CarnationRED

[1.8.0-1.9.x] CRFP - CarnationRED Flexible Parts v0.6 4/7/2020

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Posted (edited)

Thread of the Month UbvG9VO.png April 2020

G1cgWYS.png

Created by CarnationRED

Inspired by SimplePlanes' fuselage parts. Designed for limitless shape construction.

 _________________________________________________________________

KottabosGames' Introduction Video

Spoiler


Features

  • Change sections width, height and radius
  • Save/Load section shape presets
  • Various shape modifications
  • CRFP Creator: Pick any 3 or 4 points in scene to create a panel, with surface/edge/vertex snap options
  • Edit with gizmos and/or GUI
  • Quick copy shape and materials using Ctrl+F or Ctrl+C/V
  • Select individual textures or choose one of texture presets
  • Fuel tank switch

 

GIF Demonstrations

Spoiler

 

 

Edit With Handle Gizmos

Shape From Points

Torus Quick Build (demonstrated with an early build)

crzkUGS.gif
ffOlkc8.gif
HQktn1h.gif

 

Quick Copy/Paste With Ctrl+F (Ctrl+P in early builds) Variable Corners Link Section
Piv4csF.gif dAcSPim.gif msgTTyt.gif

 

Save/Load Section Presets

 
sYnx5cQ.png
 

Texture Browser

QjeM8IH.gif

_________________________________________________________________

 

 

Manual

 UI

  • Press F or right-click to open up UI panel, hotkey is defined in CRFPSettings.cfg
  • When adjusting radius, hold:
  1. Shift: link all 8 radius
  2. Alt: link current with its opposite at the other end
  3. Ctrl: link all radius at the same end
  • Negative radius will not be effected by aspect ratio
  • More details:
Spoiler

 

A9x53BA.gif
DSn0kuF.gif

 

 

     Handle Gizmos

  • Fast way to tweak length, twist, top/bottom size and corner radius
  • Press F to activate, hotkey is defined in CRFPSettings.cfg
  • Copy shape fast using Ctrl+F (see demostration above), note that WqBIKIt.giflinked section won't copy
  • Copy shape using Ctrl+C/Ctrl+V
  • RMB to switch between parts, parameters in UI panel will also be updated

9VrxlP0.gif

 

CRFP Creator

  • With this tool you're able to create panel parts easily
  • Click 3fopec5.gif at the upper right corner of UI panel to open, the Creator panel shows up, click 3fopec5.gif to start
  • Created part will try to exactly match those 3 or 4 points you selected.

XHzI14b.gif

Textures

Spoiler

 

  • Texture presets can be defined in any cfg file which contains CRFPTextureDefinition as root node, and TextureDefinition as children nodes

8UNKzO6.png 

  • Normal Maps    As I know, normal maps must be in DXT5_NM format, use NVIDIA Plugin to convert

k29cixz.png

 

 

     Texture Browser

  • Used to select individual textures, usually for texture try out
  • Click one of texture names to open   FOPgtJB.png
  • Enter a letter to start search
  • F5 to refresh, up/down arrow key to navigate
  • “Convert to normal map” option is experimental, which won’t overwrite the texture file

     Miscellaneous

  • To reload cfg settings, press "=" and "-" when Part Settings memu is opened.

 

Compatibility

  • Compatible with KSP 1.8.x-1.9.x
  • Compatible with FARc, RealFuels, Procedural Parts

Known Issues

  • Parts position go wrong when editing mirror symmetry part
  • Custom texture lost during loading
  • Bottom texture is stretched when Tilt Bottom is not 0
  • Wrong part movement when changing both Tilt and Twist (detach+attach is a temporary solution)
  • Sometimes when copying part, handle gizmos also get copied with the cpoied part

