Jump to content

[1.12.+] Superfluous Nodes [0.8] - Plethora of extra nodes for stock parts!


Geonovast

Recommended Posts

1 minute ago, Zhetaan said:

@Geonovast:

Would you please consider adding nodes to the radial-mounted antennas (Communotron DTS-M1, Communotron HG-55, HG-5 High Gain Antenna, RA-2 Relay Antenna, RA-15 Relay Antenna, and RA-100 Relay Antenna)?

Thank you very much!

The RA-2, RA-15, and RA-100 already have nodes.

The rest I will definitely consider when I work on this again!

Link to comment
Share on other sites

  • 1 month later...

Right now I'm working on the next update, a few more nodes, more parts, and adding in the B9 Part Switching to turn the nodes on and off.

 

Question for you guys though, would you prefer the default condition of the switch to have the nodes on or off?

Link to comment
Share on other sites

22 minutes ago, Barzon Kerman said:

@Geonovast I personally would like the nodes off by default, but could you add the capacity to turn off the corner nodes on the Making History Structural panels?

The squares and the right triangles?

Link to comment
Share on other sites

 

3 hours ago, Geonovast said:

Question for you guys though, would you prefer the default condition of the switch to have the nodes on or off?

To me, on makes more sense: It makes it easier to place when you do want it, and doesn't interfere with surface attachment when you don't.

Link to comment
Share on other sites

2 hours ago, peteletroll said:

We could have a lot of fun combining this with NodeRotate...

Did you have anything specific in mind?  I think it's best to keep rotating parts to specific parts, like the docking ports.  Rotating random nodes with no apparent mechanism for their rotation seems odd.

 

2 hours ago, DStaal said:

To me, on makes more sense: It makes it easier to place when you do want it, and doesn't interfere with surface attachment when you don't.

I'm thinking that the stuff that will get switches will mostly have them off by default.  I'm not switching everything, just the stuff that are getting a lot of nodes.  Especially the Mk3 cargo bays.  They have so many now that it can actually be a pain to put stuff in/on them.  Small stuff like the batteries, science experiments, solar panels, etc aren't even getting switches; there's no point.

 

4 hours ago, zer0Kerbal said:

am working on the mk2 Lander - if I get the nodes in place (for wheels) will post.

Let me know!  I was going to leave that one alone since I wasn't sure how to deal with the stock model switching for it.  But if you get something working, I'll gladly include it.

Link to comment
Share on other sites

1 hour ago, Geonovast said:

Let me know!  I was going to leave that one alone since I wasn't sure how to deal with the stock model switching for it.  But if you get something working, I'll gladly include it.

The parts with Varients, not directly working - but am trying a few things. In any case here are the node statements I am working with

Spoiler

node_stack_frnt_left = 0.0, 0.0, 1, -0.6, -0.2, 0.9, 1
node_stack_frnt_right = 0.0, 0.0, -1, 0.6, -0.2, 0.9, 1
node_stack_rear_left = 0.0, 0.0, 1, -0.6, -0.2, 0.9, 1
node_stack_rear_right = 0.0, 0.0, -1, 0.6, -0.2, -0.9, 1

 

been awhile since I worked with nodes, but wheels and rovers are, well, I obsess over them.

 

here is one other part I've started awhile ago:

Spoiler

@PART[sspx-adjusting-base-375-1]:NEEDS[StationPartsExpansionRedux]
{
// --- general parameters ---
	
	node_stack_Einside	 = 	0, 0.52, -1.52, 0, 0, 1, 0 //right
	node_stack_Eoutside	 = 	0, 0.52, -1.87, -1.0, 0, 0, 0 //left
	node_stack_top_E	 	= 	0, 0.57, -1.7, 0, 1, 0, 0
	node_stack_bottom_E	 = 	0, 0.48, -1.7, 0, -1, 0, 0
	
	node_stack_Dinside	 = 	-1.31, 0.52, -0.76, 0.87, 0, 0.5, 0
	node_stack_Doutside	 = 	-1.63, 0.52, -0.94, -0.87, 0, -0.5, 0
	node_stack_top_D	 = 	-1.47, 0.48, -0.85, 0, -1, 0, 1
	node_stack_bottom_D	 = 	-1.47, 0.57, -0.85, 0, 1, 0, 1
	
	//node_stack_right3	 = 	-1.31, 0.52, 0.76, 0.87, 0, -0.5, 0
	//node_stack_left3	 = 	-1.63, 0.52, 0.94, -0.87, 0, 0.5, 0
	node_stack_03t	 = 	-1.47, 0.48, 0.85, 0, -1, 0, 0
	node_stack_03b	 = 	-1.47, 0.57, 0.85, 0, 1, 0, 0
	
