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Kerbas_ad_astra

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Everything posted by Kerbas_ad_astra

  1. Now I remember why the scale factor was there -- the stock Mystery Goo experiment used to be bigger (the current config has rescaleFactor = 0.6, it used to be at 1.0). Squad shrank the Goo Container for 1.0, and I guess VSR never updated.
  2. I can't speak for Ven, but I don't think it should be bigger than stock. I'll take a look.
  3. Many thanks! That TR-2L model works at 30 degrees positive camber, and the M1 works at 15 but not 30...I'm not sure if that's "not far enough" or fine as-is, but that's what I found in testing. Speaking of colliders, could I also trouble you to look at this one? I've just confirmed the issue in testing. (The model in question is VenStockRevamp\Squad\Parts\Structural\LargeHub.mu.)
  4. In the log provided, @-MadMan- was using a previous version of Ven's Stock Revamp (version 1.9.8, from the version file), and CryoTanks had changed since that version's "release" (it didn't really get a proper release). The patch on my dev branch has been updated to work with the last release of CryoTanks. Yes, I confirm that issue. @EmbersArc, could you take a look at this? The TR-2L wheels are also affected, but the S2 and XL3 are not.
  5. That's not a part from Ven's Stock Revamp -- some other mod is cloning Squad's model, which is getting replaced by Ven's model, which uses a different animation name than Squad's, which makes the animation module stop working. For my next trick, I'll guess that you're using KerBalloons. (If you're not, please let me know what mod gives you the 0.625m service bay -- I'm working on a patch for KerBalloons, but if there's another mod I need to know so I can write a patch for it, too.)
  6. Unfortunately, that's actually not a "light" per se -- it's just an animation, there's no illumination to have a color.
  7. What version of Ven's Stock Revamp (and Kerbal Space Program) are you using? I don't have that issue on the dev version (VSR "1.9.99" and KSP 1.4.3).
  8. I just checked them, and they work. Are you sure that your graphics settings have "pixel lights" (I think) enabled? I've actually just fixed the opposite problem (thanks @taniwha for the io_object_mu python script library!): Ven's lights no longer illuminate planets from orbit. One question for the crowd: as @Derb found above, the only issue with the RT20 booster is that there's an untextured object stuck on top of the model. He removed it in Blender, but even though I don't have much Blender practice, I was able to use the new Part Variant system to remove it within KSP (finding the name of the object with DebugStuff and setting it to "false"). Even if I only give it one variant, the part gets the "bi-colored paint drop" icon in the editor, so I thought I'd add a second variant, to make it a more 'honest' icon. It so happens that Ven made a dummy SRB nose cone model, which was meant to be applied to the top of an SB with a MODEL node, but it was never used. (It's not suitable for turning it into a discrete part, because it's not an enclosed shape -- it's just an "upper surface".) I made that a second part variant, like so: My hangup with this is that that nose cone actually has even lower drag than the "Advanced Nose Cone" (by just a little bit), and it's available as soon as the part is unlocked. Thoughts on whether or not I should make it available (or even roll it out to all SRBs)?
  9. The collider is not necessarily a box (I understand that DebugStuff just draws the bounding box); it may be a cylinder, and my diagram would still be valid. Also, I've corrected the issue with the 1.875m heat shield.
  10. I don't think there's a problem with the colliders, because when I checked with DebugStuff, the box was just the size of the deflated unit. I think what you're seeing is that the fairing has to clear the corners as well as the front face (plus a little clearance). I've sketched what I mean (side view above, top view below):
  11. Unfortunately, those albums are dead. Could you re-upload them?
  12. Can you show me a screenshot of this behavior? I just tried them all now and DebugStuff shows their colliders staying nice and compact, and I could make some compact fairings over them.
  13. I'm not sure I'd use SMURFF at all. Your interplanetary transfer burns will be a few kilometers per second, but that's comparable to the dV requirement to LKO, which stock parts are well-balanced to handle. If you must use SMURFF, I wouldn't set the podlever at all, have tanklever and enginelever no more than 0.5, and maybe even less.
  14. I'd accept that PR if you upload the changed file to GitHub (or I you can upload it somewhere and I can upload it to the repo).
  15. Well, setting the tanklever to be negative should do what you want, but I haven't tested it under circumstances like that, so you're on your own if the math gets weird.
