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macenkodenis

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  1. There you are. https://drive.google.com/file/d/11Yk4cU7FZVMTT2Ml5KaR9azC51deBgFO/view?usp=sharing UPT: @linuxgurugamer , there is a CFG PART { // --- general parameters --- name = SXTOsualHullTailAdapterLarge module = Part author = Lack, macenkodenis // --- asset parameters --- MODEL { model = SXT/Parts/Aviation/Hull/Osaul/HullTailAdapter texture = mk2Fuselage , Squad/Parts/FuelTank/mk2FuselageLong/mk2Fuselage texture = model000 , Squad/Parts/Utility/mk3CargoBay/Mk3CargoBay } rescaleFactor = 1 scale = 1 // --- node definitions --- node_stack_top = 0.0, 3.75, 0.0, 0.0, 1.0, 0.0 , 3 //node_stack_top1 = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0 , 0 node_stack_bottom = 0.0, -3.75, 1.76125, 0, -1, 0 , 3 //node_stack_bottom2 = 0.0, -1.875, 0.0, 0, -1, 0 , 0 node_attach = 0.0, 0.0, -1.875, 0.0, 0.0, 1.0, 1 // --- editor parameters --- TechRequired = advConstruction entryCost = 2500 cost = 380 category = Payload subcategory = 0 title = #LOC.SXT_SXTOsualHullTailAdapterLarge_title // #SXTOsualHullLarge_title = M-Hull 3.75m 'Osaul' Cargo Bay Tail Adapter manufacturer = #LOC.SXT_SXTOsualHullTailAdapterLarge_manufacturer // #SXTOsualHullLarge_manufacturer = Probodobodyne Inc description = #LOC.SXT_SXTOsualHullTailAdapterLarge_description // #SXTOsualHullLarge_description = A specialised cargo bay adapter. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,1 // 1,1,1,1,0 // --- standard part parameters --- mass = 5 dragModelType = default // override maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 // 2 crashTolerance = 50 // 30 breakingForce = 300 // 6000 breakingTorque = 300 // 6000 maxTemp = 2700 // 3000 // Mk3 level -- reentry rated fuelCrossFeed = True explosionPotential = 0.1 bulkheadProfiles = size3, srf emissiveConstant = 0.87 // Mk3 level -- reentry rated tags = #LOC.SXT_SXTOsualHullLargeTailAdapter_tags // #SXTOsualHullLarge_tags = contain convey equipment freight hold hollow payload (stor transport utility MODULE { name = ModuleCargoBay // (check) //DeployModuleIndex = 0 //--Might throw an error // Threw an error "not an IScalarModule" closedPosition = 0 // 1 lookupRadius = 5.0 // 2.7 nodeOuterForeID = top nodeOuterAftID = bottom //nodeInnerForeID = top2 //nodeInnerAftID = bottom2 } }
  2. Understand. If it will be more useful - i can export from blender in many other filetypes. Like OBJ, 3DS, enc. Even in .mu, but ingame exportet right in .mu have no materials.
  3. Is it about some particular part or the whole model? I can redo.
  4. Hello, @linuxgurugamer! Here is a part for SXT, that i tald on one of your last streams. Material names as textures, colliders included (maked with all coliders creation rules). https://drive.google.com/file/d/1SXagcA8s7W4Dwb7cN-pmCwHdbIoQbwum/view?usp=sharing Where we can use it? Replace that clipped tail on VTOL X-An-225 "Mriya"
  5. Hey, guyz! Sorry, can't search by forum, coas search page dont load for me. I have some issue with craft loading. When loading is done player, who loaded some specific craft. being kicked with that log: [17:04:14][Debug] : Argiziont sent Connection end message, reason: Unhandled error in main system! Detail: SystemHandler-Update Solved: There was a problem with Procedural Parts. Just dont use it. But now I have the other problem: When i trying to randevou with craft of other player, when i reach a distance <40m it just: [18:10:11][Debug] : Player sent Connection end message, reason: Disconnected
  6. Hey, guz! And there is a new tinny little patch for TweakScale. Now for Stockalike Station Parts Expansion Redux. Ability to scaling added only for structural IVA'less parts (tubes, adaptors, cargo containers, etc.) P.S. Dear, @Nertea, I know, that now you working on some sort of Stock Parts Revmap, and you make it on amazing way! But please, make expansion for your SSP Expansion Redux with crewed 1.875 parts. After DLC that size get place on our hurts. I make my patch only for taking posibility to take scale parts of that size (But shure, everyone can make them at any sizes, thats TweakScale, guyz!) And I will be very happy, if you add that patch to next update of SSPXR //Region ** Space Station Parts Expansion Redux ** //Region ** Adapters ** @PART[sspx-adapter-0625-125-1] { %MODULE[TweakScale] { type = stack defaultScale= 1.25 } } @PART[sspx-attach-125-1] { %MODULE[TweakScale] { type = stack defaultScale= 1.25 } } @PART[sspx-hub-125-1] { %MODULE[TweakScale] { type = stack defaultScale= 1.25 } } @PART[sspx-adapter-125-25-1] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-adapter-125-25-2] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-attach-25-1] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-hub-25-1] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-adapter-25-375-1] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } @PART[sspx-adapter-25-375-2] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } @PART[sspx-attach-375-1] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } ///Region ** Adapters ** //Region ** Tubs ** @PART[sspx-tube-125-1] { %MODULE[TweakScale] { type = stack defaultScale= 1.25 } } @PART[sspx-tube-125-2] { %MODULE[TweakScale] { type = stack defaultScale= 1.25 } } @PART[sspx-tube-125-3] { %MODULE[TweakScale] { type = stack defaultScale= 1.25 } } @PART[sspx-tube-25-1] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-tube-25-2] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-tube-25-3] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-tube-375-1] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } @PART[sspx-tube-375-2] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } @PART[sspx-tube-375-3] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } ///Region ** Tubs ** //Region ** Cargo Containers ** @PART[sspx-cargo-container-25-1] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-cargo-container-25-2] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-cargo-container-25-3] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-cargo-container-375-1] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } @PART[sspx-cargo-container-375-2] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } @PART[sspx-cargo-container-375-3] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } ///Region ** Cargo Containers ** ///Region ** Space Station Parts Expansion Redux **
  7. My to. But Proc.Fairings is realy light-weight and makes life easier. For me Proc. Fairings is the best way to make Soyuz-like fairings. It had many adjustments and many different fairing-edge styles (Like Soyuz, Egg, Conical and etc.) Strongly recomend.
  8. Hey, @benjee10 Really cool mod! But I have some issues. Firstly, size of the mod. 4k textures - is really cool. But in that sizes they really must be as optimized, as possible. While I make them 2k (coas of low pc scec) I saw some interesting things, You had some same parts in different textures. And on some textures there is some free space for placing other textures. Dont get me wrong, you make awasome work! But optimization is important. At least for those, who played on not so powerfull PC's. Secondary, is that not a tank? It's looks like a tank (coas now it's a structural part) And some wierd glich. Looks like dublicated mesh overlaping:
  9. There some little TweakScale capability patch for Soyz LV to make it more accurate size with Soyz spacecraft (I use 1.550 size, but that's Tweakscale, you can do whatever you want, right? ). @PART[TLV_0_LFO_1]:NEEDS[TantaresLV] { %MODULE[TweakScale] { type = stack defaultScale = 1.25 } } @PART[TLV_1_LFO_1]:NEEDS[TantaresLV] { %MODULE[TweakScale] { type = stack defaultScale = 1.25 } } @PART[TLV_1_LFO_2]:NEEDS[TantaresLV] { %MODULE[TweakScale] { type = stack defaultScale = 1.25 } } @PART[TLV_2_LFO_1]:NEEDS[TantaresLV] { %MODULE[TweakScale] { type = stack defaultScale = 1.25 } } @PART[TLV_1_Decoupler_1]:NEEDS[TantaresLV] { %MODULE[TweakScale] { type = stack defaultScale = 1.25 } } @PART[TLV_2_Fairing_1]:NEEDS[TantaresLV] { %MODULE[TweakScale] { type = stack defaultScale = 1.25 } } @PART[TLV_0_Engine_1]:NEEDS[TantaresLV] { #@TWEAKSCALEBEHAVIOR[Engine]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = stack defaultScale = 1.25 } } @PART[TLV_1_Engine_1]:NEEDS[TantaresLV] { #@TWEAKSCALEBEHAVIOR[Engine]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = stack defaultScale = 1.25 } } @PART[TLV_2_Engine_1]:NEEDS[TantaresLV] { #@TWEAKSCALEBEHAVIOR[Engine]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = stack defaultScale = 1.25 } } @PART[TLV_Fin]:NEEDS[TantaresLV] { %MODULE[TweakScale] { type = surface } } Soon will be updated for all other parts of mod. And the screenshots:
  10. I can confirm, that 3.2 Rescale work just fine on 1.4.3 with newest Kopernicus and SD for 1.3.1 There was my gilty, when Rescale not work, coas I forgot to install module flight integrator. Don't be like me, cerifuly read the instructions! Thanks to @Galileo for personal help in troubleshooting!
  11. Is there some working Stock Rescale configs? Or ways to make old configs work. I was googled that quastion anf found some config on Reddit, but it not working for me. (Instaled: Kopernicus latest builds. Game ver 1.4.2) P.S.: I understand, that it may not work, coas I do sometyhing worng. But cant found the right way by myself.
  12. Meh, nevermind Just wrong gueses. And hope. LOT of hope! There are some mods with Energia, but your texturing - that amazing! So I really wait for your version. Even if you not plan to do it now. I will wait, till you got idea to make Energia. Even if it far-far away from now.
  13. @Beale Is that Zenit (or sea launch, that is still Zenit) rocket? So next will be Energia?
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