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


Ven

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Here is the new 1.5 syntax for adding Ven's Mk1 Pod as a variant:

@PART[mk1pod_v2]:NEEDS[UnofficialPatch] {
	MODEL {
		model = VenStockRevamp/Squad/Parts/Command/CommandPods/MK1
	}
	%MODULE[ModulePartVariants] {
		%name = ModulePartVariants
		%baseVariant = Dark

		%VARIANT[Dark] {
			%name = Dark
			%displayName = #autoLOC_8007117
			%themeName = Dark
			%primaryColor = #4c4f47
			%secondaryColor = #4c4f47
		}

		@VARIANT[*]:HAS[!GAMEOBJECTS] {
			GAMEOBJECTS {
				Squad/Parts/Command/mk1pod_v2/Mk1Pod_v2(Clone) = true
				VenStockRevamp/Squad/Parts/Command/CommandPods/MK1(Clone) = false
			}
		}
		@VARIANT[*]:HAS[@GAMEOBJECTS] {
			@GAMEOBJECTS {
				%VenStockRevamp/Squad/Parts/Command/CommandPods/MK1(Clone) = false
			}
		}
		+VARIANT[White] {
			%name = Ven
			%displayName = Ven
			%themeName = Ven
			%primaryColor = #000000
			%secondaryColor = #000000

			%GAMEOBJECTS {
				%Squad/Parts/Command/mk1pod_v2/Mk1Pod_v2(Clone) = false
				%VenStockRevamp/Squad/Parts/Command/CommandPods/MK1(Clone) = true
			}

			-TEXTURE {}

			NODES {
				node_stack_top = 0.0, 0.67, 0.0, 0.0, 1.0, 0.0, 0
				node_stack_bottom = 0.0, -0.33, 0.0, 0.0, -1.0, 0.0, 1
			}
		}
	}
}

 

There seems to be something in the stock model that allows the flags to show up on variants, but not on Ven's?

Here is the UnofficialPatch for 1.5.0:

 

Edited by Electrocutor
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1.5.x only!

I've added VSR as a texture variant to the new FL-T Series:

LvIfebB.jpg

 

For everyone who is interested, find and open ...\Kerbal Space Program\GameData\VenStockRevamp\Squad\Data\FuelTanks.cfg with an editor and replace the code with the following:

@PART[fuelTank3-2]{
	!mesh = DELETE
	!MODEL {}
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/X200-64
	}
	%rescaleFactor = 1
	@description = #fuelTank3-2_Part_description // The largest tank available from Rockomax, the Jumbo-64 holds a vast amount of fuel in a large metal tube. After deciding that the tank was too light, Rockomax decided to paint the Jumbo-64, bringing its appearance in-line with the rest of its fuel tanks.
}

@PART[xenonTankRadial]{
	!mesh = DELETE
	!MODEL {}
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/RadialXenon
		scale = 0.9,0.9,0.9
	}
	%rescaleFactor = 1
}

@PART[xenonTank]{
	!mesh = DELETE
	!MODEL {}
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/InlineXenon
	}
	%rescaleFactor = 1
}

@PART[xenonTankLarge]{
	!mesh = DELETE
	!MODEL {}
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/LargeXenonTank
		scale = 1.0,1.1,1.0
	}
	%rescaleFactor = 1
}

