hoojiwana

[1.1] Porkalike Rapier 1.2 [20 Apr]

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A re-imagining of the stock R.A.P.I.E.R. engine, with brand new art to match the fantastic style @Porkjet has created. It's a separate part from the stock version, but it has the same stats and is the same size.

Download from SpaceDock (1.2)

Download from CurseForge (1.2)

Download from Dropbox (1.2)

1.2 Changelog

Spoiler
  • Fixed gimbal functionality for 1.1 changes
  • Added search tags
  • Changed names of transforms to match stock (smokepoint to smokePoint, thanks Skalou)

1.1a Changelog

Spoiler
  • Removed extra folder

1.1 Changelog

Spoiler
  • Switched fuel flow modes to STAGE_STACK_FLOW_BALANCE to match stock RAPIER
  • Added Oxidizer fuel gauge to the staging menu

88x31.png

This work is licensed under a Creative Commons Attribution 4.0 International License.

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Why isn't this just being released as a version of Stock Replacement Assets?

Edited by GregroxMun

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Awesome job hoojiwana! Looks even better than Ven's version of it in VSR 1.9! May I ask, is this on CKAN?

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Should be, since its hosted on KerbalStuff... IIRC, anything on KS is automatically hooked to CKAN.... ???

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3 hours ago, GregroxMun said:

Why isn't this just being released as a version of Stock Replacement Assets?

For those who just wanted something to match the updated spaceplane parts in 1.0.5 without anything else. Plus I could release it earlier if its by itself.

3 hours ago, legoclone09 said:

Awesome job hoojiwana! Looks even better than Ven's version of it in VSR 1.9! May I ask, is this on CKAN?

Thanks! I did tick the box to put it on CKAN when I uploaded to KerbalStuff, so hopefully its on there.

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Great, looks somehow like the SABRE engine from the british skylon project!

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I hope you dont mind if i use it as an actual replacement for the stock rapier model, it looks AMAZING, and i love the glowyness when its red hot.  Not a fan of adding parts that are for all intents and purposes clones of stock struff, but that model is too sexy to pass up, no reason to ever go back to the stock model after this!

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In regards to CKAN: Basically when authors host their mods on KerbalStuff they tick a box to have it hosted on CKAN. The tickbox basically pings us so that we know there's a mod to be added. Ultimately though the process can't be reliably automated so there's always a delay while a human being writes the mod into the CKAN database (typically a mod only needs to be added once and updates to the mod are automatically added by bots). In this case the mod was written into CKAN by @politas and reviewed and approved by myself. (There's a final step that bots perform before the mod is actually listed on CKAN, and that should be performed in 4 hours or less from the time of this post)

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Occasionally, someone puts a mod together in just the right way for the Kerbalstuff auto submission to CKAN to work, but it's rare and not really explained anywhere.

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 Really nice part!

Edit: old tricks for the older version (<1.1):

Spoiler

Do you want this rapier becomes stock?

Now it's possible with these module manager patches:

Instructions:

Install the mod Module Manager ,

Create a .txt file into the "GameData" folder (or any subfolder),

Change the extention from .txt  to .cfg ,

 Copy/paste the patches you want belows:

1- If you just want the skin from the porkalike for the stock rapier but don't change how it works:

Spoiler


//MM_Porkalike_Rapier_for_stock.cfg
//Use the Porkalike Rapier model for the stock Rapier part.
//tested with Porkalike Rapier 1.0 and KSP 1.0.5.1028.

