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Firemahn

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Posts posted by Firemahn

  1. I read back in May there was issues with solar panels not being recognized as a stock panel. I wonder if this is still an issue for background processing mods like kerbalism and TAC? I seem to have no perpetual power with panels on a ship, and will have depleted batteries unless focus is on the ship? Is this from the other modder side, or would SSTU need to be implemented into it? Thanks shadowmage- you're still my hero

  2. On 7/20/2018 at 7:57 PM, juanml82 said:

    Here's the one I have, I guess it's from Electrocutor. I'm not currently using Ven's Stock Revamp and I know Textures Unlimited changed the sintaxis at some point, so I don't know if this is up to date
     

    
    @REFLECTION_CONFIG[default]
    {
        %enabled = true
    }
    
    KSP_COLOR_PRESET
    {
        name = rgb_gray
        title = RGB Gray
        color = 127,127,127
        specular = 0
        metallic = 0
    }
    
    @PART[*]:AFTER[VenStockRevamp]:HAS[@MODEL:HAS[#model[VenStockRevamp*]]]
    {
        MODULE
        {
            name = KSPTextureSwitch
            sectionName = Appearance
            currentTextureSet = VenStockRevamp_DefaultMetal
    
            textureSet = VenStockRevamp_Default
            textureSet = VenStockRevamp_DefaultMetal
            textureSet = VenStockRevamp_Metal
        }
    }
    
    @PART[launchClamp1]:AFTER[VenStockRevamp]:HAS[@MODEL:HAS[#model[VenStockRevamp*]]]
    {
        @MODULE[KSPTextureSwitch]
        {
            @currentTextureSet = VenStockRevamp_DefaultMetal_clamp
    
            @TEXTURESET[VenStockRevamp_Default]
            {
                @name = VenStockRevamp_Default_clamp
            }
            @TEXTURESET[VenStockRevamp_DefaultMetal]
            {
                @name = VenStockRevamp_DefaultMetal_clamp
            }
            @TEXTURESET[VenStockRevamp_Metal]
            {
                @name = VenStockRevamp_Metal_clamp
            }
        }
    }
    
    KSP_TEXTURE_SET:NEEDS[VenStockRevamp]
    {
        name = VenStockRevamp_Default
        title = Default
        recolorable = false
    
        MATERIAL
        {
            shader = SSTU/PBR/StockMetallicBumped
    
            excludeMesh = flagTransform
            excludeMesh = Shine
            excludeMesh = windows-base
            excludeMesh = CoupShine
            excludeMesh = Windows
    
            PROPERTY
            {
                name = _Color
                color = 1.0,1.0,1.0
            }
            PROPERTY
            {
                name = _Metal
                float = 0.0
            }
            PROPERTY
            {
                name = _Smoothness
                float = 1.0
            }
        }
        MATERIAL
        {
            shader = SSTU/PBR/MetallicTransparent
            mesh = Shine
            mesh = CoupShine
    
            PROPERTY
            {
                name = _Color
                color = 1.0,1.0,1.0,1.0
            }
            PROPERTY
            {
                name = _Metal
                float = 0.0
            }
            PROPERTY
            {
                name = _Smoothness
                float = 1.0
            }
        }
        MATERIAL
        {
            shader = SSTU/PBR/Metallic
            mesh = windows-base
            mesh = Windows
    
            PROPERTY
            {
                name = _Color
                color = 1.0,1.0,1.0,1.0
            }
            PROPERTY
            {
                name = _Metal
                float = 0.0
            }
            PROPERTY
            {
                name = _Smoothness
                float = 1.0
            }
        }
        COLORS
        {
            mainColor = rgb_gray
            secondColor = rgb_gray
            detailColor = rgb_gray
        }
    }
    
    KSP_TEXTURE_SET:NEEDS[VenStockRevamp]
    {
        name = VenStockRevamp_DefaultMetal
        title = Default Metal
        recolorable = false
    
        MATERIAL
        {
            shader = SSTU/PBR/StockMetallicBumped
    
            excludeMesh = flagTransform
            excludeMesh = Shine
            excludeMesh = windows-base
            excludeMesh = CoupShine
            excludeMesh = Windows
    
            PROPERTY
            {
                name = _Color
                color = 1.75,1.75,1.75
            }
            PROPERTY
            {
                name = _Metal
                float = 0.75
            }
            PROPERTY
            {
                name = _Smoothness
                float = 1.0
            }
        }
        MATERIAL
        {
            shader = SSTU/PBR/MetallicTransparent
            mesh = Shine
            mesh = CoupShine
    