	//node_stack_right4	 = 	0, 0.52, 1.52, 0, 0, -1, 0
	//node_stack_left4	 = 	0, 0.52, 1.88, 0, 0, 1, 0
	node_stack_04t	 = 	0, 0.48, 1.7, 0, -1, 0, 0
	node_stack_04b	 = 	0, 0.57, 1.7, 0, 1, 0, 0
	
	//node_stack_right5	 = 	1.31, 0.52, 0.76, -0.87, 0, -0.5, 0
	//node_stack_left5	 = 	1.63, 0.52, 0.94, 0.87, 0, 0.5, 0
	node_stack_Atop	 = 	1.47, 0.48, 0.85, 0, -1, 0, 0
	node_stack_Abottom	 = 	1.47, 0.57, 0.85, 0, 1, 0, 0
	
	//node_stack_right6	 = 	1.31, 0.52, -0.76, -0.87, 0, 0.5, 0
	//node_stack_left6	 = 	1.63, 0.52, -0.94, 0.87, 0, -0.5, 0
	node_stack_06t	 = 	1.47, 0.48, -0.85, 0, -1, 0, 0
	node_stack_06b	 = 	1.47, 0.57, -0.85, 0, 1, 0, 0
	
	node_stack_07t	 = 	-0.62, 0.48, -1.07, 0, -1, 0, 0
	node_stack_07b	 = 	-0.62, 0.57, -1.07, 0, 1, 0, 0
	
	node_stack_b8	 = 	-1.23, 0.48, 0, 0, -1, 0, 0
	node_stack_t8	 = 	-1.23, 0.57, 0, 0, 1, 0, 0
	
	node_stack_b9	 = 	-0.62, 0.48, 1.07, 0, -1, 0, 0
	node_stack_t9	 = 	-0.62, 0.57, 1.07, 0, 1, 0, 0
	
	node_stack_b10	 = 	0.62, 0.48, 1.07, 0, -1, 0, 0
	node_stack_t10	 = 	0.62, 0.57, 1.07, 0, 1, 0, 0
	
	node_stack_11b	 = 	1.23, 0.48, 0, 0, -1, 0, 0
	node_stack_11b	 = 	1.23, 0.57, 0, 0, 1, 0, 0
	
	node_stack_12b	 = 	0.62, 0.48, -1.07, 0, -1, 0, 0
	node_stack_12t	 = 	0.62, 0.57, -1.07, 0, 1, 0, 0
	
	@description ^= :$: Additional attachment nodes added. :
}

// zer0Kerbal

 

BZ-3-NodeDazzler.png

 

 

Link to comment
Share on other sites

@zer0Kerbal I had to move some numbers around, the patch as you posted it did not work very well at all.

Main thing I had to change was that you had the coordinate and vector numbers switched.  So I had to swap values 1-3 with values 4-6.

I had to move some direction values around as well, and play with signage.  Then I had to remove the last underscores as it was messing with the game and the second and fourth lines were actually overwriting the first and third.

Finally:

@PART[mk2LanderCabin_v2]
{
    node_stack_frntleft = -0.6, -0.2, 0.9, -1.0, 0.0, 0.0, 1
    node_stack_frntright = 0.6, -0.2, 0.9, 1.0, 0.0, 0.0, 1
    node_stack_rearleft = -0.6, -0.2, -0.9, -1.0, 0.0, 0.0, 1
    node_stack_rearright = 0.6, -0.2, -0.9, 1.0, 0.0, 0.0, 1
}

Works really well.  I will include it if you like.  Until I know how to lock the nodes to only one variant, I'll just include a can/rover B9 switch.

 

As for your Station Part patch, for now I'm keeping this to stock parts.  I may expand out to modifying mod parts later on.  If I do, I'll consider it.

 

Edited by Geonovast
Link to comment
Share on other sites

2 hours ago, Geonovast said:

@zer0Kerbal I had to move some numbers around, the patch as you posted it did not work very well at all.

Main thing I had to change was that you had the coordinate and vector numbers switched.  So I had to swap values 1-3 with values 4-6.

I had to move some direction values around as well, and play with signage.  Then I had to remove the last underscores as it was messing with the game and the second and fourth lines were actually overwriting the first and third.

Finally:

@PART[mk2LanderCabin_v2]
{
    node_stack_frntleft = -0.6, -0.2, 0.9, -1.0, 0.0, 0.0, 1
    node_stack_frntright = 0.6, -0.2, 0.9, 1.0, 0.0, 0.0, 1
    node_stack_rearleft = -0.6, -0.2, -0.9, -1.0, 0.0, 0.0, 1
    node_stack_rearright = 0.6, -0.2, -0.9, 1.0, 0.0, 0.0, 1
}

Works really well.  I will include it if you like.  Until I know how to lock the nodes to only one variant, I'll just include a can/rover B9 switch.

