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[WIP][1.8.x] SSTULabs - Low Part Count Solutions (Orbiters, Landers, Lifters) - Dev Thread [11-18-18]


Shadowmage

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On 9/3/2019 at 6:37 PM, xx_mortekai_xx said:

The Raptor engine from the TundraExploration mod.  It does not use ModulePartVariants.  It looks to be a fairly normal engine config, but most of my experience has been 1.5.1 and older.   I have never seen FXModuleLookAtConstraint before, but all the others I believe I have seen.

 

The config is below, with my modifications below that.  I havent gotten to getting the correct numbers for the cluster module, and have simply used the module from the LR81-8096 in your pack.


PART
{
    name = TE_18_BFS_SL_RAPTOR
    module = Part
    author = Damonvv
    
    MODEL
    {
        model = TundraExploration/Parts/GOJIRAII/TE_18_BFS_SL_RAPTOR
    }
    
    rescaleFactor = 1
    
    node_stack_top = 0.0, 0.6502519, 0.0, 0.0, 1.0, 0.0, 0
    node_stack_bottom = 0.0, -0.664, 0.0, 0.0, -1.0, 0.0, 0

    TechRequired = veryHeavyRocketry
    entryCost = 13000
    cost = 9120
    category = Engine
    subcategory = 0
    title = RPTR-21 "Raptor" Engine
    manufacturer = Tundra Exploration
    description = This vacuum optimized engine is designed to be one of the best in class. Without these you probably won't get far.
    tags = cck-tundra falcon Raptor s0 engine BFS BFR SpaceX
    attachRules = 1,0,1,0,0
    mass = 2.4
    // heatConductivity = 0.06 // half default
    skinInternalConductionMult = 4.0
    emissiveConstant = 0.8 // engine nozzles are good at radiating.
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 8
    maxTemp = 2000
    bulkheadProfiles = size0
    // autoStrutMode = Grandparent

    EFFECTS
    {
        running_closed
        {
            AUDIO
            {
                channel = Ship
                clip = sound_rocket_spurts
                volume = 0.0 0.0
                volume = 0.2 0.25 0 0
                volume = 1.0 1.0
                pitch = 0.0 0.2
                pitch = 1.0 0.5
                loop = true
            }
            PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_veryLarge
                transformName = smokepoint
                emission = 0.0 0.0
                emission = 0.05 0.0
                emission = 0.075 0.25
                emission = 1.0 1.25
                speed = 0.0 0.25
                speed = 1.0 1.0
                localOffset = 0, 0, 1
            }
            MODEL_MULTI_PARTICLE
            {
                name = flare
                modelName = TundraExploration/FX/rptrFlare
                transformName = thrustTransform
                emission = 0.0 0.0
                emission = 0.3 0.15
                emission = 1.0 1.0
                speed = 0.3 0.2
                speed = 1.0 1.0
                energy = 0.2 0.4
                energy = 1.0 1.0
            }
            MODEL_MULTI_PARTICLE
            {
                name = shock
                modelName = TundraExploration/FX/rptrShock
                transformName = thrustTransform
                emission = 0.2 0.0 0 0
                emission = 0.4 0.4 0 0
                emission = 0.8 1.0 0 0
                speed = 0.2 0.2
                speed = 1.0 1.0
                energy = 0.2 0.5
                energy = 0.4 1.0
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        flameout
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_exhaustSparks_flameout_2
                transformName = smokePoint
                oneShot = true
            }
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
    }
    MODULE
    {
        name = ModuleEnginesFX
        runningEffectName = running_closed
        thrustVectorTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 420
        heatProduction = 350
        fxOffset = 0, 0, 1.2
        EngineType = LiquidFuel
        PROPELLANT
        {
            name = LiquidFuel
            ratio = 0.9
            DrawGauge = True
        }
        PROPELLANT
        {
            name = Oxidizer
            ratio = 1.1
        }
        atmosphereCurve
        {
            key = 0 356
            key = 1 330
            key = 3 0.001
        }
    }
    MODULE
    {
        name = ModuleAlternator
        RESOURCE
        {
            name = ElectricCharge
            rate = 10.0
        }
    }
    RESOURCE
    {
        name = ElectricCharge
        amount = 0
        maxAmount = 0
        isTweakable = false
        hideFlow = true
    }
    MODULE
    {
        name = ModuleSurfaceFX
        thrustProviderModuleIndex = 0
        fxMax = 0.8
        maxDistance = 50
        falloff = 2
        thrustTransformName = thrustTransform
    }
    MODULE
    {
        name = ModuleGimbal
        gimbalTransformName = gimbalTransform
        gimbalRange = 2
        useGimbalResponseSpeed = true
        gimbalResponseSpeed = 10
    }
    MODULE
    {
        name = FXModuleLookAtConstraint