Changelog

Spoiler

v0.6 2020/4/4
  * Add support for chamfer corners, NOT COMPATIBLE WITH OLD SAVEGAME
  * Add support for custom Section Corner shapes, defined in CRFPSectionCornerDefinitions.cfg
  * Add support for R&D part size limit, see CRFPTechLimits.cfg
  * Add a "#" button to the UI panel which enables numeric input for parameters
  * New "Link" feature: click the link button on the UI panel to update the connected part's section simultaneously.
  * Modify cfg: CRFPTankTypeDefinition: replace dryMassCalcByArea by dryMassCalcCoeff, 0: dry mass by volume, 1: dry mass by area
  * Tweak cfg: Structural parts now weigh more.
  * Tweak: When handle gizmos are activated, use RMB to switch between parts
  * Tweak: radius indices tips now only show at the part end which mouse is pointing to
  * Fix: issues with RealFuels
  * Fix: Drag Cube is now updated properly.
  * Fix: buoyancy
  * Fix: the part joint is not strong enough, thanks to @taniwha
  * Fix: part disappears when both Top width and height are set to 0 and all Top radius are set to -1

v0.5 Initial release

 

Download from GitHub

Download from SpaceDock

Source Code

License: 88px-CC-BY-SA_icon.svg.png

DDSLoader library by @sarbian (released under MIT license)

 

If you like it, consider buying me a cup of coffee 1280px-PayPal.svg.png

 

Edited by CarnationRED
TOTM April 2020

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This looks good. How difficult it would it be to make a profile suitable to connecting to Diamond Grid parts? I'm happy to do the work if necessary.

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Posted (edited)
On 3/28/2020 at 4:02 PM, taniwha said:

This looks good. How difficult it would it be to make a profile suitable to connecting to Diamond Grid parts? I'm happy to do the work if necessary.

All mesh works are done within a MeshBuilder class, 

I am currently in the process of making it easier to expand, 

I'm uploading latest projects to https://github.com/CarnationRED/CarnationREDFlexibleParts

Edited by CarnationRED

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Many positive emojis!  :o:):0.0::D:)^_^

I look forward to playing with your mod and designing ever more attractive, yet lethal, rockets for my long-suffering Kerbals to test!

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It must be the most meaningful mod in this year.

Well , I think you've taken this game to a higher level.

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This is very cool indeed.  Looking forward to playing around with this!  Well done good sir!

Peace.

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This is something I have been wanting for some time! Keeping an eye on this one!

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This is really amazing. It's something the game has been lacking for building customized ships. Very cool!

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HOLY FRIGGIN MACARONI RAVIOLI RIGATONI MOSTACCIOLI PEPPERONI ZAMBONI DO YOU MY FRIEND HAVE ANY IDEA HOW LONG I'VE WAITED FOR THIS MOMENT. YOU SIR HAVE MADE THIS HORSE-SQUID HYBRID MORE HAPPIER THEN HE'S BEEN IN ALL HIS 200 YEARS OF CONTINUED EXISTENCE.

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Posted (edited)

ok so I have been messing around with this mod and I just cannot believe your work, you've definitely taken KSP to a hole new level!!!

question/suggestion: would it be possible to edit the curve shape on the long axis so as to be able to make, for instance, round-tipped cones?

this mod is a masterpiece, thread of the year incoming!

Edited by hypervelocity

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This looks great @CarnationRED

Can you tell me if mass calculation by area and volume is either/or, or can I have a tank scale by both at the same time?

        dryMassCalcByArea = False
        dryMassPerArea = 0
        dryMassPerVolume = 0.107547
        dryCostPerMass = 1264.00041

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35 minutes ago, Nightside said:

This looks great @CarnationRED

Can you tell me if mass calculation by area and volume is either/or, or can I have a tank scale by both at the same time?

        dryMassCalcByArea = False
        dryMassPerArea = 0
        dryMassPerVolume = 0.107547
        dryCostPerMass = 1264.00041

Currently not possible to blend them, I'll see if I can add a coefficient between area and volume

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9 hours ago, CarnationRED said:

Currently not possible to blend them, I'll see if I can add a coefficient between area and volume

Thank you, I immediately tried making boat hulls with this, but they all sank, even without resources, so I figured I'd need to make a custom profile. That said, this gives incredible freedom to make non-rocket shapes, and should work great for boats (if I can get them to float)! 