@PART[fuelTank_long]{
	!mesh = DELETE
	!MODEL {}
	MODEL{
		model = Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_04
	}
	rescaleFactor = 1.0
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/T800Tank
		scale = 1.26,1.26,1.26
	}
	@MODULE[ModulePartVariants]
	{
		!primaryColor = #4c4f47
		!secondaryColor = #4c4f47
		!baseDisplayName = #autoLOC_8007117
		!baseThemeName = Dark
		baseVariant = VSRGrayAndBlack
		VARIANT
		{
			name = Dark
			displayName = #autoLOC_8007117
			themeName = Dark
			primaryColor = #4c4f47
			secondaryColor = #4c4f47
			TEXTURE
			{
				mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_D
				shader = KSP/Specular
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_04(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T800Tank(Clone) = false
			}
		}
		@VARIANT[BlackAndWhite]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_04(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T800Tank(Clone) = false
			}
		}
		@VARIANT[White]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_04(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T800Tank(Clone) = false
			}
		}
		@VARIANT[GrayAndOrange]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_04(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T800Tank(Clone) = false
			}
		}
		VARIANT
		{
			name = VSRGrayAndBlack
			displayName = #VSR_theme_name // = Ven's Gray and Black
			themeName = VSRGrayAndBlack
			primaryColor = #999999
			secondaryColor = #000000
			TEXTURE
			{
				mainTextureURL = VenStockRevamp/Squad/Parts/Propulsion/TanksJeb_CLR
				_BumpMap = VenStockRevamp/Squad/Parts/Propulsion/TanksJeb_NRM
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_04(Clone) = false
				VenStockRevamp/Squad/Parts/Propulsion/T800Tank(Clone) = true
			}
		}
	}
}

@PART[toroidalFuelTank]{
	!mesh = DELETE
	!MODEL {}
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/ToroidalTank
	}
	%rescaleFactor = 1
}

@PART[fuelTank1-2]{
	!mesh = DELETE
	!MODEL {}
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/X200-32
	}
	%rescaleFactor = 1
}

@PART[fuelTank4-2]{
	!mesh = DELETE
    %scale = 1
    %rescaleFactor = 1
    MODEL{
        model = VenStockRevamp/Squad/Parts/Propulsion/X200-8
	}
	%rescaleFactor = 1
}

@PART[RCSTank1-2]{
	!mesh = delete
	MODEL{
		model = Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_01
	}
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/RCSTankR1
		scale = 1.02,1.06,1.02
	}
	@MODULE[ModulePartVariants]
	{
		@baseVariant = VSRGrayAndBlack
		@VARIANT[GrayAndWhite]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_01(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/RCSTankR1(Clone) = false
			}
		}
		@VARIANT[YellowAndWhite]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_01(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/RCSTankR1(Clone) = false
			}
		}
		VARIANT
		{
			name = VSRGrayAndBlack
			displayName = #VSR_theme_name // = Ven's Gray and Black
			themeName = VSRGrayAndBlack
			primaryColor = #999999
			secondaryColor = #000000
			TEXTURE
			{
				mainTextureURL = VenStockRevamp/Squad/Parts/Propulsion/RCSTanks_CLR
				_BumpMap = VenStockRevamp/Squad/Parts/Propulsion/RCSTanks_NRM
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_01(Clone) = false
				VenStockRevamp/Squad/Parts/Propulsion/RCSTankR1(Clone) = true
			}
		}
	}
}

@PART[RCSFuelTank]{
	!mesh = DELETE
	!MODEL {}
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/RCSFuelTankR25
		scale = 1.03,1.03,1.03
	}
	%rescaleFactor = 1
}

@PART[miniFuelTank]{
	!mesh = DELETE
	!MODEL {}
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/fuelTankOscarB
	}
	%node_attach = 0.3, 0.0, 0.0, 1.0, 0.0, 0.0, 1
	@attachRules = 1,1,1,1,0
	%rescaleFactor = 1
}

@PART[fuelTank2-2]{
	!mesh = DELETE
    %scale = 1
    %rescaleFactor = 1
    MODEL{
        model = VenStockRevamp/Squad/Parts/Propulsion/X200-16
	}
}

