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Kerbas_ad_astra

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Everything posted by Kerbas_ad_astra

  1. Hmm, technically I wasn't quite right when I said that. Once you leave the homeworld's sphere of influence, you'll get contracts to make "Super-DSN" satellites in geostationary orbit.
  2. This update is brought to you by the letter "K". VSR v1.14.2 "MoDeL DoEs NoT eXiSt": Fixed config and restored texture for Inline RCS Block.
  3. The Inline RCS should still be in the game...looks like I've missed a spot. The LongDeployableAntenna was deprecated by Ven years ago (https://github.com/VenVen/Stock-Revamp/issues/121). If you need to resurrect that part, here's the config as it was before it was deleted (no warranties that it's still any good): PART { name = LongDeployableAntenna module = Part author = Ven MODEL { model = VenStockRevamp/Squad/Parts/ScienceParts // Okay, I changed this bit so it should point to the new model location now. One freebie. rotation = 0.0,0.0,180.0 scale = 0.7,0.7,0.7 } rescaleFactor = 1.0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = electronics entryCost = 3400 cost = 1500 category = Communication subcategory = 0 title = HG-20 High Gain Antenna manufacturer = Ionic Symphonic Protonic Electronics description = A longer-but-still-short-range dual-purpose communications antenna that can handle either direct communications or short range relays. It won't reach much beyond Kerbin's SOI, but it will offer higher-quality communications from Kerbin's moons. attachRules = 0,1,0,0,1 mass = 0.28 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 // = 3200 bulkheadProfiles = srf tags = aerial antenna deploy direct relay dish extend fold radio signal transmi (ven (vsr MODULE { name = ModuleDeployableAntenna showStatus = false isTracking = false pivotName = DishArm windResistance = 1 animationName = LongAntennaDeploy } MODULE { name = ModuleAnimateGeneric animationName = LongAntennaTransmitPulse isOneShot = false startEventGUIName = Blink Lights endEventGUIName = Blink Lights allowManualControl = False } MODULE { name = ModuleDataTransmitter antennaType = RELAY packetInterval = 0.05 packetSize = 1 packetResourceCost = 10.0 requiredResource = ElectricCharge DeployFxModules = 0 ProgressFxModules = 1 antennaPower = 20000000 antennaCombinable = True } }
  4. I appreciate the offer, but there's already an entry for VenStockRevamp that's defined as a dependency and/or conflict for other mods, so I'd rather have them figure out how to establish continuity between that and what I've released.
  5. Are you sure you have JSIPartUtilities installed? It's bundled with VesselViewer (in the 'JSI' folder -- note that it occupies different subfolders than RPM, so even if you've got RPM you need to copy it over), and you can also download it separately:
  6. I've tested the service module with DeployableEngines (used in various Near Future Technologies mods) and it works for me. And finishing off my list of mods that need updating for KSP 1.8 (the Mk1 Cargo Bay parts and CommNet Relays contract pack are still doing fine), we have HGR Community Fixes v1.7.0, "To Protect The Lifecycle"! Fully removed "fairingSize1.5" part (under that name -- fairingSize1p5HGR has the exact same model, just a new internal name to prevent confusion with Making History's "fairingSize1p5" in patches). Updated USI-LS patch for USI-LS 1.1. That update was made for KSP 1.6, so this and subsequent versions of HGR Community Fixes are not compatible with KSP 1.4 or 1.5 Disabled Landertron patch (Landertron's model is too simplified and conservative to work well when the capsule is descending slowly under its parachute).
  7. Yes it does! Landertrons v1.1.2 "4.5 Roentgens" is here. Recompiled with .NET Framework 4.5 for KSP 1.8.x. Not great, not terrible.
  8. Had some changes sitting in the back of my hard drive for a while, but now that RSS is updated for KSP 1.7 I figure it's as good a time as any to release them: SMURFF v1.9.1 "Green Origin" Adding support for CryoTanks' liquid methane tank variants. Because these were added for a version of CryoTanks made for KSP 1.7, this version and later versions are not compatible with KSP 1.4 to 1.6. Futuristic Kerbal suit variants (Breaking Ground) now excluded from patching.
  9. Oof, and of course within the day I've found a mistake...hopefully nobody's crafts got eaten! Ven's Stock Revamp 1.14.1, "Mercury Delayed" Restored models and texture for short Rockomax decoupler and TR-8A radial decoupler.
