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KSP2 Release Notes
Everything posted by Shadowmage
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The issue is with custom planets. Certainly I (or someone) could provide a giant lookup table of planetary surface coordinates and their dust colors for use on stock planets, and that data could be shipped with the mod. How to handle mod-added planets though? The current method, while perhaps not 100% 'correct', handles all planets the same. It uses a camera to render the terrain near/underneath the vessel, samples the color from this rendered terrain image, and then uses this sampled color for the dust particles. Simple, dynamic, reliable. I'm open to suggestions, but keep in mind the issue listed above that must be solved with whatever solution is proposed (correct dust colors for arbitrary planets without the need for per-planet configs). Bit of trivia -- the original DustFX system used to be based on biome, with a per-biome dust color specification. It was changed to use the camera method for precisely the reason I list above -- what color to use for mod added planets/biomes, without requiring a per-mod-planet-pack set of dust color configs?
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The Landing Legs & Gears Is Killing Me!
Shadowmage replied to I_Killed_Jeb's topic in KSP1 Discussion
Indeed. The problem with not having automatic adjustments is that the physics systems don't cope well with setups that are outside of a narrow range of inputs (either KSPWheel or Unity wheel-colliders). Notably, they fail terribly when spring force = ~0 or less than needed to suspend the load (bottoming out), and also have simulation instabilities when spring force is 'higher than needed'. Damper ratio has more issues as well at extremely high or low values. These are not 'real' problems that would be experienced on a 'real' vehicle setup with those parameters, but are purely an artifact of the timestep based simulation. The problem with having automatic adjustments is one of craft design -- you cannot possibly know in advance how a player will design a craft, or what its intended use is. It might have 27 wheels on it, but only 5 will be in contact with the ground at any point; so how would one, purely analytically, know this craft layout and the correct spring/damper values to give to each wheel? You really can't. The problem with user specified values is that most people are really not engineers. Give them some basic inputs like N/m (the K in the spring equation) and they'll have no idea what to do with it. I tried this route on KSPWheel for awhile, and close to nobody could figure out how to configure the wheels properly for their vehicles. Lots of complaints of 'wheels aren't working right' -- when it was simply users not configuring them properly for their use. Manually specified parameters work. If specified properly. Nobody (almost nodody...) wants to though. So now we are where we are today -- with bodgey, hacky, bug-ridden implementations of spring/damper 'auto-tune' (the KSPWheel implementation is just as physically incorrect as the stock one; stock one is just using the Unity Wheel colliders that are buggier). -
In theory it wouldn't be that 'hard' to add lens-flares to engines, at least in a naive/basic fashion. I'm not currently aware of any mods that do this however. First, create a lens-flare asset in Unity Editor. Export the .flare + textures to an asset bundle. Load this asset bundle into KSP through custom plugin code. Create a new PartModule to manage your lens-flare for specific parts; patch this module onto engines. In the new module, add the lens-flare component to the engines primary transform, and use the plugin to manipulate the flares 'contribution'/visibility based on the engines' current thrust setting/thrust output. Obv. it would need to be quite a bit more complex than the simple implementation I outlined in order to handle edge-cases and add some optimizations (e.g. you don't want 27 lens flares showing for a 'cluster' of engines, but only one), but I think that in theory it is entirely doable.
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No, but it has equivalent functionality built in to parts where it makes sense. You won't be able to scale command pods or engines, but can scale (and change models/layouts) for fuel tanks, RCS, and structural parts.
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Ahh, okay then. Actually makes things eaiser. Go ahead and make your textures however you want (they don't need to be gray), and once done, post links to the diffuse/metallic/specular textures, and I can tell you what the _XXXNorm parameters should be/how to calculate them. In this setup you will want your _MetallicGlossMap to have metallic data in the R channel, and smoothness/specular in the A channel. If you need help figuring that bit out, let me know and I can provide some instructions and/or a tool to help.
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First -- what version are you working with? Previously it looked like you were working on older versions for RP-0 (which don't support the normalization features). If working with older versions -- what I wrote above is mostly correct. If working with newer versions -- completely different methods available to author textures (using the _XXXNorm parameters), though the above listed methods will still work (with custom norm values).
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I'm inferring that you are wanting to create 'Recolorable' textures based on your comment. These are not authored in the same fashion as other textures (and do not require alpha channels for transparency, but do). Create your diffuse + detail texture. It should have a base color of 127,127,127, with minor highlights/shadows for detail/noise. Users' selected values will control the base/albedo color for the pixels. Create your specular texture. As with the diffuse, it should be 127,127,127, with minor highlights/shadows for detail/noise. Users' selected values will control the 'smoothness' of any given pixel. Create your metallic texture. As with the diffuse, it should be 127,127,127, with minor highlights/shadows for detail/noise. Users' selected values will control if any specific pixel is metal or not. Create your RGB mask texture, with each color representing one recoloring section/channel. Any portion that is BLACK in your recolor mask should be 'normal' in the diff/spec/metal textures; any portion that is not pure black in your recolor mask should be base gray in the diff/spec/metal textures. PUT THE SPECULAR TEXTURE INTO THE ALPHA CHANNEL OF THE METALLIC TEXTURE (from your comments, this is what is being problematic to you?) R = metallic data, G = occlusion/AO data, A = specular data Depending on what version of the shaders you are targeting, this may be backwards. 1.3.1 shaders -- R = specular, A = metallic. 1.4.x+ shaders -- R = metallic, A = specular Create your texture-set configs, referencing each of the textures for the relevant texture-slots in the shader. If recolorable, make sure to mark the texture set as 'recolorable = true' + include the COLORS block. What/where are your problems occurring in the above sequence? (if I know what part of the information is not clear, I can attempt to clean up the tutorials/info on the wiki; this is all just simple texture-work and should be doable following the information on the wiki) If all else fails -- please post up examples of your current DIFF, SPEC, METAL, and MASK textures and the texture-set config, so that I might see what is going on/what is wrong.
