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pap1723

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Everything posted by pap1723

  1. Final TF update for 1.3.1 is out: https://github.com/KSP-RO/TestFlight/releases/tag/1.9.1.0
  2. So Procedural Fairings is the one that implements all of these shapes. So yes, these presets work inside there. It will remember it each time, but only for the part. So once you get a shape you like, save it and the base as a Subassembly and then you can just pick from there.
  3. Wow, because I messed up! Lol, it is the correct thing, I just messed up the .ZIP name. It is fixed now.
  4. @Felger originally created this mod a long time ago, and it became part of the KSP-RO group of mods. Here is the original forum post: https://forum.kerbalspaceprogram.com/index.php?/topic/114189-11x-procedural-fairings-for-everything-v020-july-4/& Procedural Fairings For Everything! Procedural Fairings For Everything (PFFE) replaces / adds to fairings and fairing bases in mods to use Procedural Fairings instead of the stock fairings, or the various other means that mods have come up with to add fairings to their packs. The more recent versions support the stock part variants as well as coloring from Textures Unlimited. Features Fairing bases upgraded to use Procedural Fairings Interstage bases upgraded to use Procedural Interstages Decouplers used as Interstage Bases when not available Many fairing textures from blackheart612, Ravenchant, MeCripp, and pap1723 Full colorization using texture masks supported by Textures Unlimited Texture Switching using the Part Variant system in stock Supported Mods Stock Ven's Stock Revamp KW Rocketry NovaPunch Realism Overhaul Requirements & Installation These required mods are not included with the download so you will need to get them on your own. We highly reccomend CKAN to install PFFE. Procedural Fairings: https://forum.kerbalspaceprogram.com/index.php?/topic/184187-14x-17x-procedural-fairings-v161-02-05-2019/ Module Manager (should just be included in stock installs from now on!): https://forum.kerbalspaceprogram.com/index.php?/topic/50533-140-16x-module-manager-402-february-3rd-2019-right-to-ludicrous-speed/ DOWNLOAD Download v.0.3.0 from GitHub! Also available from CKAN Licensed under CC-BY-4.0 Contributors @Felger @blackheart612 @Ravenchant @Mecripp @ferram4 @Phineas Freak @NathanKell Fairing Shape Reference With the newest release of Procedural Fairings, you can now completely design your own fairing shape. We have decided to remove all of the individual fairing shapes that were previously released as parts. This cleans up the very cluttered VAB, but with the drawback of not having the pre-built shapes you may have used before. Here is a reference to the settings you should have in order to make the fairing shapes the same as previous parts. In order to be able to edit the shape of the fairing: Right click on the fairing side Click Base Auto-shape to OFF Click Nose Auto-shape to OFF Input the numbers here Here are the different shapes: Changelog v0.3.0 Removed the dependency on Firespitter => Using stock part variant system now Added full support for Textures Unlimited, if installed, it creates recolorable versions of the included textures Added a new style of Fairing called "Procedural Fairing Logos" NASA Angara ISS Angara Roscosmos Falcon 9 Falcon Heavy GLONASS GPS Iridium Next KSLO KerbalX Landsat Long March CLEP Long March Chinese Flag NASA Seal NASA Worm NOAA NRO SpaceX SpaceX Vertical TDRS USAF Removed the different fairing sides that were created as separate parts Removed the base decoupler patch as it is included in Procedural Fairings now Removed the Invisible Wall patch as it is included in Procedural Fairings now Completely restructured all of the folders to maintain consistency with how most mods organize them now
  5. @rsparkyc has decided to take an extended break from KSP, and in his absence, we at the KSP-RO team, have updated the Procedural Fairings mod. When he comes back, he will take it back over (probably as part of the KSP-RO team) as he did a great job of maintaining it in @e-dog absence. This is the previous forum post: https://forum.kerbalspaceprogram.com/index.php?/topic/161733-150-procedural-fairings-1505-20181018/ Procedural Fairings Procedural Fairings is a mod that creates fairings that can automatically reshape for any attached payload. In the newest version, we have added 4 (10 with part variants) additional Payload Adapters to use as well as full Textures Unlimited support. Thanks to @Electrocutor for providing the new Fairing Textures and for the Textures Unlimited Support. Thank you to @Shadowmage for the assets of the Hollow Base Ring and Hollow Truss adapters. Thank you to @NecroBones for the assets for the Ribbed and Truss adapters. From Left to Right: Standard Base Ring, NEW Hollow Base Ring, NEW Hollow Truss (2-1, 4-1, 4-3 variants), NEW Ribbed (2-1, 4-1, 4-3 variants), NEW Truss (2-1, 4-1, 4-3 variants), Standard Extended Base Textures Unlimited Recoloring Masks From Left to Right: Standard Fairing, NEW Gray & White, NEW Textures Unlimited Recolor, NEW Textures Unlimited Recolor, NEW Orange Stripe, NEW Dark For even more fairing textures, please see Procedural Fairings For Everything! that was recently updated to support the new Procedural Fairings as well. DOWNLOAD Download from GitHub! Also available from CKAN Licensed under CC-BY-4.0 Changelog
  6. This has gotten a little crazy and out of hand with all the forks. Does someone want to officially take over the project? It will just be causing confusion in the future.