@PART[fuelTankSmallFlat]{
	!mesh = DELETE
	!MODEL {}
	MODEL{
		model = Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_01
	}
	rescaleFactor = 1.0
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/T100Tank
		scale = 1.01,1.01,1.01
	}
	@MODULE[ModulePartVariants]
	{
		!primaryColor = #4c4f47
		!secondaryColor = #4c4f47
		!baseDisplayName = #autoLOC_8007117
		!baseThemeName = Dark
		baseVariant = VSRGrayAndBlack
		VARIANT
		{
			name = Dark
			displayName = #autoLOC_8007117
			themeName = Dark
			primaryColor = #4c4f47
			secondaryColor = #4c4f47
			TEXTURE
			{
				mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_D
				shader = KSP/Specular
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_01(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T100Tank(Clone) = false
			}
		}
		@VARIANT[BlackAndWhite]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_01(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T100Tank(Clone) = false
			}
		}
		@VARIANT[White]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_01(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T100Tank(Clone) = false
			}
		}
		@VARIANT[GrayAndOrange]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_01(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T100Tank(Clone) = false
			}
		}
		VARIANT
		{
			name = VSRGrayAndBlack
			displayName = #VSR_theme_name // = Ven's Gray and Black
			themeName = VSRGrayAndBlack
			primaryColor = #999999
			secondaryColor = #000000
			TEXTURE
			{
				mainTextureURL = VenStockRevamp/Squad/Parts/Propulsion/TanksJeb_CLR
				_BumpMap = VenStockRevamp/Squad/Parts/Propulsion/TanksJeb_NRM
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_01(Clone) = false
				VenStockRevamp/Squad/Parts/Propulsion/T100Tank(Clone) = true
			}
		}
	}
}

@PART[fuelTankSmall]{
	!mesh = DELETE
	!MODEL {}
	MODEL{
		model = Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_02
	}
	rescaleFactor = 1.0
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/T200Tank
		scale = 1.26,1.26,1.26
	}
	@MODULE[ModulePartVariants]
	{
		!primaryColor = #4c4f47
		!secondaryColor = #4c4f47
		!baseDisplayName = #autoLOC_8007117
		!baseThemeName = Dark
		baseVariant = VSRGrayAndBlack
		VARIANT
		{
			name = Dark
			displayName = #autoLOC_8007117
			themeName = Dark
			primaryColor = #4c4f47
			secondaryColor = #4c4f47
			TEXTURE
			{
				mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_D
				shader = KSP/Specular
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_02(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T200Tank(Clone) = false
			}
		}
		@VARIANT[BlackAndWhite]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_02(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T200Tank(Clone) = false
			}
		}
		@VARIANT[White]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_02(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T200Tank(Clone) = false
			}
		}
		@VARIANT[GrayAndOrange]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_02(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T200Tank(Clone) = false
			}
		}
		VARIANT
		{
			name = VSRGrayAndBlack
			displayName = #VSR_theme_name // = Ven's Gray and Black
			themeName = VSRGrayAndBlack
			primaryColor = #999999
			secondaryColor = #000000
			TEXTURE
			{
				mainTextureURL = VenStockRevamp/Squad/Parts/Propulsion/TanksJeb_CLR
				_BumpMap = VenStockRevamp/Squad/Parts/Propulsion/TanksJeb_NRM
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_02(Clone) = false
				VenStockRevamp/Squad/Parts/Propulsion/T200Tank(Clone) = true
			}
		}
	}
}

@PART[fuelTank]{
	!mesh = DELETE
	!MODEL {}
	MODEL{
		model = Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_03
	}
	rescaleFactor = 1.0
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/T400Tank
		scale = 1.26,1.26,1.26
	}
	@MODULE[ModulePartVariants]
	{
		!primaryColor = #4c4f47
		!secondaryColor = #4c4f47
		!baseDisplayName = #autoLOC_8007117
		!baseThemeName = Dark
		baseVariant = VSRGrayAndBlack
		VARIANT
		{
			name = Dark
			displayName = #autoLOC_8007117
			themeName = Dark
			primaryColor = #4c4f47
			secondaryColor = #4c4f47
			TEXTURE
			{
				mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_D
				shader = KSP/Specular
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_03(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T400Tank(Clone) = false
			}
		}
		@VARIANT[BlackAndWhite]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_03(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T400Tank(Clone) = false
			}
		}
		@VARIANT[White]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_03(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T400Tank(Clone) = false
			}
		}
		@VARIANT[GrayAndOrange]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_03(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/T400Tank(Clone) = false
			}
		}
		VARIANT
		{
			name = VSRGrayAndBlack
			displayName = #VSR_theme_name // = Ven's Gray and Black
			themeName = VSRGrayAndBlack
			primaryColor = #999999
			secondaryColor = #000000
			TEXTURE
			{
				mainTextureURL = VenStockRevamp/Squad/Parts/Propulsion/TanksJeb_CLR
				_BumpMap = VenStockRevamp/Squad/Parts/Propulsion/TanksJeb_NRM
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_03(Clone) = false
				VenStockRevamp/Squad/Parts/Propulsion/T400Tank(Clone) = true
			}
		}
	}
}