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As I understand it, the SSME (RS-25) is a very close analogue for the RD-0120 (both visually, and stats/performance). A very simple patch could likely clone the part, rename it, and adjust the stats appropriately. As far as other mods with RD-0120 engines -- sorry, not really familiar with other mods that add engines There are already some RCS ports included in SSTU (as mentioned by others). Unless you have something more specific in mind?
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The older shaders you are working with (1.3.x) don't use/support the 'vector=' syntax or the 'norm' properties. Likely it is erroring (why does spell check not recognize that word?) out when parsing the texture set definition, and thus the texture set cannot be loaded, and finally it then cannot be found when attempting to apply it to a part. If that does not clean it up -- mind putting up a KSP.log file? Likely some hints as to what is going on in there.
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Overdue status update -- As I was derailed in the middle of the PBR texture reworks by the KSP 1.5 update (and needing to fix other mods that were actually broken), the new textures/models have obviously been pushed back in the timeline. At this point I am going to try and schedule them to coincide with the release of KSP 1.6, which if going by the '3-month' update timing, should come sometime towards the end of Jan; should be sufficient time for me to finish up the model and texture updates. This update -will- be game/save breaking when it is released. I had already posted warnings when I first started work on this update, but feel that it is necessary to restate the fact. Many of the models are being changed (sizes, rotations, offset/COM), which would result in crafts using the old parts no longer functioning. At the same time, the part.name field is being changed for the updated parts; in the end it may be possible to run the old version of the parts and the new version side-by-side, but I can offer no guarantees and the mod will only ship with the new version of the parts.
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Life has been happening (keeping me busy / busier than I would like) I actually did quite a bit of work on getting the Bruneton's Improved Atmosphere working as a general post-process effect. Was working fairly well when I last played with it (at least in the Unity editor); next steps would be to do some testing on setting it up and using it from within KSP. Next would be allowing for parameter specification, and then adapting it to properly handle all of the edge-cases that KSP would present. Currently I would say the status is 'on hold', pending seeing how much Blackrack cleans up Scatterer itself. If Scatterer can be made to stop messing with the rendering routines and screwing up cubemap/reflection captures, I'de much prefer to just use it rather than making something new with the same features.
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Compatibility issues, performance. Either one is enough, but both are present. Compatibility -- simple stuff like your request. It is absurd that 'attach-node mounted wings don't work properly'. That alone is enough to keep me from supporting it. Other problems exist with the voxelization regarding dynamic/modular parts, and more issues with animated parts. Performance -- have I mentioned how badly it has performed during my testing? Ever try turning on the voxel viewer in the editor? (enjoy your <1 fps, if it doesn't just lock up the computer entirely). Now, if the FAR features were part of stock, had zero additional performance impact, and it worked 100% without compat issues (or as close as stock code ever does), then sure I'd support it. I would love to have the added aero realism. But the fact that you have to write patches/configs for it, and it doesn't 'just work'... yeah, not going down that road. TLDR: The same things prevent me from supporting FAR that prevent me from supporting RF / RO -- its simply not stock, not 100% compatible, and not without its own issues.
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Go ahead and write up a patch to add it. Nothing stopping you. I'm not going to add it to the stock distribution though as I don't use FAR, not going to support it, and the node-snapping is the only thing that allows you to position the wings properly. Would be both a waste of my time and would be a 'feature' that is by its nature 'incorrect' (lack of precise position/angle).
