Jump to content

RealTimeShepherd

Members
  • Posts

    94
  • Joined

  • Last visited

Posts posted by RealTimeShepherd

  1. I also have a weird transparent floor and walls in IVA mode:

    https://ibb.co/zS3h4G3

    Anyone seen that?

    It is a great mod by the way, and basically is the only set of vehicles I play with at the moment! :)

    8 hours ago, RealTimeShepherd said:

    Does anyone else have a problem with the Vacuum Raptors exploding during launch (RSS/RO)

    Man, that was my bad! The engines were enabled and firing while trapped under the interstage :D

    We're all good ;)

  2. On 12/25/2022 at 8:50 AM, RealTimeShepherd said:

    Hi guys. Just wondiering, is there any information on how the 'residuals' mechanic works?

    For instance, will the amount of unburnt fuel remaining in a tank depend on the size of the tank? Or is it all to do with the engine?

    What if the engine is being supplied by multiple tanks of different capacity? Will that have an effect?

    Many thanks! :)

    @Theysen I did some testing of the residuals and it seems to me that tank size has no effect. The result of this being that when I'm trying to land the StarShip, the Raptor engine cuts out when the header tank is still about 45% full

    This is surely ridiculous, SpaceX are using a little header tank in the nose to carry the small amount of fuel required for a propulsive landing. I'm pretty sure that they don't expect the Raptor burn to cease when the header tank is still nearly half-full

    Is there any way I can disable or edit the parameters of this feature?

  3. Hi guys. Just wondiering, is there any information on how the 'residuals' mechanic works?

    For instance, will the amount of unburnt fuel remaining in a tank depend on the size of the tank? Or is it all to do with the engine?

    What if the engine is being supplied by multiple tanks of different capacity? Will that have an effect?

    Many thanks! :)

  4. @Cerious, @PeterGW, @serialblack

    I realise this is an old thread and possibly a dead mod, but I just wanted to say, I think the 'too many city lights' at low altitudes issue is due to an incorrect alpha mask

    The problem one has landmasses that are almost completely red, when it should just be the city lights that are red. I used the NASA 2016 city lights map to create a better alphamask, which I've uploaded to DropBox:

    https://www.dropbox.com/s/pi76rq84om9exlb/Masks.zip?dl=0

    If you unzip this and copy it to \GameData\RVE\Textures\EVE\Masks.dds, overwriting the original, it clears up the masses of low level lights.

    PS. I additionally had to change some of the _ShadowFactor values in Clouds.cfg as the clouds were casting jet black shadows, which looked pretty weird...

  5. @ColdJ - Thanks for your continued attention, I'm extremely grateful! :)

    So, you were right that I could affect the reflections by manipulating the smooth shader function. I can't make it match the original piece though, which I assume was made in Unity:

    https://ibb.co/FX9DnGD

    Nevertheless, I have made enormous progress and learned a great deal about Blender!

    I think next I will try your idea about duplicating sections of mesh from the original piece, I am becoming much quicker with making the changes as I become more familiar with Blender, so I can easily start from scratch multiple times

    I'm trying to create this new piece to act as a 'depot' StarShip for a future video. The depot variant will never return to Earth, so will be launched without flaps or a heatshield. Man, I thought this was going to be so easy when I started...!

  6. @ColdJ - I'm sorry to keep coming to you. I patched up some holes in the mesh I had copied by selecting verticies and using Ctrl-V to create a new face between the selected verticies. Now the new faces reflect the light in a different direction to those around them:

    https://ibb.co/h8psrgY

    It took me an age to create all the new faces, surely there is an easy funciton to make them reflect in the same direction?

