Cheesecake Posted January 24, 2019 Share Posted January 24, 2019 8 hours ago, makingstuffupp said: Anyone else having problems with black textures on certain parts? Do you use SPT as separate mod? Then remove it because it is included now. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted January 24, 2019 Share Posted January 24, 2019 39 minutes ago, Cheesecake said: Do you use SPT as separate mod? Then remove it because it is included now. Interesting...I never used SPT before it was integrated into CA, but I'm still having the same issues as @makingstuffupp. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted January 24, 2019 Share Posted January 24, 2019 1 hour ago, RealKerbal3x said: Interesting...I never used SPT before it was integrated into CA, but I'm still having the same issues as @makingstuffupp. hm, for me it works. Did you reinstall CA? Some people had the same error in the past and it was related to SPT or a wrong installation. Also: use the newest dependencies, not the ones who included in the download. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted January 24, 2019 Share Posted January 24, 2019 2 minutes ago, Cheesecake said: hm, for me it works. Did you reinstall CA? Some people had the same error in the past and it was related to SPT or a wrong installation. Also: use the newest dependencies, not the ones who included in the download. You just reminded me that I haven't updated Firespitter in ages. I'll give it a go. Quote Link to comment Share on other sites More sharing options...
makingstuffupp Posted January 24, 2019 Share Posted January 24, 2019 (edited) 10 hours ago, Cheesecake said: Do you use SPT as separate mod? Then remove it because it is included now. No, I am just using the CA mod and I still have the problem. Firespitter Core and Module Manager are fully updated. I got my mods off of CKAN, if that is helpful. Edited January 25, 2019 by makingstuffupp More info Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted January 27, 2019 Share Posted January 27, 2019 On 1/24/2019 at 11:11 PM, makingstuffupp said: I got my mods off of CKAN, if that is helpful. It might be CKAN, install it manually and see if it makes a difference. Quote Link to comment Share on other sites More sharing options...
makingstuffupp Posted January 28, 2019 Share Posted January 28, 2019 1 hour ago, sslaptnhablhat said: It might be CKAN, install it manually and see if it makes a difference. No difference Quote Link to comment Share on other sites More sharing options...
DianonForce Posted January 29, 2019 Share Posted January 29, 2019 Hi, i have problems with black textures on certain parts too. I experiment a little the last days and could nail it down to the Spacelab_difusse texture of the spt\spacelab. I downloaded the old original mod in wich this texture exists as png and use them instead and the black textures disapered. I have no knowledge about making textures, so i experimetned a little with saveing the png as dds (dtx5) and got it to work. Maybe this information helps you. And sorry for my english, languages are one of my worse skills, even on my native language i have problems to write correct Quote Link to comment Share on other sites More sharing options...
makingstuffupp Posted January 30, 2019 Share Posted January 30, 2019 4 hours ago, DianonForce said: Hi, i have problems with black textures on certain parts too. I experiment a little the last days and could nail it down to the Spacelab_difusse texture of the spt\spacelab. I downloaded the old original mod in wich this texture exists as png and use them instead and the black textures disapered. I have no knowledge about making textures, so i experimetned a little with saveing the png as dds (dtx5) and got it to work. Maybe this information helps you. And sorry for my english, languages are one of my worse skills, even on my native language i have problems to write correct Holy excrements, this works! Thank you so much! Quote Link to comment Share on other sites More sharing options...
kidolvski Posted January 31, 2019 Share Posted January 31, 2019 The craft files don't seem to be working for me. It says they are incompatible. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 31, 2019 Share Posted January 31, 2019 20 minutes ago, kidolvski said: The craft files don't seem to be working for me. It says they are incompatible. What version of the game are you running? Quote Link to comment Share on other sites More sharing options...
kidolvski Posted January 31, 2019 Share Posted January 31, 2019 (edited) 19 minutes ago, linuxgurugamer said: What version of the game are you running? 1.6.1.2401, I downloaded them from here: https://github.com/Pak84/Crafts. Edit: now they do seem to work, weird. Edited January 31, 2019 by kidolvski Quote Link to comment Share on other sites More sharing options...
elbolcze Posted February 24, 2019 Share Posted February 24, 2019 First of, amazing job on the shuttles PAC! However, I have a slight problem with Block II Cerv cocpkit. IVA interior is not showing up. No gauges or screens, only kerbals. Do you have any solution? Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted February 24, 2019 Share Posted February 24, 2019 4 hours ago, elbolcze said: However, I have a slight problem with Block II Cerv cocpkit. IVA interior is not showing up. No gauges or screens, only kerbals. Do you have any solution? There isn't currently an IVA for the Block 2. Making IVAs is pretty difficult and time-consuming, and I don't think @Pak has much time on his hands at the moment. Quote Link to comment Share on other sites More sharing options...