Something else that might be fun/useful to add would be current volume of the part in m3, (not just resource quantity).

 

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Excellent work! It will become the a rule changer and perfect replacement for old producal parts.

加油!

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Yes! Now we can play Kerbal Planes (or Simple Kerbals)

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Posted (edited)
On 3/28/2020 at 7:37 AM, CarnationRED said:

 

Known Issues

  • The mod causes Procedural Parts tanks to automatically switch to RF version

 

I see you're aware of an issue in this area but I thought it might be worth mentioning it's not exclusive to just that mod. It appears that this mod will trigger patches looking for Real Fuels  more generally. Specifically, I was helping someone resolve an issue with B9 Aerospace HX parts where the fuel switch would cease to function as a result.

 

Edit: To make that clearer.

Flexible Parts is triggering module manager patches with NEEDS[RealFuels]

 

Another Edit: Here's a simple patch for reproduction purposes...

@PART[*]:NEEDS[RealFuels]
{
	@title = NEEDS RealFuels Test
}

You can specify a particular part if you want but this saves hunting for it in the editors to check.

Edited by Manwith Noname

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Posted (edited)
6 hours ago, Manwith Noname said:

I see you're aware of an issue in this area but I thought it might be worth mentioning it's not exclusive to just that mod. It appears that this mod will trigger patches looking for Real Fuels  more generally. Specifically, I was helping someone resolve an issue with B9 Aerospace HX parts where the fuel switch would cease to function as a result.

 

Edit: To make that clearer.

Flexible Parts is triggering module manager patches with NEEDS[RealFuels]

 

Another Edit: Here's a simple patch for reproduction purposes...


@PART[*]:NEEDS[RealFuels]
{
	@title = NEEDS RealFuels Test
}

You can specify a particular part if you want but this saves hunting for it in the editors to check.

That's exactly where the problem is. There's a RealFuelsPatch included in the mod. To solve it I added an "AFTER[ProceduralParts]" tag after "NEEDS". It worked!

 

Edit: Maybe I should change AFTER[ProceduralParts] to AFTER[RealFuels]

Edited by CarnationRED

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Posted (edited)

@CarnationRED

Ok I think I found the issue.

@PART[CarnationREDFlexibleFuelTank]:FOR[RealFuels]
{
	MODULE
	{
		name = ModuleFuelTanks
		volume = 2000
		type = Default
	}
}
@PART[CarnationREDFlexibleFuselage]:FOR[RealFuels]
{
	MODULE
	{
		name = ModuleFuelTanks
		volume = 2000
		type = Fuselage
	}
}

By using :FOR, you're setting up a situation where module manager thinks a mod called RealFuels exists. Change it to :NEEDS and it should be good.

Edited by Manwith Noname

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1 hour ago, Manwith Noname said:

@CarnationRED

Ok I think I found the issue.


@PART[CarnationREDFlexibleFuelTank]:FOR[RealFuels]
{
	MODULE
	{
		name = ModuleFuelTanks
		volume = 2000
		type = Default
	}
}
@PART[CarnationREDFlexibleFuselage]:FOR[RealFuels]
{
	MODULE
	{
		name = ModuleFuelTanks
		volume = 2000
		type = Fuselage
	}
}

By using :FOR, you're setting up a situation where module manager thinks a mod called RealFuels exists. Change it to :NEEDS and it should be good.

Thanks!

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Posted (edited)

Incredible mod. This is an example that you can do with. Nice work, and big thank from a Sci-Fi fan. 

screenshot262.png?width=937&height=586

Edited by Kierra

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