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HazyHexagon

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Posts posted by HazyHexagon

  1. 3 hours ago, Kerbas_ad_astra said:

    Here's my changelog for updating to 1.2:

    • Tags added to all new parts (and some modified parts, like the relay antennas which otherwise lack tags of their own). We can search the engines by nickname now!
    • The Size 0 heatshield is no longer a separate part, but a reskin of the stock size 0. (Their names were colliding anyway.)
    • Engines with extra top nodes now use ModuleStructuralNode and ModuleStructuralNodeToggle, so if we're having trouble getting the Poodle on the right node (for example) we can turn off the upper node in the editor.
    • Solar panel configs corrected to generate power and not spam exceptions (may require one-time retraction/redeployment to fix existing vessels).
    • Antennas all work now, with ranges and properly-referenced transforms in their configurations.
      • The fixed antenna models are used to replace the relay antenna models.
      • Per user feedback (and, frankly, my preference), Ven's 88-88 model is now a separate part, the 88-88-V, rather than reskinning the stock 88-88. Because it lacks the cosmetic fairing, it is slightly lighter and cheaper.
      • The Communotron-32 dish is now called the HG-20, and is a "big brother" to the HG-5 relay with 4x the power (20M).
      • The "old" fixed antenna parts (88-X, DTS-M5, DTS-M7, whose models I'm now using for the relays) are now unresearchable and unbuildable, so they are ready to be deprecated in a future version (but won't break any existing vessels just yet).
      • The MK2VA pod has a built-in antenna like other capsules.
      • Pruners updated accordingly.
    • RCS thrusters (including the builtin thrusters on the Mk1-2 pod) have the new sound effects.

    I think I've hit all the key points, so my PR is in.  Anyone who is eager to use it now can clone the KSP_1.2 branch of my fork of the VSR repo on GitHub, but because I have changed up some part names and definitions, I'm not going to publish a release without some review from Ven or NathanKell.

    When the release happens, if you've got vessels with non-retractable panels that need retracting, here's the patch for it:

    
    @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL
    {
    	@MODULE[ModuleDeployableSolarPanel]
    	{
    		%retractable = true
    	}
    }

     

    Hey Kerbas, fairly new with using GitHub, how do i clone your branch and then use it in game? Where would i go exactly?

     

    Edit: I beleive i found it, this is your repo, yes?

    https://github.com/Kerbas-ad-astra/Stock-Revamp/tree/fdd1f97dd50e9c5b2f6042e2c4e3256f6caed41a

    Then i just click download zip, or what? Github always confuses me.

     

    Second edit: Thank you SO much man. Everything seems to be functioning. Incredible job!

  2.  

    3 minutes ago, Galileo said:

    Yes it's just a small thing with scatterer.  Its easy to ignore for me.  Maybe not for others but I'm sure blackrack knows about it.  iirc,  he has said something about it in the past

    Alrighty, hopefully it gets fixed. While its fairly easy to ignore, without it would honestly be icing on the cake of visual effects. Having smooth curvature would really add to immersion and realism. Any idea about settings to mess with to lessen this effect?

    10 minutes ago, Galileo said:

    Yes it's just a small thing with scatterer.  Its easy to ignore for me.  Maybe not for others but I'm sure blackrack knows about it.  iirc,  he has said something about it in the past

    Also i mean to ask you Galileo, do you have any idea why some people have issues with terrain shadows? I have to turn them off due to loads of flickering and z-fighting, but i know others dont get it. I have a really great rig, do you have suggestions for Bias setttings that could possibly work? 

  3. Unfortunately that doesn't seem to work for me. It gets hanged up on squad/parts/utility/comms antenna dts1. This is after i put // in front of every antenna inside the utility config in Vens mod folder. I even tried again deleting every single antenna entry out and it still hangs up on that, the only way to get it to run seems to be to delete vens completely. If anyone could send me a config or something, or explain exactly what files to alter, that would be great. Missing Ven's is like missing a huge chunk of my game, especially because im such a new player and i love the diversity of parts in the early game. Using modular rocket systems just isnt the same as vens.

  4. Hey guys, has anyone had any communication with Ven on the state of this mod? Im new here, and don't want to appear at ALL pushy, just curious. I recently started playing Kerbal and this mod is one of my must haves, i absolutely love the look of all the parts and all the new engines i get in the beginning to play around with. I haven't even landed on the Mun in career mode, but i love this damn mod. Hope to hear back from Ven or someone else soon, good luck with updating this!

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