DylanSemrau Posted March 3, 2019 Share Posted March 3, 2019 Finally got to try this with 2.5x scale! Quote Link to comment Share on other sites More sharing options...
Zorg Posted March 4, 2019 Share Posted March 4, 2019 (edited) I've also been messing around with the Cormorant shuttle in 2.5x scale. Because I like Hydrolox craft I also wanted to patch it to run cryogenic. So far so good although I'm still tweaking. Not so sure about real world to KSP balance but it works for me and I've managed to put 11 tons into low orbit in 2.5x (Galileos planet pack but I believe Gael has the same Dv requirements as Kerbin) The existing Cryo patch seems to add an LH2 mode in addition to LF to the Cormorant SSME but it breaks the realplume. It also patches the squad SSME/Vector to run LH2 but that caused a conflict with something else for me. [edit, a MM syntax error was responsible, now fixed in the patch below) So I rolled a custom config for a model from RealEngines. although I doubled monoprop in the OMS pods I still ended up carrying an extra large MP tank to do a station rendezvous. But I will probably keep that mission specific instead of increasing qty yet further. This is the config I used if anyone is interested. It follows the principle of doubling fuel qty as per Paks 2.5x patch. However it also adds LH2Ox (also doubled). Even with double the fuel, the LH20X density seems a bit LESS than stock tanks patched by CryoEngines mod and procedural tanks. So I dont think the balance is very far off; I might actually increase LH2 quantities. It probably needs some tweaks by someone more knowledgeable than me. Make sure to remove the existing CryoEngines patch if trying this. Spoiler // 2.5x rescale and LH2 config by Zorg // Derived from Cryo Engines patch by TheRedTom and 2.5x Patch by Pak // Existing Cryo patch (included with mod) and 2.5x patch (if installed) NEED TO BE REMOVED to use this. // Doubles fuel quantities and adjusts thrust as per current 2.5x patch but includes LH2 configs // LH2 quanitites were doubled based on the logic of 2.5x patch. Still Fuel density seems lower than procedural LH2Ox and Stock tanks patched by CryoTanks mod // Also Doubles OMS engine thrust and OMS Pod monoprop quanities, adjusts SRB fuel quantities // This is an experimental patch made from some messing about. May not necessarily be balanced. // Existing craft files may require cycling through tank set ups for quantities to update (eg Mono prop in OMS). SRBs needs to be rebuilt. // Adds LH2 mode to Cormorant SSME. From TheRedTom patch. @PART[CA_STME]:NEEDS[CryoEngines] { @description = Further development of the KS-25 brought about this cheaper and lighter hydrogen powered engine. !MODULE[ModuleEnginesFX]{} MODULE { name = ModuleEnginesFX engineID = KS25 runningEffectName = running_closed thrustVectorTransformName = FXpoint powerEffectName = shockDiamond exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1000 //Thrust uprated as per Paks 2.5x patch heatProduction = 192 fxOffset = 0, 0.0, 0 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.5 PROPELLANT { name = LqdHydrogen ratio = 1.5 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 0.1 } atmosphereCurve { key = 0 445 key = 1 355 key = 12 0.001 } } } // Converts Squad SSME to LH2 @PART[SSME]:NEEDS[CryoEngines] { !MODULE[ModuleEnginesFX]{} MODULE { name = ModuleEnginesFX engineID = KS25x1 runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1000 heatProduction = 600 fxOffset = 0, 0, 0.4 EngineType = LiquidFuel PROPELLANT { name = LqdHydrogen ratio = 1.5 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 0.1 } atmosphereCurve { key = 0 452 key = 1 366 key = 12 0.001 } } } // Fuel quantities adjustment as per Paks 2.5x patch and also adds LH2 accordingly @PART[ShuttleBottomLong] { @MODULE[FSfuelSwitch] { @resourceAmounts = 2800;720,880;1200;1320 } } @PART[ShuttleB] { @MODULE[FSfuelSwitch] { @resourceAmounts = 2800;360,440;600;660 } } @PART[CA_ETnose,CA_ET_extension] { @MODULE[FSfuelSwitch] { @resourceNames:NEEDS[CommunityResourcePack] = LiquidFuel;LiquidFuel,Oxidizer;Oxidizer;LqdHydrogen,Oxidizer @resourceAmounts:NEEDS[CommunityResourcePack] = 28800;9600,11740;18000;90000,6000 } } @PART[CA_ET] { @MODULE[FSfuelSwitch] { @resourceNames:NEEDS[CommunityResourcePack] = Oxidizer;LiquidFuel,Oxidizer;LqdHydrogen;LqdHydrogen,Oxidizer @resourceAmounts:NEEDS[CommunityResourcePack] = 35200;19200,23470;270000;180000,12000 } } @PART[CA_SRB4] { @MODULE[ModuleEngines] { @maxThrust = 3500 } @RESOURCE[SolidFuel] { @amount = 10000 // reduced from Paks 2.5x patch @maxAmount = 10000 } } @PART[CA_SRBnose] { @MODULE[ModuleEngines] { @maxThrust = 55 } @RESOURCE[SolidFuel] { @amount = 18 @maxAmount = 18 } } @PART[CA_boosterPack] { @MODULE[ModuleEngines] { @maxThrust = 80 } @RESOURCE[SolidFuel] { @amount = 10 @maxAmount = 10 } } //Additional patches by Zorg @PART[ShuttleOMSDUO] { @MODULE[FSfuelSwitch] { @resourceAmounts = 800;190,220;400;440 } } @PART[OMSEngineA,OMSEngine] { @MODULE[ModuleEnginesFX] { @maxThrust = 100 } } Edited March 19, 2019 by Zorg Quote Link to comment Share on other sites More sharing options...
TheRedTom Posted March 4, 2019 Share Posted March 4, 2019 (edited) 1 hour ago, Zorg said: I've also been messing around with the Cormorant shuttle in 2.5x scale. Because I like Hydrolox craft I also wanted to patch it to run cryogenic. So far so good although I'm still tweaking. Not so sure about real world to KSP balance but it works for me and I've managed to put 11 tons into low orbit in 2.5x (Galileos planet pack but I believe Gael has the same Dv requirements as Kerbin) The existing Cryo patch seems to add an LH2 mode in addition to LF to the Cormorant SSME but it breaks the realplume. It also patches the squad SSME/Vector to run LH2 but that caused a conflict with something else for me. So I rolled a custom config for a model from RealEngines. although I doubled monoprop in the OMS pods I still ended up carrying an extra large MP tank to do a station rendezvous. But I will probably keep that mission specific instead of increasing qty yet further. This is the config I used if anyone is interested. It follows the principle of doubling fuel qty as per Paks 2.5x patch. However it also adds LH2Ox (also doubled). Even with double the fuel, the LH20X density seems a bit LESS than stock tanks patched by CryoEngines mod and procedural tanks. So I dont think the balance is very far off; I might actually increase LH2 quantities. It probably needs some tweaks by someone more knowledgeable than me. Make sure to remove the existing CryoEngines patch if trying this. Reveal hidden contents Snip 8 Hey Zorg, those screenshots look bloody fantastic! I decided to switch my shuttle stack to use reDIRECT (and have little time these days to play) so I dropped using the patch myself but glad to see it was helpful. DM me if you want me to send over the balance sheet I used Edited March 4, 2019 by TheRedTom Snip images Quote Link to comment Share on other sites More sharing options...
Zorg Posted March 4, 2019 Share Posted March 4, 2019 (edited) 8 minutes ago, TheRedTom said: Hey Zorg, those screenshots look bloody fantastic! I decided to switch my shuttle stack to use reDIRECT (and have little time these days to play) so I dropped using the patch myself but glad to see it was helpful. DM me if you want me to send over the balance sheet I used Thanks! I also installed reDIRECT but any other LH2 fans looking to do that should be warned that the tanks get incorrect values if installed alongside CryoEngines/Tanks *doh*. A reDIRECT stack in this state can't get a Cormorant shuttle into orbit in 2.5x scale at any rate. That said I found a patch in that thread that supposedly makes it play nice and so am going to check it out in a couple of hours. edit: also thanks for writing the initial LH2 patch. Edited March 4, 2019 by Zorg Quote Link to comment Share on other sites More sharing options...