        
        CONSTRAINLOOKFX
        {
            targetName = Pipe2
            rotatorsName = Piston2
        }

        CONSTRAINLOOKFX
        {
            targetName = Piston2
            rotatorsName = Pipe2
        }
        CONSTRAINLOOKFX
        {
            targetName = Pipe1
            rotatorsName = Piston1
        }

        CONSTRAINLOOKFX
        {
            targetName = Piston1
            rotatorsName = Pipe1
        }
    }
    MODULE
    {
        name = FXModuleThrottleEffects
        fxModuleNames = heatColor
        responseSpeed = 0.005
        dependOnEngineState = True
        dependOnThrottle = True
    }
    MODULE
    {
        name = FXModuleThrottleEffects
        fxModuleNames = throttleColor
        responseSpeed = 1.0
        dependOnEngineState = True
        dependOnThrottle = True
    }
    MODULE
    {
        name = ModuleColorChanger
        moduleID = heatColor
        animRate = 1
        shaderProperty = _EmissiveColor
        toggleInEditor = false
        toggleInFlight = false
        redCurve
        {
            key = 0 0
            key = 1 1
        }
        greenCurve
        {
            key = 0 0
            key = 1 1
        }
        blueCurve
        {
            key = 0 0
            key = 1 1
        }
        alphaCurve
        {
            key = 0 0
            key = 1 1
        }
    }
    MODULE
    {
        name = ModuleColorChanger
        moduleID = throttleColor
        animRate = 1
        shaderProperty = _EmissiveColor
        toggleInEditor = false
        toggleInFlight = false
        redCurve
        {
            key = 0 0
            key = 1 1
        }
        greenCurve
        {
            key = 0 0
            key = 1 1
        }
        blueCurve
        {
            key = 0 0
            key = 1 1
        }
        alphaCurve
        {
            key = 0 0
            key = 1 1
        }
    }
}

@PART[TE_18_BFS_SL_RAPTOR]:NEEDS[RealFuels,TundraExploration]:FOR[TundraExploration]
//0.75 - L+
{	
	@attachRules = 1,1,1,1,1
  @MODULE[ModuleEnginesFX]
  {
    //@name = ModuleEnginesRF
    @maxThrust = 332.26
	%powerEffectName = RaptorPlume
	%heatProduction = 69.91924082
    !PROPELLANT[*],* {}
	PROPELLANT
	{
		name = LqdMethane
		ratio = 43.0255036406703
		DrawGauge = True
		%ResourceFlowMode = STACK_PRIORITY_SEARCH
	}
	PROPELLANT
	{
		name = LqdOxygen
		ratio = 56.9744963593297
		%ResourceFlowMode = STACK_PRIORITY_SEARCH
	}
	@atmosphereCurve
	{
		@key,0 = 0 355.63
		@key,1 = 1 283.04
	}
  }
  MODULE
	{
		name = SSTUModularEngineCluster
		engineModelName = TundraExploration/Parts/GOJIRAII/TE_18_BFS_SL_RAPTOR
		currentEngineLayoutName = Single
		engineSpacing = 0.65
		engineHeight = 1.45290
		engineYOffset = 0
		engineScale = 1
		partTopY = 0.6502519
		smokeTransformName = smokepoint
		smokeTransformOffset = -1.75
		diameterIncrement = 0.625
		engineMountDiameter = 0.8
		upperStageMounts = true
		lowerStageMounts = false
	}
}

 

Remove the MODEL node from the original config.  SSTU adds the models through the SSTUModularEngineCluster PartModule, and if one already exists, the plugin won't touch it (hence why you end up with multiple models; the original model + the ones SSTU adds for the current configuration).