@PART[rcsTankMini]{
	!mesh = DELETE
    %rescaleFactor = 1
    MODEL{
        model = VenStockRevamp/Squad/Parts/Propulsion/RCSFuelTankR10
		scale = 1.03,1.03,1.03
	}
}

@PART[radialRCSTank]{
	!mesh = DELETE
    %scale = 1
    %rescaleFactor = 1
    MODEL{
        model = VenStockRevamp/Squad/Parts/Propulsion/RCSTankRadial
	}
}

@PART[rcsTankRadialLong]{
	!mesh = DELETE
    %scale = 1
    %rescaleFactor = 1
    MODEL{
        model = VenStockRevamp/Squad/Parts/Propulsion/RCStankRadialLong
	}
}

@PART[Size3LargeTank]{
	!mesh = DELETE
    %scale = 1
    %rescaleFactor = 1
	!MODEL{}
    MODEL{
        model = VenStockRevamp/Squad/Parts/Propulsion/S3Tank2
	}
}

@PART[Size3MediumTank]{
	!mesh = DELETE
    %scale = 1
    %rescaleFactor = 1
	!MODEL{}
    MODEL{
        model = VenStockRevamp/Squad/Parts/Propulsion/S3Tank1
	}
}

@PART[Size3SmallTank]{
	!mesh = DELETE
    %scale = 1
    %rescaleFactor = 1
	!MODEL{}
    MODEL{
        model = VenStockRevamp/Squad/Parts/Propulsion/S3Tank1_2
	}
}

@PART[Size3to2Adapter]{
	!mesh = DELETE
    %scale = 1
    %rescaleFactor = 1
	!MODEL{}
    MODEL {
        model = VenStockRevamp/Squad/Parts/Propulsion/S3TankAdapter
	}
}

@PART[Rockomax8BW]{
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/X200-8
		scale = 1, 0.97067, 1
	}
	
	@MODULE[ModulePartVariants]
	{
		!primaryColor = #ffffff
		!secondaryColor = #000000
		!baseDisplayName = #autoLOC_8007122
		!baseThemeName = BlackAndWhite
		baseVariant = VSRGrayAndBlack
		VARIANT
		{
			name = White
			displayName = #autoLOC_8007122
			themeName = BlackAndWhite
			primaryColor = #ffffff
			secondaryColor = #000000
			TEXTURE
			{
				mainTextureURL = Squad/Parts/FuelTank/RockomaxTanks/rockomax_16 [AlbedoM] BW
				_BumpMap = Squad/Parts/FuelTank/RockomaxTanks/rockomax_16 [Normal] BW
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax8(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/X200-8(Clone) = false
			}
		}
		@VARIANT[Orange]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax8(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/X200-8(Clone) = false
			}
		}
		VARIANT
		{
			name = VSRGrayAndBlack
			displayName = #VSR_theme_name // = Ven's Gray and Black
			themeName = VSRGrayAndBlack
			primaryColor = #999999
			secondaryColor = #000000
			TEXTURE
			{
				mainTextureURL = VenStockRevamp/Squad/Parts/Propulsion/tanksRockoMax_CLR
				_BumpMap = VenStockRevamp/Squad/Parts/Propulsion/tanksRockoMax_NRM
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax8(Clone) = false
				VenStockRevamp/Squad/Parts/Propulsion/X200-8(Clone) = true
			}
		}
	}
}