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Its an interesting question. Really, I'm not sure if it would work or not; the shaders themselves are capable, but I'm not sure if the stock terrain shaders do anything special (and don't have source access to those), so I couldn't guarantee 100% compatibility. I've certainly messed with the physics materials on the terrain without issue (for KSPWheel functions), but I've never attempted adjusting the regular MeshRenderer materials or swapping shaders. For someone with coding experience and access to the TU source code, should only take a few minutes to investigate if it would be viable. However, even if the shaders do work for the stock terrain -- it still won't solve the problem of the terrible textures -- someone would still need to create the new textures, and then find the proper way to replace them for the various planets/terrain types.
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Indeed -- the simpler solution (from a technical, difficulty-to-implement perspective) is actually to remove all other parts. @winged What is the intent / desire to keep only the two specific pods? (e.g. what is preventing you from using the rest of the mod?)
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As @tater has stated, SSTU is not intended to be consumed in that fashion. I cannot offer any support for modified or trimmed installs. With that said -- do not change the directory/file structure from the distribution, or everything will break (don't move things). In order to keep JUST the Orion and Soyuz command pods, you will need the following files: GameData\000_TexturesUnlimited GameData\BlendshapeModelLoader GameData\CommunityResourcePack GameData\files.txt GameData\KSPWheel GameData\ModuleManager.3.1.1.dll GameData\README.md GameData\SSTU GameData\TexturesUnlimitedFX GameData\000_TexturesUnlimited\ColorPresets.cfg GameData\000_TexturesUnlimited\EVECompat.cfg GameData\000_TexturesUnlimited\GeneralConfiguration.cfg GameData\000_TexturesUnlimited\LICENSE GameData\000_TexturesUnlimited\Plugins GameData\000_TexturesUnlimited\Shaders GameData\000_TexturesUnlimited\TexturesUnlimited.version GameData\000_TexturesUnlimited\TransparentShaders.cfg GameData\000_TexturesUnlimited\Plugins\BlendshapeModelLoader.dll GameData\000_TexturesUnlimited\Plugins\TexturesUnlimited.dll GameData\000_TexturesUnlimited\Shaders\sstushaders-universal.ssf GameData\000_TexturesUnlimited\Shaders\SSTUShaders.cfg GameData\000_TexturesUnlimited\Shaders\TU-SkyboxShader.ssf GameData\000_TexturesUnlimited\Shaders\tushaders-icons.ssf GameData\000_TexturesUnlimited\Shaders\TUShaders-Skybox.cfg GameData\000_TexturesUnlimited\Shaders\tushaders-transparent.ssf GameData\000_TexturesUnlimited\Shaders\tushaders-universal.ssf GameData\000_TexturesUnlimited\Shaders\TUShaders.cfg GameData\BlendshapeModelLoader\BlendshapeModelLoader.dll GameData\BlendshapeModelLoader\LICENSE GameData\CommunityResourcePack\Asteroid.cfg GameData\CommunityResourcePack\CHANGELOG.txt GameData\CommunityResourcePack\CommonResources.cfg GameData\CommunityResourcePack\CRP.version GameData\CommunityResourcePack\License_CC.txt GameData\CommunityResourcePack\Localization GameData\CommunityResourcePack\ResourceConfigs GameData\CommunityResourcePack\SurfaceScanner.cfg GameData\CommunityResourcePack\Localization\de-de.cfg GameData\CommunityResourcePack\Localization\en-us.cfg GameData\CommunityResourcePack\Localization\es-es.cfg GameData\CommunityResourcePack\Localization\ja.cfg GameData\CommunityResourcePack\Localization\ru.cfg GameData\CommunityResourcePack\Localization\zh-cn.cfg GameData\CommunityResourcePack\ResourceConfigs\Alumina.cfg GameData\CommunityResourcePack\ResourceConfigs\Antimatter GameData\CommunityResourcePack\ResourceConfigs\ArgonGas.cfg GameData\CommunityResourcePack\ResourceConfigs\CarbonDioxide.cfg GameData\CommunityResourcePack\ResourceConfigs\Dirt.cfg GameData\CommunityResourcePack\ResourceConfigs\ExoticMinerals.cfg GameData\CommunityResourcePack\ResourceConfigs\Gypsum.cfg GameData\CommunityResourcePack\ResourceConfigs\Hydrates.cfg GameData\CommunityResourcePack\ResourceConfigs\IntakeLqd.cfg GameData\CommunityResourcePack\ResourceConfigs\Karbonite.cfg GameData\CommunityResourcePack\ResourceConfigs\Karborundum.cfg GameData\CommunityResourcePack\ResourceConfigs\LqdDeuterium.cfg GameData\CommunityResourcePack\ResourceConfigs\LqdHe3.cfg