Please let me know if that does not resolve the immediate issue (obv. there is more work to be done on the numeric/values config; but the above should solve your duplicate model issue).

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Just now, xx_mortekai_xx said:

Yeah  I noticed the same thing last night, as per my post on the previous page.  It does work after those changes.

 

Thank you for the help.  I do greatly appreciate it.

Ahh, indeed :)    I hit the inspiration last night while laying in bed, and didn't read the other posts before replying.  Glad you got it figured out :)

The rest of the settings that will need to be changed are mostly model-geometry related, and aside from the 'height' (which needs to be exact) can all be approximated values.

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Just now, Shadowmage said:

Ahh, indeed :)    I hit the inspiration last night while laying in bed, and didn't read the other posts before replying.  Glad you got it figured out :)

The rest of the settings that will need to be changed are mostly model-geometry related, and aside from the 'height' (which needs to be exact) can all be approximated values.

Ok, cool.  I tend to use procedural parts tanks to measure things in game, and that gets down to the thousandths of a meter.  It has worked out pretty well so far.  I pulled the top node info from the original engine config, though.

 

I have some questions about...converting?...some other model's textures to use with TU, as I'm a big fan of the shaders, but I'll play around with that and get an idea of my limits of understanding before unpacking that.  However, if you have a link to an existing tutorial that may help, that would be much appreciated.  

I must say, on the clustering module, that is a genius way of cutting part counts. And it is so well implemented.  Again, thanks for the work, and for the help

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13 minutes ago, xx_mortekai_xx said:

I have some questions about...converting?...some other model's textures to use with TU, as I'm a big fan of the shaders, but I'll play around with that and get an idea of my limits of understanding before unpacking that.  However, if you have a link to an existing tutorial that may help, that would be much appreciated.  

TU tutorials/info:

https://github.com/shadowmage45/TexturesUnlimited/wiki/Config-Documentation

And some samples I was/am working through to convert stock parts to use recoloring:

https://github.com/shadowmage45/STUCK

 

I'm also working on helping another user convert some parts to use TU, so I'll try and re-use the tutorial/info that I'm putting together there, and post it up here/in the TU thread as well for general use.

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6 minutes ago, Shadowmage said:

TU tutorials/info:

https://github.com/shadowmage45/TexturesUnlimited/wiki/Config-Documentation

And some samples I was/am working through to convert stock parts to use recoloring:

https://github.com/shadowmage45/STUCK

 

I'm also working on helping another user convert some parts to use TU, so I'll try and re-use the tutorial/info that I'm putting together there, and post it up here/in the TU thread as well for general use.

I think i love you.

 

Thanks so much.

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Artemis 8 - Airlock Module and Lunar Surface Asset Deployment

2028      SLS Block 1B Crew           Artemis 8          Delivery of Airlock Module and lunar landing of crew and "Asset"

The final mission in the Artemis program.  This series could not have been done without SSTU.  

 

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  • 3 weeks later...
16 hours ago, ShaneCao said:

It's so cool, but my computer can't carry it. Do you plan to localize and configure the version with low configuration? Or, I just want the rocket cockpit and the solar panel module, nothing else, which files can be deleted.

They're all interconnected.... it's really not worth it to try to separate them. I did that awhile back but eventually gave up and just left the whole mod installed as is.

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On 9/26/2019 at 4:53 AM, Starwaster said:

They're all interconnected.... it's really not worth it to try to separate them. I did that awhile back but eventually gave up and just left the whole mod installed as is.

Well, thank you.It seems that I can only delete some other mods.

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  • 2 weeks later...
17 hours ago, Regan1tho said:

Hi there I was wondering if the SC-C-HUS and SC-C-ICPS parts have been removed or missing. Or I'm I just doing something wrong. Thanks in advance for the help.

Yes, they were both removed quite awhile ago.  Their functionality can be replicated with the configurable MUS fuel tank (Modular Upper Stage).

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On 10/20/2019 at 2:36 PM, IronKerbal said:

@Shadowmage,
All of the Realplume configs in Realplume.cfg Are legacy, Do you think you could update it?
 

I thought I had just merged a PR that updated them to the newer system (a few weeks/months back..).  I'll take a look though, but no promises, as it is a ton of work (and at this point I don't even know what needs to be done).