@PART[Rockomax16_BW]{
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/X200-16
		scale = 1, 0.98133, 1
	}
	
	@MODULE[ModulePartVariants]
	{
		!primaryColor = #ffffff
		!secondaryColor = #000000
		!baseDisplayName = #autoLOC_8007122
		!baseThemeName = BlackAndWhite
		baseVariant = VSRGrayAndBlack
		VARIANT
		{
			name = White
			displayName = #autoLOC_8007122
			themeName = BlackAndWhite
			primaryColor = #ffffff
			secondaryColor = #000000
			TEXTURE
			{
				mainTextureURL = Squad/Parts/FuelTank/RockomaxTanks/rockomax_16 [AlbedoM] BW
				_BumpMap = Squad/Parts/FuelTank/RockomaxTanks/rockomax_16 [Normal] BW
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax16(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/X200-16(Clone) = false
			}
		}
		@VARIANT[Orange]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax16(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/X200-16(Clone) = false
			}
		}
		VARIANT
		{
			name = VSRGrayAndBlack
			displayName = #VSR_theme_name // = Ven's Gray and Black
			themeName = VSRGrayAndBlack
			primaryColor = #999999
			secondaryColor = #000000
			TEXTURE
			{
				mainTextureURL = VenStockRevamp/Squad/Parts/Propulsion/tanksRockoMax_CLR
				_BumpMap = VenStockRevamp/Squad/Parts/Propulsion/tanksRockoMax_NRM
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax16(Clone) = false
				VenStockRevamp/Squad/Parts/Propulsion/X200-16(Clone) = true
			}
		}
	}
}

@PART[Rockomax32_BW]{
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/X200-32
		scale = 1, 0.992, 1
	}
	
	@MODULE[ModulePartVariants]
	{
		!primaryColor = #ffffff
		!secondaryColor = #000000
		!baseDisplayName = #autoLOC_8007122
		!baseThemeName = BlackAndWhite
		baseVariant = VSRGrayAndBlack
		VARIANT
		{
			name = White
			displayName = #autoLOC_8007122
			themeName = BlackAndWhite
			primaryColor = #ffffff
			secondaryColor = #000000
			TEXTURE
			{
				mainTextureURL = Squad/Parts/FuelTank/RockomaxTanks/rockomax_16 [AlbedoM] BW
				_BumpMap = Squad/Parts/FuelTank/RockomaxTanks/rockomax_16 [Normal] BW
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax32(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/X200-32(Clone) = false
			}
		}
		@VARIANT[Orange]
		{
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax32(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/X200-32(Clone) = false
			}
		}
		VARIANT
		{
			name = VSRGrayAndBlack
			displayName = #VSR_theme_name // = Ven's Gray and Black
			themeName = VSRGrayAndBlack
			primaryColor = #999999
			secondaryColor = #000000
			TEXTURE
			{
				mainTextureURL = VenStockRevamp/Squad/Parts/Propulsion/tanksRockoMax_CLR
				_BumpMap = VenStockRevamp/Squad/Parts/Propulsion/tanksRockoMax_NRM
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax32(Clone) = false
				VenStockRevamp/Squad/Parts/Propulsion/X200-32(Clone) = true
			}
		}
	}
}

@PART[Rockomax64_BW]{
	MODEL{
		model = VenStockRevamp/Squad/Parts/Propulsion/X200-64
		scale = 1, 0.99467, 1
	}
	
	@MODULE[ModulePartVariants]
	{
		@baseVariant = VSRGrayAndBlack
		@VARIANT[White]
		{
			@GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax64(Clone) = true
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax64_O(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/X200-64(Clone) = false
			}
		}
		@VARIANT[Orange]
		{
			@GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax64(Clone) = true
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax64_O(Clone) = true
				VenStockRevamp/Squad/Parts/Propulsion/X200-64(Clone) = false
			}
		}
		VARIANT
		{
			name = VSRGrayAndBlack
			displayName = #VSR_theme_name // = Ven's Gray and Black
			themeName = VSRGrayAndBlack
			primaryColor = #999999
			secondaryColor = #000000
			TEXTURE
			{
				mainTextureURL = VenStockRevamp/Squad/Parts/Propulsion/tanksRockoMax_CLR
				_BumpMap = VenStockRevamp/Squad/Parts/Propulsion/tanksRockoMax_NRM
			}
			GAMEOBJECTS
			{
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax64(Clone) = false
				Squad/Parts/FuelTank/RockomaxTanks/Rockomax64_O(Clone) = false
				VenStockRevamp/Squad/Parts/Propulsion/X200-64(Clone) = true
			}
		}
	}
}