 

As for your Station Part patch, for now I'm keeping this to stock parts.  I may expand out to modifying mod parts later on.  If I do, I'll consider it.

 

I knew I had something amiss.

Thank you. Am now going to try to crack the variant puzzle, if possible.

Hmm.. the second underscore issue I was unaware of and probably why I had nightmares in previous projects doing similar things.

If you can use it - go for it.

Am debating about adding two forward and two rearward 0 sized 'light' nodes, and one forward 'vanity plate' and one rear 'hitch' size 0 nodes. :P especially since even though the can is square in rover style, the actual mesh is round(ish).

No worries - I included that second one for fun.

Link to comment
Share on other sites

@geonvast

Worked perfectly for both variants - the rover and lander. Took less than a minute to slap on some tires and have Jeb rev it up on the grounds!

so I put a few more on, two in front for lights, two in back for lights or antennae and on on top forward (flush or inset) for like an octo2 or something. :) Hopefully this time I wasn't nodelexic.

you think this can needs some more? say along the sides or along the back hatch? underneath? rear top? just say the word, doesn't take long at all.

Spoiler

	 node_stack_frntleftlight = -0.5, 0.7, 1.2, 0,1,0,0
	 node_stack_frntrightlight = 0.5, 0.7, 1.2, 0,1,0,0
	 node_stack_rearleftlight = -0.5, 0.7, -1.09, 1,0,0,0
	 node_stack_rearrightlight = 0.5, 0.7, -1.09, 1,0,0,0
	 node_stack_rearbumber = 0.0, -0.36582, -1.32667, 0,1,0,0
	 node_stack_frntbumber = 0.0, -0.38582, 1.25333, 1,0,0,0
	 
	// node_stack_frntmid = 0.0, 0.75418, 0.95333, 0,1,0,1
	// or (inset down perfect fit for octo2)
	 node_stack_frntmid = 0.0, 0.68418, 0.95333, 0,1,0,1

 

 

Edited by zer0Kerbal
Link to comment
Share on other sites

New Release: 0.4

NEW DEPENDENCY: B9PartSwitch

Changelog:

  • Added a few more parts
  • Added patch for RV-105 v2 introduced in 1.7.0, which needed different numbers from the first version
  • Integrated B9PartSwitch as a dependency.  Large number of parts now have switching for multiple node options

 

Link to comment
Share on other sites

Just for fun - I added even more nodes to the mk2rover cabin. they all should work -

 

and to show off all those nodes:

I present the InsaneRover mk1

Spoiler

Insane-Rover-Aft.png
Insane-Rover-Fwd.png
Insane-Rover-Lt.png
Insane-Roverrolling.png
Insane-Rover-Roof.png
Insane-Rover-Rt.png
Insane-Rover-Und-Crg.png
screenshot1.png

Spoiler

@PART[mk2LanderCabin_v2]
{
	@description ^= :^: - Nodedazzled.
	
	// wheels
	node_stack_FwdLt = -0.6, -0.2, 1, -1.0, 0.0, 0.0, 1
	node_stack_AftLt = -0.6, -0.2, -1, -1.0, 0.0, 0.0, 1
	
	// six wheel drive (3x3)
	node_stack_MidLt = -0.6, -0.2, 0, -1.0, 0.0, 0.0, 1
	node_stack_MidRt = 0.6, -0.2, 0, 1.0, 0.0, 0.0, 1

	node_stack_FwdRt = 0.6, -0.2, 1, 1.0, 0.0, 0.0, 1
	node_stack_AftRt = 0.6, -0.2, -1, 1.0, 0.0, 0.0, 1

	// roof lights - need to be tilted to accomodate lights innate tilt
	node_stack_LtFwdlight = -0.5, 0.7, 1.2, 	0,0.8, 0,5 ,0
	node_stack_LtAftlight = -0.5, 0.7, -1.09, 0,0.8, 0,5 ,0
	
	node_stack_RtFwdlight = 0.5, 0.7, 1.2, 	0, 0.8, 0.5 ,0
	node_stack_RtAftlight = 0.5, 0.7, -1.09, 	0, 0.8, 0,5 ,0

	// bumpers
	node_stack_FwdBumper = 0.0, -0.386, 1.253, 0,0,1,0
	node_stack_AftBumper = 0.0, -0.366, -1.327, 0,0,-1,0