GameData\CommunityResourcePack\ResourceConfigs\LqdHydrogen.cfg GameData\CommunityResourcePack\ResourceConfigs\MetallicOre.cfg GameData\CommunityResourcePack\ResourceConfigs\Minerals.cfg GameData\CommunityResourcePack\ResourceConfigs\Mopedantte.cfg GameData\CommunityResourcePack\ResourceConfigs\Oxygen.cfg GameData\CommunityResourcePack\ResourceConfigs\RareMetals.cfg GameData\CommunityResourcePack\ResourceConfigs\Regolith.cfg GameData\CommunityResourcePack\ResourceConfigs\Silicates.cfg GameData\CommunityResourcePack\ResourceConfigs\Spodumene.cfg GameData\CommunityResourcePack\ResourceConfigs\Substrate.cfg GameData\CommunityResourcePack\ResourceConfigs\Uraninite.cfg GameData\CommunityResourcePack\ResourceConfigs\Water.cfg GameData\CommunityResourcePack\ResourceConfigs\XenonGas.cfg GameData\KSPWheel\Assets GameData\KSPWheel\KSPWheel.version GameData\KSPWheel\KSPWheelConfig.cfg GameData\KSPWheel\License-GPL3.txt GameData\KSPWheel\Plugin GameData\KSPWheel\README.md GameData\KSPWheel\Assets\particle.png GameData\KSPWheel\Plugin\KSPWheel.dll GameData\SSTU\Agencies GameData\SSTU\Assets GameData\SSTU\Data GameData\SSTU\FX GameData\SSTU\MiniAVC GameData\SSTU\ModIntegration GameData\SSTU\Parts GameData\SSTU\Patches GameData\SSTU\Plugins GameData\SSTU\Props GameData\SSTU\Resources GameData\SSTU\Spaces GameData\SSTU\Agencies\Agents.cfg GameData\SSTU\Agencies\SSTU_logo.png GameData\SSTU\Assets\DEBUG_MODEL.mu GameData\SSTU\Assets\EmptyProxyModel.mu GameData\SSTU\Assets\IVA-SC-C-CM.mu GameData\SSTU\Assets\SC-A-BPC-DIFF.dds GameData\SSTU\Assets\SC-A-BPC-MASK-A.dds GameData\SSTU\Assets\SC-A-BPC-MET.dds GameData\SSTU\Assets\SC-A-BPC-NRM.dds GameData\SSTU\Assets\SC-A-BPC.mu GameData\SSTU\Assets\SC-A-DM-DIFF.dds GameData\SSTU\Assets\SC-A-DM-GLOW.dds GameData\SSTU\Assets\SC-A-DM-MASK-A.dds GameData\SSTU\Assets\SC-A-DM-MET.dds GameData\SSTU\Assets\SC-A-DM-NRM.dds GameData\SSTU\Assets\SC-A-DM.mu GameData\SSTU\Assets\SC-A-OM-DIFF.dds GameData\SSTU\Assets\SC-A-OM-GLOW.dds GameData\SSTU\Assets\SC-A-OM-MASK-A.dds GameData\SSTU\Assets\SC-A-OM-MET.dds GameData\SSTU\Assets\SC-A-OM-NRM.dds GameData\SSTU\Assets\SC-A-OM.mu GameData\SSTU\Assets\SC-A-SM-DIFF.dds GameData\SSTU\Assets\SC-A-SM-MASK-A.dds GameData\SSTU\Assets\SC-A-SM-MET.dds GameData\SSTU\Assets\SC-A-SM-NRM.dds GameData\SSTU\Assets\SC-A-SM.mu GameData\SSTU\Assets\SC-C-BPC-DIFF-A.dds GameData\SSTU\Assets\SC-C-BPC-MASK-A.dds GameData\SSTU\Assets\SC-C-BPC-MET.dds GameData\SSTU\Assets\SC-C-BPC-NRM.dds GameData\SSTU\Assets\SC-C-BPC.mu GameData\SSTU\Assets\SC-C-CM-DIFF-A.dds GameData\SSTU\Assets\SC-C-CM-GLOW.dds GameData\SSTU\Assets\SC-C-CM-IVA-DIFF.dds GameData\SSTU\Assets\SC-C-CM-IVA-GLOW.dds GameData\SSTU\Assets\SC-C-CM-IVA-NRM.dds GameData\SSTU\Assets\SC-C-CM-MASK-A.dds GameData\SSTU\Assets\SC-C-CM-MET.dds GameData\SSTU\Assets\SC-C-CM-NRM.dds GameData\SSTU\Assets\SC-C-CM.mu GameData\SSTU\Assets\SC-C-CMX.mu GameData\SSTU\Assets\SC-C-SM-DIFF-A.dds GameData\SSTU\Assets\SC-C-SM-MASK-A.dds GameData\SSTU\Assets\SC-C-SM-MET.dds GameData\SSTU\Assets\SC-C-SM-NRM.dds GameData\SSTU\Assets\SC-C-SM.mu GameData\SSTU\Assets\SC-ENG-AJ10-137-DIFF.dds GameData\SSTU\Assets\SC-ENG-AJ10-137-GLOW.dds GameData\SSTU\Assets\SC-ENG-AJ10-137-NRM.dds GameData\SSTU\Assets\SC-ENG-AJ10-137.mu GameData\SSTU\Assets\SC-ENG-AJ10-190-DIFF.dds GameData\SSTU\Assets\SC-ENG-AJ10-190-GLOW.dds GameData\SSTU\Assets\SC-ENG-AJ10-190-NRM.dds GameData\SSTU\Assets\SC-ENG-AJ10-190.mu GameData\SSTU\Assets\SC-GEN-DP-1P-DIFF.dds GameData\SSTU\Assets\SC-GEN-DP-1P-GLOW.dds GameData\SSTU\Assets\SC-GEN-DP-1P-MET.dds GameData\SSTU\Assets\SC-GEN-DP-1P-NRM.dds GameData\SSTU\Assets\SC-GEN-DP-1P.mu GameData\SSTU\Assets\SC-GEN-FR-DIFF.dds GameData\SSTU\Assets\SC-GEN-FR-MASK.dds GameData\SSTU\Assets\SC-GEN-FR-MET.dds GameData\SSTU\Assets\SC-GEN-FR-NRM.dds GameData\SSTU\Assets\SC-GEN-FR-W.mu GameData\SSTU\Assets\SC-GEN-FR.mu GameData\SSTU\Assets\SC-GEN-HGA-DIFF.dds GameData\SSTU\Assets\SC-GEN-HGA-MET.dds GameData\SSTU\Assets\SC-GEN-HGA-NRM.dds GameData\SSTU\Assets\SC-GEN-HGA.mu GameData\SSTU\Assets\SC-GEN-PAR-DIFF.dds GameData\SSTU\Assets\SC-GEN-PAR-MASK-A.dds GameData\SSTU\Assets\SC-GEN-PAR-MASK-B.dds GameData\SSTU\Assets\SC-GEN-PAR-MASK-C.dds GameData\SSTU\Assets\SC-GEN-PAR-MET.dds GameData\SSTU\Assets\SC-GEN-PAR-NRM.dds GameData\SSTU\Assets\SC-GEN-PAR.mu GameData\SSTU\Assets\SC-GEN-PF-DIFF.dds GameData\SSTU\Assets\SC-GEN-PF-MASK-A.dds GameData\SSTU\Assets\SC-GEN-PF-MASK-B.dds GameData\SSTU\Assets\SC-GEN-PF-MASK-C.dds GameData\SSTU\Assets\SC-GEN-PF-MASK-D.dds GameData\SSTU\Assets\SC-GEN-PF-MASK-E.dds