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Omega's Stockalike Utility Vehicles: OSUV [1.5.1]


Omega482

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  • Can you move KIS support to Patches folder, and do not forget about :NEEDS[KIS]
  • Community Category Kit support:
    @PART[*]:HAS[#manufacturer[OSUV]]:NEEDS[CommunityCategoryKit]
    {
      @category = none
      @tags ^= :$: cck-rovers:
      &tags = cck-rovers                // will apply if part has no existing tags
    }
  • in my taste Inappropriate IVA is better than nothing:
    @PART[s1_cab,s2_cab]
    {
        INTERNAL
        {
            name = mk1InlineInternal
        }
    }
  • I believe you can make changeable KIS volume, switching from stock to B9 Part Switch 
  • I do not have any EC problem on S2 without USU, with full S2_Tank and 6 wheels -
    after you getting some speed, EC Consumption < EC Cabin Generation. So maybe USU as Converter or for Science?

 

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On 11/18/2018 at 11:31 AM, flart said:

expected this way, but I think you can, at least for now, put the folders whatever you want to, because the part's configs don't have any path in them and the dll most likely doesn't depend on its path

 

20 hours ago, Omega482 said:

Like so:

tQky2kQ.png

Just paste them alongside Squad in your GameData folder.

^ You are correct about that. But best practice is to install like above. That way people can avoid duplicate installs.

 

 

Thanks for all the help I have received from all of you =)

Ps: Thanks for the update, I was going to comment but I ran out of time and were faster than me. LOL Now just wait and see how the cabin looks inside.  :D

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9 hours ago, flart said:
  • Can you move KIS support to Patches folder, and do not forget about :NEEDS[KIS]
  • Community Category Kit support:
    @PART[*]:HAS[#manufacturer[OSUV]]:NEEDS[CommunityCategoryKit]
    {
      @category = none
      @tags ^= :$: cck-rovers:
      &tags = cck-rovers                // will apply if part has no existing tags
    }
  • in my taste Inappropriate IVA is better than nothing:
    @PART[s1_cab,s2_cab]
    {
        INTERNAL
        {
            name = mk1InlineInternal
        }
    }
  • I believe you can make changeable KIS volume, switching from stock to B9 Part Switch 
  • I do not have any EC problem on S2 without USU, with full S2_Tank and 6 wheels -
    after you getting some speed, EC Consumption < EC Cabin Generation. So maybe USU as Converter or for Science?

 

Thanks for writing those patches out! I'll include them and the KIS patch in the next version. You're right, it's better to have them as patches than in the configs.

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9 hours ago, flart said:
  • Can you move KIS support to Patches folder, and do not forget about :NEEDS[KIS]
  • Community Category Kit support:
    @PART[*]:HAS[#manufacturer[OSUV]]:NEEDS[CommunityCategoryKit]
    {
      @category = none
      @tags ^= :$: cck-rovers:
      &tags = cck-rovers                // will apply if part has no existing tags
    }
  • in my taste Inappropriate IVA is better than nothing:
    @PART[s1_cab,s2_cab]
    {
        INTERNAL
        {
            name = mk1InlineInternal
        }
    }
  • I believe you can make changeable KIS volume, switching from stock to B9 Part Switch 
  • I do not have any EC problem on S2 without USU, with full S2_Tank and 6 wheels -
    after you getting some speed, EC Consumption < EC Cabin Generation. So maybe USU as Converter or for Science?

 

Would it be possible to use an IVA copied from another cockpit? Like those of ASET simply by using a target link?

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35 minutes ago, Catatau_27 said:

Would it be possible to use an IVA copied from another cockpit? Like those of ASET simply by using a target link?

I am not familiar with ASET, but yes, an existing internal (IVA) links to a part with INTERNAL {name = ... }. The stock IVAs are placed in the Squad/Spaces/

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Finally got to try taking these out for a spin. Quite cool!

While they do tend toward the "rustic" in the looks department, it's really, really cool how they're achieved and it's fun to have them in-game. I'm especially impressed with the handling. It really feels like driving low-center of gravity vehicles that don't skid all over like stock wheels.

These will make great ute vehicle components. I'll see how well they mix and match with Grounded, etc. :)

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  • 2 weeks later...

Fix Default Vessel Type:

Spoiler

@PART[s1_cab,s2_cab]
{
	@vesselType = Rover
}

 

 

Stock Part Variants:

  • add stack nodes 
  • switchable stack nodes, mass and cost for Stock Part Variants (Steel Crates, Cargotubes):
    it is still impossible to make switchable KIS capacity even with B9PartSwitch
     
Spoiler

@PART[steelcrates]
{
	%attachRules = 1,1,1,1,0
	//node_attach = 0, 0, -0.25, 0, 0, 0
	%node_stack_front = 0, 0, -0.25, 0, 0, -1, 1
	%node_stack_back = 0, 0, 0.752, 0, 0, 1, 1
	@mass = 0.4
	@entryCost = 900
	@cost = 200
	