  7. @ColdJ Oh man, yeah it was the upside down thing! lol

    So I used a png and now I see my texture! The thing that was confusing me was that the whole dds image was the texture, so I couldn't understand why it was black if it was the wrong way up and not just an upside down texture, but I have noticed that the other dds files are all square, like 4096x4096 and mine was a slim rectangle, so maybe they always have to be square images? Not sure but there is progress at least :) 

  8. @ColdJ - Hey! :) The next thing I am trying to do is alter the texture on my new piece. I could use the existing one (SEP_S20_Spec.dds), but the belly of the ship doesn't have the same seams and markings on, so I have successfully edited the dds file (SEP_S20_Spec_belly), created a new material, imported the dds file, applied it to the new piece, edited the UV mapping (All of this is brand new to me, it's exhausting...), and within blender it all looks as it should. When I export, I see the name of the new material at the very end of the MU file (using a hex editor), but in game, the texture is just black

    I also notice in the KSP.log, that my new dds file (SEP_S20_Spec_belly.dds) is not being loaded, while the original ones either side of it are all being loaded:

    Spoiler

    ....

    [LOG 21:00:03.486] Load(Texture): SquadExpansion/Serenity/Parts/Structural/gripPads/Assets/gripPads_diffuse
    [LOG 21:00:03.497] Load(Texture): SquadExpansion/Serenity/Parts/Structural/gripPads/Assets/gripPads_nrm
    [LOG 21:00:03.506] Load(Texture): StarshipExpansionProject/Assets/SEP_B4_Cover_NRM
    [LOG 21:00:03.550] Load(Texture): StarshipExpansionProject/Assets/SEP_B4_Spec
    [LOG 21:00:03.608] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_EM
    [LOG 21:00:03.619] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_Flaps
    [LOG 21:00:03.666] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_Flaps_NRM
    [LOG 21:00:03.732] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_Raptor_Gray
    [LOG 21:00:03.743] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_Raptor_Green
    [LOG 21:00:03.753] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_Raptor_SL_NRM
    [LOG 21:00:03.763] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_Raptor_SpecMap
    [LOG 21:00:03.773] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_Raptor_VAC
    [LOG 21:00:03.783] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_Raptor_VAC_NRM
    [LOG 21:00:03.794] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_Raptor_VAC_SpecMap
    [LOG 21:00:03.804] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_Spec
    [LOG 21:00:03.850] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_Spec2
    [LOG 21:00:03.910] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_TilesBody
    [LOG 21:00:03.955] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_TilesBody_NRM
    [LOG 21:00:04.003] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_TilesNose
    [LOG 21:00:04.062] Load(Texture): StarshipExpansionProject/Assets/SEP_S20_TilesNose_NRM
    [LOG 21:00:04.118] Load(Texture): StarshipExpansionProject/Categories/SEP
    [LOG 21:00:04.126] Load(Texture): StarshipExpansionProject/Parts/@thumbs/SEP.B4.29.CLUSTER_icon
    [LOG 21:00:04.135] Load(Texture): StarshipExpansionProject/Parts/@thumbs/SEP.B4.33.CLUSTER_icon
    ....

    I assume that my model section is black because the texture is not being loaded. Do you have any idea how I can resolve this?

    (I have read almost all of "Somewhere to put any knowledge learned about using the .mu plugin.", certainly all of the entries with the word 'texture' plus a 25 minute video you linked to, which did help me with the UV mapping, but I have not managed to load my newly create texture...)

  9. @ColdJ - Many thanks for your long and detailed reply!!

    I will try and explain exactly what is happening. I have downloaded a mod: StarShip Expansion Project, which contains a lot of beautiful StarShip parts all loving coloured by the mod owner

    I would like to modify one or two of these parts in order to create a StarShip variant with no heat shield. So I'm starting with a piece named SEP_S20_BODY. The original piece looks like this in game:

    https://ibb.co/TBd8M3J

    Note the reflective surface on the right!