GameData\SSTU\Assets\SC-GEN-PF-MASK-F.dds GameData\SSTU\Assets\SC-GEN-PF-MET.dds GameData\SSTU\Assets\SC-GEN-RCS-1F-V.mu GameData\SSTU\Assets\SC-GEN-RCS-4A-V.mu GameData\SSTU\Assets\SC-GEN-RCS-4A-V2.mu GameData\SSTU\Assets\SC-GEN-RCS-4F-T.mu GameData\SSTU\Assets\SC-GEN-RCS-4F-V.mu GameData\SSTU\Assets\SC-GEN-RCS-5F-V.mu GameData\SSTU\Assets\SC-GEN-RCS-6A-T.mu GameData\SSTU\Assets\SC-GEN-RCS-8A-T.mu GameData\SSTU\Assets\SC-GEN-RCS-T-MASK.dds GameData\SSTU\Assets\SC-GEN-RCS-V-MASK.dds GameData\SSTU\Assets\SC-GEN-RCS-VT-DIFF.dds GameData\SSTU\Assets\SC-GEN-RCS-VT-MET.dds GameData\SSTU\Assets\ST-EVA-HATCH.mu GameData\SSTU\Assets\ST-GEN-DSP-BKT-A.mu GameData\SSTU\Assets\ST-GEN-DSP-BKT-AO.dds GameData\SSTU\Assets\ST-GEN-DSP-BKT-B.mu GameData\SSTU\Assets\ST-GEN-DSP-BKT-C.mu GameData\SSTU\Assets\ST-GEN-DSP-BKT-D.mu GameData\SSTU\Assets\ST-GEN-DSP-BKT-E.mu GameData\SSTU\Assets\ST-GEN-DSP-DOS-DIFF.dds GameData\SSTU\Assets\ST-GEN-DSP-DOS-GLOW.dds GameData\SSTU\Assets\ST-GEN-DSP-DOS-L.mu GameData\SSTU\Assets\ST-GEN-DSP-DOS-M.mu GameData\SSTU\Assets\ST-GEN-DSP-DOS-MET.dds GameData\SSTU\Assets\ST-GEN-DSP-DOS-MF.mu GameData\SSTU\Assets\ST-GEN-DSP-DOS-NONE.mu GameData\SSTU\Assets\ST-GEN-DSP-DOS-NRM.dds GameData\SSTU\Assets\ST-GEN-DSP-DOS-S.mu GameData\SSTU\Assets\ST-GEN-DSP-DOS-SF.mu GameData\SSTU\Assets\ST-GEN-DSP-DOS-T.mu GameData\SSTU\Assets\ST-GEN-DSP-ISS-AO.dds GameData\SSTU\Assets\ST-GEN-DSP-ISS-DIFF.dds GameData\SSTU\Assets\ST-GEN-DSP-ISS-GLOW.dds GameData\SSTU\Assets\ST-GEN-DSP-ISS-MET.dds GameData\SSTU\Assets\ST-GEN-DSP-ISS-NRM.dds GameData\SSTU\Assets\ST-GEN-DSP-ISS.mu GameData\SSTU\Assets\ST-GEN-DSP-MAX-L.mu GameData\SSTU\Assets\ST-GEN-DSP-MAX-M.mu GameData\SSTU\Assets\ST-GEN-DSP-MAX-S.mu GameData\SSTU\Assets\ST-GEN-DSP-SMA-L.mu GameData\SSTU\Assets\ST-GEN-DSP-SMA-M.mu GameData\SSTU\Assets\ST-GEN-DSP-SMA-S.mu GameData\SSTU\Assets\ST-GEN-DSP-SMB-L.mu GameData\SSTU\Assets\ST-GEN-DSP-SMB-M.mu GameData\SSTU\Assets\ST-GEN-DSP-SMB-S.mu GameData\SSTU\Assets\ST-GEN-DSP-SMC-L.mu GameData\SSTU\Assets\ST-GEN-DSP-SMC-M.mu GameData\SSTU\Assets\ST-GEN-DSP-SMC-S.mu GameData\SSTU\Assets\ST-GEN-EVA-HATCH-DIFF.dds GameData\SSTU\Assets\ST-GEN-EVA-HATCH-MET.dds GameData\SSTU\Data\EngineLayouts GameData\SSTU\Data\FuelBoiloff.cfg GameData\SSTU\Data\FuelTypes.cfg GameData\SSTU\Data\HeatShieldTypes.cfg GameData\SSTU\Data\ModelData GameData\SSTU\Data\ModelDataWIP GameData\SSTU\Data\ModelLayouts GameData\SSTU\Data\ParachuteData.cfg GameData\SSTU\Data\ResourceVolumes.cfg GameData\SSTU\Data\TextureSets GameData\SSTU\Data\ThrustCurves GameData\SSTU\Data\UVMaps.cfg GameData\SSTU\Data\VolumeContainerData.cfg GameData\SSTU\Data\ZeroMassResources.cfg GameData\SSTU\Data\EngineLayouts\Layout-01-Single.cfg GameData\SSTU\Data\EngineLayouts\Layout-02-Double.cfg GameData\SSTU\Data\EngineLayouts\Layout-03-Triple.cfg GameData\SSTU\Data\EngineLayouts\Layout-03-TripleAngled.cfg GameData\SSTU\Data\EngineLayouts\Layout-03-TripleInline.cfg GameData\SSTU\Data\EngineLayouts\Layout-03-TripleInlineOffset.cfg GameData\SSTU\Data\EngineLayouts\Layout-04-Quad-X.cfg GameData\SSTU\Data\EngineLayouts\Layout-04-Quad.cfg GameData\SSTU\Data\EngineLayouts\Layout-04-QuadInline.cfg GameData\SSTU\Data\EngineLayouts\Layout-05-Five-X.cfg GameData\SSTU\Data\EngineLayouts\Layout-05-FiveCross.cfg GameData\SSTU\Data\EngineLayouts\Layout-05-FiveRadial.cfg GameData\SSTU\Data\EngineLayouts\Layout-06-SixCenter.cfg GameData\SSTU\Data\EngineLayouts\Layout-06-SixDoubleCenter.cfg GameData\SSTU\Data\EngineLayouts\Layout-06-SixRadial.cfg GameData\SSTU\Data\EngineLayouts\Layout-06-SixSquare.cfg GameData\SSTU\Data\EngineLayouts\Layout-07-SevenCenter.cfg GameData\SSTU\Data\EngineLayouts\Layout-07-SevenSquare.cfg GameData\SSTU\Data\EngineLayouts\Layout-08-Eight-S-IB.cfg GameData\SSTU\Data\EngineLayouts\Layout-08-EightCross.cfg GameData\SSTU\Data\EngineLayouts\Layout-08-EightRadial.cfg GameData\SSTU\Data\EngineLayouts\Layout-08-EightSquare1.cfg GameData\SSTU\Data\EngineLayouts\Layout-08-EightSquare2.cfg GameData\SSTU\Data\EngineLayouts\Layout-09-NineCenter.cfg GameData\SSTU\Data\EngineLayouts\Layout-09-NineSquare.cfg GameData\SSTU\Data\TextureSets\updated\DefaultShaderAssignments-DockingPort.cfg GameData\SSTU\Data\TextureSets\updated\DefaultShaderAssignments-Engines - PBR.cfg GameData\SSTU\Data\TextureSets\updated\TextureSets-General-Fairings.cfg GameData\SSTU\Data\TextureSets\updated\TextureSets-General-HeatShield.cfg GameData\SSTU\Data\TextureSets\updated\TextureSets-General-Parachutes.cfg