.0, 0.0, -1.0, 0.0, 0

node_stack_top2 = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 1

MODULE
{
    name = ModuleJettison
    jettisonName = Size2A
    bottomNodeName = top2
    isFairing = True
    jettisonedObjectMass = 0.1
    jettisonForce = 0
    jettisonDirection = 0 0 1
    
}

TechRequired = propulsionSystems
entryCost = 3250
cost = 350
category = Propulsion
subcategory = 0
title = Rockomax 202-5C "Lightning" Liquid Fuel Engine
manufacturer = Rockomax Conglomerate
description = The Rockomax 202-5C is a high-thrust engine with a formidable amount of manoeuvrability. Great for pushing small ships around in a vacuum
attachRules = 1,0,1,0,0

mass = 1.1
emissiveConstant = 0.8
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
breakingForce = 200
breakingTorque = 200
// heatConductivity = 0.06 // 1/3 default
skinInternalConductionMult = 4.0
maxTemp = 2000
bulkheadProfiles = size1
tags = lander ascent launch main propuls rocket (lightning (ven (vsr
EFFECTS
    {
        running
        {
            AUDIO
            {
                channel = Ship
                clip = sound_rocket_mini
                volume = 0.0 0.0
                volume = 1.0 1.0
                pitch = 0.0 0.75
                pitch = 1.0 0.95
                loop = true
            }
            PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_light
                transformName = smokePoint
                emission = 0.0 0.0
                emission = 1.0 1.0
                speed = 0.0 0.8
                speed = 1.0 1.0
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/shockExhaust_red_small
                transformName = thrustTransform
                emission = 0.0 0.0
                emission = 0.05 0.0
                emission = 0.075 0.25
                emission = 1.0 1.25
                speed = 0.0 0.2
                speed = 1.0 0.8
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_medium
                loop = false
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                loop = false
            }
        }
    }

MODULE
{
    name = ModuleEnginesFX
    thrustVectorTransformName = thrustTransform
    exhaustDamage = True
    ignitionThreshold = 0.1
    minThrust = 0
    maxThrust = 150
    heatProduction = 200
    fxOffset = 0, 0, 0.125
    EngineType = LiquidFuel
    PROPELLANT
    {
         name = LiquidFuel
        ratio = 0.9
        DrawGauge = True
    }
    PROPELLANT
    {
        name = Oxidizer
        ratio = 1.1
    }
    atmosphereCurve
     {
        key = 0 345
        key = 1 86.25
        key = 7 0.001
     }
    
}

MODULE
{
       name = ModuleJettison
       jettisonName = node_fairing_collider
       bottomNodeName = bottom
       isFairing = True
       jettisonedObjectMass = 0.1
       jettisonForce = 2
       jettisonDirection = 0 0 1
    
}
MODULE {
        name = ModuleGimbal
        gimbalTransformName = nozzle
        useGimbalResponseSpeed = true
        gimbalRange = 4
        gimbalResponseSpeed = 8
    }
    

MODULE {
    name = FXModuleLookAtConstraint
        CONSTRAINLOOKFX
        {
            targetName = Piston1
            rotatorsName = PistonBase1
        }

        CONSTRAINLOOKFX
        {
            targetName = PistonBase1
            rotatorsName = Piston1
        }

        CONSTRAINLOOKFX
        {
            targetName = Piston2
            rotatorsName = PistonBase2
        }

        CONSTRAINLOOKFX
        {
            targetName = PistonBase2
            rotatorsName = Piston2
        }
        
        CONSTRAINLOOKFX
        {
            targetName = Piston3
            rotatorsName = PistonBase3
        }

        CONSTRAINLOOKFX
        {
            targetName = PistonBase3
            rotatorsName = Piston3
        }

        CONSTRAINLOOKFX
        {
            targetName = Piston4
            rotatorsName = PistonBase4
        }
            
        CONSTRAINLOOKFX
        {
            targetName = PistonBase4
            rotatorsName = Piston4
        }

