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Poodmund

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  1. There are a few things going on in the background of Restock development that we will share in the not too distant future but I will share an insight into what I have been working on and will be working on over the next month or two... An aerodynamics/drag cube update! Its always been known that Restock does have some effect on the aerodynamics compared to the stock/vanilla game. This is mostly due to the way drag cubes are generated at start-up wherein the game will look at the front, side and top profiles of the parts and assume drag characteristics from these views. As Restock changes the models of the parts, if we don't manually specify the values for these drag cubes exactly as they are in stock, these minor changes in visual profile can generate different drag cube values and affect the aerodynamic characteristics of vessels in the game. Recently, VAOS and Matt Lowne both addressed this in recent videos of theirs (its nice to hear that VAOS said they'd take it on the chin and use Restock ). One of Restock's goals as a mod is "do not affect gameplay or part balance," and this drag cube issue has always impacted our ability to meet this goal. As such, I've (stupidly, now I know the level of work involved) decided to address this and see if I can fix this for good. I've gone through all the current Restock part patches and have edited all of the parts to ensure that they match the stock game setup as far as: useMultipleDragCubes = true (default/not specified) useMultipleDragCubes = false useProceduralDragCubes = true These three values specify whether a part should just have multiple sets of drag cubes for each variant, a single set of drag cubes across all variants of a part, or have them procedurally generated depending on what various things (engine plates, for example, have these done procedurally). I've also created a patch that will sit outside of the part configs that patches every single Restock part, in a Module Manager pass after '000_ReStock' that deletes all drag cube that exist for each part then re-applys drag cubes to the parts, as specified in the vanilla KSP1 1.12.5 Steam distribution of PartsDatabase.cfg. The final big piece of work that I am going to have to do that will be icing on the cake is that I'm going to have to go through this patch, part by part, and correlate the stock drag cubes with each of the part variants between stock and Restock, and where Restock has more variants, include additional cubes with either appropriate duplicates from stock, or use custom generated ones (I've generated custom drag cubes for all the Restock variants) for variants that have no appropriate stock variant shape/size. *Sneak peak* This is gonna take quite a lot of time and manual effort but at the end, we should ultimately have Restock in a place where users' crafts should experience the same aero between stock and Restock assuming they play with the vanilla Steam 1.12.5 drag cubes. To put it into perspective, there are around 260 parts in Restock and many have multiple variants and this task will require assessing every single variant, so please be patient. And, at that point, hopefully, Restock will not affect vessel aerodynamic performance.
  2. Sssshh... don't tell everyone our secrets.
  3. Thank you for this bug report. The issue was that some of the SRBs had been soft deprecated due to vanilla parts changing but the config files for these had not had the test contract patches removed. I've rectified this on my end and will be resolved in the next release. And do not delete the .mu files.
  4. I presume by 'both versions' you mean the Restock art and the vanilla game art. If that is the case, then, no. Replacing the majority vanilla game artwork is the main goal and ethos behind this mod to achieve the following: Create a unity of design and style for all parts Preserve the general aesthetic of KSP Create consistency in the detail level of all parts Keeping the vanilla part models available is not something that this mod aims to cater for. If you want to hack them back in then its kinda on the end-user. The Wiki entry provides the instructions but you'll have to do the leg work.
  5. And as much as I'm trying to resolve, old, outstanding issues... concerning the new content, Kavaeric is the real star here. A perfect addition to the Restock crew.
  6. What's this?! Two releases in two weeks?! Restock v1.4.5 ------ Add drag cubes from KSP 1.12.5 Vanilla to the following parts (this should help a lot with re-entry with craft designed in Vanilla): Probodobodyne QBE Probodobodyne Stayputnik Probodobodyne HECS Probodobodyne OKTO Probodobodyne OKTO2 Probodobodyne HECS2 RC-L01 Remote Guidance Unit RC-001S Remote Guidance Unit R-4 'Dumpling' External Tank R-11 'Baguette' External Tank R-12 'Doughnut' External Tank Heat Shield (0.625m) OX-STAT Photovoltaic Panels OX-STAT-XL Photovoltaic Panels Fix engine attachment nodes on the Making History Kerbodyne Engine Cluster Adapter Tank. New stock part replacement: T-1 Toroidal Aerospike "Dart" Liquid Fuel Engine. Restock+ v1.4.5 ------ Add part volumes for all parts under 2700L to allow for use with the stock inventory system (by mostly using KSP Part Volume mod to generate volumes). Fix engine attachment nodes on the Kerbodyne SIV Fuelled Engine Adapter. Available via GitHub, Spacedock and will be indexed on CKAN in due course. Can we all issue a warm welcome to the Restock team, @Kavaeric, who has kindly developed the Dart Aerospike engine with us for this release. Not only does it feature an amazing heat emission visual but also includes a boat tail variant for all of you who want to use if for space planes and small lifters etc.