  10. I did not recompile or use RPM at all. Visual Studio gripes at me that "The referenced component 'RasterPropMonitor' could not be found" because I didn't bother deleting that reference from the project file, but it all compiles anyway.
  11. I promise, I didn't recompile or install RPM to get that picture. I used JSIPartUtilities 0.5.0.4 and nothing else. The VesselViewerRPM module has no external dependencies (well, it leans on the main VesselViewer module, which is where that shader comes in, but you've already taken care of that); it just has methods that tell it which buttons get clicked, and produces a screen image and menu output accordingly, which MAS calls just as well as RPM did. The same goes for Scansat and Docking Port Alignment Indicator, which have also been "ported" to MAS with minimal or no changes on their part.
  12. Actually, VesselViewRPM and friends don't depend on RPM per se -- they just provide a screen and some text to whoever asks for it, and MOARdV's Avionics Systems can display it the same way that RPM did (pending an updated release with my pull request):
  13. Hey, look what I did: I'm finally satisfied enough with the state of my fixes to make a proper release: VSR v1.14.0 "Terminal Guidance"! Major changes since Ven's last release: Updated to work with KSP 1.8! Lots of tinkering along the way to fit Ven's parts into Squad's variant system (or to suppress Squad's models, in the case of the engines, or to fit alongside them in the case of the ADTP-2-3 -- Squad's is a fuel tank, Ven's is hollow). The SpaceX legs and revamped wheels return! Some improvements to node placements and engine fairing sizes to help things fit together better. Part files are rearranged so that users can delete all of the new parts (Part Bin) or revamps of stock parts (PathPatches & Squad), to allow users to more easily try out ReStock.
  14. Ven's Stock Revamp This part pack replaces several of the stock textures and models, hopefully making them more beautiful in the process. Left: stock Kerbal X. Right: Kerbal X with Ven's Stock Revamp. Features Most parts in the base game (i.e. not from Making History or any future expansions) get completely replaced, but there are a handful of exceptions: Spaceplane parts are generally left alone. (The "Wheesley", "Whiplash", and "Panther" engines get some decorative turbomachinery added to the front of them.) Squad's revamped fuel tanks, adapters, and probe cores are still available as variants (though Ven's models are now the default variant for them). Some of Squad's revamped thrusters and pods are left alone, since they have new functionality and look nice enough. New parts are added fill some gaps in the stock range, including half-sized deployable solar panels, structural girders in multiple sizes and configurations, and a range of Oscar 0.625m fuel tanks. A full gallery of parts is available on Imgur: https://imgur.com/a/L8rpP Dependencies Ven's Stock Revamp depends on Module Manager, a compatible version of which is bundled in the zip file. FAQ (First Anticipated Question) Is this mod compatible with ReStock? Not as-downloaded. However, if you delete the PathPatches and Squad subfolders, you can keep the new parts that Ven made and let ReStock have its way with the stock parts. Download and install GitHub From there, just unzip the "VenStockRevamp" 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 1.9.6, KSP 1.2 Last update by Ven. 1.10.0, KSP 1.4 development Support for localisation +PART patches expanded into full PART nodes (so that parts added by VSR are properly identified as such by Filter Extension) Added support for inflatable crew module feature Adjusted node positions of Ven's new Poodle model so that 'upgraded' vehicles don't have the bell sticking down into the decoupler below. Moved old VSR Poodle model to new O-80 "Gale" Service Engine part (size 2 monoprop