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HgoDR

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Posts posted by HgoDR

  1. Hello everyone i have a problenm with the solar panels in the 1.12.2 and i think that was because of how solar panels works now(with permanent deployed solar panels) before the lunch the solar panels allways apears deployed(but not really deployed on the configs) and i cant change that dont matters what i do, maybe i will missing something?

  2. 7 hours ago, Clamp-o-Tron said:

    @HgoDR that's pretty clearly a problem that can be fixed by turning on autostruts.

    They are not a mod. To enable them in a stock game, go to settings (from the main menu or by pressing escape) and scroll down to Gameplay. Turn Advanced tweakables on, then go back to your save and the VAB. Find the parts you want to autostrut (probably the side boosters, the main tank structure, and the payload), and right click on them. There should be a button saying Autostruts: Disabled. Click on it to change the autostrut mode. I would recommend Heaviest Part for this purpose.

    This solves the problem of the boosters bouncing and falling, but when the engines are started the boosters detach themselves from the side couplers as if they were nothing, and I used the Advanced tweakables in every single part

  3. Hello guys, I have been playing version 1.0.5 of the game for a while because of incompatibility of mods in the new versions and now I am looking to play a newer version and I will try to run if not all, at least most of them in version 1.9 and the first one I picked up to test is the SovietPack v1.1 original version from Bobcat with the MIR station, Soyuz TMA, N1L3 full, Progress etc and the mod worked mostly without any adjustment, but one part in particular is not being recognized by the game which is the reentry module(SoyuzTMA_Pod), I want to adjust the cfg file but I don't know where to start and I come here to ask for your help because I don't know why this specific module does not appear in the game. outside the parts folder there is a CustomShadersConfig.cfg file and I’ve never seen this file in any other mod, and I don’t know if this is the file that needs to be modified, in this mod there is another folder called shaders that I don’t remember seeing in other mods also

    if this can help in some way this is the SoyuzTMA_Pod.cfg

    Spoiler

    PART
    {
    // --- general parameters ---
    name = Soyuz_TMA_Descent_Module
    module = Part
    author = Bobcat, CrashnBurn

    MODEL
        {
          model = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/SoyuzTMA_Pod
              scale = 1, 1, 1
        }

    // --- asset parameters ---
    scale = 1
    rescaleFactor = 1

    // --- node definitions ---
    // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
    node_stack_top = 0.0, 0.775, 0.0, 0.0, 1.0, 0.0, 1
    node_stack_para = 0.0, 0.6, -0.57, 0.0, 1.0, 0.0, 0
    node_stack_bottom = 0.0, -0.75, 0.0, 0.0, -1.0, 0.0, 1
    CoMOffset = 0, -0.5, 0


    fx_exhaustFlame_yellow = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, running
    fx_exhaustSparks_yellow = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, running
    fx_smokeTrail_medium = 0.0, -4, 0.0, 0.0, 1.0, 0.0, running

    // --- editor parameters ---
    TechRequired = basicRocketry
    cost = 1800
    category = Pods
    subcategory = 0
    title = Soyuz TMA Descent Module
    manufacturer = Bobcat Ind
    description = This is the only part that comes back in one piece, it needs to. Otherwise your crew will have to walk back… and its a LONG way down
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,0,1,1,0

    // --- standard part parameters ---
    mass = 1.2
    dragModelType = default
    maximum_drag = 0.20
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 45
    breakingForce = 630
    breakingTorque = 630
    maxTemp = 3400

    vesselType = Ship


    MODULE
    {
        name = ModuleReactionWheel
        
        PitchTorque = 3
        YawTorque = 3
        RollTorque = 3
        
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.03
        }
    }

    MODULE
    {
        name = ModuleSAS
    }

    MODULE
    {
    name = RasterPropMonitorComputer
    }

    MODULE
    {
    name = ModuleScienceExperiment
    experimentID = crewReport
    experimentActionName = Crew Report
    resetActionName = Discard Crew Report
    reviewActionName = Review Report
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = True
    rerunnable = True
    xmitDataScalar = 2.0
    }

    MODULE
    {
    name = ModuleScienceContainer

    reviewActionName = Review Stored Data
    storeActionName = Store Experiments
    evaOnlyStorage = True
    storageRange = 3.0

    // --- internal setup ---
    CrewCapacity = 3

    MODULE
    {
    name = TankPriorityModule
    Priority = 10
    }

    MODULE
    {
        name = SoyuzDescendBurnoutModule
        TemperatureThreshold = 200
        BurnIntensity = 0.0001
    }