            PROPERTY
            {
                name = _Color
                color = 1.0,1.0,1.0,1.0
            }
            PROPERTY
            {
                name = _Metal
                float = 0.0
            }
            PROPERTY
            {
                name = _Smoothness
                float = 1.0
            }
        }
        MATERIAL
        {
            shader = SSTU/PBR/Metallic
            mesh = windows-base
            mesh = Windows
    
            PROPERTY
            {
                name = _Color
                color = 1.0,1.0,1.0,1.0
            }
            PROPERTY
            {
                name = _Metal
                float = 0.0
            }
            PROPERTY
            {
                name = _Smoothness
                float = 1.0
            }
        }
        COLORS
        {
            mainColor = rgb_gray
            secondColor = rgb_gray
            detailColor = rgb_gray
        }
    }
    
    KSP_TEXTURE_SET:NEEDS[VenStockRevamp]
    {
        name = VenStockRevamp_Metal
        title = Metal
        recolorable = false
    
        MATERIAL
        {
            shader = SSTU/PBR/Metallic
    
            excludeMesh = flagTransform
            excludeMesh = Shine
            excludeMesh = windows-base
            excludeMesh = CoupShine
            excludeMesh = Windows
    
            PROPERTY
            {
                name = _Color
                color = 1.75,1.75,1.75
            }
            PROPERTY
            {
                name = _Metal
                float = 0.75
            }
            PROPERTY
            {
                name = _Smoothness
                float = 0.75
            }
        }
        MATERIAL
        {
            shader = SSTU/PBR/MetallicTransparent
            mesh = Shine
            mesh = CoupShine
    
            PROPERTY
            {
                name = _Color
                color = 1.0,1.0,1.0,1.0
            }
            PROPERTY
            {
                name = _Metal
                float = 0.0
            }
            PROPERTY
            {
                name = _Smoothness
                float = 1.0
            }
        }
        MATERIAL
        {
            shader = SSTU/PBR/Metallic
            mesh = windows-base
            mesh = Windows
    
            PROPERTY
            {
                name = _Color
                color = 1.0,1.0,1.0,1.0
            }
            PROPERTY
            {
                name = _Metal
                float = 0.0
            }
            PROPERTY
            {
                name = _Smoothness
                float = 1.0
            }
        }
        COLORS
        {
            mainColor = rgb_gray
            secondColor = rgb_gray
            detailColor = rgb_gray
        }
    }
    
    +KSP_TEXTURE_SET[VenStockRevamp_Default]:NEEDS[VenStockRevamp]
    {
        @name = VenStockRevamp_Default_clamp
    
        @MATERIAL,0
        {
            excludeMesh = Girder
        }
    }
    +KSP_TEXTURE_SET[VenStockRevamp_DefaultMetal]:NEEDS[VenStockRevamp]
    {
        @name = VenStockRevamp_DefaultMetal_clamp
    
        @MATERIAL,0
        {
            excludeMesh = Girder
        }
    }
    +KSP_TEXTURE_SET[VenStockRevamp_Metal]:NEEDS[VenStockRevamp]
    {
        @name = VenStockRevamp_Metal_clamp
    
        @MATERIAL,0
        {
            excludeMesh = Girder
        }
    }

     

    Thank you for this. It seems to be working fine...

  3. On 11/13/2017 at 9:19 AM, Electrocutor said:

    So... I was going to work on making a patch .cfg to allow Vens stuff to use the PBR shaders from ShadowMage, but I'm obviously missing something; every single part that should have a new model is missing from the game and the log is filled with "Model was not compiled correctly" errors. I apologize in advance if this is a stupid question, but 'How do I make this work?' I checked a few pages back, but do not see anyone else having an issue?

     

    [Update]
    n/m I figured it out.

    So... really curious. Do you have the .cfg for PBR with this or tips on how to do this?! Ive messed with separate .cfg from the electrocutors stock patch but i cannot get it to work...

  4. 21 minutes ago, smckamey19 said:

    I think I'm having a similar problem with the Universal Storage Alkaline Fuel Cell. My batteries stop charging once I no longer have the vessel active.Go to your vessel and open up the normal Kerbalism GUI. Middle click on "auto" at the bottom to see all the devices/components on the vessel. You can turn these on and off through the menu. I do not see the Alkaline Fuel Cells and you probably do not see the SSTU solar panels? I'm not sure, just guessing. So the question is.. Is there a way to add these devices so that Kerbalism recognizes them? I don't know the answer to that. :(

    Yeah i checked and parts do not show up under devices. Good call. Now how to get them there...

  5. Tried reading through didn’t see anybody mention it. Don’t know if it’s issue with Kerbalism or SSTU- any non active vessels with SSTU solar panels no longer have perpetual battery power and they will deplete. Once it’s active vessel- it says perpetual again? Any thoughts- should I ask in SSTU forum too? Under settings.cfg tracking pivot=true

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