  7. For the Vanilla assets that Restock replaces, it stops those Vanilla assets from loading so that they do not increase resource usage. Restock contains a small plugin to handle this and it is done upon game load... so please don't be concerned about trying to lessen the PC resource usage due to unnecessary Vanilla textures being loaded when using Restock.
  8. The Restock+ parts that hide themselves if MH is installed will share the same models as the MH parts if Restock is installed. You can confirm this by, for example, looking at the configs for the RE-I2 "Skiff" in Restock and the config for UR-2 "Caravel" in Restock+... they both point to the same model at 'ReStock/Assets/Engine/restock-engine-caravel-1'. There may be minor stats differences to the parts i.e., thrust, Isp etc. where the team felt it was more appropriate but the models and textures will be the same.
  9. Hi @CanOmer, its been a while, but I've gotten around to adding ModuleCargoPart volumes to all of the Restock+ parts using the mod KSP Part Volume to generate the volumes of the parts (and a little manual calculation in Blender for some of the animated parts). You can find all the changes here: https://github.com/PorktoberRevolution/ReStocked/commit/6d573ff53e6f1fd771b407e55b825deff5fcf70b Are there any missing that you can think of? The most volumetric, storable part in stock is 2400 litres and I stopped for the RS+ parts at 2700 (or there abouts). Is anybody else experiencing this? I cannot replicate this.
  10. Wilbur: Islands 2 Disclaimer - This is less of a tutorial and more of a 'show what you can do'. Use splotchy, splat brushes in Photoshop to draw a mountain range/terrain using different shades of grey to simulate the height of the terrain. Run lots of combinations of erosion and precipitation flow passes with some blurring and height/altitude adjustments and you can get some great looking terrain from rudimentary splat-maps (shown above).
  11. Question: Does anyone know how I could get wider erosion flows within my maps using Wilbur? Original heightmap sample with the issue: Answer: If the desire is wider/bigger flowing erosion with more 'realistic' looking terrain with basins... when using Incise Flow, increase your flow exponent value and increase your blurring factors and amount. If you mean longer flowing erosion, then lower your flow exponent and decrease the effect. Its always worth using incise flow in conjunction with rounds of preciption based erosion. If you get long straight lines when you simulate flow passes, you can introduce, either, some noise into the erosion cycles or layer a very small amount of percentage based noise across the whole elevation range you are working on before simulating erosion/flow. Here's quick and dirty, before and after to portray the point. As there's not much inland landmass there's not much distance for any flow based erosion before it hits the coast but I think it still works. But, ultimately, playing around with those values I mentioned above will let you get a starting block to work from. Don't be scared to start with wider more blurred erosion to start with and then do additional passes introducing more fine channels.
  12. New releases! Restock v1.4.4 ------ - Fixed wheelCollider on the LT-05 Micro Landing Strut - Fixed 1.25m, 2.5m, 3.75m and 5m Engine Plate mass values - Fixed top node for Mastodon 3.75m Boattail variant - Fixed Russian localization syntax - Fixed variant display names for lights - Tidied up various config syntax errors, thank you HebaruSan! Restock v1.4.4 ------ - Fixed attachment node sizes on some 1.875m parts - Fixed 1.25m, 2.5m, 3.75m and 5m Engine Plate mass values - Fixed top node for Galleon 3.75m Boattail variant - Introduce patch to correctly locate CoM on Making History SP-R Triangle Structural Panels - Tidied up various config syntax errors, thank you HebaruSan! Available via GitHub, Spacedock and will be indexed on CKAN in due course.
  13. ReStock should not affect your performance to an appreciable extent as it actually stops the vanilla textures and models from loading to save on resource usage (as they are no longer needed). Also, the textures used in ReStock are much more optimised and are, in the vast majority of cases, lower resolution than their comparable vanilla textures (even though they look better ). So, uninstalling ReStock will not gain you any appreciable performance increase.