@PART[RAPIER]
{
@author = C. Jenkins & hoojiwana
%rescaleFactor = 1.0
@node_stack_top = 0.0,0.92693125,0.0 , 0.0, 1.0, 0.0
@node_stack_bottom = 0.0,-0.2560305, 0.0, 0.0, -1.0, 0.0
@MODEL
	{
@model = Porkalike_Rapier/Rapier/porkalike_rapier
	}

@MODULE[FXModuleAnimateThrottle]
	{
	@animationName = Porkalike_Heat
	}
	
@EFFECTS
	{
		@running_closed
			{
			@PREFAB_PARTICLE
				{
				@transformName = smokepoint
				}
			}
		@running_open
			{
			@PREFAB_PARTICLE
				{
				@transformName = smokepoint
				}
			}
		@flameout
			{
			@PREFAB_PARTICLE
				{
				@transformName = smokepoint
				}
			}
	}
	
@MODULE[ModuleGimbal]
	{
	@gimbalTransformName = gimbal
	}
	
@MODULE[ModuleSurfaceFX],*
	{
	@thrustTransformName = smokepoint
	}
}

2- Add this one to the 1- if you want the changes provided by the porkalike config to the stock (change the fuel flow rules, increase heat exhaust damage, add gimbal tweaks):

Spoiler


//MM_Porkalike_Rapier_for_stock_Tunning.cfg
//add some tweaks from the Porkalike rapier to the stock rapier.
//tested with Porkalike Rapier 1.0 and KSP 1.0.5.1028.


@PART[RAPIER]
{

@MODULE[ModuleEnginesFX],0
	{
	!exhaustDamageMultiplier = 800
	@PROPELLANT,0
		{
		@resourceFlowMode = STAGE_PRIORITY_FLOW
		}
	}

@MODULE[ModuleEnginesFX],1
	{
	@PROPELLANT,*
		{
		@resourceFlowMode = STAGE_PRIORITY_FLOW
		}
	}

@MODULE[ModuleGimbal]
	{
	%gimbalResponseSpeed = 6
 	%useGimbalResponseSpeed = true
	}
}

3- This one disable the porkalike part to keep only the stock (without deleting anything physicaly):

Spoiler


//MM_Porkalike_Rapier_DisableCR-8.cfg
//Disable the porkalike_rapier.cfg.
//tested with Porkalike Rapier 1.0 and KSP 1.0.5.1028.


!PART[porkalike_rapier]{}

It could be great if you can recompile an updated version with the "smokepoint" renamed in "smokePoint" ,etc.. to match the stock parts, so it will be easier for other mods (like real plume,...) to use it.

 

 

Edited by Skalou
add spoiler

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This looks pretty dope, the inconsitsence between porkjet engines and pre-porkjet rapier bothered me quite a bit!

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A little update for this, to fix the incorrect flow mode that @Skalou noticed (thanks!) and to add a fuel gauge to the oxidiser when in rocket mode. I also uploaded it to SpaceDock for all your community-hosted download needs, though CKAN support will come later since the CKAN team is very busy at the moment, so sit tight for that to come in future.

On 15/02/2016 at 3:40 PM, Ogcorp CEO said:

PORKJET NEEDS TO ADD THIS TO THE STOCK GAME!

On 15/02/2016 at 3:57 PM, Temeter said:

This looks pretty dope, the inconsitsence between porkjet engines and pre-porkjet rapier bothered me quite a bit!

You two may be interested in my little Stock Replacement Assets project, I'm slowly going through and making stock parts "Porkalike". The Rapier here is included as a full and proper replacement of the stock one rather than a different part.

Edited by hoojiwana

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Nice update!

However, CKAN is installing it wrong, so there is a gamedata folder inside:

...Kerbal Space Program\GameData\Porkalike_Rapier\GameData\Porkalike_Rapier\Rapier

Also i've updated my patches in consequences:

Do you want this rapier becomes stock?

Now it's possible with these module manager patches:

Instructions:

Install the mod Module Manager ,

Create a .txt file into the "GameData" folder (or any subfolder),

Change the extention from .txt  to .cfg ,

 Copy/paste the patches you want belows:

1- If you just want the skin from the porkalike for the stock rapier but don't change how it works:

Spoiler

//MM_Porkalike_Rapier_for_stock.cfg
//Use the Porkalike Rapier model for the stock Rapier part.
//tested with Porkalike Rapier 1.1a and KSP 1.0.5.1028 by Skalou.

