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[1.9.x] 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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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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On 6/8/2019 at 11:51 AM, [email protected] 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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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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  • 4 weeks later...

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

0qUt2TA.png

v0jJKD7.png

GhKxlfc.png

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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  • 3 months later...
On 11/1/2019 at 1:37 PM, Commodoregamer118 said:

Sorry for reviving this old topic.

But i just want to ask if this would be compatible with 1.8.1??

Or this mod is discontinued?

I really love this mod, i need it to build things.

It "works" for the most part, since it's mostly parts, but there are a bunch of MM configs that throw errors.

I also love this pack, particularly for the early game airplane cabins, and that open-air helicopter cockpit. So great.

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Hi. I'm getting a message about incorrect installation. I just unzipped to GameData like I do with all your mods. Error is specifically complaining about ModuleBounce.dll

Here's a link to a shared gdrive folder where I've put a picture of the error message, a picture of my GameData folder, and the ksp log file. 

https://drive.google.com/open?id=1E4p-Vd_57EoPpdgw2nKYs6Dzjw4dCt0-

Thanks for any help. Hope I haven't screwed up something obvious ...

Also thanks for all your KSP work!!

edit: this is SXTContinued-0.3.29.zip from SpaceDock, btw

Edited by OrbitalManeuvers
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50 minutes ago, OrbitalManeuvers said:

Hi. I'm getting a message about incorrect installation. I just unzipped to GameData like I do with all your mods. Error is specifically complaining about ModuleBounce.dll

Here's a link to a shared gdrive folder where I've put a picture of the error message, a picture of my GameData folder, and the ksp log file. 

https://drive.google.com/open?id=1E4p-Vd_57EoPpdgw2nKYs6Dzjw4dCt0-

Thanks for any help. Hope I haven't screwed up something obvious ...

Also thanks for all your KSP work!!

edit: this is SXTContinued-0.3.29.zip from SpaceDock, btw

I thought I had fixed that.

ok, you can ignore it for now.  Ill get it fixed later today 

thank you for the report

Edited by linuxgurugamer
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  • 4 weeks later...
Spoiler

ir61fwynu8k11.jpg

Spoiler

maxresdefault.jpg

is there a extention mod that makes the KN-225 cargo bays fold open like the stock mk3 bays? i have been trying to make. well... a flying aircraft carrier. when the plane was originally planned by the U.S Air Force, the idea was convert a 747 and make it carry up to 10 micro fighters. well, i made one using the mk3, but its just not big enough. problem is, the plan was to have two sections of the main bay to open. one for intake, and one for dropping the fighters from inside. The KN-225 is perfect for. the boeing 747 design i need, and has a larger bay, so i can fit more fighters, but i cant open the bays up.

Edited by that plane guy
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  • 2 weeks later...

Hi.

I found this glitch on the Osaul Radial Cockpit and fixed it. You may want to revise an additional change I made before accepting it.

https://github.com/linuxgurugamer/SXTContinued/pull/78

Spoiler

from:
71339561-a1b7ef00-2532-11ea-8401-cf9dac4


to:
71339589-b98f7300-2532-11ea-9107-adc75b2

 

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  • 1 month later...
58 minutes ago, Beetlecat said:

1.8.1 and all that with a fresh install of the game via CKAN, and ran the batch file--but still getting black textures on a number of parts. is the ReStock whitelist out of date?

This was happening with airplanes plus, too. It was fixed.

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On 2/5/2020 at 8:41 PM, Beetlecat said:

1.8.1 and all that with a fresh install of the game via CKAN, and ran the batch file--but still getting black textures on a number of parts. is the ReStock whitelist out of date?

It could be, could you provide a list of the parts that are having the problem?

It may also be more depreciated parts that need to be fixed.

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Well, you can thank Squad for breaking this mod.  There is a stock texture being used which was just removed, not even moved to the zDeprecated directory.

If you have an older game, then do this:

Copy the following file:

KSP\GameData\Squad\Parts\FuelTank\Size3Tanks\fueltTanks_cm.dds

to the same location in 1.8.

If you don't, then complain to Squad about this file having been removed and not put into the zDeprecated directory

Without permission, I can't legally provide it.  And yes, I have contacted them, waiting to hear

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1 minute ago, Beetlecat said:

Wow!  Thank you for the quick investigation. I had a hunch it was something like this. :(  Totally wild they didn't bump it into the depreciated folder. <shrug> -- I may have an old 1.7.3 lying around...

Your welcome.  I understand why they remove these textures, but they should (IMHO) allow modders to include them if they are being referenced.

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This black parts thing is happening in several mods. I mentioned airplane plus already; now I noticed it in kerbal foundries.

But changing the subject: hey @linuxgurugamer I think there is something wrong with how tweakscale deals with the three floater parts - and only them, as the rest can be tweakscaled just fine. If you click any button to change the floater's size, doesn't matter how (decrease, increase, it's all the same) it will only shrink the part to a very, very small size. Like, so small that you can't select it with the mouse anymore.

Can you check this out? It's a shame, because those are the only decent floater parts anywhere in the kerbalverse and it would be good to change their size to fit larger planes - as it was, before.

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On 2/6/2020 at 9:27 PM, linuxgurugamer said:

Well, you can thank Squad for breaking this mod.  There is a stock texture being used which was just removed, not even moved to the zDeprecated directory.

If you have an older game, then do this:

Copy the following file:

KSP\GameData\Squad\Parts\FuelTank\Size3Tanks\fueltTanks_cm.dds

to the same location in 1.8.

If you don't, then complain to Squad about this file having been removed and not put into the zDeprecated directory

Without permission, I can't legally provide it.  And yes, I have contacted them, waiting to hear

Thanks for this, I was wondering why a couple of the parts were all black even after running the included batch file.

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