engine). Re-enabled revamped wheel models (thanks @Enceos) Re-enabled giant SpaceX-style landing gear (thanks @notquitehalf) Added Part Variant support to Ven's engine models with optional tankbutts. Added Ven's textures and models as default variants of aerodynamic fairings and Rockomax (size 2) tanks. Added VSRexclude switch -- set "VSRexclude = true" in a part config and VSR will not swap its stock model(s) for Ven's versions. Balanced CryoX and soft fuel tanks for updates to CryoTanks. Adjusted node positions of several models to fit better and reduce thrust offset. Restored Ven's old aerospike model on top of Porkjet's. Lights no longer illuminate planets from orbit. 1.11.0, KSP 1.5 development Added fuel to Rockomax-48 fuel tank... Added Ven's models as default variants of revamped Mk1 pod, Stayputnik, OKTO, OKTO2, QBE, HECS, HECS2, and RoveMate probe cores, and FL-T (size 1) fuel tanks. Added new RT-10-G SRB to use Ven's model (with gimbals). 1.12.0, KSP 1.6 development Added Ven's models as default variants of revamped multicouplers, Rockomax and FL-T adapters, and nose cones (Aerodynamic Nose Cone and Protective Nose Cone Mk7). Added new ADTP-3-2-H part, as a special lightweight hollow adapter between size 2 and 3 parts. (Squad's revamped model is a fuel tank, so Ven's model doesn't apply to it.) Fixed Rockomax tanks. Ven's old Poodle model returns to revamp Squad's revamped Poodle model. Marked O-80 "Gale" service engine as deprecated (TechHidden = true), to be removed in a future update. Ven's engine models now overwrite Squad's revamped Poodle, Spark, Terrier, RT-5, and RT-10 engine models. RT-10-G SRB removed. Adjusted node and fairing positions of Skipper, Poodle, LV-T30, and LV-T45 models, to reduce interference with other parts. Adjusted node positions of heat shields (and Ven's Mk1 pod model) to fit better with flat-bottomed parts. Changed the transform names of the vernier thrusters on the Size2MedEngine (RE-D7 "Bollard"), so they can have separate thrusts and FX groups. 1.13.0, KSP 1.7 development Suppressed Squad's new engine models in KSP 1.7 (24-77, Ant, Spider, RV-105, Place-Anywhere 7, Vernor). Updated USI-LS patch to USI-LS 1.1. Rearranged files so that users can delete all of the new parts (Part Bin) or revamps of stock parts (PathPatches & Squad). 1.14.0, 02019 11 11 "Terminal Guidance" A proper release! Adapted to new models in 1.8 (new variants of Mk7 Nose cone and S3 fuel tanks, suppressed Squad's new service bay models). Fixed a bad node location on the 1.25m Heat Shield. 1.14.1, 02019 11 12 "Mercury Delayed" Restored models and texture for short Rockomax decoupler and TR-8A radial decoupler. 1.14.2, 02019 11 16 "MoDeL DoEs NoT eXiSt" Fixed config and restored texture for Inline RCS Block. 1.15.0, 02020 03 15 "I Prefer The Real Revamp" Adapted to new models in KSP 1.9 (Skipper, Mainsail, Thumper) 1.15.1, 02020 03 15 "Nattering Nodes of Negativism" Fixed node orientation on Mk1 pod, and also adjusted node height slightly. 1.16.0, 02021 09 05 "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. Roadmap Just like KSP 1.12 is the last major game release, I expect 1.16.0 to be the last major VSR release. One of these days, I'd like to make a white alternate texture for Ven's strut and fuel duct (like stock), but so far I haven't made anything that looks good. Credits The vast majority of the models are by Ven. EmbersArc/Enceos fixed up the revamped rover wheels, and some configuration fixes were supplied by notquitehalf. The majority of the configuration fixes were committed by yours truly. And of course, thanks are owed to Squad for making part models that are worth revamping. License Ven's Stock Revamp (v1.10+) is copyright 2021 Kerbas_ad_astra. Part configuration files, Module Manager patches, models, and textures are released under the CC-BY 4.0 International license (or any later version).
