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Kerbas_ad_astra

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Posts posted by Kerbas_ad_astra

  1. On 10/30/2021 at 8:20 PM, CreepyShadow said:

    Edit 2: found the culprit @Kerbas_ad_astra. KVV+VABReorienter doesn't work. Don't know which of the mods is at fault so I also informed Snark in the VABReorienter thread of the problem.

    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. On 10/26/2021 at 3:28 AM, Araym said:

    Hello, fellow kerbonauts.

    I'm in a strange situation:

    I'm used to make some blueprints from KVV, but, dunno how, in my latest attempt (after a while not using it), suddenly this yellow scale appeared on top of my plane, once I turne KVV on:

    Does anyone know how to disable it???

     

    23 hours ago, Drew Kerman said:

    I thought it was from RCS Build Aid but looking at the toolbar at the bottom it doesn't seem active at the moment. HRMMM been several months since I played KSP and I can't recall other than that. I know it is another mod and I know it can be disabled with that mod still installed

    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. On 9/6/2021 at 5:09 PM, ArtemisAZ said:

    Think I see what you're saying, would it be possible to use just the models by themselves and apply entirely new configs to them so it's acting standalone from everything?

    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. 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.

  5. 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.
  6. On 5/20/2021 at 8:46 AM, AbsoluteHuman said:

    Is this thread alive? Thanks god! Came here to report some bugs. The mod works as I can tell, but some fuel tanks have glitching textures:

      Hide contents

    e1Y7jDA.jpg

    That's a clean install on a new save.

    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).  :(

  7. On 4/14/2021 at 2:09 PM, Beetlecat said:

    It's been a while since I've used VSR, and those batteries and lights are amazing. Totally torn over using these vs. Restock.

    Obviously the solution is to create a patch to clone these parts so both are present. :)

    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).

  8. On 9/8/2020 at 9:05 AM, Nantares said:

    can I add these values more than 1 (for funny use):confused:

    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).

  9. 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:

    comparison_2.png

    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.

  10. 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).

  11. I'm keeping Ven's Stock Revamp going because I like its clean aesthetic more than Restock's relatively "busy" high-frequency detailing.  That said, its models aren't getting any younger, and I'm not up to the task of making new models as new parts are introduced, so I understand why people might hesitate to get attached to it.  That's why I reorganized it a few versions back so that it's easy to delete the "stock revamp" parts and just keep the new parts, for people interested in migrating back to stock or to Restock.

  12. 12 minutes ago, JAFO said:

    Cheating? Not necessarily.

    Throttleable SRBs exist, and have for some time. Only Squad never seems to have heard of them. This is, in fact, one of the deficiencies that KSP2 intends to fix.

    By throttleable, are you talking about a pre-baked thrust profile (SSSRBs, etc.) or on-demand mid-flight adjustment (what XT Landertrons used to have, but no longer do)?

  13. 2 hours ago, pfalbo1 said:

    Hi.

    I think i missed something because the parts fire up at the last millisecond with the maximum power sending my ship to like 20 - 30 meters up. I saw video where it does a perfect soft landing (Nice work btw !!) but it seems it doesnt work for me. (I downloaded the mod via CKAN).

    That video was probably made with one of XanderTek's old releases, which throttled the landertrons.  Nice for a soft landing, but also cheating considering these are SRBs.  Since late 2015, the landertrons will fire at full-thrust; they will automatically cut out when they calculate that they're about to start rising again, but given the granularity of the timing and the simplicity of the calculations, unfortunately there's usually at least a little bit of a hiccup and a drop at the end.  I've found I get the best results (in testing at least) with a TWR of about 3.

  14. A few months ago, I asked @timmers_uk and @Rodhern (who unfortunately had not logged in for over a year, nor since) for permission to resurrect this mod when CLS was updated for KSP 1.8+.  Timmers granted me permission, and now that @micha has updated CLS, it's time to bring back KeepFit:

    It's not just a straight recompiling, though -- I've changed the core logic so that, instead of updating e.g. the long-term G-loading once every three minutes (and always starting from zero, even at launch), the mod now tracks each exposure interval as a rolling average which is initialized to local gravity when a vessel is loaded.

  15. KeepFit

    A Kerbal In-mission Fitness Degradation and Gee Loading Addon

    C4DW0LU.png

    Features

    All Kerbals have a fitness level. Each capsule has a defined 'activity level' describing the comfort, room, and built-in fitness capabilities for crew in flight. All Kerbal fitness levels go up or down based on their opportunities for exercise (which functions in the background, not just on the active vessel). A living space can be cramped (losing 5% fitness per day), comfy (-1%/day), neutral (0%/day), or exercising (+1%/day). Unfortunately the stock game does not have any parts that are suitable for exercising (check out some mods with centrifuges for that), but Kerbals will also exercise while they are at the Space Center or are landed on a planet with at least 0.05 G's of gravity. You can track your astronauts' fitness in a "Truly Ugly" (timmers' words...) roster.

    Fitness affects a Kerbal's tolerance for gee-loading, as does the duration of exposure. A 100% fit Kerbal can tolerate up to 40 G's for one second, but only 20 G's for up to five seconds, 15 G's for one minute, and 10 G's for five minutes. Their tolerance degrades to 50% of those values at zero fitness. If you're not up for the risk of killing Kerbals, you can change a setting so the game will just gripe at you if your crew exceeds any of those thresholds.