 

Edited by woeller
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I've not had any time with KSP 1.5(.1) due to hard drive issues, but those are now resolved and I'll see about getting some updates on a new branch in a week or so.  I anticipate the changes will involve adding the tank, command pod, SRB, and probe core textures to part variant system (and removing them from the model replacer patch).

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@Kerbas_ad_astra

A snippet that may interest you to get reflective windows without any mods:

		+VARIANT[Basic] {
			%name = Ven
			%displayName = Ven
			%themeName = Ven

			%GAMEOBJECTS {
				%Squad/Parts/Command/cupola/model(Clone) = false
				%VenStockRevamp/Squad/Parts/Command/CommandPods/windowedpod(Clone) = true
			}

			TEXTURE {
				materialName = CoupGlass
				shader = KSP/Bumped Specular (Mapped)
				_SpecMap = VenStockRevamp/Squad/Parts/Command/CommandPods/Coup_CLR
				_Shininess = 0.95
			}
		}

[Edit]

As blowfish pointed out, this won't work due to not supporting emissive.

Edited by Electrocutor
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Hello everyone!

I just installed this mod, and the textures are gorgeous. However, I seem to have an issue with docking ports.

I just can't dock,  I tried for something like 2 hours on the same save, trying to dock all over again and again, without any success. (I use DPAI mod to help me do very precise dockings).

I did the same dock on the same station with the same craft some days ago, without your mod, and I've been able to perform it 1st try, without even DPAI.

Here are screenshots of my setup :

https://nextcloud.wastel.fr/index.php/s/n8b7NG4QsrzyYkF

https://nextcloud.wastel.fr/index.php/s/czLgCRXD2F5sgWS

https://nextcloud.wastel.fr/index.php/s/cCifZ6rbEtm9GmH

On the last screenshot, you can see that my docking is quite precise (way enough to dock on stock), but here, it just slightly bounces. It just doesn't want to dock.

I specify that I've both tried with and without bumpers extracted.

What's curious is that when I used to dock without your mod, there were like a magnetic attraction when the craft were very near the station, and this attraction would 'finish' the docking. This attraction doesn't seem to exist anymore since I've installed the mod.

Here is a link to my output_log :

https://nextcloud.wastel.fr/index.php/s/QNki7MskazaED62

If anyone could help me where's the problem here and how to fix it, I would appreciate it :)

Thanks!

Edited by Wastel
Adding for infos
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16 hours ago, Wastel said:

I just can't dock,  I tried for something like 2 hours on the same save, trying to dock all over again and again, without any success. (I use DPAI mod to help me do very precise dockings).

I did the same dock on the same station with the same craft some days ago, without your mod, and I've been able to perform it 1st try, without even DPAI.

It sounds like you had craft that were already made before you installed VSR. It may be worth trying to dock with newly created craft and new docking target just to see if that works. I'm thinking it may be a problem with the previously built craft because once it's launched much of the functionality of a part is locked and won't update when you add a part mod.

Edited by Tyko
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4 hours ago, Tyko said:

It sounds like you had craft that were already made before you installed VSR. It may be worth trying to dock with newly created craft and new docking target just to see if that works. I'm thinking it may be a problem with the previously built craft because once it's launched much of the functionality of a part is locked and won't update when you add a part mod.

I just spent 2 hours building a new space station (which was pretty much the same, but still new), send it to orbit again, build a new fuel tank's craft, and send it to orbit for a rendezvous with the space station.

