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ColdJ

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Posts posted by ColdJ

  1. Haven't had a chance yet, have to copy some stuff from my heavy mod game across. When I was playing more, I had alternate colours for my jet fighters, mostly an inverse of the stock white with the edges adjusted. Gave a nice grey colour which felt more real world jet to me. This should mean I can get the NMB to work now. Examples here.

    I have sorted the COM adjustment, every accessory raises the COM on the model so had to play around till it worked with and without. Will also upload the config for a revamped adjustable COM offset part that you stick on/in the model to account for the COM raising dramatically when you put anything up on the roof rack. You can adjust the mass to get the balance right. It uses the Scrap metal resource which can be found in ColdWarAeroSpace or my Mod "Working Underwater Lite" I will pop it up here too for those who don't have those. @Warro

  2. Ah, sorry just got back from getting dinner. Right so you have resources I have yet to get. I literally only just started using BforArtists2, the fork of  blender and it is like being thrown into the middle of the ocean and only being able to dog paddle. I only started doing reconfigs in April and everything I have learnt is from looking at other config files and extrapolating. Finding out that a mesh has to be set up to do something like have an intake, that you can't just give a module to anything and make it work. I don't know if the latest ColdwarAerospace wheels have been fixed, but maybe you could explain why they like to catch when you drive off the runway on to the flat. Also if you could find me the material names of the NMB cockpits I would be most grateful. The wheels can be fixed in the config file for the power and resource use. If you have a thread for your hard work in creating and adjusting parts, please put a link and I will follow it. Thankyou for finding out the correct name, that is what I had been trying to acertain from talking to Stone Blue. @Warro

  3. 19 minutes ago, Warro said:

    Tried it in additions to your .cfg changes that you post, there are few issues: internal has the basic scale so don't match at all - there are duplicated mirrors and such. ComOffset is ridiculous - it drives more ore less only whith ore container on the roof :) Without it it tries to do 2-wheely or even 1-wheely

    Com offset makes it less likely to do wheely not more. Are you pulling back on the pitch or roll, you only use those to right yourself if you have managed to tip it over. I have adjusted my IVA to fit it but I don't rush that out as any props don't move with the resize and that takes time to get adjusted. If you want to get it perfect and pop your reconfig here for us to use, feel free. Does your part variant work, because the model was setup for firespitter I hadn't been able to get it working yet.

  4. Fireworks in KSP, apart from being able to go "You know what Minecraft and KSP have in common?" I bet all the people who like to simulate military machines are going "Ooooh, colourful tank shells, I wonder how I can use this to have a massive tank battle with explosions going off everywhere and the tanks being able to fire them from their barrels?" :)

  5. Here is a link to the imgur album with all the straight colours for the Grounded modular parts. I know that everybody who reads this is smart enough to rename them to match the part variant configs. Anybody new is smart enough to read what was done in the posts before and work it out.

    https://imgur.com/a/VDs2H6u

    The last 2 are out of order because imgur had an error and I had to load them again.

  6. 11 hours ago, FlightSimJeronimo said:

    I've encountered a bit of a problem with the wheels when I make any vehicle. Whenever I try to go forward or backward, the wheel says the motor is running, but there is no movement at all. I don't have brakes activated, and I have enough electric charge. Could anyone help?

    As Warro said you need to rotate it 90 degrees. All wheels loaded up in the SPH are popped in on their sides. If you look at the back of the wheel at the supension you will need to turn it so the wide flat side is at the top. Ksp wheels only work 1 way up and only allow for about a 30 degree tilt either way before they become useless. It has always been annoying and has meant getting creative for vehicles you want to be able to go over large obstacles. once you pop a wheel on the correct way up, just use the copy function(left Alt plus left mouse click on the part in Windows) to pop the rest on the right way up.

  7. 1 minute ago, Stone Blue said:

    Oh.. you mean *stock* part variants? sort of... Stoc part variants are very limited and simplistic... Converting from FS or even B9 switching, to stock variants, you may not be able to get the same results, as they both are capable of doing more than stock variants. Its easy to convert from stock variants *to* FS/B9, but "downgrading" to stock variants... like I said could be limited with mixed results

    Though I have managed to get .mu to now load up using your 2.7 version. I am a seriously long way off from knowing what I am doing. I have been trying to make configs that keep it as simple as possible, so that the average user doesn't need lots of plugins to have fun. I am generally just using it to swap textures in the SPH. nothing fancy as yet.

