linuxgurugamer

[1.5.*, 1.6.*] SXT Continued

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22 minutes ago, macenkodenis said:

Understand. If it will be more useful - i can export from blender in many other filetypes. Like OBJ, 3DS, enc. Even in .mu, but ingame exportet right in .mu have no materials.

Even that would be better, I could then see how they relate to other parts

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Posted (edited)
38 minutes ago, linuxgurugamer said:

Even that would be better, I could then see how they relate to other parts

There you are. https://drive.google.com/file/d/11Yk4cU7FZVMTT2Ml5KaR9azC51deBgFO/view?usp=sharing

UPT:

@linuxgurugamer , there is a CFG

PART
{

	// --- general parameters ---

	name = SXTOsualHullTailAdapterLarge
	module = Part
	author = Lack, macenkodenis
	
	// --- asset parameters ---

	MODEL
	{
		model = SXT/Parts/Aviation/Hull/Osaul/HullTailAdapter
		texture = mk2Fuselage , Squad/Parts/FuelTank/mk2FuselageLong/mk2Fuselage
		texture = model000 , Squad/Parts/Utility/mk3CargoBay/Mk3CargoBay
	}

	rescaleFactor = 1
	scale = 1

	// --- node definitions ---

	node_stack_top = 0.0, 3.75, 0.0, 0.0, 1.0, 0.0 , 3
	//node_stack_top1 = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0 , 0
	node_stack_bottom = 0.0, -3.75, 1.76125, 0, -1, 0 , 3
	//node_stack_bottom2 = 0.0, -1.875, 0.0, 0, -1, 0 , 0
	node_attach = 0.0, 0.0, -1.875, 0.0, 0.0, 1.0, 1

	// --- editor parameters ---

	TechRequired = advConstruction
	entryCost = 2500
	cost = 380
	category = Payload
	subcategory = 0
	title = #LOC.SXT_SXTOsualHullTailAdapterLarge_title // #SXTOsualHullLarge_title = M-Hull 3.75m 'Osaul' Cargo Bay Tail Adapter
	manufacturer = #LOC.SXT_SXTOsualHullTailAdapterLarge_manufacturer // #SXTOsualHullLarge_manufacturer = Probodobodyne Inc
	description  = #LOC.SXT_SXTOsualHullTailAdapterLarge_description // #SXTOsualHullLarge_description = A specialised cargo bay adapter.

	// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

	attachRules = 1,1,1,1,1 // 1,1,1,1,0

	// --- standard part parameters ---

	mass = 5
	dragModelType = default // override
	maximum_drag = 0.2
	minimum_drag = 0.3
	angularDrag = 1 // 2
	crashTolerance = 50 // 30
	breakingForce = 300 // 6000
	breakingTorque = 300 // 6000
	maxTemp = 2700 // 3000 // Mk3 level -- reentry rated
	fuelCrossFeed = True
	explosionPotential = 0.1
	bulkheadProfiles = size3, srf
	emissiveConstant = 0.87 // Mk3 level -- reentry rated

	tags = #LOC.SXT_SXTOsualHullLargeTailAdapter_tags // #SXTOsualHullLarge_tags = contain convey equipment freight hold hollow payload (stor transport utility

	MODULE
	{
		name = ModuleCargoBay  // (check)
		//DeployModuleIndex = 0 //--Might throw an error // Threw an error "not an IScalarModule"
		closedPosition = 0 // 1
		lookupRadius = 5.0 // 2.7
		nodeOuterForeID = top
		nodeOuterAftID = bottom
		//nodeInnerForeID = top2
		//nodeInnerAftID = bottom2
	}
}

 

Edited by macenkodenis

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For me, the two large wings(I forget the name, like, the really big ones? the FAT-5000 or something?) Are not lifting surfaces. they are just fuel tanks, and don't provide any lift. I don't know if this is already known, or a bug on my end.

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On 6/8/2019 at 11:51 AM, williamhall531@gmail.com said:

For me, the two large wings(I forget the name, like, the really big ones? the FAT-5000 or something?) Are not lifting surfaces. they are just fuel tanks, and don't provide any lift. I don't know if this is already known, or a bug on my end.

Log file, and a list of installed mods, please

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New release, 0.3.28.2

  • Fixing TweakScale patches to prevent triggering the Fatal Alert from [#34](https://github.com/net-lisias-ksp/TweakScale/issues/34).
     

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Posted (edited)
On 6/17/2019 at 9:01 PM, linuxgurugamer said:

New release, 0.3.28.2

  • Fixing TweakScale patches to prevent triggering the Fatal Alert from [#34](https://github.com/net-lisias-ksp/TweakScale/issues/34).
     

If the following parts are being scaled on a savegame, there's a patch to revert the fixes in a controlled and deterministic way to keep the ongoing savegames alive:

  • SXTWingSmall (Mk0B Small Modular Wing)
  • SXTWingLarge (FAT-460 Super-Lift Aeroplane Main Wing)
  • SXTInlineAirIntake (XM-600 1.25m Air Intake)
  • SXTOsaulNoseCockpitAn225 (Kn-225 "Osaul Payload" Cockpit)
  • SXTOsualRadCockpit (Mk.P-Yavka Radial Cockpit)
  • SXTtruckbox (Truck Box)

I strongly advise to do not use the following patch on new savegames, the purpose of the patch is to allow you to keep playing your current savegames. This patch will make your vessels not compatible with future releases of the Add'Ons.

The patch can be downloaded from this link (and on future releases of TweakScale), and you can place it anywhere on your GameData - I suggest dropping it on a folder called __LOCAL (i.e.: <KSP>/GameData/__LOCAL) to be easily found and deleted when not needed anymore.

For any doubts or support on this, please kick me on the TweakScale thread. No savegame will be left behind. :) 

Thank you.

—— — — POST EDIT — — — 

I found this AddOn that would help a lot to prevent problems on these transition times!

Spoiler

 

If anything goes wrong, the last backup can be restored and then the patches mentioned applied.

Edited by Lisias
no savegame will be left behind.

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Hi, in case anyone is interested, I suggested a hack to fix the IVA for the Marble cockpit, comments welcome

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Hello. I seem to have an animation issue with the Communotron DTS-R4 because deployment doesn't work properly. Deploy Limit is set to 100 but the antenna does not want to extend. There's some action going on but in a shaky matter. Full deployment can be done manually if you slide Deploy Limit down to 0. Antenna remains shaky :)

Spoiler

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I'm currently in KSP 1.7.3 both DLCs in career mode. Kommunotronski 16 and Probodobodyne QUBC "Warbler" are working fine.

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