        CONSTRAINLOOKFX
        {
            targetName = Piston5
            rotatorsName = PistonBase5
        }
            
        CONSTRAINLOOKFX
        {
            targetName = PistonBase5
            rotatorsName = Piston5
        }

        CONSTRAINLOOKFX
        {
            targetName = Piston6
            rotatorsName = PistonBase6
        }

        CONSTRAINLOOKFX
        {
            targetName = PistonBase6
            rotatorsName = Piston6
        }
        
        CONSTRAINLOOKFX
        {
            targetName = Piston7
            rotatorsName = PistonBase7
        }

        CONSTRAINLOOKFX
        {
            targetName = PistonBase7
            rotatorsName = Piston7
        }
        
        CONSTRAINLOOKFX
        {
            targetName = Piston8
            rotatorsName = PistonBase8
        }

        CONSTRAINLOOKFX
        {
            targetName = PistonBase8
            rotatorsName = Piston8
        }
}

MODULE
    {
        name = ModuleTestSubject
        useStaging = True
        useEvent = True
        situationMask = 60
        CONSTRAINT
        {
            // disable all but home
            type = SITUATION
            value = 0
            body = _NotHome
            prestige = Trivial
        }
        CONSTRAINT
        {
            // disable all but home
            type = SITUATION
            value = 0
            body = _NotHome
            prestige = Significant
        }
        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 = 0
            situationMask = 8
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEED
            test = LT
            value = 900
            situationMask = 8
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEED
            test = GT
            value = 300
            situationMask = 8
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = SPEED
            test = LT
            value = 1200
            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
        }
    }
}

 

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I'm using KSP 1.3. Not sure if it's the update to the game or if it's other mods that I'm using, but removing the three stock antennas from the GameData/Squad/Parts/Utility allowed the game to run.

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33 minutes ago, Hellbus said:

I'm using KSP 1.3. Not sure if it's the update to the game or if it's other mods that I'm using, but removing the three stock antennas from the GameData/Squad/Parts/Utility allowed the game to run.

Most likely you have another mod that's broken and interacting with those antennas

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17 hours ago, blowfish said:

Most likely you have another mod that's broken and interacting with those antennas

I learned this trick from @Aelfhe1m over the weekend...you can search in your game logs for which mods are changing parts. The example below is for parachuteSingle, but you can put in the location of any part and use the Find function in your text editor. 

Try searching your output_log for " to Squad/Parts/Utility/parachuteMk1/parachuteMk1/parachuteSingle" that will tell you all the patches that are being applied to that part.

Edited by Tyko
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So sad that I have discovered this awesome overhaul only now. It works pretty good on 1.3 so far.

Since the Mk1 parts look pretty same to Porkjet, I have included it into the Porkjet integration topic as a honorable mention.
Personally, I will be using it now instead - seriously great work, Ven and all the contributors!

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Hello everyone!

1) I have a strange issue - revamped stock lights don't actually give any light... Does anyone have the same issue? Is there's a fix anywhere?

2) If I want to make rocket tanks/engine shrouds with  less grayish (basically adjust brightness|contrast) color - to get look closer to KW - and add it as option via FS texture switch. Will it be legit to release such thing as a small addon to ven's stock revamp (include recolored ven's textures?)

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On 20/07/2017 at 10:28 AM, Rodger said:

It looks like the medium docking port with chute doesn't get occluded properly, at least on a 2.5m pod. Does it need a custom drag cube or something?

Turns out it had a custom Drag Cube already, and it seems it was too big (maybe because I use real chute, while the drag cube it had is for the stock chutes?)