davidy12 Posted March 4, 2019 Share Posted March 4, 2019 2 hours ago, Zorg said: I've also been messing around with the Cormorant shuttle in 2.5x scale. Because I like Hydrolox craft I also wanted to patch it to run cryogenic. So far so good although I'm still tweaking. Not so sure about real world to KSP balance but it works for me and I've managed to put 11 tons into low orbit in 2.5x (Galileos planet pack but I believe Gael has the same Dv requirements as Kerbin) The existing Cryo patch seems to add an LH2 mode in addition to LF to the Cormorant SSME but it breaks the realplume. It also patches the squad SSME/Vector to run LH2 but that caused a conflict with something else for me. So I rolled a custom config for a model from RealEngines. although I doubled monoprop in the OMS pods I still ended up carrying an extra large MP tank to do a station rendezvous. But I will probably keep that mission specific instead of increasing qty yet further. This is the config I used if anyone is interested. It follows the principle of doubling fuel qty as per Paks 2.5x patch. However it also adds LH2Ox (also doubled). Even with double the fuel, the LH20X density seems a bit LESS than stock tanks patched by CryoEngines mod and procedural tanks. So I dont think the balance is very far off; I might actually increase LH2 quantities. It probably needs some tweaks by someone more knowledgeable than me. Make sure to remove the existing CryoEngines patch if trying this. Reveal hidden contents // 2.5x rescale and LH2 config by Zorg // Derived from Cryo Engines patch by TheRedTom and 2.5x Patch by Pak // Existing Cryo patch (included with mod) and 2.5x patch (if installed) NEED TO BE REMOVED to use this. // Doubles fuel quantities and adjusts thrust as per current 2.5x patch but includes LH2 configs // LH2 quanitites were doubled based on the logic of 2.5x patch. Still Fuel density seems lower than procedural LH2Ox and Stock tanks patched by CryoTanks mod // Also Doubles OMS engine thrust and OMS Pod monoprop quanities, adjusts SRB fuel quantities // This is an experimental patch made from some messing about. May not necessarily be balanced. // Existing craft files may require cycling through tank set ups for quantities to update (eg Mono prop in OMS). SRBs needs to be rebuilt. // Adds LH2 mode to Cormorant SSME. From TheRedTom patch. WARNING Seems to the plume provided with RealPlume @PART[CA_STME]:NEEDS[CryoEngines] { @description = Further development of the KS-25 brought about this cheaper and lighter hydrogen powered engine. !MODULE[ModuleEnginesFX] MODULE { name = ModuleEnginesFX engineID = KS25 runningEffectName = running_closed thrustVectorTransformName = FXpoint powerEffectName = shockDiamond exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1000 //Thrust uprated as per Paks 2.5x patch heatProduction = 192 fxOffset = 0, 0.0, 0 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.5 PROPELLANT { name = LqdHydrogen ratio = 1.5 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 0.1 } atmosphereCurve { key = 0 445 key = 1 355 key = 12 0.001 } } } // Converts Squad SSME to LH2 @PART[SSME]:NEEDS[CryoEngines] { !MODULE[ModuleEnginesFX] MODULE { name = ModuleEnginesFX engineID = KS25x1 runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1000 heatProduction = 600 fxOffset = 0, 0, 0.4 EngineType = LiquidFuel PROPELLANT { name = LqdHydrogen ratio = 1.5 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 0.1 } atmosphereCurve { key = 0 452 key = 1 366 key = 12 0.001 } } } // Fuel quantities adjustment as per Paks 2.5x patch and also adds LH2 accordingly @PART[ShuttleBottomLong] { @MODULE[FSfuelSwitch] { @resourceAmounts = 2800;720,880;1200;1320 } } @PART[ShuttleB] { @MODULE[FSfuelSwitch] { @resourceAmounts = 2800;360,440;600;660 } } @PART[CA_ETnose,CA_ET_extension] { @MODULE[FSfuelSwitch] { @resourceNames:NEEDS[CommunityResourcePack] = LiquidFuel;LiquidFuel,Oxidizer;Oxidizer;LqdHydrogen,Oxidizer @resourceAmounts:NEEDS[CommunityResourcePack] = 28800;9600,11740;18000;90000,6000 } } @PART[CA_ET] { @MODULE[FSfuelSwitch] { @resourceNames:NEEDS[CommunityResourcePack] = Oxidizer;LiquidFuel,Oxidizer;LqdHydrogen;LqdHydrogen,Oxidizer @resourceAmounts:NEEDS[CommunityResourcePack] = 35200;19200,23470;270000;180000,12000 } } @PART[CA_SRB4] { @MODULE[ModuleEngines] { @maxThrust = 3500 } @RESOURCE[SolidFuel] { @amount = 10000 // reduced from Paks 2.5x patch @maxAmount = 10000 } } @PART[CA_SRBnose] { @MODULE[ModuleEngines] { @maxThrust = 55 } @RESOURCE[SolidFuel] { @amount = 18 @maxAmount = 18 } } @PART[CA_boosterPack] { @MODULE[ModuleEngines] { @maxThrust = 80 } @RESOURCE[SolidFuel] { @amount = 10 @maxAmount = 10 } } //Additional patches by Zorg @PART[ShuttleOMSDUO] { @MODULE[FSfuelSwitch] { @resourceAmounts = 800;190,220;400;440 } } @PART[OMSEngineA,OMSEngine] { @MODULE[ModuleEnginesFX] { @maxThrust = 100 } } What Are your sigma dimension settings? 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Zorg Posted March 4, 2019 Share Posted March 4, 2019 Just now, davidy12 said: What Are your sigma dimension settings? Hi, I'm just using Rescale! configs with Sigma Dimensions v 0.10.1 (in GPP but seemed fine in in a test in stock system too) So far no issues in KSP 1.6.1 except with the KSC++ bases in GPP. Buildings end up spread out but I can deal. Quote Link to comment Share on other sites More sharing options...