    By default, KeepFit assumes that a vessel is cramped (unless it's landed on a world with sufficient gravity), but you can write a Module Manager patch to add this module to any crew part to change that:

    // slightly better
    @PART[mk2LanderCabin]
    {
        MODULE
        {
            name = KeepFitPartModule
            strActivityLevel = COMFY
        }
    }
    
    // even more palatable
    @PART[cupola]
    {
        MODULE
        {
            name = KeepFitPartModule
            strActivityLevel = NEUTRAL
        }
    }
    

    You can also specify that a capsule is CRAMPED or EXERCISING.  KeepFit comes with a large library of config files for many popular (or formerly popular) mods, including the Near Future pack, Umbra Space Industries, and more.

    Dependencies

    • KeepFit depends on ModuleManager to add the KeepFitPartModule to parts.

    Recommended addons

    • Connected Living Spaces lets Kerbals take advantage of the best quarters in the space accessible to them. (You can enable this option without CLS, but using CLS makes it feel a little less cheaty by requiring that there must be a "short-sleeves" path to the exercise space.)

    Download and install

    From there, just unzip the KeepFit folder into your GameData directory.

    Please let me know in the forum thread or on the GitHub issue tracker if you find any issues!

    Version history and changelog

    • 0.11.9.8, 02016 Oct 30
      • Final release by timmers_uk, for KSP 1.2.0
    • 0.12.4.5, 02017 Nov 2
      • Final release by Rodhern, for KSP 1.3.1
    • 0.13.0.0, 02020 Mar 16
      • Recompiled for KSP 1.9.1 and CLS 2.0.0.3
      • Changed Kerbal icons so that their background colors reflects the text colors.
      • Internal logic reworked. G-loading is now tracked as rolling averages which update once a second.

    Roadmap

    There are some remnants of hooks into the (now-defunct) G-Effects mod that could stand to be removed. There's also a lot of modern mod infrastructure that could be implemented (ToolbarController, ClickThroughBlocker, build automation, internationalization, and so on), and probably loads of other cruft that could stand to be removed. I'm not inclined to be picky about pull requests.

    Eventually, it might be cool to add some kind of space-limitation effect (e.g. only so many Kerbals can take advantage of an exercise space with a given number of seats) or the like, but at that point you're probably better off using a more involved mod, like Kerbal Health.

    Credits

    Many thanks to timmers_uk and Rodhern for accepting my pull requests before, and huge thanks to timmers for letting me adopt it!

    And also many thanks to micha for adopting CLS -- KeepFit just isn't the same without it!

    License

    KeepFit (v0.13+) is copyright 2020 Kerbas_ad_astra and released under the MIT License. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

     
  16. On 3/4/2020 at 2:21 PM, Delay said:

    @Kerbas_ad_astra I'm using the 1.6.1 release of VSR as of now, but as far as I can tell by looking at the config, this bug is still there.
     

    File: Aero.cfg (Squad/Data)
    
    @PART[rocketNoseCone_v2]{
    	.
    	.
    	.
    	@MODULE[ModulePartVariants]
    	{
    		@baseVariant = VSRGrayAndBlack
    		
    		@VARIANT[BlackAndWhite]
    		{
    			GAMEOBJECTS
    			{
    				Squad/Parts/Aero/protectiveRocketNoseMk7_v2/rocketNoseCone_v2(Clone) = true
    				VenStockRevamp/Squad/Parts/Aero/LargeNosecone(Clone) = false
    			}
    		}
    		@VARIANT[Dark]
    		{
    			GAMEOBJECTS
    			{
    				Squad/Parts/Aero/protectiveRocketNoseMk7_v2/rocketNoseCone_v2(Clone) = true
    				VenStockRevamp/Squad/Parts/Aero/LargeNosecone(Clone) = false
    			}
    		}
    		@VARIANT[Orange]
    		{
    			GAMEOBJECTS
    			{
    				Squad/Parts/Aero/protectiveRocketNoseMk7_v2/rocketNoseCone_v2(Clone) = true
    				VenStockRevamp/Squad/Parts/Aero/LargeNosecone(Clone) = false
    			}
    		}
    		VARIANT
    		{
    			name = VSRGrayAndBlack
    			displayName = #VSR_theme_name // = Ven's Gray and Black
    			themeName = VSRGrayAndBlack
    			primaryColor = #999999
    			secondaryColor = #000000
    			TEXTURE
    			{
    				mainTextureURL = VenStockRevamp/Squad/Parts/Aero/Nosecones_CLR
    			}
    			GAMEOBJECTS
    			{
    				Squad/Parts/Aero/protectiveRocketNoseMk7_v2/rocketNoseCone_v2(Clone) = false
    				VenStockRevamp/Squad/Parts/Aero/LargeNosecone(Clone) = true
    			}
    		}
    	}
    }

    The error is the variant name "Dark". This variant does not exist, it should instead be called "White" as in the original file:

    		VARIANT
    		{
    			name = White
    			displayName = #autoLOC_8007119
    			themeName = White
    			primaryColor = #ffffff
    			secondaryColor = #ffffff
    			TEXTURE
    			{
    				mainTextureURL = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_diffuse_W
    				_BumpMap = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_normal
    			}
    		}

    I'd like to include that small fix in my TU patches if you have nothing against that?

    That has already changed in the update for KSP 1.8.  Thanks for checking.

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