	// roof 
	// node_stack_frntmid = 0.0, 0.754, 0.96, 0,1,0,1
	// or (inset down perfect fit for octo2)
	node_stack_frntmid = 0.0, 0.684, 0.96, 0,1,0,1

	// sides - amidships
	node_stack_sideLtTop = -0.6, 0.65, 0, -1,0,0, 0
	node_stack_sideLtMid = -0.6, 0.35, 0, -1,0,0, 0
	node_stack_sideLtBtm = -0.6, .1, 0, -1,0,0, 0

	node_stack_sideRtTop = 0.6, 0.65,0, 1,0,0, 0
	node_stack_sideRtMid = 0.6, 0.35,0, 1,0,0, 0
	node_stack_sideRtBtm = 0.6, .1,0, 1,0,0, 0
	
	// // // sides - amidships foward
	node_stack_sideLtTopFwd = -0.6, 0.55, 0.3, -1,0,0, 0
	node_stack_sideLtMidFwd = -0.6, 0.2, 0.3, -1,0,0, 0
	node_stack_sideLtBtmFwd = -0.6, -0.15, 0.4, -1,0,0, 0
	
	node_stack_sideRtTopFwd = 0.6, 0.55, 0.3, 1,0,0, 0
	node_stack_sideRtMidFwd = 0.6, 0.2, 0.3, 	1,0,0, 0
	node_stack_sideRtBtmFwd = 0.6, -0.15, 0.4, 1,0,0, 0
	
	// // sides - amidships aft
	node_stack_sideLtTopAft = -0.6, 0.55, -.4, -1,0,0., 0
	node_stack_sideLtMidAft = -0.6, 0.2, -.4, -1,0,0, 0
	node_stack_sideLtBtmAft = -0.6, -0.15, -.4, -1,0,0, 0
	
	node_stack_sideRtTopAft = 0.6, 0.55, -.4, 1,0,0, 0
	node_stack_sideRtMidAft = 0.6, 0.2, -.4, 1,0,0, 0
	node_stack_sideRtBtmAft = 0.6, -0.15, -.4, 1,0,0, 0

	// undercarriage 
	node_stack_UdCgRtFwd = -0.3, -0.4, 0.9,	0,-1,0,0
	node_stack_UdCgRtAft = -0.3, -0.4, -0.9,	0,-1,0,0
	node_stack_UdCgLtFwd = 0.3, -0.4, 0.9,		0,-1,0,0
	node_stack_UdCgLtAft = 0.3, -0.4, -0.9,	0,-1,0,0

	// roof aft
	node_stack_RoofRtAft = -0.4, 0.76, -0.8, 0,1,0,0
	node_stack_RoofLtAft = 0.4, 0.76, -0.8,  0,1,0,0

	// roof fwd
	node_stack_RoofRtFwd = -0.4, 0.76, 0.8, 0,1,0,0
	node_stack_RoofLtFwd = 0.4, 0.76, 0.8,  0,1,0,0

	// aft vertical alongside hatch
	node_stack_backLtTop = -0.42, 0.6, -1.26,   -1,0,-1.0, 0
	node_stack_backLtMid = -0.42, 0.35, -1.26,  -1,0,-1.0, 0
	node_stack_backLtBtm = -0.42, 0.10, -1.26,  -1,0,-1.0, 0
	node_stack_backLtLwr = -0.42, -0.25, -1.26, -1,0,-1.0, 0

	node_stack_backRtTop = 0.46, 0.6, -1.26, 		1,0,-1.0, 0
	node_stack_backRtMid = 0.46, 0.35, -1.26, 	1,0,-1.0, 0
	node_stack_backRtBtm = 0.46, 0.10, -1.26, 	1,0,-1.0, 0
	node_stack_backRtLwr = 0.46, -0.25, -1.26, 	1,0,-1.0, 0
}

 

 

Edited by zer0Kerbal
Link to comment
Share on other sites

15 hours ago, zer0Kerbal said:

@Geonovast guide to part variants and MM patches:

 

I did some playing around with it, but no luck.  There's even a quote in that thread about it being unlikely to work since the engine plates use a different module for nodes.  So probably no dice on that, unfortunately.

 

Edited by Geonovast
Link to comment
Share on other sites

  • 2 weeks later...

New Release: 0.5

Changelog:

  • Added nodes for Breaking Ground hinges, specifically so you can attach them end-to-end.
  • Added black color variants for the Making History engine plates and structural tubes.  So if you like black interstages, there ya go.
  • Added a couple nodes on the Hex Leg Mount from KRE.  I'm not sure how much that's gonna change, but they're there.  I might start doing some more node addage to other mods now.
Edited by Geonovast
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...