Jokpau Gaming Posted February 13, 2021 Share Posted February 13, 2021 I added cargo function from 1.11 for the parts of squiggsy space research: : http://www.mediafire.com/folder/hskf8b9q70y9w/SquiggsySpaceResearch Also, the sas chip doesn't work for me too. Still, the mod is amazing and I hope you will add the cargo functionality to the main mod. You can use mine if you want, it works. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 14, 2021 Author Share Posted February 14, 2021 (edited) 9 hours ago, Jokpau Gaming said: I added cargo function from 1.11 for the parts of squiggsy space research: : http://www.mediafire.com/folder/hskf8b9q70y9w/SquiggsySpaceResearch Also, the sas chip doesn't work for me too. Still, the mod is amazing and I hope you will add the cargo functionality to the main mod. You can use mine if you want, it works. I'll take a look, always happy to accept contributions. SAS chip doesn't work, which is why it's totally commented out Could you put a single zip file for downloading somewhere, I don't fancy having to download lots of individual files Edited February 14, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Jokpau Gaming Posted February 14, 2021 Share Posted February 14, 2021 Here is the zip file: http://www.mediafire.com/file/ft6sltv8w2kf1ad/SquiggsySpaceResearch.rar/file Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 14, 2021 Author Share Posted February 14, 2021 9 hours ago, Jokpau Gaming said: Here is the zip file: http://www.mediafire.com/file/ft6sltv8w2kf1ad/SquiggsySpaceResearch.rar/file Thank you. I'll review it, and if it all looks ok, will merge it in. Since this is a manual merge, it may take a few days Quote Link to comment Share on other sites More sharing options...
Jokpau Gaming Posted February 14, 2021 Share Posted February 14, 2021 Glad I can help Quote Link to comment Share on other sites More sharing options...
Jokpau Gaming Posted April 22, 2021 Share Posted April 22, 2021 How is the merging with the real thing going? Will it still happen? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 22, 2021 Author Share Posted April 22, 2021 2 hours ago, Jokpau Gaming said: How is the merging with the real thing going? Will it still happen? Sorry, fell through the cracks. will get to it this weekend, if not sooner Thanks for the reminder On 2/14/2021 at 1:13 PM, linuxgurugamer said: Thank you. I'll review it, and if it all looks ok, will merge it in. Since this is a manual merge, it may take a few days I just downloaded and looked at it, I don't see any changes at all between your file and what's been released. I downloaded 0.1.3.2 from Spacedock to be sure, but the only difference I see is that your file has a @thumbs folder and mine doesn't Looks like you zipped up the wrong version (I'm using the all-in-one rar file) Quote Link to comment Share on other sites More sharing options...
Jokpau Gaming Posted April 23, 2021 Share Posted April 23, 2021 (edited) There should be a cargo text at the bottom of each cfg file, at least I see it Something like this: MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 40 And it shows the cargo part funcionality in game, at least in 1.11.0 Edited April 23, 2021 by Jokpau Gaming Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted April 23, 2021 Share Posted April 23, 2021 (edited) So I'm going to be looking at the models for this mod today... Anyone have any known issues with models or textures to look at? I dont see any issues shown on the repo.... vOv What exactly is wrong with the SAS Chip? FYI @linuxgurugamer@FiiZzioN you wouldnt still happen to have that RealPlumes cfg for this, floating around, would you? Edited April 23, 2021 by Stone Blue Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 23, 2021 Author Share Posted April 23, 2021 11 hours ago, Jokpau Gaming said: There should be a cargo text at the bottom of each cfg file, at least I see it Something like this: MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 40 And it shows the cargo part funcionality in game, at least in 1.11.0 If I cant get the RAR file with the updated configs, I'll probably use KSP_PartVolumes to get a consistent set of values. I'll look at that RAR again when I have time Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted April 23, 2021 Share Posted April 23, 2021 (edited) 39 minutes ago, linuxgurugamer said: If I cant get the RAR file with the updated configs, I'll probably use KSP_PartVolumes to get a consistent set of values. I was gonna use PartVolume for this too... lol I already managed to trim about ~10.5MB off the mod, just by converting the 3 remaining .mbms to .png Thinking about downsizing the testures from 1k, to 512 or even 256 Edited April 23, 2021 by Stone Blue Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 23, 2021 Author Share Posted April 23, 2021 13 hours ago, Jokpau Gaming said: There should be a cargo text at the bottom of each cfg file, at least I see it Something like this: MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 40 And it shows the cargo part funcionality in game, at least in 1.11.0 Ok, for some odd reason, the program I used to show me the differences just didn't want to work on this. I'm going to review your chagnes and compare to what KSPPartVolume comes up with. Can you explain how you came up with the values? Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted April 23, 2021 Share Posted April 23, 2021 @linuxgurugamer I quickly checed 3 SSR parts in both Blender, and using PartVolume... numbers match... vOv Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 24, 2021 Author Share Posted April 24, 2021 New release, 0.1.4 Added ModuleCargoPart to all parts @Jokpau Gaming I've merged the changes, but had to make a number of changes, to update the values and to fix syntax errors. I also formatted the new stanza for ModuleCargoPart to match the rest of the part. I did use the KSPPart_Volumes mod to get updated values Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted April 24, 2021 Share Posted April 24, 2021 Are the engine effects (smoke and plume), for the Bambi not visible, for anyone else? Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted April 24, 2021 Share Posted April 24, 2021 (edited) While I appreciate the effort and plan, for having 1024x1024 textures, based on the amount of detail/layout of the textures, and the smol size of the parts (I mean, how close and often, are you gonna be max zoomed in on the parts?)...I decided to see how resizing as many as I could, w/o significant loss of quality in-game would go. So I have the mod down to ~22MB currently. Debating whether I want to spend the time trying a texture revamp, and/or giving the mod a ReStock color treatment... :thinking: Edited April 24, 2021 by Stone Blue Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 25, 2021 Author Share Posted April 25, 2021 On 4/23/2021 at 8:13 AM, Stone Blue said: What exactly is wrong with the SAS Chip? Don't remember, sorry Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 25, 2021 Author Share Posted April 25, 2021 22 hours ago, Stone Blue said: While I appreciate the effort and plan, for having 1024x1024 textures, based on the amount of detail/layout of the textures, and the smol size of the parts (I mean, how close and often, are you gonna be max zoomed in on the parts?)...I decided to see how resizing as many as I could, w/o significant loss of quality in-game would go. So I have the mod down to ~22MB currently. Debating whether I want to spend the time trying a texture revamp, and/or giving the mod a ReStock color treatment... :thinking: Looking forward to your results. ReStock color treatment would be nice, but not sure how much work that is Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted April 25, 2021 Share Posted April 25, 2021 On 4/24/2021 at 5:30 AM, Stone Blue said: Are the engine effects (smoke and plume), for the Bambi not visible, for anyone else? Engine effects work for me. The fairing however, is a major eye sore. Is that maybe a missing texture? If you do end up tweaking any textures, would it be difficult to add a B9 switch to turn on/off the logo on the tanks? Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted April 25, 2021 Share Posted April 25, 2021 (edited) 6 hours ago, linuxgurugamer said: Looking forward to your results. ReStock color treatment would be nice, but not sure how much work that is Idk yet.. I expect, just recoloring the textures... but we'll see 3 hours ago, OrbitalManeuvers said: Engine effects work for me. The fairing however, is a major eye sore. Is that maybe a missing texture? If you do end up tweaking any textures, would it be difficult to add a B9 switch to turn on/off the logo on the tanks? Hmmm... I'll have to poke the cfgs...I might have broen the fx when I optimized/modified the cfgs. Thanx for the info I havent really noticed anything out of the ordinary with the fairing texture vOv As to the logo, that should be an easy modification. I'm optimizing/reconstructing the first model & its textures. Looking to learn about adding AO bakes, and this mod could really use it, as the parts look really, id,... *flat?