  16. I'm not sure why you would want fuel to be heavier, but making engines and command pods lighter is one of the things that SMURFF does. You can change the values of "enginelever" and "podlever" to adjust the degree of lightening. (0 means no change from stock, 1 is good for RSS and similarly-sized systems, and in-between is in-between.)
  17. The texture file for the RT20 (shared with the RT10, RT5, Kickback, and BACC boosters) has a proper 'cap' texture; it's just not applied to the RT-20 for some reason. Similarly, the Kickback S1 booster has little rectangles where the "Loaded" text should go. (Literally unplayable, @Ven pls) Since the escape cover obstructs the Mk1-3 hatch even when it's turned properly and the hatch is open, I don't plan to change it. I've added Ven's textures as an option to the Making History fairings. That's been fixed in development. The VSR heat-shield textures are in VenStockRevamp\Squad\Parts\Heatshields. ---- I'm feeling close to ready to make a pull request to Ven for a proper KSP 1.4.x release. (Those interested in testing can grab the "KSP_1.4" branch from my fork of the VSR repo on GitHub.) Quite a bit has changed, so I think it's best called 1.10 rather than 1.9.7. Here's the changelog to date: Adjusted capacity of CryoX and soft tanks so that capacity does not exceed physical volume, and rebalanced masses to 1 kg of tank per 9 kg fuel for CryoX and 1/10.5 for soft tanks. Adjusted LH2 balance patch accordingly, and also to adapt to changes to CryoTanks' balance. Added support for "VSRExclude" flag that parts can add in a patch so that their references to Squad models don't get replaced with Ven's. Added support for new part variant system. New Rockomax tanks (including the X200-48 tank from VSR), FL-R1 monopropellant tank, and fairings (stock and Making History) now have Ven's models and textures added as variants. Updated to ModuleManager 3.0.7, which includes a bug fix that enables those patches. Engines with "tankbutts" now supported as part variants, rather than "fairings". Several node positions adjusted, most notably the Poodle (the top node now matches the stock position, to make it easier to "upgrade" saves) and Bollard (nudged over very slightly, to reduce torque). Engine FX fixed. Ven's aerospike engine model restored. Inflatable crew parts now use the stock system for changing crew capacity. USI and CLS patches updated. Localized all new parts. Broke out "+PART" patches into full PART nodes, so that e.g. FilterExtensions recognizes new parts as coming from VSR. @EmbersArc fixed wheel steering.
  18. If you're playing on 10X, then everything's about the size of our solar system and leaving all the levers at "1" should be fine. Maybe try 0.5 or so for 6.4X, 0.2 or 0.3 for 2X or 3.2X (or maybe 0, since that's kind of the point of doubling or tripling the size of the system, to make it harder but not impossible with stock parts). I only use stock and RSS, so unfortunately I don't have any guidance from experience.
  19. No. SMURFF has a patch for VSR, not the other way around. Could you specify what the escape cover needs?
  20. I haven't touched the Shiba, but the other engine effects have been fixed. Thanks for the heads-up.
  21. There is still the issue that the safety bubble's hatch is on the face that attaches to the spacecraft...be sure to put it on a decoupler, structural tube, or something else hollow. Since I don't use 1.3.1 anymore, and I'm developing for KSP 1.4.x, all I can say is that it worked for me when I tested it just now.
  22. Well, it sounds like he's safe alright! I'll see what I can do about this -- there's been some changes in 1.4 for inflatable parts with crew capacity, to support the inflatable airlock part.
  23. The issue is that, while the files have been moved to a new folder (KronalVesselViewer), the plugin is still looking for the shaders and button textures in the KronalUtils folder -- those paths have to be updated internally.
  24. Good news, everyone -- I found the right aerospike model! Rather than simply replacing Porkjet's model, I'm "draping" Ven's model over it. That way, we get the nice VSR model but still have the 'shoulder' that Porkjet made, so it still looks good when tilted.
  25. It's one thing to bundle up old models (unmodified) and distribute them under a license that forbids commercial use -- I'm pretty sure that's not actually permitted by the EULA, but at least it doesn't bother Squad et al. Incorporating a Squad internal model with a community-sourced outer model under a very permissive license would probably not pass muster.
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