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  1. I wouldn't be surprised if the 'fault' is with KVV. The way it rotates the vessel is really hacky, basically directly bashing quaternions together, and IIRC it assumes certain things about the editor's orientation as part of that process.
  2. I remember getting that myself, and I think it is related to RCSBA. It might be disabled by pressing the number '5' or '6', but likewise, it's been a long time. Updating this mod for KSP 1.12 is on my todo list, including looking at step rotations, but things have been busy lately, and diving into the code is as much a learning experience for me as it is for any of you...
  3. Should be. The easiest way I can think to do this would be to start with just Ven's Stock Revamp, take the ModuleManager cache file to get the VSR-patched part configs, and then change all the part names to have 'VSR' on the end or whatever so they're "new parts". Then delete the "VenStockRevamp/Squad/Data" subfolder (not the full Squad subfolder, or else all of Ven's models go away too!), the PathPatches folder, and then install Restock, and everything should probably not break.
  4. Obviously there was no reason these parts couldn't work in KSP 1.10+, but I've updated them for the new stock Construction system in v1.4 We CAN Build It! Updated to support KSP 1.11's Construction system.
  5. Just as KSP has had its final major release, XT Landertron 1.3.0 "KISS" is here! Updated part configs to use KSP's stock EVA construction system. (Also had to recompile the DLL, so this version should only be used with KSP 1.12.x!) Fixed a few config errors.
  6. It's possible to delete the "Squad" and "PathPatches" folders and just have Ven's new parts on their own, but otherwise I'm not aware of a good way to make VSR and Restock play nice together. You could construct a patch that lets both Ven's and Nertea's variants coexist for fuel tanks and maybe probe cores, but that will be much more difficult or perhaps impossible for engines, RCS thrusters, and any other functional parts.
  7. The final major release of Ven's Stock Revamp is here! V1.16.0 "Too Much Space In Space" Updated to new models and variants in KSP 1.10, 1.11, and 1.12. No longer revamping RV-105 RCS thruster (Squad's revamps are fine enough, and Ven's model isn't set up to be flexible with variants) RT-1 "Cricket", RT-2 "Grasshopper", and RockoMAX models (from Ven's new parts) are now also applied to the stock FM1 "Mite", F3S0 "Shrimp", and S2-33 "Clydesdale" respectively. The RT-1, RT-2, and RockoMAX are now marked as 'TechHidden'. Ven's Mk 5 Strip Light is also now 'TechHidden' because there's a better striplight (that actually emits light!) in the stock game. Renamed "Part Bin" subfolder to "PartBin", to accommodate Module Manager patches Localized SpaceX-style landing leg (missed this one back in VSR 1.10) Fixed Nose Cone Mk7 patch. Fixed some config errors in LV-T15 "Dachsund" and LV-900 "Beagle" engines. Fixed loading errors from IVA props. (Gated RPM modules behind "NEEDS" blocks, deleted unfinished models.) Restored a few missing textures. Fixed RT-20 "Sickle" model and adjusted node location accordingly. Fixed model location on BACC Thumper. Set up inventory configs for Ven's new parts.
  8. Apologies for the delayed response, but I've fixed this in my development, release coming very soon! To those asking after Ven's Mk1-2 pod revamp...yeah, I like how it looks, too, but the windows are in a different place than the Mk1-3 IVA and I don't have the skill set to make a new IVA (or adjust the revamp model accordingly).
  9. I'll have to see how that parameter is accessible to Contract Configurator, but if there's a way for CC to read it then I should be able to make that an option.
  10. Some parts should theoretically be able to co-exist as variants (e.g. fuel tanks), but when I tried to have e.g. variants of the SRBs or any functional part, it wasn't happy (especially anything dealing with animations).
  11. This one is the mod of mine that is most likely to need a recompile, since it deals with shaders and things that can change between game versions. I'll get to it when I can.
  12. tanklever and enginelever should behave at any value (up to the limits of computer precision), but if you set podlever to be 2 or greater, SMURFF will try to give pods negative masses. There's some math that runs at the end to clean up errors like that, so if you do that, it will put the originals back (i.e. as if podlever = 0).
  13. I had left that model alone because the new IVA for the Mk 1-3 pod does not line up quite right with Ven's model (the windows in particular are in new locations), and I definitely don't have the skill to make my own. That said, let me know what you think: Top: Ven's Mk1-2 with Squad's Mk1-2 IVA. Middle: Ven's Mk1-2 with Squad's Mk1-3 IVA. Bottom: Squad's Mk1-3 with Squad's Mk1-3 IVA.
  14. If you get the new version I've been updating, Ven's Mk1 pod is made the default variant:
  15. Thanks for the kind words! The activity level of a part does not depend on occupancy. Astronaut seats are meant to hold the body securely, so just because you're the only one in the cockpit doesn't mean you can just lounge over two chairs at once or something. When I look at the Kerbal Health configs that are defined for some mod parts that KeepFit says are Exercising spaces, it looks like they already have special stats that reflect their capabilities. For example, the large centrifuges from MKS and SSPX drastically reduce the effect of microgravity, and the MKS Medical Bays have powerful recuperation effects. I also see that garwel's been asked about tying gee-tolerance to health, and he seemed receptive (although it's clearly not a high priority). It looks like it should be possible to get a kerbal's HP value from the Kerbal Health system, and then I could use that instead of the health that KeepFit tracks itself, but I don't regard that as a very high priority -- I've never made such a large-scale addition to a plugin before (most of what I did to resurrect this mod was taking old junk out, and even then I only went at it half-way), and I'd have to also make major changes to the user interface, as otherwise I'd be showing information that is entirely disconnected from what's actually happening under the hood (Kerbal Health doesn't care what KeepFit thinks about modules).
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