	@MODULE[ModulePartVariants]
	{
		@VARIANT[TypeA]
		{
			@displayName = Large Box
		}

		@VARIANT[TypeB]
		{
			@displayName = Medium Locker
			cost = 100   // 300
			mass = -0.1  // 0.3

			NODES 
			{
				node_stack_front = 0, 0, -0.25, 0, 0,-1, 0
				node_stack_back  = 0, 0, 0.25, 0, 0, 1, 0
			}
		}
	
		@VARIANT[TypeC]
		{
			@displayName = Small Box
			cost = 300      // 500
			mass = -0.15    // 0.25

			NODES 
			{
				node_stack_front = 0, 0, -0.25, 0, 0, -1, 0
				node_stack_back  = 0, 0, 0.25, 0, 0, 1, 0
			}
		}
	}


	//node_stack_right =  
	//node_stack_left = 
	//node_stack_top =    
	//node_stack_bottom = 
}


@PART[cargotube]
{
	%attachRules = 1,1,1,1,0
	//node_attach = 0, 0, -0.400, 0, 0, 0
	%node_stack_front = 0, 0,-0.400,  0, 0,-1,  1
	%node_stack_back  = 0, 0, 0.427,  0, 0, 1,  1
	@mass = 0.1
	@entryCost = 600
	@cost = 200

	@MODULE[ModulePartVariants]
	{
		@VARIANT[TypeA]
		{
			@displayName = Larger
		}

		@VARIANT[TypeB]
		{
			@displayName = Smaller
			cost = -50
			mass = -0.025

			NODES 
			{
				node_stack_back = 0, 0, 0.604,  0, 0, 1,  1
			}
		}
	}
}

 

 

B9PartSwitch Support:

  • Wooden Crates stores an ore instead of KIS (Steel crates still store KIS)
  • Wooden Crates stores different amount of ore for Crates size (this is why B9PartSwitch is needed)
  • Wooden Crates is flammable, cheap and lightweight
  • switchable Wooden Crates stack nodes, mass, cost
  • s1_tanks and s2_tanks resource switching: LF, LFO, Monoprop
  • Chassis and beds resource switching: LF, EC
    • s2 stores s1 x1.5
    • bedlong stores bedshort x2
Spoiler

@PART[woodcrates]:NEEDS[B9PartSwitch]
{
	@title = Wooden Transport Crate
	@description = A set of three generic wooden crates, easy to burn and crash, so they aren't for space. A raw materials are delivered not far away on our planet in these very crates. 

	@maxTemp = 500         // wood is flammable, cheap and lightweight
	@skinMaxTemp = 700
	@mass = 0.225          
	@cost = 500             
	@crashTolerance = 4    // stock ore tank = 7

	%attachRules = 1,1,1,1,0

	//node_attach = 0, 0, -0.8, 0, 0, 0
	%node_stack_front = 0, 0, -0.8,  0, 0, -1, 1
	%node_stack_backA = 0, 0,  2.2,  0, 0, 1, 1
	%node_stack_backB = 0, 0,  1.2,  0, 0, 1, 1
	%node_stack_backC = 0, 0,  0.56, 0, 0, 1, 1

	-MODULE[ModulePartVariants]{}
	-MODULE[ModuleKISInventory]{}


	MODULE
	{
		name = ModuleB9PartSwitch
		moduleID = SwitchRes
		baseVolume = 1500.0
		switcherDescription       = #autoLOC_900643  // Resource   // Subtype
		switcherDescriptionPlural = #autoLOC_444646  // Resources  // Subtypes

		SUBTYPE
		{
			name = Ore
			title=  #autoLOC_6002103  // Ore
			tankType = OreFreeTank
		}
	}


	MODULE
	{
		name = ModuleB9PartSwitch
		moduleID = SwitchSize
		parentID = SwitchRes
		switcherDescription = #autoLOC_443417   // Size  // Subtype
		switcherDescriptionPlural = Sizes


		SUBTYPE
		{
			name = WoodCrateA
			title = Large
			transform = WoodCrateA
			node = front
			node = backA

		}

		SUBTYPE
		{
			name = WoodCrateB
			title = Medium
			transform = WoodCrateB
			addedMass = -0.075
			addedCost = -100
			volumeAddedToParent  = -500 
			node = front
			node = backB
		}

		SUBTYPE
		{
			name = WoodCrateC
			title = Small
			transform = WoodCrateC
			addedMass = -0.125
			addedCost = -200
			volumeAddedToParent  = -820
			node = front
			node = backC
		}
	}

}



@PART[s1_bedlong,s1_bedshort,s1_chassis,s2_bedlong,s2_bedshort,s2_chassis]:NEEDS[B9PartSwitch]
{

	!RESOURCE[LiquidFuel] {}
	
	MODULE
	{
		name = ModuleB9PartSwitch
		baseVolume = 10
		switcherDescription       = #autoLOC_900643  // Resource   // Subtype
		switcherDescriptionPlural = #autoLOC_444646  // Resources  // Subtypes