The docking was still not possible.

However, something REALLY weird happened to me.

So I was still trying to dock, trying more and more weird things (I was desperate).

But something really weird just happened. But before, you need to know how my craft is made. (not the station, the craft that pushes the fuel tank)

I have a probe that I manually put inside the fuel tank, just below the docking port. I had an option to 'undock' the fuel tank's docking port, which was weird because I didn't have this option on my space station's docking ports.

So ... In despair, I clicked on that undock button. The docking port and the probe inside both started to shake very strangely, like it was stuck on the fuel tank and tried to get away. My craft was moving toward the space station, perfectly placed for a dock. I said to myself "Will this excrements dock ? Seriously ?"

And I was right. After several bounces on the space station, the fuel tank's craft docked on the space station, and the probe which was inside the fuel tank just flew away...

 

Can anyone explain me this? Did the kraken troll me and have control of my crafts?

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18 minutes ago, Wastel said:

I just spent 2 hours building a new space station (which was pretty much the same, but still new), send it to orbit again, build a new fuel tank's craft, and send it to orbit for a rendezvous with the space station.

The docking was still not possible.

However, something REALLY weird happened to me.

So I was still trying to dock, trying more and more weird things (I was desperate).

But something really weird just happened. But before, you need to know how my craft is made. (not the station, the craft that pushes the fuel tank)

I have a probe that I manually put inside the fuel tank, just below the docking port. I had an option to 'undock' the fuel tank's docking port, which was weird because I didn't have this option on my space station's docking ports.

So ... In despair, I clicked on that undock button. The docking port and the probe inside both started to shake very strangely, like it was stuck on the fuel tank and tried to get away. My craft was moving toward the space station, perfectly placed for a dock. I said to myself "Will this excrements dock ? Seriously ?"

And I was right. After several bounces on the space station, the fuel tank's craft docked on the space station, and the probe which was inside the fuel tank just flew away...

 

Can anyone explain me this? Did the kraken troll me and have control of my crafts?

You might want to start really simple. Make two identical craft as simple as possible, definitely no clipping of parts, and see if those will dock. you can make the craft in 10 minutes, you don't need to spend hours on it. You can even use f12 to cheat them into a rendezvous. you just want to test the docking ports.

This will answer your question "are the ports broken or is there something wrong with my install". After that you can get more complicated. I definitely know that you shouldn't clip parts near a docking port. the colliders on the clipped parts can prevent the two ports from coming into contact with each other.

Here's an example of some docking test craft I made recently:

P1hRQbc.png

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18 hours ago, Tyko said:

You might want to start really simple. Make two identical craft as simple as possible, definitely no clipping of parts, and see if those will dock. you can make the craft in 10 minutes, you don't need to spend hours on it. You can even use f12 to cheat them into a rendezvous. you just want to test the docking ports.

This will answer your question "are the ports broken or is there something wrong with my install". After that you can get more complicated. I definitely know that you shouldn't clip parts near a docking port. the colliders on the clipped parts can prevent the two ports from coming into contact with each other.

Here's an example of some docking test craft I made recently:

You figured it out, thank you very much.

I followed your advice and tried to do a very simple craft

https://nextcloud.wastel.fr/index.php/s/FkRm2X9ZXa7Q3g7

https://nextcloud.wastel.fr/index.php/s/EArf5NJ4C78GR6p

I launched (without cheat), two of those crafts in LKO, and rendezvous them together to dock.

And as you planned it, it docked perfectly, first try, very easy :

https://nextcloud.wastel.fr/index.php/s/GLBMNqcrkynAdp7

So yeah, we can conclude that my orbital station was excrements.

One last thing and then i'll close the topic : What would you advice to ABSOLUTELY avoid when it comes to station crafting, in order to prevent having those docking problems?

I'm still learning, I try to do it myself without too much video tutorials. So if you can tell me the 'THINGS YOU SHOULDNT DO' list when building a station (to avoid docking issues), I'd be glad to read it!

Thanks again.