 

In general news, it looks like I missed the release of 1.8 by over a week!  Not sure how I missed it, but I'll be starting work on updates for all of my mods in the very near future.  Hoping to wrap up a project at work this week which should (barring the next project dropping) give me a bit more headspace to concentrate on modding.

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21 hours ago, Shadowmage said:

In general news, it looks like I missed the release of 1.8 by over a week!  Not sure how I missed it, but I'll be starting work on updates for all of my mods in the very near future.  Hoping to wrap up a project at work this week which should (barring the next project dropping) give me a bit more headspace to concentrate on modding.

I'll be awaiting that update :) watch out for the new DDs formats and shaders (i pointed it there on another mod thread)

 

 

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I have noticed that some of the Merlin engines dont have a Vernier fxTransform, It would be Nice if you could update them to have the engines that dont have a Vernier fxTransform :) 

New Content
=========================


It would Be awesome if you could post this amazing mod on ckan!

Edited by IronKerbal
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Sorry guys, still neck-deep in a major work project, so have had precisely zero time to devote to modding recently (and very little time for sleep/etc).  Really hoping that it will be wrapped up soon (technically, I believe it is, at least my end of the project), but until all involved parties have finished and the leads signed off, I'm still being kept occupied.  Should get the word sometime later this week unless some major new issues are uncovered during extended testing.

Sadly, I haven't even been able to try out 1.8 yet.  Hoping, truly hoping, that they did a good job on the DX11 update, and that I won't have to spend months fixing problems related to it.  I should know more shortly after I'm able to start the update; shouldn't take long to see what is working/broken.

 

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43 minutes ago, Shadowmage said:

Sorry guys, still neck-deep in a major work project, so have had precisely zero time to devote to modding recently (and very little time for sleep/etc).  Really hoping that it will be wrapped up soon (technically, I believe it is, at least my end of the project), but until all involved parties have finished and the leads signed off, I'm still being kept occupied.  Should get the word sometime later this week unless some major new issues are uncovered during extended testing.

Sadly, I haven't even been able to try out 1.8 yet.  Hoping, truly hoping, that they did a good job on the DX11 update, and that I won't have to spend months fixing problems related to it.  I should know more shortly after I'm able to start the update; shouldn't take long to see what is working/broken.

 

The 1.8.1 hotfix is out now too, so in theory the major issues with 1.8 should have been addressed now.

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On 10/31/2019 at 2:42 AM, Shadowmage said:

Sorry guys, still neck-deep in a major work project, so have had precisely zero time to devote to modding recently (and very little time for sleep/etc).  Really hoping that it will be wrapped up soon (technically, I believe it is, at least my end of the project), but until all involved parties have finished and the leads signed off, I'm still being kept occupied.  Should get the word sometime later this week unless some major new issues are uncovered during extended testing.

Sadly, I haven't even been able to try out 1.8 yet.  Hoping, truly hoping, that they did a good job on the DX11 update, and that I won't have to spend months fixing problems related to it.  I should know more shortly after I'm able to start the update; shouldn't take long to see what is working/broken.

 

You're doing amazing work bud so no rush, life and work have to come first. Really appreciate the update though, this mod absolutely makes the game for me. Love your work! :D

Edited by Sleepy068
Grammar mistake
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Good news is that it sounds like my work project is wrapping up; I just got the word last night that I would not be having to get on a plane and fly out to the jobsite, as one of the other parties involved finally fixed all of their broken mess.

Should be finishing off the project this week, and might actually get some breathing room in the next few weeks, possibly even enough for some modding efforts :)  Still not making any promises, as there are still too many unknowns, but the prospects are looking much better today than they were yesterday; undoubtedly some progress.

 

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On 11/5/2019 at 4:41 PM, Shadowmage said:

Good news is that it sounds like my work project is wrapping up; I just got the word last night that I would not be having to get on a plane and fly out to the jobsite, as one of the other parties involved finally fixed all of their broken mess.

Should be finishing off the project this week, and might actually get some breathing room in the next few weeks, possibly even enough for some modding efforts :)  Still not making any promises, as there are still too many unknowns, but the prospects are looking much better today than they were yesterday; undoubtedly some progress.

 

Woohoo! Three cheers for Shadowmage! (seriously, though, take any time you need)

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