    INTERNAL
    {
      name = SoyuzPod
    }


    MODULE
    {
        name = ModuleCommand
        minimumCrew = 1
    }

    MODULE
    {
        name = ModuleEngines
        thrustVectorTransformName = thrustTransform
        throttleLocked = True
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 30
        heatProduction = 400
        useEngineResponseTime = True
        engineAccelerationSpeed = 2.0
        allowShutdown = False
        fxOffset = 0, 0, 0.35
            staged = false
                       PROPELLANT 
        {
            name = SolidFuel
                ratio = 1.0
            DrawGauge = True
        }
        atmosphereCurve
         {
            key = 0 250
           key = 1 230
         }

    }


    RESOURCE
    {
     name = SolidFuel
     amount = 1.25
     maxAmount = 1.25
    }

    RESOURCE
    {
        name = ElectricCharge
        amount = 250
        maxAmount = 250
    }

    RESOURCE
    {
        name = Oxygen
        amount = 130
        maxAmount = 130
    }

    RESOURCE
    {
        name = CarbonDioxide
        amount = 0
        maxAmount = 130
    }

    MODULE
    {
           name = ModuleJettison
           jettisonName = VZOR
           bottomNodeName = top
           isFairing = False
           jettisonedObjectMass = 0.001
           jettisonForce = 0.5
           jettisonDirection = 0 0 1
        
    }

    MODULE
    {
        name = ActivateLandingEngineModule
        IgnitionAltitude = 7
    }

    MODULE
    {
        name = LifeSupportModule
    }
    }

     

    And this the CustomShadersConfig.cfg
     

    Spoiler

    CustomPartShader
    {
        partName = Soyuz_TMA_Descent_Module

        applyShaderToAllMeshes = True

        shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

        Textures
        {
            _MainTex = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn
            _BumpMap = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn_bump
            _MainTex2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA
            _BumpMap2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_bump
        }
    }

    CustomPartShader
    {
        partName = Soyuz_TMA_Main_Parachute

        applyShaderToAllMeshes = False

        shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

        
           Mesh
           {
                   meshName = cap
                   shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

                   Textures
                   {
                           _MainTex = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn
                           _BumpMap = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn_bump
                           _MainTex2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA
                           _BumpMap2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_bump
                   }
           }
    }

    CustomPartShader
    {
        partName = Soyuz_Heatshield

        applyShaderToAllMeshes = True

        shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

        Textures
        {
            _MainTex = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn
            _BumpMap = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn_bump
            _MainTex2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA
            _BumpMap2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_bump
        }
    }

    CustomPartShader
    {
        partName = Kliper_wing

        applyShaderToAllMeshes = False

        shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

     Mesh
           {
                   meshName = Kliper_wing
                   shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

        Textures
        {
            _MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_burn
            _BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
            _MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper
            _BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
        }
        }

    }

    CustomPartShader
    {
        partName = Kliper_pod

        applyShaderToAllMeshes = True

        shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

        Textures
        {
            _MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_burn
            _BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
            _MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper
            _BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
        }
    }

    CustomPartShader
    {
        partName = Kliper_RCScone

        applyShaderToAllMeshes = True

        shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

        Textures
        {
            _MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_burn
            _BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
            _MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper
            _BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
        }
    }

    CustomPartShader
    {
        partName = Kliper_Lwing

        applyShaderToAllMeshes = False
        shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

    Mesh
                   {
                   meshName = wing
                   shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

        Textures
        {
            _MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_burn
            _BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_bump
            _MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing
            _BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_bump
        }
                }

    }


    CustomPartShader
    {
        partName = Kliper_Rwing
        applyShaderToAllMeshes = False
        shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

    Mesh
           {
                   meshName = wing
                   shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

        Textures
        {
            _MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_burn
            _BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_bump
            _MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing
            _BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_bump
        }
            }
    }

     

  4. On 5/31/2020 at 6:23 PM, Clamp-o-Tron said:

    It's a simple parts pack. It should work.

     

    I'll need to know how exactly it disintegrates. If it kind of implodes or wobbles so much it comes apart, try Kerbal Joint Reinforcement or just autostruts (turn on advanced tweakables in settings). If it's an explosion, I dunno why.

    EDIT: though of it literally 5 seconds after posting:

    maybe world stabilizer? Unlikely, but possibly a fix.

    EDIT again: maybe a mod incompatibility, not with this but with something else?

    When I launch and the physics starts, the whole rocket starts to shake and the boosters break off the main rocket, fall and explode. So I thought the problem could be the outdated KerbalJointReinforcement, but I updated it and it didn't solve it

     

    EDIT: So autostruts and world stabilizer is mods? it is not a mod incompatibility beacuse i have tested this mod without anything

  5. On 7/27/2019 at 6:49 AM, MarrouxIsBack said:

    Aloha,

    thank you so much.
    It works very well with KJR
    I just have a message for the lack of kopernicussolarpanel
    Where is this element?

    where did you find this?

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