So this patch should fix it for anyone else who uses realchute:

@PART[ParaDockingPort]:FOR[VenStockRevamp]:NEEDS[RealChute]
{
    !DRAG_CUBE
    DRAG_CUBE
    {
        cube = A, 0.7824,0.7198,1.394, 0.7824,0.7195,1.394, 1.222,0.9427,0.5087, 1.222,0.8313,0.5374, 0.7844,0.7192,1.394, 0.7844,0.719,1.394, 0,-0.01484,0, 1.775,0.8461,1.775
        cube = B, 0.7307,0.7134,1.386, 0.7307,0.7132,1.394, 1.222,0.9427,0.3468, 1.222,0.8313,0.5375, 0.733,0.7127,1.386, 0.733,0.7125,1.394, 0,-0.09577,0, 1.775,0.6842,1.775
    }
}

I also noticed the bumper doesn't stay deployed after the animation deploying it. The animation plays, then the bumper ring snaps back to retracted position. Pressing retract plays the retracting animation still too. The two drag cubes are for deployed/retracted mode, would that mess with the animation at all?

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26 minutes ago, Rodger said:

Turns out it had a custom Drag Cube already, and it seems it was too big (maybe because I use real chute, while the drag cube it had is for the stock chutes?)

So this patch should fix it for anyone else who uses realchute:

@PART[ParaDockingPort]:FOR[VenStockRevamp]:NEEDS[RealChute]
{
    !DRAG_CUBE
    DRAG_CUBE
    {
        cube = A, 0.7824,0.7198,1.394, 0.7824,0.7195,1.394, 1.222,0.9427,0.5087, 1.222,0.8313,0.5374, 0.7844,0.7192,1.394, 0.7844,0.719,1.394, 0,-0.01484,0, 1.775,0.8461,1.775
        cube = B, 0.7307,0.7134,1.386, 0.7307,0.7132,1.394, 1.222,0.9427,0.3468, 1.222,0.8313,0.5375, 0.733,0.7127,1.386, 0.733,0.7125,1.394, 0,-0.09577,0, 1.775,0.6842,1.775
    }
}

I also noticed the bumper doesn't stay deployed after the animation deploying it. The animation plays, then the bumper ring snaps back to retracted position. Pressing retract plays the retracting animation still too. The two drag cubes are for deployed/retracted mode, would that mess with the animation at all?

I have that error too!

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11 hours ago, Poodmund said:

@Ven, the source files seem to be down. I also have a crappy upload rate also (40KB/s) so I feel the pain but I can host them for you if you'd be willing.

Ven gave me all of his source files and textures. Here:

https://sendit.gl/app/sendit/MoVk-NLqpByfX-MJKJvYyZ

And the regular stuff is here:

https://github.com/VenVen/Stock-Revamp/releases 

was that what you where looking for?

5 minutes ago, dundun93 said:

also have a crappy upload rate also (40KB/s)

That is slow.:P that might take a while...

Edited by Guest
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2 hours ago, dundun93 said:

Ven gave me all of his source files and textures. Here:

https://sendit.gl/app/sendit/MoVk-NLqpByfX-MJKJvYyZ

And the regular stuff is here:

https://github.com/VenVen/Stock-Revamp/releases 

was that what you where looking for?

That is slow.:P that might take a while...

Thanks I'll take a look. I was just reading the comment above about the docking port bumper animation and it's something that's been around for quite a long time now and with Ben releasing all his source working files for the public to carry the torch and continue his work I thought I'd take a look at the downloads in the OP... but the links we're not active.

Thanks for the download, I'll take a peek over the weekend.

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On 7/20/2017 at 11:33 AM, FirroSeranel said:

Since nobody answered me...

Yes, it uses the stock Squad .cfg file, and...

It's not too fidgety. Changing the Top node from 0.2828832 to 0.255 works like a charm. :)

I poked about a bit - which cfg file exactly?

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On 21/07/2017 at 6:33 AM, FirroSeranel said:

Since nobody answered me...

Yes, it uses the stock Squad .cfg file, and...

It's not too fidgety. Changing the Top node from 0.2828832 to 0.255 works like a charm. :)

I had this issue prior to 1.2 I think and it pushed me away from this mod.  I was just reading through to see if it had been resolved but this will help.  

Will changing the cfg fix any issues with current ships?

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