    So, I just want that reflective surface to remain as it is. I have noted that if I import the MU file in place and immediately export it without making any changes it loses the colour. This is the same piece and all I did was import it (SEP_S20_BODY.mu) and then export it as SEP_S20_BODY_NHS.mu (for No Heat Shield)

    https://ibb.co/Ptd5C96

    I duplicated the SEP_S20_BODY.cfg file as SEP_S20_BODY_NHS.cfg and renamed all instances of SEP_S20_BODY within to SEP_S20_BODY_NHS, this has enabled me to select it as a separate part in the VAB

    So, I'm not sure I can copy the material from the Squad foil tanks, as I need it to continue to match the other pieces in the mod. And I don't think I can examine the materials of the existing mod pieces as they seem to lose their shiny material as soon as I import them into Blender

    Below is the contents of SEP_S20_BODY_NHS.cfg

    Spoiler
    PART
    {
      name = SEP_S20_BODY_NHS
      module = Part
      author = Kari
     
      MODEL
      {
        model = StarshipExpansionProject/Assets/SEP_S20_BODY_NHS
        }
     
      rescaleFactor = 0.625
     
      NODE
      {
        name = node_top
        transform = node_top
        size = 4
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_1
        transform = node_rvac_1
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_2
        transform = node_rvac_2
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_3
        transform = node_rvac_3
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_alt_1
        transform = node_rvac_alt_1
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_alt_2
        transform = node_rvac_alt_2
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_alt_3
        transform = node_rvac_alt_3
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_alt_4
        transform = node_rvac_alt_4
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_alt_5
        transform = node_rvac_alt_5
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_alt_6
        transform = node_rvac_alt_6
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rap_1
        transform = node_rap_1
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rap_2
        transform = node_rap_2
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rap_3
        transform = node_rap_3
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_sofie_1
        transform = node_rvac_sofie_1
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_sofie_2
        transform = node_rvac_sofie_2
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_sofie_3
        transform = node_rvac_sofie_3
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_sofie_4
        transform = node_rvac_sofie_4
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_sofie_5
        transform = node_rvac_sofie_5
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_rvac_sofie_6
        transform = node_rvac_sofie_6
        size = 1
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_fin_left
        transform = node_fin_left
        size = 2
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_fin_right
        transform = node_fin_right
        size = 2
        method = FIXED_JOINT
      }
      NODE
      {
        name = node_bottom
        transform = node_bottom
        size = 4
        method = FIXED_JOINT
      }
       
      //CenterOfBuoyancy = 0.0, 5.0, 0.0
      //CenterOfDisplacement = 0.0, 5.0, 0.0
      //CoMoffset = 0.0, 3.0, 0.0
     
      node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0
      stackSymmetry = 2
     
      TechRequired = veryHeavyRocketry
      entryCost = 35000
      cost = 29850
      category = FuelTank
      subcategory = 0
      title = Donnager MK-1 Main Body
      manufacturer = Starship Expansion Project
      description = The center of everything. The Mother of all Tin Cans!
      tags = BFR ITS big BFS ship starship tanker refuel shroud engine wing deltawing landing spacex
      attachRules = 1,1,1,1,0
      mass = 13
      dragModelType = default
      maximum_drag = 0.2
      minimum_drag = 0.3
      angularDrag = 2
      crashTolerance = 20
      maxTemp = 2700
      breakingForce = 3600
      breakingTorque = 3600
      bulkheadProfiles = size4, srf
      // autoStrutMode = Grandparent
     
      EFFECTS
      {
        running_vent
        {
          AUDIO_MULTI_POOL
          {
            channel = Ship
            transformName = VentTransform
            clip = sound_rocket_mini
            volume = 0.0 0.0
            volume = 1.0 0.1
            pitch = 1.0
            loop = true
          }
        }
      }
     
      MODULE
      {
        name = ModuleColorChanger
        shaderProperty = _EmissiveColor
        animState = false
        toggleInEditor = false
        toggleInFlight = false
        toggleAction = false
        redCurve
        {
          key = 0 0
          key = 1 0
        }
        greenCurve
        {
          key = 0 0
          key = 1 0
        }
        blueCurve
        {
          key = 0 0
          key = 1 0
        }
        alphaCurve
        {
          key = 0 0
          key = 1 0
        }
      }
      MODULE
      {
        name = ModuleCargoBay
        DeployModuleIndex = 0
        closedPosition = 0
        lookupRadius = 10
        lookupCenter = 0, -12, 0
      }
     
      MODULE
      {
        name = ModuleDockingNode
        nodeType = BTB
        referenceAttachNode = node_bottom
        stagingToggleEnabledEditor = False
        acquireForce = 20
            acquireTorque = 1.0
        minDistanceToReEngage = 4.0
        useReferenceAttachNode = false
       