@PART[RAPIER]
{
@author = C. Jenkins & hoojiwana
%rescaleFactor = 1.0
@node_stack_top = 0.0,0.92693125,0.0 , 0.0, 1.0, 0.0
@node_stack_bottom = 0.0,-0.2560305, 0.0, 0.0, -1.0, 0.0
@MODEL
	{
@model = Porkalike_Rapier/Rapier/porkalike_rapier
	}

@MODULE[FXModuleAnimateThrottle]
	{
	@animationName = Porkalike_Heat
	}
	
@EFFECTS
	{
		@running_closed
			{
			@PREFAB_PARTICLE
				{
				@transformName = smokepoint
				}
			}
		@running_open
			{
			@PREFAB_PARTICLE
				{
				@transformName = smokepoint
				}
			}
		@flameout
			{
			@PREFAB_PARTICLE
				{
				@transformName = smokepoint
				}
			}
	}
	
@MODULE[ModuleGimbal]
	{
	@gimbalTransformName = gimbal
	}
	
@MODULE[ModuleSurfaceFX],*
	{
	@thrustTransformName = smokepoint
	}
}

 

2- Add this one to the 1- if you want the changes provided by the porkalike config to the stock (add an oxydizer gauge in closed cycle mode, increase heat exhaust damage, add gimbal tweaks):

Spoiler

//MM_Porkalike_Rapier_for_stock_Tunning.cfg
//add some tweaks from the Porkalike rapier to the stock rapier.
//tested with Porkalike Rapier 1.1a and KSP 1.0.5.1028 by Skalou.


@PART[RAPIER]
{

@MODULE[ModuleEnginesFX],0
	{
	!exhaustDamageMultiplier = 800
	}

@MODULE[ModuleEnginesFX],1
	{
	@PROPELLANT[Oxidizer]
		{
		%DrawGauge = True
		}
	}

@MODULE[ModuleGimbal]
	{
	%gimbalResponseSpeed = 6
 	%useGimbalResponseSpeed = true
	}
}

 

3- This one disable the porkalike part to keep only the stock (without deleting anything physicaly):

Spoiler

//MM_Porkalike_Rapier_DisableCR-8.cfg
//Disable the porkalike_rapier.cfg.
//tested with Porkalike Rapier 1.1a and KSP 1.0.5.1028 by Skalou.

!PART[porkalike_rapier]{}

 

It could be great if you can recompile an updated version with the "smokepoint" renamed in "smokePoint" ,etc.. to match the stock parts, so it will be easier for other mods (like real plume,...) to use it.

Edited by Skalou
edited for 1.1a

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@Skalou thanks for pointing out the CKAN thing, I left an extra folder in the zip by accident, should be fixed in 1.1a. The smokepoint/smokePoint thing I'll fix for SRA but since this one is an entirely different part it would need a new config for Real Plume et al. anyway.

EDIT: And thanks to @Jadedcat and the rest of the Curse team for always being so quick on approving my files.

Edited by hoojiwana

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Ok thank you, ^_^

so i have updated the Module manager patch for the 1.1a .

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23 hours ago, hoojiwana said:

The smokepoint/smokePoint thing I'll fix for SRA but since this one is an entirely different part it would need a new config for Real Plume et al. anyway.

@Jadedcat

Hey, in fact this is exactly what i wanted! :P,

so i will switch to SRA

 

Edited by Skalou
big mess with my fingers

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May as well start with the small mod. :D

New version (1.2) is up for KSP 1.1, fixing the gimbals (they can yaw again), adding part tags and moving the config definitions to use the same ones that the SRA version does (smokepoint to smokePoint).

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Hello! Just tested this version, and it works in KSP 1.2

Edited by Kerbal101
Edit: nvm, that was due to messing up configs.

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I have encountered log error spam using the pork-alike rapier. I fixed it by changing this:
 

@MODULE[ModuleSurfaceFX],*
	{
	@thrustTransformName = smokepoint
	}

into this:

@MODULE[ModuleSurfaceFX],*
	{
	@thrustTransformName = thrustTransform
	}

In the .cfg file you are instructed to create to replace the stock RAPIER. Surface effects appear to work correctly with this fix. Cross-posting for visibility.

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