		SUBTYPE
		{
			name = LiquidFuel
			title = #autoLOC_6002095   // LF    // #autoLOC_502032 = LiquidFuel
			tankType = LiquidFuelFreeTank
		}
		SUBTYPE
		{
			name = Battery
			title=  #autoLOC_6002100  // EC     // #autoLOC_313132 = Electric Charge
			tankType = BatteryFreeTank
		}
	}

} 

@PART[s1_bedlong,s2_bedlong]:NEEDS[B9PartSwitch]
{
	@MODULE[ModuleB9PartSwitch]
	{
		@baseVolume *= 2
	}
}


@PART[s2_bedlong,s2_bedshort,s2_chassis]:NEEDS[B9PartSwitch]
{
	@MODULE[ModuleB9PartSwitch]
	{
		@baseVolume *= 1.5
	}
}



@PART[s1tank,s2tank]:NEEDS[B9PartSwitch]
{
	-RESOURCE[LiquidFuel]{}
	-RESOURCE[Oxidizer]{}
	
	MODULE
	{
		name = ModuleB9PartSwitch
		baseVolume = 500
		switcherDescription       = #autoLOC_900643  // Resource   // Subtype
		switcherDescriptionPlural = #autoLOC_444646  // Resources  // Subtypes

		SUBTYPE
		{
			name = LiquidFuel
			title= #autoLOC_6002095   // LF   // #autoLOC_502032 = LiquidFuel
			tankType = LiquidFuelFreeTank
		}
		SUBTYPE
		{
			name = LFO
			title=  #autoLOC_502026 // Lf+Ox
			tankType = LFOFreeTank
		}
		SUBTYPE
		{
			name = MonoPropellant
			title=  #autoLOC_6002098  // MP // #autoLOC_502045 // MonoPropellant
			tankType = MonoPropellantFreeTank
		}
	}
}

@PART[s1tank]:NEEDS[B9PartSwitch]
{
	@cost = 300 // It is a dry cost
}

@PART[s2tank]:NEEDS[B9PartSwitch]
{
	@cost = 1280 // It is a dry cost

	@MODULE[ModuleB9PartSwitch]
	{
		@baseVolume = 2400  // was 13.851kg
	}
}

 

 

Spoiler

B9_TANK_TYPE:NEEDS[B9PartSwitch]
{
	name = OreFreeTank
	tankMass = 0.0
	tankCost = 0.0
	RESOURCE
	{
		name = #autoLOC_501007 // Ore
		unitsPerVolume = 1
		percentFilled = 0
	}
}




B9_TANK_TYPE
{
	name = LiquidFuelFreeTank
	title = #autoLOC_500999 // Liquid Fuel
	tankMass = 0.0
	tankCost = 0.0
	RESOURCE
	{
		name = LiquidFuel
		unitsPerVolume = 1
	}
}

B9_TANK_TYPE
{
	name = LFOFreeTank
	title = #autoLOC_502026    // Lf+Ox
	tankMass = 0.0
	tankCost = 0.0

	RESOURCE
	{
		name = LiquidFuel
		unitsPerVolume = 0.45
	}
	RESOURCE
	{
		name = Oxidizer
		unitsPerVolume = 0.55
	}
}

B9_TANK_TYPE
{
	name = MonoPropellantFreeTank
	title = #autoLOC_501002 // MonoPropellant
	tankMass = 0.0
	tankCost = 0.0

	RESOURCE
	{
		name = MonoPropellant
		unitsPerVolume = 1.5
	}
}

B9_TANK_TYPE
{
	name = BatteryFreeTank
	title = #autoLOC_501004 // Electric Charge
	tankMass = 0.0
	tankCost = 0.0

	RESOURCE
	{
		name = ElectricCharge
		unitsPerVolume = 20
	}
}

 

 

Edited by flart
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  • 7 months later...
  • 1 year later...

At the starting time both OSUV and OSSNTR spam errors in the log. Could that be fixed?

Spoiler

[ERR 13:34:17.590] Texture 'OSSNTR/Statics/TriangleSmall/WindTurbine/model_vab_exterior_lines_01' not found!
[ERR 13:34:17.592] Texture 'OSSNTR/Statics/TriangleSmall/WindTurbine/model_vab_exterior_props_01' not found!

[LOG 13:34:17.650] Load(Model): OSUV/Cargo/s1tank/s1tank
[ERR 13:34:17.661] Texture 'OSUV/Cargo/s1tank/model_vab_interior_props' not found!

[LOG 13:34:17.692] Load(Model): OSUV/Cargo/s2tank/s2tank
[ERR 13:34:17.701] Texture 'OSUV/Cargo/s2tank/model_vab_interior_props' not found!

 


Also 

On 11/19/2018 at 6:51 PM, Omega482 said:

Thanks for writing those patches out! I'll include them and the KIS patch in the next version. You're right, it's better to have them as patches than in the configs.

;)

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  • 1 year later...
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