      }
     
      MODULE
      {
            name = ModuleB9PartSwitch
            moduleID = SEP_Docking_Switch
        title = Docking Port Switch
            switcherDescription = Docking System
        switchInFlight = true
           
            SUBTYPE
            {
                name = BTB
                title = Butt to Butt
                descriptionSummary = Butt to Butt Variant
                descriptionDetail = Butt to Butt Variant
                primaryColor = #FFFFFF
         
                TRANSFORM
                {
                    name = dockingNode
                    positionOffset = 0.0, 0.0, 0.0
                    rotationOffset = 0.0, 0.0, 0.0
                }
          MODULE
                {
                    IDENTIFIER
            {
                        name = ModuleDockingNode
                    }
                    DATA
                    {
                    nodeType = BTB
            referenceAttachNode = node_bottom
            acquireForce = 15
                    }
                }
                   
            }
            SUBTYPE
            {
                name = QD
                title = QD to QD
                descriptionSummary = QD Port Variant
                descriptionDetail = QD PortVariant
                primaryColor = #808080
                TRANSFORM
                {
                    name = dockingNode
            positionOffset = 0.0, 0.04545, 0.0272984
                    rotationOffset = 90.0, 0.0, 0.0
                }
          MODULE
                {
                    IDENTIFIER
            {
                        name = ModuleDockingNode
                    }
                    DATA
                    {
                    nodeType = QD
            referenceAttachNode = QD
            acquireForce = 7.5
                    }
                }
               
               
            }
        }
     
      MODULE
      {
        name = ModuleB9PartSwitch
        moduleID = SEP_Raptor
        switcherDescription = Number of Vacuum Raptors
       
        SUBTYPE
        {
          name = 3RVAC
          title = 3 Rvacs
          descriptionSummary = Default 3 Rvac Variant
          descriptionDetail = Default 3 Rvac Variant
          primaryColor = #FFFFFF
          secondaryColor = #808080
          transform = 3
          node = node_rvac_1
          node = node_rvac_2
          node = node_rvac_3
     
        }
        SUBTYPE
        {
          name = 6RVAC
          title = 6 Rvacs
          descriptionSummary = 6 Rvac Variant
          descriptionDetail = 6 Rvac Variant
          primaryColor = #808080
          secondaryColor = #FFFFFF
          transform = 6
          node = node_rvac_alt_1
          node = node_rvac_alt_2
          node = node_rvac_alt_3
          node = node_rvac_alt_4
          node = node_rvac_alt_5
          node = node_rvac_alt_6
        }
        SUBTYPE
        {
          name = 6Sofie
          title = Sofie Layout
          descriptionSummary = 6 Rvac Sofie Layout
          descriptionDetail = 6 Rvac Sofie Layout
          primaryColor = #808080
          transform = SofieLayout
          node = node_rvac_sofie_1
          node = node_rvac_sofie_2
          node = node_rvac_sofie_3
          node = node_rvac_sofie_4
          node = node_rvac_sofie_5
          node = node_rvac_sofie_6
        }
      }
     
      MODULE
      {
        name = ModuleB9PartSwitch
        moduleID = SEP_Raceway
        switcherDescription = Raceway Toggle
       
        SUBTYPE
        {
          name = RacewayON
          title = Raceway ON
          descriptionSummary = Default ON
          primaryColor = #FFFFFF
          secondaryColor = #808080
          transform = Raceway
     
        }
        SUBTYPE
        {
          name = RacewayOFF
          title = Raceway OFF
          descriptionSummary = Disabled
          primaryColor = #808080
          secondaryColor = #FFFFFF
        }
      }
     
      MODULE
      {
        name = ModuleRCSFX
        thrusterTransformName = RCS
        thrusterPower = 20
        resourceName = LiquidFuel
        resourceFlowMode = STAGE_PRIORITY_FLOW
        PROPELLANT
        {
          name = LiquidFuel
          ratio = 1.1
          DrawGauge = True
          resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        PROPELLANT
        {
          name = Oxidizer
          ratio = 1.3
          resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        atmosphereCurve
        {
          key = 0 290
          key = 1 160
          key = 5 0.001
        }
      }
     
