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[1.10.x] Stockalike Mk1 Open cockpit ( 7 nov 2020 update - NEW PARTS )


NESD

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On 8/22/2020 at 7:26 AM, NESD said:

unfortunately KSP dont have animation for suspension, wheel just attached to Unity wheel collider, that have internal scripted animation

Yeah, that is what I meant.  You need to check their behavior.  Make sure it's starting at it's maximum extended state instead of at the middle or top.

Also, you might want to make sure your wheel collider isn't creating two colliders for the wheel (one general physics, one wheel) instead of one.

Edited by Ruedii
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  • 2 weeks later...

@NESD could you post a link to the new parts you have been working on?  I would like to give them a try even if there is no parts pack to go with them.  this mod has always been one of my favorites so I am anxious to get it updated to 1.10,  but I would also like to try the new wing and intake parts you previewed here.

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  • 1 month later...
  • 3 weeks later...

I`m return, and this mod return, so . . .

UPDATE v1.3 for KSP 1.4-1.10

eytXuk5.png

New parts in this update:

Strut (6 variants), wire and wired antenna,   2 tail sections,

Stockalike wing parts  (all this parts have (OC) in name for easier making mod-free aircrafts for upload):

3 overhead panels, 3 round wingtips, 5 fixed trailing edges( to fill some weird gaps between elevons),

2 rudders and 7 wing pieces ( some of them have variants of gray trim)

National roundels and insignias for new KSP 1.10 flag parts (can be used as common flags in earlier game versions)

All parts ready for localization

No wheels at this time.

 

 

Copyright note: This mod not include any original game textures and use only my own models.

Note 2: This wing parts have link to stock wing texture, so any mod that modify it or block access, may cause issues.

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@Daniel Prates  I see this bug in one of previous versions of KSP (You have 1.10 ?) try to make something with stock seat and check

in my game version everything OK

9XPOVyc.png

Also try hold ALT while moving parts, you can move parts without distance limits (and don`t need pylons to do it)

----------------------------------------------------------------------------------------------------------------

If anyone still search for biplane wheels, try this configs:

Main wheels

Spoiler

PART
{
    name = GearFixedOCmod
    module = Part
    author = Porkjet
    scale = 1.0
    rescaleFactor = 1.0
    mirrorRefAxis = 0, 0, 1
    node_attach = 0.00, 0.00, 0.00, 1.0, 90.0, 0.0, 1
    TechRequired = aviation
    entryCost = 500
    cost = 200
    category = Ground
    subcategory = 0
    title = LY-01B Main Landing Gear (OC)
    manufacturer = #autoLOC_501653 //#autoLOC_501653 = LightYear Tire Company
    description = #autoLOC_500973 //#autoLOC_500973 = Simple wheel-on-a-stick Landing Gear to bring your birds down safely. (That means your airplanes, LightYear Co. does not encourage attempting to attach landing gear to actual birds)
    attachRules = 1,1,1,1,1,0,0,0
    mass = 0.04
    thermalMassModifier = 4.0
    // heatConductivity = 0.06
    emissiveConstant = 0.95
    dragModelType = default
    maximum_drag = 0.3
    minimum_drag = 0.2
    angularDrag = 1
    maxTemp = 1000
    crashTolerance = 125
    breakingForce = 50
    breakingTorque = 50
    PhysicsSignificance = 0
    bulkheadProfiles = srf
    tags = #autoLOC_500974 //#autoLOC_500974 = aero (air aircraft ground plane roll takeoff taxi wheel
    
    CoMOffset = 0, -0.675, 0
    
    MODEL
    {
        model = Squad/Parts/Wheel/LandingGear/GearFixed
        scale = 1.2, 1.5, 1.5
    }
    MODULE
    {
        name = ModuleWheelBase
        
        wheelColliderTransformName = WheelCollider        
        wheelTransformName = WheelPivot
        
        wheelType = FREE

        // setting this to true will override the radius and center parameters
        FitWheelColliderToMesh = False        
        radius = 0.25
        center = 0,0,0
        mass = 0.018
        groundHeightOffset = 1.11
                
