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Vandest

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Everything posted by Vandest

  1. Yes, I saw that in USCylindricalShroud1500 config file, thing I don't know for now it's how link USMassSwitch to USSolarSwitch, I was thinking to just use a AddedMass variable inside USSolarSwitch module, is it possible ?
  2. Hello, Firstly, I've made an excel board which bring together all value of parts mass. It was made for TACLS, but it's easy to change value to match with other mod like Kerbalism, Snacks!, USILS etc ... You can download it here: UniversalStorage2.v4.0.0.5-ResourceMass.xl It provide a good overview of all values, and help to see how US switch modules working. Besides, it allowed me to realize that crazy mass of some parts was due to a confusion with tank dry mass and and tank fueled, e.g: US_Hex Quad Height with LFO, get a empty tank of 1.477t that give a dry mass of 1.552t and a full tank mass of 2.432t, whereas Tunnel variant get a mass of 0.225t. So, most of mass of LFO variant is due to its empty tank. So LFO empty tank need to get a reduction of its mass and also need to match in a better way with MonoPropellant empty tank mass. We need to understand that "tankMass" variable is about empty tank mass in the part. Another thing is MonoPropellant tank don't have enough quantity inside, e.g: LFO tank with 20LF and 24Ox, its MonoPropellant equivalent need to have quantity of about 50. About double. (LFO get a density of 0.005 and MonoPropellant get 0.004) It's done, I fixed it. Ditto for USCylindricalShroud1500 and USAdaptorShroud1250Vostok. I made it directly in part configs (not a MM patch) and in fact I think it will better to stop to make patch that can be directly inside part config files. Of course, this is only a proposal, @linuxgurugamer tell me what do you think about it, if you agree that I could also integrate patches that already exist. @Frostiken, if you want I can make it a patch. This is also why you need to just compare US wedge tanks to stock tanks, not all set of wedge tanks on its core under its shroud. A service module is not a tank. Agree with that, I will take look on it.
  3. Effectively, besides, you can read in US Advanced Material Bay description : "... the advanced bay contains equipment to conduct and store two experiments, making use of common components to reduce cost and mass.". And it make sens, so weight could be 350kg or something like that. I'm not completely agree with that, the problem with US tank that they already get too much density of fuel compared to stock tanks. You must compare stock tank with US tank, not with set of tank on a core and at equal volume they contain more fuel than stock parts. And this is first reason why US tanks are more heavy. There is a structure that there isn't in a normal tank, and a bay don't have same function than a tank, if you only want a tank you need to use a tank. Take a look at this little example from a stock tank and stock density: LiquidFuel : density = 0.005 volume = 5 L/unit MK1Fuselage : Ø = 1.25m / H = 1.875m Amount = 400 units mass = units x density = 400 x 0.005 = 2t volumeInTank = volume x Amount = 5 x 400 = 2000L Real extern volume = π x r² x H = 3.14 x 6.25² x 18.75 = 2 299.8 dm³ = 2 299.8L volumeExt - volumeIn = 2 299.8 - 2000 = 299.8 L (volumeExt - 13.036%) For the radial tank, I'm agree, it could have a smaller dry mass. 0.05 is too much. There isn't bug but may be a mistake in its config file, it get a base dry mass (0.005t) to witch add a dry mass for each resource, e.g : for LFO with Kerbalism -> 0.005+0.049=0.054 (with TACLS it's 0.005+0.045=0.05). A value near 0.025 could be more appropriate. Concern amount of oxygen/hydrogen I can't realize, I don't play with Kerbalism, I play with TACLS and that's true, oxygen amount is lower in Kerbalism but may be it use it less ? In last, US2 already embed a MM patch that rebalance resources amount and mass. Regarding amount, it reduce it and I think it could do more. Same with dry mass.
  4. You right, totally agree with a rebalancing on mass of this great mod. Like I said, it's a great mod but it need some of tweak to be in real final version. Personally, I waiting for @linuxgurugamer merge the PR of @leonardfactory to propose a french translation (that is finish). Also, I've made some fix to categories and resized parts (1.875).