  14. Hi, I saw you sent a message on Reddit, I have no control over that patch as it is purely OneSaltyPringle's work.
  15. It is, that MM patch in OneSaltyPringle's mod is invalid. You cannot have a BEFORE and an AFTER declaration in a patch.
  16. The HG-5 has an antenna power of 5.00E+06 in vanilla KSP. ReStock does not change this, some other mod you use must be doing this.
  17. Short answer, no. Long answer, this mod is just a bunch of configs and textures. If you feel that this mod has stopped functionality in your install, the only thing it could be is the bundled MiniAVC.dll file that was was widely distributed back in the times of KSP 1.3. Either, delete the file from your install (GameData/PoodsOPMVO/MiniAVC.dll) or download and install the mod Zero MiniAVC and give that a try. You're using a mod that is listed as compatible/to be used with KSP 1.3.1 in an install of KSP 1.12.5. It might be a dependency of the mod Outer Planets Mod Volumetric Clouds but this is more so an issue for the creator of that mod to highlight any issues with installing this mod in an instance of KSP 1.12.5.
  18. Congrats, Jonny. You're a testament to the greatness of the KSP community! For the reference of CKAN users out there who may have previously had mods like FAR (Ferram Aerospace), Photon Sailor or Infernal RO-Robotics installed, and now want to install TweakScaleRescaled, CKAN will throw up an incompatibility issue due to the already installed TweakScale-Redist dependency conflicting with TweakScaleRescaled-Redist. In this case, before installing TweakScaleRescaled, uninstall TweakScale-Redist and install TweakScaleRescaled-Redist, all in one go, by unticking and ticking them, respectively, and then clicking apply: Once replaced, you can go and install TweakScaleRescaled without issue: ---- Happy scaling!
  19. And that is exactly what was said in the OP. ... Anyway, this whole statement of feeling/concern was expressed almost a year ago now. The sentiment has not changed as the state of KSP2 has not changed all that much. The recent posts here are not really on topic for what the thread was intended for. Lets let sleeping dogs lie, eh? For now...
  20. Here is a link to the discussed patch: I assume the player will put a Docking Port Jnr on the top and a Spark engine on the bottom node so that is what the patch uses to offset the CoM of the M.E.M to try and neutralise RCS thrust torque. This doesn't completely zero out due to the bad design and lack of consideration to the RCS thruster placement on the part. @Chris Bolland, have you considered using Tweakscale: Rescaled to increase the size of the M.E.M? https://spacedock.info/mod/3514/TweakScale Rescaled I wouldn't normally recommend using Tweakscale but JonnyOThan is doing a great job in cleaning up any mess from the legacy implementations of the mod.
  21. Considering this is the recognised topic on this, I'll cross-post my thoughts from elsewhere: I think CommNet provides a challenge for controlling un-Kerballed craft in different challenge steps and occlusion plays a part, differently, at each of these steps. Progression Step 1: Low Kerbin comms - Setting up a low-to-medium altitude relay constellation to allow for communication around Kerbin - Occlusion feature impact: Large (Kerbin being in the way of the KSC has a massive impact) Progression Step 2: Munar/Minmus comms - Setting up a moon based constellation to allow for probe communication on the far side of the moon - Occlusion feature impact: Medium (you are usually already captured in orbit but would often lose comms signal on the far, dark side of the moon) Progression Step 3: Interplanetary comms - Setting up comms networks to communicate at large distances - Occlusion feature impact: VERY low (typically, the arc angle at interplanetary comms distances is incredibly minute and occlusion by other planets is easy to mitigate) I know Intercept want players to accelerate to Progression Step 3 as quickly as possible in comparison to typical KSP1 gameplay but I feel that a lot of people spend a significant amount of game time in the first 2 steps, where occlusion plays a big factor. Therefore, I would say that for CommNet to be a successful implementation of gameplay feature, it should really include the core mechanic of occlusion. Without occlusion, I honestly didn't think CommNet was working in KSP2 before I learned that occlusion wasn't implemented. Although I see this being a long way off, time wise, this is absolutely the right perspective on this issue.
  22. ReStock does not touch the EVA jetpack. I would advise you to validate your game file integrity via Steam to make sure that you have the file installed.
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