      MODULE
      {
            name = ModuleEnginesFX
        engineID = Vents
            thrustVectorTransformName = VentTransform
            throttleLocked = True
            exhaustDamage = True
            allowShutdown = True
        stagingEnabled = False
            ignitionThreshold = 0.1
            minThrust = 0
            maxThrust = 1
            heatProduction = 0
            fxOffset = 0, 0, 0
            nonThrustMotor = true
            EngineType = LiquidFuel
            exhaustDamageMultiplier = 50
        runningEffectName = running_vent
        multFlow = 2
        overrideStagingIconIfBlank = false
       
            PROPELLANT
        {
          name = LiquidFuel
          ratio = 1.1
        }
        PROPELLANT
        {
          name = Oxidizer
          ratio = 1.3
        }
     
            atmosphereCurve
        {
                key = 0 1
                key = 1 1
                key = 6 0.001
            }
      }
      MODULE
      {
        name = ModuleDataTransmitter
        packetInterval = 0.2
        packetSize = 3
        packetResourceCost = 20.0
        requiredResource = ElectricCharge
        antennaPower = 5000000
        DeployFxModules = 0
      }
     
    }

    Below is what I see if I examine the material properties of one of the shiny metal pieces directly after importing the original piece into Blender:

    https://ibb.co/VCTG5dR

    I don't know if this is valid though, because like I say, if I export it like that, the colour vanishes

    Hope that all makes sense. Do you have any idea what is going on?

  10. Hi, I wonder if anyone can help me!

    I am editing a mu file. I'm very new to Blender but I have managed to edit the model in the way I want, unfortunately, when I export to mu, the model has lost the silver reflective coating:

    https://ibb.co/nDhRvxb

    I guess I need to do something with 'materials' although the detailed lines are all correct, it is just the wrong colour and not reflective

    Any help gratefully received :)

  11. 22 hours ago, Gameslinx said:

    I have just released a small update (2.0.4) which supports the use of cbNameLater in planet configs.

    This means that RSS and KSRSS can have Parallax configs for Earth now

    Hi, does this mean I can just install it and it will work in RSS/RO?

    I am running RSS/RO and I tried to follow the install instructions completely, but I don't see any scatters anywhere. Do I need to do something extra?

    Many thanks man, I would love to get this running in my game it looks so cool...

    Edit: I just read that Ctrl-P opens the config. If I do that, I get the message: Error - Body Earth is not parallax configured

  12. @R-T-B Hi, I'm still getting issues with the latest version (90):

    WARNING: Kopernicus was not able to load the custom planetary system due to an exception in the loading process. Loading your saved game is NOT recommended, because the missing planets could corrupt it and delete your progress.

    Please contact the planet pack author or the Kopernicus team about the issue and send them a valid bug report, including your KSP.log, your ModuleManager.ConfigCache file and the folder Logs/Kopernicus/ from your KSP root directory.

    Files can be found here: https://www.dropbox.com/s/36bojockf96lnvv/Kopernicus.zip?dl=0

    Please help me! Thanks! :)

  13. 4 hours ago, linuxgurugamer said:

    Two things:  First, I can't see those pictures.  Second, what does this have to do with SmartParts?

    My apologies, I thought I had mode those public. Insert from image constantly going red when I try it. The upshot is that actual venting plumes are 25 times longer than those from the part

    https://www.dropbox.com/s/a2wbi2u4veek2yk/SH Booster 4 venting side by side.PNG

    Also, I am using the Fuel Valve smart part from this mod, sorry that wasn't clear!

  14. 7 hours ago, Fossilized said:

    Have you tried updating? Completely remove the mod and reinstall it with the latest version.

    Oh man! You released a working version (December 27th) literally the day after I posted my issue (December 26th)!!

    I had no idea. Yeah, it works perfectly now and I will be using it for future videos

    Many thanks dude, much appreciated :)

×
×
  • Create New...