Jump to content

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


Ven

Recommended Posts

A few of notes on the new version (I don't use this from a time ago):

- The prune seems to not work on steam installs.

- I like much more the style of the old docking ports, specially for the squared lights (and because I don't get why now the doors have a handle crossing between them, lol, how works that?)

- Where is your gorgeous copula?

Link to comment
Share on other sites

I am also having the same problem as Captain Planet, it happens if there is nothing attached to the bottom of the mk1 and mk1-2 command pods at 64000m, if i have something attached like a fueltank and engine it is ok i just decouple at 40000m.

Link to comment
Share on other sites

Seems like it's ok, at least for vessel just undocked from space station.

Update: also tested on ground test rig, seems to work ok now!

And I just found another issue that wasn't there before last update (valid for both fixed and 1.7.1 Sr ports) - when I undock vessel from station, it doesn't drift away as it should. Also can't move it with RCS thrusters - docking port is attracting vessel back as if when trying to dock, but with much grater force. If I time warp to make undocked vessel drift away a bit and then turn warf off - docking ports get pulled towards each other at great rate. At least it happens to vessels that are already in orbit (they worked fine before 1.7.1 - I was building that station back then).

Update: seems like undock bug goes to joint reinforcement, nevermind.

P.S. Did mod become more memory-hungry since update? I'm started to crash very often, especially when have to switch vessels or save/load/switch to KSC several times in a row.

Edited by Mystique
Link to comment
Share on other sites

I personally don't like the idea of KR-2L being upper stage engine, but have high thrust like 2500kN. It should be the mid-power first stage engine with less Isp.

How about this?

Cut down the Isp of KR-2L, and make the engine become a mid power first stage engine.

Then make another engine with lower thrust and higher Isp to be the real upper engine. That should fit the double nozzle engine model.

EDIT:As Proot said, I checked the prune batch file. It doesn't work on my steam installation as well.

Edited by Pulsar
Link to comment
Share on other sites

Does this mod work with RPM.? I have seemed to get them to work together. If not does anyone know a way to get them to work together? I might just remove the capsule changes if I have to, so i can have a real IVA experience.

Link to comment
Share on other sites

Works pretty fine on mine. I haven't check all renamed files, but at least first from the list are renamed correctly. Maybe bat fail is it wrong location?

where is the right place? I use the easy instructions from the readme...

Link to comment
Share on other sites

Does this mod work with RPM.? I have seemed to get them to work together. If not does anyone know a way to get them to work together? I might just remove the capsule changes if I have to, so i can have a real IVA experience.

This mod currently only touch the external models of stuff, so IVA view should be fine.

Link to comment
Share on other sites

I am also having the same problem as Captain Planet, it happens if there is nothing attached to the bottom of the mk1 and mk1-2 command pods at 64000m, if i have something attached like a fueltank and engine it is ok i just decouple at 40000m.

I'm reproducing this. If I enter atmo with nothing attached to the bottom node of the capsule, the top of the capsule forces itself prograde and then the whole thing vibrates itself to an explosion. If you enter atmo with something attached the capsule's bottom node, everything behaves normally.

Link to comment
Share on other sites

The prune works fine for me on my Steam install. Just put it in your Kerbal Space Program folder, not GameData or anything.

Also I'm pretty sure you need to have the "VenStockRevamp" folder in your GameData before you run it.

Link to comment
Share on other sites

A few of notes on the new version (I don't use this from a time ago):

- The prune seems to not work on steam installs.

- I like much more the style of the old docking ports, specially for the squared lights (and because I don't get why now the doors have a handle crossing between them, lol, how works that?)

- Where is your gorgeous copula?

I agree with the old docking ports. I don't really like the new ones with the circle lights. Also what happened to the cupola btw?

Link to comment
Share on other sites

Could you post a screenshot of where you've put it?

Thanks but is not necessary, It's in my default Steam install, I'm sure.

...Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program

The prune says "the system can't find the specified file" and closes the window by itself.

Edited by Proot
Link to comment
Share on other sites

Also, I'd just like to point out that 1.7.1 is missing Part Revamp-MM.cfg. A pretty important file to leave out, I think :)

It's not missing, it has been split in the various folders for better organizations

Link to comment
Share on other sites

It's not missing, it has been split in the various folders for better organizations

In other news, I'm an idiot.

(thank you)

- - - Updated - - -

Thanks but is not necessary, It's in my default Steam install, I'm sure.

...Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program

The prune says "the system can't find the specified file" and closes the window by itself.

Wait... where is the batch file in that? Because it should be in that Kerbal Space Program folder. It searches for, for example, "GameData\Squad\Parts\Command\Mk1-2Pod\model.mu" so you need it at the folder above Gamedata, i.e. Kerbal Space Program (for Steam installs).

iIou2fP.png

Also - double check your Squad folder - that command appears when the parts can't be found and that's either due to wrong installation OR no such part as model.mu can be found i.e. it's already renamed mu.bak or is .png or whatever. I just ran the Unprune and got stuff renamed back correctly, and ran the Prune and things got renamed correctly again.

Edited by ObsessedWithKSP
Link to comment
Share on other sites

I think I've isolated the capsule-exploding bug that fraz_w and I encountered. It's FAR. Something about the new mk1 and mk1-2 capsules added in the 1.7 update isn't playing nice with FAR. When I remove its directory I don't get the bug at all (that's the only variable that I changed). Will come back and edit this post if I find a version of FAR that works.

Link to comment
Share on other sites

I've tried both methods, and still this is all I get:

http://i.imgur.com/oOLv8yz.png

I use a couple other capsules that have heatshield fairings, and they're still behaving normally. Any suggestions on things to try or places I can look to get more helpful information?

Do you have SDHI installed? After installing SDHI on a test install (using CKAN), the MK 1-2 capsule has the heat shield faring always on.

Link to comment
Share on other sites

Also - double check your Squad folder - that command appears when the parts can't be found and that's either due to wrong installation OR no such part as model.mu can be found i.e. it's already renamed mu.bak or is .png or whatever. I just ran the Unprune and got stuff renamed back correctly, and ran the Prune and things got renamed correctly again.

That was the key: I have my textures in DDS for faster loading and RAM saving. Many thanks man!

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...