  7. @ferram4 has decided to take an extended break and us at the Realism Overhaul team have been working on updating Kerbal Joint Reinforcement. This does not require Realism Overhaul, it works in all other installs as well. Here are the details from the original post by @ferram4. Thanks to @siimav for all of the work to get this done! Kerbal Joint Reinforcement Tired of rockets collapsing when physics initializes, but it would be fine if physics didn't start with a jerk? Irritated launch clamps can twist your rocket apart when physics starts for no apparent reason? Need more joint stiffness because you're playing Real Solar System and the stock joints just don't cut it? Then you need KERBAL JOINT REINFORCEMENT! Lessen the effects of physics glitches and get back to designing rockets to handle flight, not to handle the forces applied when the game loads. EXCITING FEATURES! Physics Easing Slowly dials up external forces (gravity, centrifugal, coriolis) when on the surface of a planet, reducing the initial stress during loading All parts and joints are strengthened heavily during physics loading (coming off of rails) to prevent Kraken attacks on ships Launch Clamp Easing Prevents launch clamps from shifting on load, which could destroy the vehicle on the pad Increase stiffness and strengths of connections Larger parts will have stiffer connections to balance their larger masses / sizes Sequential parts in a stack will be connected with a stiff, but weak connection to add even more stiffness and counteract wobble Stiffen interstage connections Parts connected to a decoupler will be connected to each other, reducing flex at the connection to reasonable levels Stiffen launch clamp connections Less vehicle movement on vessel initialization Warning: may cause spontaneous rocket disintegration if rocket is too large and over-constrained (far too many launch clamps; their connections will fight each other and give rise to phantom forces) Option to make connections fail at lower forces to maintain difficulty in launching More documentation and changelog available in the README file. Download v.3.4.0 from GitHub! Also available from CKAN Licensed under GNU GPL v3 Changelog
  8. Ferram has worked closely with the KSP-RO team for a long, long time. There is no license infringement as this is not the first time KSP-RO has released a version. It is listed under KerbalJointReinforcementContinued.
  9. I am probably the wrong person to make a forum post. I'm not on here enough to do the type of stuff that is needed by that person.
  10. The RO team was not working on updating things to 1.6+ but needed to make some changes to get things working on 1.3.1. In turn, it was recompiled and then found out to be a better version of KJR than what was available already.
  11. To be honest, any other version of KJR should not be out there at this point. The release version that we made as the RO team is indexed on CKAN. It is the "official" version at this point.
  12. New "official" release that supports all versions from 1.3.x to 1.7.x from the KSP-RO team. Please find the release here: https://github.com/KSP-RO/Kerbal-Joint-Reinforcement/releases
  13. No you cannot, it will not work with all of the different part names from RO. However, I did create the tech tree for RP-0 which is the career add-on for Realism Overhaul, so it has a similar feel.
  14. @linuxgurugamer They are untested as far as I know, but there is no reason that most of them should not be.
  15. @linuxgurugamer I created a PR for Quick Search. It allows you to right click in the Search bar to delete all of the text. This is a feature that is very popular in Modded Minecraft with the JEI mod and is a nice QoL thing to have.
  16. Hey @Shadowmage I have been working on some more textures and applying them to Procedural Parts. Here is a request I have for TU: Can you make it so the Texture Sets can be created (to a degree) in the editor menu? What I am really looking for is the ability to choose a NRM, DIFF and MASK as selectable options. The base MET, SMOOTH and AO would all stay static, but the rest could be built on demand. This is what I am trying to accomplish, you might have a better way to do it... So I have a MASK that I call Checkers. It is a simple 2x2 grid that has a checkered pattern similar to the early V-2 rockets. With the way procedural parts works, I would love if these could be combined with other options. So I want to have the checkered available with a Smooth (no bump) Normal, a Stringers Normal, a Foam Normal, etc. If TU already has this functionality (and can build the texture sets somewhat on demand) then can you point me to the spot in the code I should look at to call externally so I could build this on demand into Procedural Parts? THANKS! Pap
  17. Probably a strange question @Shadowmage but will TU get angry if I have a normal map that is a different size (different dimensions) from a DIFF and a MASK?
  18. Hi @Alioth81 I have been working on creating TU support for Proc Parts as well. I have a repo but will be resuming work on it soon. See here: https://github.com/pap1723/ProcUnlimited
  19. Hi Shadow, I have started to look at this again as we near release for 1.4.5+ and I was hoping I could still get your help. I have attached the files I want to use to make up one of the texture sets we will have. Can you let me know how to organize them to work best with TU? I have access to GIMP and Photoshop and I can see the different channels, but as a graphics idiot, I am not positive how to manipulate them properly. For example anytime I put textures into an Alpha channel, it just changes the transparency. Thanks! These are all based on the SSTU ones. I want to essentially simulate what you have with SSTU where the textures do not have any color, the color is all dictated by the Color Switching GUI setup. Mask: https://github.com/pap1723/ProcUnlimited/blob/master/GameData/ProcUnlimited/Masks/Redstone-L-MASK.png Metallic: https://github.com/pap1723/ProcUnlimited/blob/master/GameData/ProcUnlimited/Metallic/Smooth-L-MET.png Normal: https://github.com/pap1723/ProcUnlimited/blob/master/GameData/ProcUnlimited/Normals/Smooth-NRM.png Texture: https://github.com/pap1723/ProcUnlimited/blob/master/GameData/ProcUnlimited/Textures/Default.png
  20. @Kerbas_ad_astra Would it be okay if we fork your 1.4.4(5) version into the Realism Overhaul repo in order to properly release it on CKAN so users can install easier?
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