macenkodenis
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Everything posted by macenkodenis
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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 } }
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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.
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Is it about some particular part or the whole model? I can redo.
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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"
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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
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
macenkodenis replied to Nertea's topic in KSP1 Mod Releases
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 ** -
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.
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- totm march 2020
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Yes. I use mod, called "Procedural Farings".
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- totm march 2020
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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:
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You can make both (L and R) version with automirroring
- 22,569 replies
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- totm march 2020
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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:
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- totm march 2020
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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!
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- dimensions
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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.
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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.
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- totm march 2020
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@Beale Is that Zenit (or sea launch, that is still Zenit) rocket? So next will be Energia?
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- totm march 2020
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The climbe profile fo Energia 2 is slightly different, than a Shuttle. In Space Shuttle they must be turned at 180 coas of acceleration overload addect on crew and coas vector of trust turned from streight tail-nose line of LV. In our cause vector of trust right from the tail to the nose and no crew, so I don't see any reasons, why it can't fly and top to the top, and bottom to top . P.S.: @Argiziont Told you, input roll programm to Gravity turn window)
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Got it. Orientir - tuesday.
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Yeap, Its not so, but still replica of GK-175 (Index of Uragan, Energia-2 early name of this IRL project) Большое спасибо (Big thanks), tovarisch @Alcentar! What file format you need? And will I post it here, or sent by PM (email, etc.)?
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@Alcentar, I hope you not delete Kuran parts forever? They will back, didn't they? And I have offer, that you can't refuse In your signature i see animation of "Uragan" (Fully reuseble LV Energia2 with boosters with a wing), so you know the main theme of my next text. I allready try to make replica of that LV, and it's work. But for realistick look there are no riseble tail control surfaces (I recreate it by IR, but that construction to soft for air forces on climb (in part of LV)). And nose, that retractable and openable, i create from separete parts, so it's little wobble to. And I think, that I'm 3d-artist (not professional, but still) and long time ago try to help FreddyPhantom make some texture and models for it part pack, so know about level of detiling of stock'a'like parts and texturing of it. I can create a mesh (vis and collider), texture (Def, Norm, Spec, etc.) and anim of the Booster tail wings, front airbreath engine and nose payload bay of Corestage. But I can't convert it to .mu (I know, that it's doing by Unity, but still, to long to lurn) and wright configs (only some patches for some mods). If I give to you in any formats, that you request, can you consider to adding that parts to your project? And a quastion: I use 3.2 rescale and Energia had a small DeltaV ammount, to get 200 km orbit (5k DeltaV needed) coas of low SpecImp, than a real engines. After create patch all was going to nominal state. So quastion is: SpecImp was lowered for balansing reasons? Just for knowlage if i do somthing wrong P.S.: Picture (made by @Argiziont, tester and co-creater of crafts.) at start and after night landing Booster and Corestage. Craft mostly build with L.C.A. Project parts (IR and Reusability Expansion used to). Day flight: https://imgur.com/a/wqgtU
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[Old Thread] KRE - Kerbal Reusability Expansion
macenkodenis replied to EmbersArc's topic in KSP1 Mod Releases
I think you need L.C.A. project mod (Gif from LCA mod page) -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
macenkodenis replied to FreddyPhantom's topic in KSP1 Mod Development
And I back now! Comp totaly is new. All models are go to infinity with crashed HDD. But now I can continue a work) Write me on email. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
macenkodenis replied to FreddyPhantom's topic in KSP1 Mod Development
FreddyPhantom , you know my email, if you need help with textures - just ask and i'm will be happy to create! -
[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
macenkodenis replied to robertlong13's topic in KSP1 Mod Releases
Please, make it CKAN'ble. -
Tantares and TantaresLV textures for ProceduralPart
macenkodenis replied to hraban's topic in KSP1 Mod Releases
Please, make it CKAN'ble