V8jester Posted March 19, 2019 Share Posted March 19, 2019 (edited) Hey guys, it's been a few years so be gentle... I was glancing thru and I didn't see this one. The pallet part in the pack. Is it supposed to have multiple textures now? The last time I used CA it only had one model and it didn't have the grey rack in the center of it (just a half circle). I noticed an FSpartswitch module in some of the cfg's. Also I have a couple of parts that appear to be Z fighting (The main tank nose and both the shuttle tail / belly parts). Now I have way more mods than I probably should. So please take all this with a grain of salt. I may be introducing these issues thru another mod. But I did notice the included version of FS and MM are not the most up to date, note sure if there may be an issue running the new versions? So on that note, could any of you fine gents point me in the correct direction? Thanks! - Edit Game version 1.6.1 - CA Version 1.5.1 Actually I just further moded the install by adding KSPAPIExtensions-2.1.0.8-PreRelease Realplume And the CA patches for cool rockets And now all issues mentioned seem to be gone? That's really strange... Edited March 19, 2019 by V8jester Quote Link to comment Share on other sites More sharing options...
RangeMachine Posted March 21, 2019 Share Posted March 21, 2019 (edited) On 1/23/2019 at 3:10 AM, FellipeC said: I started to debug why the Toelle engine mess with the DV calculations. Here what I found: For some reason, the Delta-V part of the Kerbal can't see the Toelle as an engine part. It says "No Active Engines in Stage." as you can see in the screenshot below. https://imgur.com/a/ecFevRV I compared the .CFG files CA_STME and SSME from Squad and found no obvious part missing... I wonder what the 1.6 need to recognize the Toelle as a proper engine. Yes, same problem. I firgured if you patch original SSME it works well: PART { name = CA_STME to @PART[SSME] { You will need to fix your crafts as well, but thats better then nothing Update: nevermind, still bugged. Update2: found this mod, works very well: It shows incorrect delta-v for 5th stage, but after you release clamps it shows correctly. Edited March 21, 2019 by RangeMachine Quote Link to comment Share on other sites More sharing options...
Victor_Delta Posted March 21, 2019 Share Posted March 21, 2019 I don't know what I am doing wrong, but, I had one launch that went fine. but, even without changing a thing, everything seems to fly out of control. I don't get what I'm doing wrong here. At about 1000-3200 meters the shuttle seems to shimmy in a small spiral (even when dropping the thrust of the SSME's), and drop almost 20 degrees, and seems to go in a spiral like that until its just flying towards the ground. I can only seem to reach 16000 meters before I have to revert. Any help or tips would be appreciated, Ive tried almost everything. Quote Link to comment Share on other sites More sharing options...
Sky The Heck Posted March 22, 2019 Share Posted March 22, 2019 Not sure if this is the proper place to ask, but is it possible Patch the Block II shuttle IVA use the IVA of the MK3 Cockpit? I've noticed that the window structure of both parts are essentially the same Quote Link to comment Share on other sites More sharing options...
Jay The Amazing Toaster Posted March 23, 2019 Share Posted March 23, 2019 (edited) On 1/11/2019 at 5:16 PM, Pak said: I didn't get the high band antenna in the files Meeb sent me but I'll pull it from the last release version and add it in when I can. 2 @Pak Unfortunately, I don't believe it made it into any release beyond a beta version hidden on his forum page. Luckily though it can be found here! https://github.com/MrMeeb/Shuttle-Payload-Technologies Some other parts that aren't included are the larger wing pieces that are better scaled to the 150 version of the cargo bay, it would be cool if those were included as well. PS. It'd also be cool to get some variants of the wing strake that resembled Columbia's. Edited March 24, 2019 by Jay The Amazing Toaster Quote Link to comment Share on other sites More sharing options...
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