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3 hours ago, Wastel said:

You figured it out, thank you very much.

I followed your advice and tried to do a very simple craft

https://nextcloud.wastel.fr/index.php/s/FkRm2X9ZXa7Q3g7

https://nextcloud.wastel.fr/index.php/s/EArf5NJ4C78GR6p

I launched (without cheat), two of those crafts in LKO, and rendezvous them together to dock.

And as you planned it, it docked perfectly, first try, very easy :

https://nextcloud.wastel.fr/index.php/s/GLBMNqcrkynAdp7

So yeah, we can conclude that my orbital station was excrements.

One last thing and then i'll close the topic : What would you advice to ABSOLUTELY avoid when it comes to station crafting, in order to prevent having those docking problems?

I'm still learning, I try to do it myself without too much video tutorials. So if you can tell me the 'THINGS YOU SHOULDNT DO' list when building a station (to avoid docking issues), I'd be glad to read it!

Thanks again.

sure...I'd avoid clipping anywhere near where craft connect to each other. Each part has an invisible collider box around it. Sometimes they are larger or differently shaped than the part. If you're clipping the colliders on those clipped parts can stick out invisibly and cause all kinds of problems.

Second tip. use auto-strut very sparingly or not at all. If you do, use Parent, not Heaviest because the heaviest part can change when ships dock and undock causing auto-strut to recalculate and break things

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@Kerbas_ad_astra the latest build in GitHub d39aa08 has a bug with the 2.5m X200-48 fuel tank. There's no fuel configured for it. It's just a big tube. Confirmed this on a barebones install with just that build and MM.

I didn't see an Issues section on your Github. Hope posting here works okay for you.

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11 hours ago, DiscoveryPlanet said:

is this mod still alive ?

@Kerbas_ad_astra said that he is working on converting things to partvariants. In some cases this only takes a few seconds, but in others (especially when the original part has shrouds inside the model), it requires some blender time to make partvariants be able to tell things apart. Also, variant MM patches have to be made in such a way to allow other mods to also add variants without screwing up existing ones.

Keep in mind that for a very long time, the only way to download it is via master clone, and not the releases: there has been no new actual release for a very long time.

Edited by Electrocutor
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  • 2 weeks later...

A brief update on development: all of the revamped probe cores (Stayputnik, QBE, HECS/HECS2, OKTO/OKTO2, RoveMate) now have Ven's model coexisting with their Squad-revamped models, using the variant system.  Same with the FL-T tank series.  I've been making commits to a new KSP_1.5 branch on my repo: https://github.com/Kerbas-ad-astra/Stock-Revamp/tree/KSP_1.5

Still outstanding are the Mk1 pod, the Mk1-3 pod, and the RT-5 SRB.  (Ven's RT-10 model has gimbals while the stock model does not, so I have made it a separate part, the slightly more costly RT-10-G.)  These will require changes to Ven's models so that their flag and thruster transform names are consistent with the stock models, which will take a little longer.

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Good news: it's really easy to change transform names (thanks to @taniwha's io_object_mu library).  However, it turns out that it's better to leave the flag and shroud transforms with different names, or otherwise only the first (on Squad's model) works properly.  This has the unfortunate cosmetic side effect of putting two flag or shroud toggle buttons in the PAW, but oh well.

If that was the only problem, I'd consider them ready to release, but the RT-5 and Mk1-3 have other issues.  Turns out it's harder to make multiple models play nice with the variant system when they're supposed to do things instead of just look good:

rGTK2fe.png?1

(As I said above, I've fixed the issue where Ven's variant, on the left, has its 'shroud' still attached.)  Ven's model has an animation that Squad's does not, which I could believe is the cause of this issue, but I've tried ignoring it (i.e. not including the FXModuleAnimateThrottle in the part config), and I've tried writing a python script to snip it out of the model file, and neither approach has worked.

As for the Mk1-3, Ven's and Squad's models have different layouts for RCS thrusters, but both sets are used at the same time, even though only one or the other should be active.  (Also, the new IVA obviously is only suited for Squad's model.)

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