* without it... vOv Also looing to re-UV everything, and redo the textures into atlases... I probably wont be redoing the textures, other than cutting them up (to match redone UVs), & atlasing them by combining the pieces, into less number of textures needed (texture sharing). I would like to get the mod down to between 5~10MB in total size (its only 20 parts). I've already optimized/renamed internal partnames, filenames, folder structure. I dont expect to make it publicly available, as it would be save-game breaking for peeps who use it in important saved games. The models & textures, and possibly ReStock recolor, could possibly be merged with no conflicts into LGG's official version, for release, tho... We'll see when I get further along. Edited April 25, 2021 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Zelda Posted January 18, 2022 Share Posted January 18, 2022 On 4/25/2021 at 12:17 PM, Stone Blue said: Idk yet.. I expect, just recoloring the textures... but we'll see Hmmm... I'll have to poke the cfgs...I might have broen the fx when I optimized/modified the cfgs. Thanx for the info I havent really noticed anything out of the ordinary with the fairing texture vOv As to the logo, that should be an easy modification. I'm optimizing/reconstructing the first model & its textures. Looking to learn about adding AO bakes, and this mod could really use it, as the parts look really, id,... *flat?* without it... vOv Also looing to re-UV everything, and redo the textures into atlases... I probably wont be redoing the textures, other than cutting them up (to match redone UVs), & atlasing them by combining the pieces, into less number of textures needed (texture sharing). I would like to get the mod down to between 5~10MB in total size (its only 20 parts). I've already optimized/renamed internal partnames, filenames, folder structure. I dont expect to make it publicly available, as it would be save-game breaking for peeps who use it in important saved games. The models & textures, and possibly ReStock recolor, could possibly be merged with no conflicts into LGG's official version, for release, tho... We'll see when I get further along. Sorry to necro an old thread but I just found this mod and thought it might make a perfect set of parts for relay networks. Totally fine to play with the current version, but before I get started with it, I wanted to see if you had made any progress since your last post on the optimizations / potential ReStock recolor? I'm guessing not and that you moved on to other projects given the lack of further updates, but I thought I'd check. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 18, 2022 Share Posted January 18, 2022 (edited) @Zelda Yeah.. unfortunately, no I havent done anything with it... It was soon after I posted, that I put away KSP (KSP-related stuff is my *winter* hobby), for summer work & activities. I had hoped to be back to it already this winter... But IRL stuff has kept me from doing much so far Edited January 18, 2022 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Zelda Posted January 18, 2022 Share Posted January 18, 2022 (edited) 56 minutes ago, Stone Blue said: @Zelda Yeah.. unfortunately, no I havent done anything with it... It was soon after I posted, that I put away KSP (KSP-related stuff is my *winter* hobby), for summer work & activities. I had hoped to be back to it already this winter... But IRL stuff has kept me from doing much so far Totally understandable, thanks for the reply! If you do decide to resume work on this at some point, great, but if not, that's understandable too. Edited January 18, 2022 by Zelda Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 18, 2022 Author Share Posted January 18, 2022 2 hours ago, Zelda said: Sorry to necro an old thread but I just found this mod and thought it might make a perfect set of parts for relay networks. Totally fine to play with the current version, but before I get started with it, I wanted to see if you had made any progress since your last post on the optimizations / potential ReStock recolor? I'm guessing not and that you moved on to other projects given the lack of further updates, but I thought I'd check. Maybe take a look at the Octosat Continued mod Quote Link to comment Share on other sites More sharing options...
Zelda Posted January 18, 2022 Share Posted January 18, 2022 Thanks for the suggestion! I'll give that a go too. Quote Link to comment Share on other sites More sharing options...
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