GameData\SSTU\Data\TextureSets\updated\TextureSets-General-RCS.cfg GameData\SSTU\Data\TextureSets\updated\TextureSets-Modular-Adapters.cfg GameData\SSTU\Data\TextureSets\updated\TextureSets-ShipCore-A-Soyuz.cfg GameData\SSTU\Data\TextureSets\updated\TextureSets-ShipCore-C-Orion.cfg GameData\SSTU\Data\ThrustCurves\ThrustCurves.cfg GameData\SSTU\FX\SmokeFXTest.mu GameData\SSTU\FX\smoke_large.png GameData\SSTU\FX\smoke_small.png GameData\SSTU\MiniAVC\CHANGES.txt GameData\SSTU\MiniAVC\LICENSE.txt GameData\SSTU\MiniAVC\MiniAVC.dll GameData\SSTU\MiniAVC\MiniAVC.xml GameData\SSTU\MiniAVC\README.htm GameData\SSTU\MiniAVC\SSTULabs.version GameData\SSTU\ModIntegration\CLS GameData\SSTU\ModIntegration\CTT GameData\SSTU\ModIntegration\DeepFreeze GameData\SSTU\ModIntegration\EPL GameData\SSTU\ModIntegration\GoldStandard GameData\SSTU\ModIntegration\MechJeb2 GameData\SSTU\ModIntegration\Nertea GameData\SSTU\ModIntegration\ProceduralFairings GameData\SSTU\ModIntegration\RealFuels GameData\SSTU\ModIntegration\RealPlume GameData\SSTU\ModIntegration\RPM GameData\SSTU\ModIntegration\Snacks GameData\SSTU\ModIntegration\TAC-LS GameData\SSTU\ModIntegration\USI GameData\SSTU\ModIntegration\WildBlue GameData\SSTU\ModIntegration\CLS\CLS.cfg GameData\SSTU\ModIntegration\CTT\CTT.cfg GameData\SSTU\ModIntegration\DeepFreeze\DeepFreeze.cfg GameData\SSTU\ModIntegration\EPL\SSTU-EL-Patch.cfg GameData\SSTU\ModIntegration\GoldStandard\TheGoldStandard.cfg GameData\SSTU\ModIntegration\MechJeb2\MJ.cfg GameData\SSTU\ModIntegration\Nertea\FarFutureTechnologies.cfg GameData\SSTU\ModIntegration\Nertea\NearFuturePropulsion.cfg GameData\SSTU\ModIntegration\ProceduralFairings\PF.cfg GameData\SSTU\ModIntegration\RealFuels\RF.cfg GameData\SSTU\ModIntegration\RealPlume\RealPlumes-Engines.cfg GameData\SSTU\ModIntegration\RealPlume\RealPlumes-ShipCore.cfg GameData\SSTU\ModIntegration\RealPlume\RealPlumes-ST-DOS.cfg GameData\SSTU\ModIntegration\RPM\RPM.cfg GameData\SSTU\ModIntegration\Snacks\SST-Snacks.cfg GameData\SSTU\ModIntegration\TAC-LS\TAC-LS-CFG.cfg GameData\SSTU\ModIntegration\TAC-LS\TAC-LS-COS.cfg GameData\SSTU\ModIntegration\TAC-LS\TAC-LS-DOS.cfg GameData\SSTU\ModIntegration\TAC-LS\TAC-LS-HAB.cfg GameData\SSTU\ModIntegration\TAC-LS\TAC-LS-SC.cfg GameData\SSTU\ModIntegration\TAC-LS\TAC-Resources.cfg GameData\SSTU\ModIntegration\USI\ART.cfg GameData\SSTU\ModIntegration\USI\Karbonite.cfg GameData\SSTU\ModIntegration\USI\KarbonitePlus.cfg GameData\SSTU\ModIntegration\USI\LifeSupport.cfg GameData\SSTU\ModIntegration\USI\MKS.cfg GameData\SSTU\ModIntegration\USI\USI-LS GameData\SSTU\ModIntegration\USI\USI-LS\USI-LS-LC.cfg GameData\SSTU\ModIntegration\USI\USI-LS\USI-LS-SC.cfg GameData\SSTU\ModIntegration\USI\USI-LS\USI-LS-ST.cfg GameData\SSTU\ModIntegration\WildBlue\WildBlue_DSEV.cfg GameData\SSTU\Parts\Bays GameData\SSTU\Parts\Engines GameData\SSTU\Parts\General GameData\SSTU\Parts\LanderCore GameData\SSTU\Parts\ShipCore GameData\SSTU\Parts\SRB GameData\SSTU\Parts\StationCore GameData\SSTU\Parts\Tanks GameData\SSTU\Parts\Upgrades GameData\SSTU\Parts\ShipCore\Series-A GameData\SSTU\Parts\ShipCore\Series-C GameData\SSTU\Parts\ShipCore\Series-A\SC-A-BPC.cfg GameData\SSTU\Parts\ShipCore\Series-A\SC-A-DM.cfg GameData\SSTU\Parts\ShipCore\Series-A\SC-A-OM.cfg GameData\SSTU\Parts\ShipCore\Series-A\SC-A-SM.cfg GameData\SSTU\Parts\ShipCore\Series-A\SC-A-SMX.cfg GameData\SSTU\Parts\ShipCore\Series-C\SC-C-BPC.cfg GameData\SSTU\Parts\ShipCore\Series-C\SC-C-CM.cfg GameData\SSTU\Parts\ShipCore\Series-C\SC-C-CMX.cfg GameData\SSTU\Parts\ShipCore\Series-C\SC-C-SM.cfg GameData\SSTU\Parts\StationCore\ModelData-DockingPorts.cfg GameData\SSTU\Parts\Upgrades\UpgradeParts-TankTypes.cfg GameData\SSTU\Patches\CollisionHandlerPatch.cfg GameData\SSTU\Patches\FuelCrossfeed.cfg GameData\SSTU\Patches\RecoloringGUIPatch.cfg GameData\SSTU\Plugins\SSTUTools.dll GameData\SSTU\Props\Bag GameData\SSTU\Props\Hatch GameData\SSTU\Props\IVAChair GameData\SSTU\Props\IVALight GameData\SSTU\Props\Keyboard GameData\SSTU\Props\LC2-RPM-PROP GameData\SSTU\Props\LMcoas GameData\SSTU\Props\MFD1 GameData\SSTU\Props\SharedAssets GameData\SSTU\Props\Tanks GameData\SSTU\Props\Bag\BadCompiled_DiffuseGlossiness.dds GameData\SSTU\Props\Bag\BadCompiled_Normal.dds GameData\SSTU\Props\Bag\bag-med.mu GameData\SSTU\Props\Bag\Bag-short.cfg GameData\SSTU\Props\Bag\bag-short.mu GameData\SSTU\Props\Hatch\Hatch_LP_DiffuseGlossiness.dds GameData\SSTU\Props\Hatch\Hatch_LP_Normal.dds GameData\SSTU\Props\Hatch\PROP-Hatch.mu GameData\SSTU\Props\Hatch\SSTU-Hatch.cfg