  15. So, that screenshot up there was made when I just had the part shaders bundled. When I then bundled the color adjustment and FXAA shaders, I got a black screen, same as when I tried making KVV work with DX11 back in KSP 1.7 and before, so maybe that was the problem all along. I don't understand shaders well enough to know what to change about them -- Unity seems to like them well enough -- so for now I've disabled those options. I miss the color adjustment sliders, but with the freely-available image editing tools like GIMP out there, I wouldn't say they're blocking features. In case anyone knows better what DX11 wants out of a shader, here it is in its current (not working) form: // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Kronal/Color Adjust" { Properties { _MainTex ("Base (RGB)", Rect) = "white" {} _InBlack ("Black", Range(0.0, 1.0)) = 0.0 _InWhite ("White", Range(0.0, 1.0)) = 0.33 _InGamma ("Gamma", Range(0.0, 5.0)) = 0.75 } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM /* _OutBlack ("Output Level: Black", Range(0.0, 1.0)) = 0.0 _OutWhite ("Output Level: White", Range(0.0, 1.0)) = 1.0 */ #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float _InBlack; uniform float _InGamma; uniform float _InWhite; /* uniform float _OutBlack; uniform float _OutWhite; */ struct uvinfo { float4 pos : POSITION; float2 uv : TEXCOORD0; }; uvinfo vert( appdata_img v ) { uvinfo i; i.pos = UnityObjectToClipPos (v.vertex); i.uv = MultiplyUV( UNITY_MATRIX_TEXTURE0, v.texcoord ); return i; } /* inline half3 rgb2hsv(half4 c) { //float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); half4 K = half4(0.0, -0.33333333, 0.66666667, -1.0); half4 p = lerp(half4(c.bg, K.wz), half4(c.gb, K.xy), step(c.b, c.g)); half4 q = lerp(half4(p.xyw, c.r), half4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return half3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } inline half3 hsv2rgb(half3 c) { //float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); half4 K = half4(1.0, 0.66666667, 0.33333333, 3.0); half3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); } */ half4 frag (uvinfo i) : COLOR { half4 original = tex2D(_MainTex, i.uv); float dIn = (_InWhite - _InBlack); return half4( pow((original.r - _InBlack) / dIn, _InGamma), pow((original.g - _InBlack) / dIn, _InGamma), pow((original.b - _InBlack) / dIn, _InGamma), original.a) /** (_OutWhite - _OutBlack) + _OutBlack*/; } ENDCG } } Fallback off } I've got some other changes (fairings, KAS, spelling, maybe localization) in the works as well.
  16. That was the case in previous versions of KSP (to be more correct, it only worked with DX9 and OpenGL), but it looks like the Unity update has changed that: There's a lot I still need to test and refine, but it is safe to say that Kronal Vessel Viewer has a future!
  17. I've made an update to work with KSP 1.8 (just had to adjust to the Mk7 nose cone's new variant): https://github.com/Kerbas-ad-astra/Stock-Revamp/tree/KSP_1.8 I'm torn on the new service bays...on the one hand, I can see how the low-footprint opening might be preferable to some uses, but on the other, the texture has a lot of high-density detailing that doesn't fit in well with the rest of Ven's stuff. I'm inclined to suppress the new models, unless people feel strongly enough that I should make them separate parts (I don't think I can make them variants...to my knowledge, that system doesn't play well with functional elements like animations)?
  18. The default settings are intended for x10 scaled systems. Are you sure you're doing your interplanetary transfers correctly? Delta-V costs should scale with the square root of the distance scale factor, so you should only need ~3 km/s from LKO for your Dres mission, which is well within the capabilities of stock parts.
  19. I've finished disentangling Ven's new parts from the revamps to stock parts; if you just want the new parts, you can delete the "Squad" and "PathPatches" folders, and for just the revamps, you can delete the "Part Bin" folder. I hope this will be the final commit before I make a proper release: https://github.com/Kerbas-ad-astra/Stock-Revamp/tree/KSP_1.7
  20. Right now, you'll have to crawl through the Part Bin/Data config files, tally up and keep the referenced models from the Squad subdirectory, and then figure out which texture files they need. Probably not a task that will take longer than 30 minutes, but it's not as fun as playing KSP. In a couple weeks (can't get to it this weekend because of travel) I'll get it sorted so you can just delete the Squad subdirectory and be done with it.
  21. I think what will work for you is to delete: Everything from VenStockRevamp/Squad except VenStockRevamp/Squad/Data/Parts.cfg, VenStockRevamp/Squad/Parts/Propulsion (the folder where the fuel tank models are stored) Everything from VenStockRevamp/Part Bin/ except VenStockRevamp/Part Bin/Data/Tanks.cfg, VenStockRevamp/Part Bin/NewParts/SoftTanks/, and VenStockRevamp/Part Bin/NewParts/CryoTanks VenStockRevamp/PathPatches Since you've asked about Restock, I've got a new to-do items before a 1.7.x release to move some models and configs around so that the new parts (e.g. the 1x3 mini deployable solar panel) only draw from models and textures in the Part Bin folder (currently some of them use files in the Squad folder). This will make it easier to migrate from Ven's Stock Revamp to Restock if that's your fancy, by making it easy to delete the configs that modify Squad's parts (and the models they use, saving memory) without losing parts added by VSR (avoids save breakage).
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