        TooltipTitle = #autoLOC_502080 //#autoLOC_502080 = Landing Gear
        TooltipPrimaryField = #autoLOC_6004047 //#autoLOC_6004047 = Fixed, Unpowered
        
        frictionSharpness = 20.0
    }
    MODULE
    {
        name = ModuleWheelSuspension
        baseModuleIndex = 0
        
        suspensionDistance = 0.2
        suspensionOffset = -0.07
        targetPosition = 0.6
        springRatio = 15
        damperRatio = 0.3
        boostRatio = 0.45
        useAutoBoost = False
        maximumLoad = 8.0
        suppressModuleInfo = True
    }
    MODULE
    {
        name = ModuleWheelBrakes
        baseModuleIndex = 0
        
        maxBrakeTorque = 2        
        brakeResponse = 1
    }
    MODULE
    {
        name = ModuleWheelDamage
        baseModuleIndex = 0
        
        stressTolerance = 2000
        impactTolerance = 1000
        deflectionMagnitude = 0.5
        deflectionSharpness = 2.0
        slipMagnitude = 1.5
        slipSharpness = 2.0
        explodeMultiplier = 1.0
    }
}

 

Tail wheel

Spoiler

PART
{
    name = GearFreeOCmod
    module = Part
    author = Porkjet
    scale = 1.0
    rescaleFactor  = 1.0
    node_attach = 0.00, 0.00, 0.00, 0.0, 1.0, 0.0, 1
    TechRequired = aviation
    entryCost = 1500
    cost = 50
    category = Ground
    subcategory = 0
    title = LY-05B Rear Landing Gear
    manufacturer = #autoLOC_501653 //#autoLOC_501653 = LightYear Tire Company
    description = #autoLOC_500976 //#autoLOC_500976 = Simple wheel with steering actuation. It has become evident that aerodynamic control surfaces don't offer much control while slowly taxiing on the ground. Hopefully these wheels will reduce the number of low altitude low speed collisions with buildings. And Kerbals.
    attachRules = 1,1,1,1,1,0,0,0
    mass = 0.005
    thermalMassModifier = 4.0
    // heatConductivity = 0.06
    emissiveConstant = 0.95
    dragModelType = default
    maximum_drag = 0.3
    minimum_drag = 0.2
    angularDrag = 1
    maxTemp = 1000
    crashTolerance = 325
    breakingForce = 50
    breakingTorque = 50
    PhysicsSignificance = 0
    bulkheadProfiles = srf
    tags = #autoLOC_500977 //#autoLOC_500977 = aero (air aircraft free ground plane roll takeoff taxi wheel
    MODEL
    {
        model = Squad/Parts/Wheel/LandingGear/GearFree
        scale = 0.7, 0.7, 0.7
    }
    MODULE
    {
        name = ModuleWheelBase
        
        wheelColliderTransformName = WheelCollider        
        wheelTransformName = wheel
        
        wheelType = FREE

        // setting this to true will override the radius and center parameters
        FitWheelColliderToMesh = False        
        radius = 0.15
        center = 0,0,0
        mass = 0.012
        groundHeightOffset = 0
                
        TooltipTitle = #autoLOC_502080 //#autoLOC_502080 = Landing Gear
        TooltipPrimaryField = #autoLOC_6004048 //#autoLOC_6004048 = Steerable, No Brakes
        
        frictionSharpness = 7
    }
    MODULE
    {
        name = ModuleWheelSuspension
        baseModuleIndex = 0
        
        suspensionTransformName = suspension        
        
        suspensionOffset = -0.08
        suspensionDistance = 0.1
        targetPosition = 0.5
        springRatio = 15
        damperRatio = 1.0
        boostRatio = 0.45
        useAutoBoost = False
        maximumLoad = 8.0
        suppressModuleInfo = True
    }
    MODULE
    {
        name = ModuleWheelSteering
        baseModuleIndex = 0
        
        caliperTransformName = SteeringPivot
        
        steeringResponse = 1.5
        steeringCurve
        {
            key = 0 15
            key = 10 5
            key = 30 1
        }
    }
    MODULE
    {
        name = ModuleWheelDamage
        baseModuleIndex = 0
        
        stressTolerance = 2000
        impactTolerance = 1000
        deflectionMagnitude = 0.5
        deflectionSharpness = 2.0
        slipMagnitude = 1.5
        slipSharpness = 2.0
        explodeMultiplier = 1.0
    }
}

