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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!


Ven

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Is anyone collecting all of these patches in a single location?  yes, i tried going through the past several pages.  But it would be nice if someone stepped up to collect all the patches and make a CE edition of them (kind of what I did for KW)

Edited by linuxgurugamer
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On 11/30/2016 at 0:13 PM, linuxgurugamer said:

Is anyone collecting all of these patches in a single location?  yes, i tried going through the past several pages.  But it would be nice if someone stepped up to collect all the patches and make a CE edition of them (kind of what I did for KW)

I did, on a branch of my fork of VSR.  It's since been accepted into Ven's master branch.  This engine drag business came up after my 1.2 repairs, so we'll see what shakes out of it.

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Did you used lv-900 engine on those radially mounted stages?

This engine is added in this pack as extra part. Patch which I send you is affecting only stock engines. If you want to use lv-900 go to C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\VenStockRevamp\Part Bin and replace file liquidEngineLV-900.cfg with this https://www.dropbox.com/s/lr77g2ogm4msedt/liquidEngineLV-900.cfg?dl=0 file.

And please don't use other extra engines from this pack. Sorry I did not tell you this.

If I see correctly  (it's hard to see from that distant) on the center stages you have stock engines, and drag line is much shorter then on the other stages.

Edited by robson1000
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8 hours ago, robson1000 said:

Did you used lv-900 engine on those radially mounted stages?

oops, yeah. I should have diffchecked the file before I patched it. I'll try again today.

 

4 hours ago, Profex said:

Why version 1.9.5 doesn't workshop with ksp 1.2.1? Is there anything to male It work? 

it works. read the last few pages

Edited by antilochus
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Right... booting up ksp again after being on other games....slightly confused.... but i think I have this right... all these cfgs and what not being linked by other folks over the last few pages... they are all being compiled into vens master .zip yes?

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2 hours ago, SmashBrown said:

Right... booting up ksp again after being on other games....slightly confused.... but i think I have this right... all these cfgs and what not being linked by other folks over the last few pages... they are all being compiled into vens master .zip yes?

Heh, I wish. Last update to Ven's github was 27 days ago. Mod makers rarely care about what's going on in their forum threads.

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34 minutes ago, Sol Invictus said:

Heh, I wish. Last update to Ven's github was 27 days ago. Mod makers rarely care about what's going on in their forum threads.

That's a tad ungrateful. This pack is of very high quality and clearly a lot of work has gone into it. It's free, and is entirely up to the mod maker how much time they want to put into it.

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I looked at the aero data in-flight and the reports of drag problems are supported by the numbers -- the A.CD of the Poodle in a stack (tested in the Kerbal 1-5) was over 4, when the tank above and decoupler below were 0.1 or less (since they're all the same size, they get shielded by the parts at the front).  Changing the ModuleStructuralNode and ModuleStructuralNodeToggle back to ModuleJettison restored drag sanity.

Sorry for the trouble -- I thought I was taking advantage of a new stock feature that would make it easier to attach the engines via the right node, but it looks like the adapter is treated as existing even when there's nothing attached to the upper node, leading to spuriously high drag values.  (I guess this isn't a problem for fairings because the invisible structure is automatically shielded by the fairing module.)  I've made a pull request to Ven with the engines restored to ModuleJettison.

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12 hours ago, SmashBrown said:

That's a tad ungrateful. This pack is of very high quality and clearly a lot of work has gone into it. It's free, and is entirely up to the mod maker how much time they want to put into it.

I don't get why you're saying it to me, as if I was suggesting it to be otherwise. Of course this pack is of high quality, of course a lot of work has gone into it, of course it's up to the mod maker how much time they want to put into it. When I told you that mod makers rarely care about what's going on in their forum threads, I stated it as a fact, not as some accusation towards mod makers. To be honest, I wouldn't even want for mod makers to read trough all the bull crap that people write in here. There's github for bug reports, and that's it. This forum is mainly a place for modders to announce their releases and for users to talk among each other. I don't see how I'm ungrateful while saying this.

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23 minutes ago, Sol Invictus said:

I don't get why you're saying it to me, as if I was suggesting it to be otherwise. Of course this pack is of high quality, of course a lot of work has gone into it, of course it's up to the mod maker how much time they want to put into it. When I told you that mod makers rarely care about what's going on in their forum threads, I stated it as a fact, not as some accusation towards mod makers. To be honest, I wouldn't even want for mod makers to read trough all the bull crap that people write in here. There's github for bug reports, and that's it. This forum is mainly a place for modders to announce their releases and for users to talk among each other. I don't see how I'm ungrateful while saying this.

Apologies then. Sometimes it's easy to misread things in text.

 

Anyone else encountered the problem I had? I don't think a flea booster should reach 25km.

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On 04/12/2016 at 9:23 AM, Sebi99p said:

Hey i have this issue with engines that have 2 collision meshes for different sizes.

Whenever i attach a procedural fairing from the mod <procedural fairings> it would generate the fairing as if the large mesh was used even if the small one is actually used.

http://imgur.com/a/RrzwL

Stock fairings work fine.

So what does this have to do with VSR?

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On 12/3/2016 at 3:31 PM, Sol Invictus said:

Heh, I wish. Last update to Ven's github was 27 days ago. Mod makers rarely care about what's going on in their forum threads.

You don't need to use it.

Most active mod makers do care, and respond.  In this case, Ven is moving on, and isn't that active any more.

Your attitude is the type which makes mod makers lose interest and move on.

And following up to your last post, not everyone uses or knows about github.  

Edited by linuxgurugamer
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6 hours ago, linuxgurugamer said:

You don't need to use it.

Most active mod makers do care, and respond.  In this case, Ven is moving on, and isn't that active any more.

Your attitude is the type which makes mod makers lose interest and move on.

And following up to your last post, not everyone uses or knows about github.  

I see now that I was wrong to say that. Let's call it temporary loss of mind's clarity.

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On 12/4/2016 at 0:23 AM, Sebi99p said:

Hey i have this issue with engines that have 2 collision meshes for different sizes.

Whenever i attach a procedural fairing from the mod <procedural fairings> it would generate the fairing as if the large mesh was used even if the small one is actually used.

http://imgur.com/a/RrzwL

Stock fairings work fine.

Yes, I had exactly the same problem. It actually forced me to get rid of VSR for the time being. There must be an easy fix in the config. Any Idea?  :rolleyes:

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On 12/3/2016 at 3:23 PM, Sebi99p said:

Hey i have this issue with engines that have 2 collision meshes for different sizes.

Whenever i attach a procedural fairing from the mod <procedural fairings> it would generate the fairing as if the large mesh was used even if the small one is actually used.

http://imgur.com/a/RrzwL

Stock fairings work fine.

 

2 hours ago, Adik3714 said:

Yes, I had exactly the same problem. It actually forced me to get rid of VSR for the time being. There must be an easy fix in the config. Any Idea?  :rolleyes:

I think this is an issue with procedural fairings.  They calculate the bounds of the payload, but they're including the hidden tank butt/thrust plate on the engine, which they shouldn't.  There's not much that can be done on Ven's end except removing those features.

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2 minutes ago, blowfish said:

 

I think this is an issue with procedural fairings.  They calculate the bounds of the payload, but they're including the hidden tank butt/thrust plate on the engine, which they shouldn't.  There's not much that can be done on Ven's end except removing those features.

Yes ... but this means that VST isn`t updating the meshes ... so it uses the large model when it shouldn`t.

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