GameData\SSTU\Props\IVAChair\PROP-IVAChair-DIFF.png GameData\SSTU\Props\IVAChair\PROP-IVAChair-NRM.png GameData\SSTU\Props\IVAChair\PROP-IVAChair.cfg GameData\SSTU\Props\IVAChair\PROP-IVAChair.mu GameData\SSTU\Props\IVALight\LIGHT_Diff_MODO.dds GameData\SSTU\Props\IVALight\LIGHT_Emissive_MODO.dds GameData\SSTU\Props\IVALight\PROP-IVA-Light01.mu GameData\SSTU\Props\IVALight\PROP-IVA-Light02.mu GameData\SSTU\Props\IVALight\SSTU-IVALight.cfg GameData\SSTU\Props\Keyboard\PROP-Diff-001.dds GameData\SSTU\Props\Keyboard\PROP-Emissive-001.dds GameData\SSTU\Props\Keyboard\PROP-KerbalKeyboard.cfg GameData\SSTU\Props\Keyboard\PROP-KerbalKeyboard.mu GameData\SSTU\Props\LC2-RPM-PROP\COAS_Blank.tga GameData\SSTU\Props\LC2-RPM-PROP\LC2-RPM-PROP.mu GameData\SSTU\Props\LC2-RPM-PROP\PROP-LC2-RPM.cfg GameData\SSTU\Props\LMcoas\COAS_Blank.png GameData\SSTU\Props\LMcoas\COAS_MAIN_DiffuseGlossiness.dds GameData\SSTU\Props\LMcoas\COAS_MAIN_Emissive.dds GameData\SSTU\Props\LMcoas\COAS_MAIN_Normal.dds GameData\SSTU\Props\LMcoas\PROP-COAS.cfg GameData\SSTU\Props\LMcoas\PROP-COAS.mu GameData\SSTU\Props\LMcoas\RPMConfig GameData\SSTU\Props\LMcoas\RPMConfig\Components GameData\SSTU\Props\LMcoas\RPMConfig\lm_HUDPFD.txt GameData\SSTU\Props\LMcoas\RPMConfig\Components\heading-bottom.tga GameData\SSTU\Props\LMcoas\RPMConfig\Components\hud-overlay.tga GameData\SSTU\Props\LMcoas\RPMConfig\Components\ladder.psd GameData\SSTU\Props\LMcoas\RPMConfig\Components\ladder.tga GameData\SSTU\Props\LMcoas\RPMConfig\Components\leftscale.dds GameData\SSTU\Props\LMcoas\RPMConfig\Components\prograde-marker.tga GameData\SSTU\Props\LMcoas\RPMConfig\Components\rightscale.dds GameData\SSTU\Props\LMcoas\RPMConfig\Components\sideslip-marker.tga GameData\SSTU\Props\MFD1\PROP-MFD-DIFF.png GameData\SSTU\Props\MFD1\Prop-MFD.cfg GameData\SSTU\Props\MFD1\PROP-MFD.mu GameData\SSTU\Props\SharedAssets\PROP-Diff-001.dds GameData\SSTU\Props\SharedAssets\PROP-Diff-002.dds GameData\SSTU\Props\SharedAssets\PROP-Emissive-001.dds GameData\SSTU\Props\SharedAssets\PROP-NRM-001.dds GameData\SSTU\Props\SharedAssets\PROP-NRM-002.dds GameData\SSTU\Props\SharedAssets\Proxy GameData\SSTU\Props\SharedAssets\Proxy\001 GameData\SSTU\Props\SharedAssets\Proxy\002 GameData\SSTU\Props\SharedAssets\Proxy\001\PROP-Diff-001.dds GameData\SSTU\Props\SharedAssets\Proxy\001\PROP-Emissive-001.dds GameData\SSTU\Props\SharedAssets\Proxy\001\PROP-NRM-001.dds GameData\SSTU\Props\SharedAssets\Proxy\002\PROP-Diff-002.dds GameData\SSTU\Props\SharedAssets\Proxy\002\PROP-Emissive-002.dds GameData\SSTU\Props\SharedAssets\Proxy\002\PROP-NRM-002.dds GameData\SSTU\Props\Tanks\Cylinder_LONG_DiffuseGlossiness.dds GameData\SSTU\Props\Tanks\Cylinder_LONG_Normal.dds GameData\SSTU\Props\Tanks\PROP-ClusterTankMed.mu GameData\SSTU\Props\Tanks\PROP-TankLarge.mu GameData\SSTU\Props\Tanks\PROP-TankMed.mu GameData\SSTU\Props\Tanks\PROP-TankShort.mu GameData\SSTU\Props\Tanks\SSTU-Tank.cfg GameData\SSTU\Props\Tanks\Tank_Med_DiffuseGlossiness.dds GameData\SSTU\Props\Tanks\Tank_Med_Normal.dds GameData\SSTU\Resources\Resources.cfg GameData\SSTU\Spaces\LC2-POD-IVA GameData\SSTU\Spaces\LC3-POD-IVA GameData\SSTU\Spaces\LC5-POD-IVA GameData\SSTU\Spaces\SC-B-CM-IVA GameData\SSTU\Spaces\SC-E-FS-IVA GameData\SSTU\Spaces\LC2-POD-IVA\LC2-POD-IVA-RPM.cfg GameData\SSTU\Spaces\LC2-POD-IVA\LC2-POD-IVA.cfg GameData\SSTU\Spaces\LC2-POD-IVA\LC2-POD-IVA.mu GameData\SSTU\Spaces\LC2-POD-IVA\LC2_DiffuseGlossiness.dds GameData\SSTU\Spaces\LC2-POD-IVA\LC2_Normal.dds GameData\SSTU\Spaces\LC3-POD-IVA\LC3-POD-IVA-RPM.cfg GameData\SSTU\Spaces\LC3-POD-IVA\LC3-POD-IVA.cfg GameData\SSTU\Spaces\LC3-POD-IVA\LC3-POD-IVA.mu GameData\SSTU\Spaces\LC3-POD-IVA\LC3_DiffuseGlossiness.dds GameData\SSTU\Spaces\LC3-POD-IVA\LC3_Normal.dds GameData\SSTU\Spaces\LC5-POD-IVA\LC5-POD-IVA.cfg GameData\SSTU\Spaces\LC5-POD-IVA\LC5-POD-IVA.mu GameData\SSTU\Spaces\SC-B-CM-IVA\SC-B-CM-IVA-RPM.cfg GameData\SSTU\Spaces\SC-B-CM-IVA\SC-B-CM-IVA.cfg GameData\SSTU\Spaces\SC-E-FS-IVA\SC-E-FS-IVA.cfg GameData\TexturesUnlimitedFX\Plugins GameData\TexturesUnlimitedFX\Shaders GameData\TexturesUnlimitedFX\Plugins\TexturesUnlimitedFX.dll GameData\TexturesUnlimitedFX\Shaders\tushaders-effects.ssf GameData\TexturesUnlimitedFX\Shaders\TUShadersEffects.cfg Just slapped that list together, so can make no guarantees that it is correct/complete. Should be enough to point you in the right direction, but you are on your own beyond this (don't even bother asking for more help because I won't spend any more time on 'supporting' an unsupported use).