  5. Hello Stolas, You can take a look at this album to understand how to do you want to do. https://imgur.com/gallery/Uz06VHo Basic scatterer config: Reduce scatteringExposure: Reduce skyExposure to match with scatteringExposure: You can also reduce shininess of ocean: Don't forget to do that at your last config point if you just tweak brightness in space:
  6. Hello @MAFman, you can try this awesome mod : [WIP][1.10.x] Rocket Sound Enhancement v0.5.3 - Unmuted
  7. Do the struts stay in place when you place them in EVA? For me, when I go back to the KSC and go back to my station, the rods disappear.
  8. You can minimize it, but it will still be there. It's a Scatterer issue with Duna that is a very small planet with a lot of relief. When you minimize it can see another similar artefact, a sort of line without any scattering.
  9. Yes it's a work that takes time, mostly with KSP. You right, take your time to make a polished mod like you know how to do it. Thank you to spend your time on it, and for your motivation.
  10. @The White Guardian, glad to see you again on your topic ! I've recently tested KS3P during your absence with the clusta's patches. I was a user of Reshade there's a long ago and I was leave it because there was some troubles (that your mod don't have). I think your mod is a musthave ! One regret: Not finding it sooner.
  11. I was tested the 6.1 without your patch and I've seen that there something like switch automatically between scene but it didn't work. With your patch it's working well, thank you. In 1.8.0 and your 6.1.1, the dirt texture doesn't work like expected. I will test your new patch, thank you again for it. ( Fortunatly that scenes don't switch by itself, it would be a hell of a mess )
  12. Hello ! This mod is better than Reshade or ENB filters because it don't touch to the UI. This is a very good point ! I've got a question that could add another good point to this mod: Is it possible to switch automaticly between scene with it ?
  13. Hello guys, The work around is about Regional Format of Windows. You can still play in your language if you want. This will change your date and hour format in Windows only. To do that: Open your Windows tab (completely left in the taskbar) Open Settings (notched wheel) Click on Time & Language Click on Region Under the “Regional format” section, use the drop-down menu to set it to "English (United States)" Ofcourse, the words in bold and underline will be in your language ... I hope this will help someone while waiting for the fix.
  14. @TheYear2525, I think @Ser talking about his test version. Read his post and you will understand. (Click on "Ser replied to a topic") Personally, I will test it. I would like so much that this mod works properly.
  15. Hello @Shadowmage , happy to see you here and that you approve of this mod. I've PM you in june 11, but I never had an answer, so I told myself: he will see it when he will see it. To answer you: Yes, I create new mettalic maps for all stock parts involved by my mod.
  16. Well, the intial release is done. You can download it here.
  17. @pizzaoverhead Happy to see you didn't give up this nice mod! Thank you!
  18. Thank you @Nightside for your advices and the guide link. I think I'll choose a Creative Commons license.
  19. VSSP is a set of settings for Textures Unlimited mod, made by texturing. Why by texturing? Because in most cases we need this method to get further details. With this method we can use diferent settings in a single mesh, that we can't do with a text settings. A file with text settings already exit for stock parts, it was made by @Electrocutor and it can be found in Electrocutor's Thread. My setting can be use alongside of this "Original Stock TU Patch" from Electrocutor. It's even recommended, cause my VSSP is not yet complete. (WIP ...) It will recommended even ultimately, because some parts don't need to be set with further details. (like structural parts fully metal with a single color) This is some pics to see what it's all about: Full Album Download: Github Dependencies : Textures Unlimited by @Shadowmage Licence :
  20. Yes, I thought about it. But, of course, it should be in separate download and like for stock parts, it should be just a textures replacement (not an addition), so it will have to be compatible with old and new save game. Like @Shadowmage explained, it's possible to see result in Unity, but I prefer to see what the render is in KSP, both in VAB/SPH and outdoor on tarmac, the light is different. And this for each parts. It working well for me too in 1.4.3 (glcore).
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