 

Just create a folder

[KSP dir] / GameData / [Any name you want] / Parts / Wheels

then make two files with any name and .CFG extension and copy text from spoilers above into it

 

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1 hour ago, NESD said:

Also try hold ALT while moving parts, you can move parts without distance limits (and don`t need pylons to do it)

Is it that obvious why I used the pylon heheh? Thanks, I didn't know about this 'alt' feature.

As for the transparent cockpit, hmmm, weird. I'll do some checking. 

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I have stayed in 1.9.1 for now because of bugs in newer versions of the planet pack I have been using, and I have the "transparent cockpit" problem as well and as can be seen in Daniel's screenshots its not just the cockpit you can see the kerbals through, its any part of the plane, other than that everything seems to work well enough.

B21E8B0CE5EF9E89A256CF35AE4A40FAFCB4CC17

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10 hours ago, NESD said:

 

I also have this bug, and this is one of reasons why I`m rarely play KSP before 1.10

I am playing modded 1.10.  And yes it only happens in your open cockpit, it is not a generalized issue. 

But no biggie, I am actualy very grateful for this mod. 

Btw: for me part snapping without limits is "shift" and not "alt"!

Edited by Daniel Prates
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@Daniel Prates  need to check it, my KSP version with mods, don`t have this glitch

What mods you are using?

On 11/11/2020 at 2:02 AM, Daniel Prates said:

Btw: for me part snapping without limits is "shift" and not "alt"!

yep my mistake, Alt is a Part copy and Control trim (if I`m not mistaken again)

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6 hours ago, Daniel Prates said:

Omg... so, so many. I will try to disable a few, startig with some that deal with textures.

@Daniel Prates, do you have the Kurs Docking Camera? I just read in one of the change notes for a fix that came out yesterday:

Fixed the kerbals being seen through parts by fixing the cullingMaskLayer
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3 hours ago, hemeac said:

@Daniel Prates, do you have the Kurs Docking Camera? I just read in one of the change notes for a fix that came out yesterday:



Fixed the kerbals being seen through parts by fixing the cullingMaskLayer

Yep I have it, and I am always pestering @linuxgurugamer about it (bringing it uptodate with 1.10 is one of his greatests thing yet, for me at least). Yes I have seen the discuassion there, maybe the two things are related indeed. It appers they are close to a fix there, my plan was to wait for that being wrapped up and see it it affected Open Cockpit.

 

Edited by Daniel Prates
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1 hour ago, Daniel Prates said:

Yep I have it, and I am always pestering @linuxgurugamer about it (bringing it uptodate with 1.10 is one of his greatests thing yet, for me at least). Yes I have seen the discuassion there, maybe the two things are related indeed. It appers they are close to a fix there, my plan was to wait for that being wrapped up and see it it affected Open Cockpit.

 

KURS was just updated, should be all set now

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12 hours ago, hemeac said:

@Daniel Prates, do you have the Kurs Docking Camera? I just read in one of the change notes for a fix that came out yesterday:


Fixed the kerbals being seen through parts by fixing the cullingMaskLayer

I had the same problem where the crew were visible through the vehicle, but unlike Daniel, I do not have that mod.

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On 11/17/2020 at 7:55 PM, Zmeya said:

I had the same problem where the crew were visible through the vehicle, but unlike Daniel, I do not have that mod.

Check through your list of mods and see if one has a camera built-in. (MAS / RPM / KURS / HullCam are a few examples) When KSP updated to 1.9 (release notes here) it updated how the cameras were used and that affected the mods that utilised that functionality. Specifically it no longer renders Camera 01.

KSP uses multiple cameras, each having various layers and all of that has to be rendered in a certain order to get what you see on the screen displayed correctly.  As mods are programmed based on how it worked at the time, it not surprising issues like that popup after KSP changes their methods with how the game works. 

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