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There are tons of errors in your log; none directly related to SSTU or TU (which would be where the errors were normally found if caused by SSTU/TU). At this point I would guess that there is a mod conflict in play; something preventing TU from loading/using its shaders/textures properly. The best way to test this would be to start a clean KSP install, and then load only the specific mods for testing -- SSTU + its dependencies. If it works in a 'clean' install, then you know one of your other mods was causing a conflict. Start adding mods back in one by one until the issue shows up; at that point the last-added mod is the likely culprit of the problems.
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Pretty much this ^^. While I could make them recolorable, they would lose a lot of the detail in the process. Its not just some switch that can be turned on -- the parts/textures have to be authored with recoloring in mind to begin with, and even then there are massive limitations on what kind of coloring/effects it can accommodate. I woud hope so I spent a long time staring at pics of the ISS solar panels under different light conditions to try and figure out the physical properties so that I might properly replicate them with the PBR textures/shaders.
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Interesting; thought I had caught and fixed all the instances for contracts. Hmm.. perhaps I missed it on the ModularPart module (which manages the StationCore parts), but I know that I fixed that issue for the stand-alone solar panels. Will make note of it, and should be able to have it fixed for the next release. ---> https://github.com/shadowmage45/SSTULabs/issues/758
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Screenshots / log files? (KSP.log file, located in the same directory as your KSP executable) Without more information all I can do is guess that something isn't installed properly. Thanks for the offer I was mostly being sarcastic though -- the textures I need created aren't even for SSTU (its for Kerbal Foundries), and they will also require special/specific tools/software to create in a standardized fashion. I use Substance Painter with a standardized Smart Material that lets me use the same base colors/settings across all of the parts; for consistency sake. The actual 'texturing work' mostly consists of baking AO's from the models (a bit of an art form itself, trying to create AO's for animated/non-static models), creating the normal maps for further baking, and applying masks to the existing material layers and effect generators. This is the project I was in the middle of when the KSP 1.5 update hit, which I had to put on hold so that I could do plugin updates/etc; as it stands, KF still hasn't seen its official 1.5 update, pending this work being completed (which seems like might stretch out to 1.6 territory). I'm certainly willing to take whatever help is offered, if you were interested, but thought I should mention that it is far more involved than just standard/simple texturing work.
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@tater While I applaud the ingenuity of this use (and having used it for rover delivery myself at least once), it is a non-standard/un-intented use of the part, and as such the plugin code is simply not setup in a fashion that would make this viable without bucketloads of code rewrites and likely breaking existing craft. Essentially the current code is in a state that 'I never want to touch it again' (it works, but is super-complex, and any substantive changes to functionality will require massive refactoring or a complete rewrite in order to accommodate those functions properly). Rather, I would much prefer to use the features of the new ModularPart module, with some proper pre-built cargo bay models. Wouldn't be as fine-tunable and wouldn't have as many options, but it also wouldn't take 80 hours of recoding to get into the game (....more like 20-40 hours of modeling, texturing, and writing configs...), nor would it cause any breakage of existing parts/craft/vessels/saves. And as cargo bays were already on the list of planned parts, seems to all make sense to do it in that fashion (still can't say as to when I'll be able to get back to actually making new parts. You guys know any interns who want to work for free doing textures for a few months? I have loads (100s) of textures that need updating before I can get back to real SSTU development)
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AFAIK - no. There is more involved than simple model switching, and the rest of the stock PartModules (animation, airstream shielding) are not likely to work properly if their model gets switched out from underneath them. That isn't even touching on the rest of the part stats (mass, cost, drag, attach-nodes) which would also need to be adjusted between the various models. I fully appreciate the desire, but have come to accept that it is not the 'stock way' to have modular parts in that fashion. On the other hand (and if you are okay with mods), the main mod I develop (SSTU, see link in sig) -does- have the ability to manipulate parts just as you suggest (at least for cargo bays, fuel tanks, structural or animated only type parts). I don't currently have configs for the stock cargo bays, but the plugin code would support it if the configs were written.
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I'm guessing you are referring to how the light is reflecting off of the top of the craft, highlighting the multiple lights used in the scene. If you model the hangar, and the aircraft, and texture it all properly, then yes, TU's shaders should give nearly identical results to what you see in that image. Caveat: It will be a ton of work to do that modeling/texturing. TLDR: ^^^ is exactly what TU's shaders do. If you use them properly, which almost nobody has so far; the one exception I can think of, where someone is actually using the PBR shaders to their fullest, is @vossiewulf's Fintech mod --
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Try using struts, and/or autostruts. Wobbly joints are a stock KSP problem feature-- they are intentionally built into the game by the developers, and there is little / nothing that I can do to fix it. Thankfully, there are options provided by stock to alleviate this stock issue; the aforementioned struts/auto-struts ^^.