  8. 1 minute ago, Stone Blue said:

    @ColdJ Could be... probably just not properly defined mesh objects...
    I've forgotten just about everything I used to now about Firespitter support... Once B9 PartSwitching came along, I dropped Firespitter/Interstellar FuelSwitch (which is basically an improved Firespitter, so it does texture switching also), like hot potatoes, and have never looked back.

    Any old mod that uses FS/IFS for switching, I convert to B9 PS... unless its fuel switching... I havent delved into fuel switching...

    So is there any way to fix it so that it will accept part variant?

  9. 36 minutes ago, Dientus said:

    Granted and granted but neither of you get to see them or have copies. But I must say they looked quite good!

     

    I wish to see a kerbalized dog that is made by Ileanne Bodon that I could use!

    Going to need a link to their work to have a clue on this one. Strike that. Granted, but it is so avant garde that KSP's animation style rejects it immediately.

    I wish I knew why Firespitter stops Part Variant from working.

  10. @Stone Blue A model question. I have run into a problem that I have run into previously, before I had learned new parameter tricks using Part Variant. Previously it was with NMB models that refused to make use of part variant or even have a second config file in the same folder. Now It is a model of a Land Rover defender. In both cases the parts have the provision for the Firespitter texture changer. Is there something that is set up in the model mesh that prevents the part variant use by having something activated to use the Firespitter plugin? Thank you for any insights you may have.

  11. Vehicle config.
     

    Spoiler

     

    PART

    {

        name = RoverLand

        module = Part

        author = TD

        // rescaleFactor = 1.28

        rescaleFactor = 1.65

        node_stack_roof = 0.0, -0.34687, -0.49331, 0, 0, -1, 1// roof attachment point

        
    node_stack_fl = -0.07126, 0.71752, 0.18 ,-1, 0, 0, 1

        node_stack_fr = 0.07126, 0.71752, 0.18 ,1, 0, 0, 1

        node_stack_rl = -0.10391, -0.70193, 0.18 ,-1, 0, 0, 1

        node_stack_rr = 0.10391, -0.70193, 0.18 ,1, 0, 0, 1

        
    node_stack_top = 0.0, 1.01699, 0.21244, 0.0, 1.0, 0.0 //front bumper

        node_stack_bottom = 0.0, -1.19814, 0.1779, 0.0, -1.0, 0.0, 1 //tow attach

        node_stack_spare = -0.00, -1.19814, -0.1, 0.0, -1.0, 0.0, 0 //Spare attach


        //node_attach = 0.0, 0.0, 5.12, 0.0, 0.0, -1.0, 1

        
    CoMOffset = 0.0, 0.07, 3.0
        
    TechRequired = start

        entryCost = 5800

        cost = 1600

        category = Pods

        subcategory = 0

        title = Defender
        manufacturer = Kerbin Rover

        description = The latest long wheelbase Defender from KR

        attachRules = 1,0,1,1,0
        mass = 0.8

        dragModelType = default
        maximum_drag = 0.08

        minimum_drag = 0.08

        angularDrag = 1

        crashTolerance = 40

        maxTemp = 570

        skinMaxTemp = 800

        vesselType = Ship

        CrewCapacity = 7


        tags = rover defender
     
        MODEL

        {

            model = KerbinRover/Parts/Rover/NewModel

        }

        INTERNAL

        {

            name =  RoverInternal

        }

        MODULE

        {

            name = ModuleCommand

            minimumCrew = 1

        }

        RESOURCE

        {

            name = ElectricCharge

            amount = 100
    0
            maxAmount = 1000

        }


        RESOURCE

        {

            name = LiquidFuel

            amount = 3.93

            maxAmount = 3.93

        }
        //RESOURCE

        //{

            //name = Oxidizer

            //amount = 0

            //maxAmount = 2

        //}
        

    MODULE

        {

            name = ModuleResourceConverter

            ConverterName = Engine

            StartActionName = Ignition On

            StopActionName = Ignition Off
            FillAmount = 0.99

            AutoShutdown = false

            GeneratesHeat = true

            TemperatureModifier

            {

                key = 0 350

                key = 750 250

                key = 1000 30

            }

            UseSpecialistBonus = false


            
    INPUT_RESOURCE

             {

                ResourceName = LiquidFuel

                Ratio = 0.000729

                FlowMode = STAGE_PRIORITY_FLOW

             }

             INPUT_RESOURCE

             {

                ResourceName = IntakeAir

                Ratio = 0.1093

                FlowMode = STAGE_PRIORITY_FLOW

             }
                
                
                     

    OUTPUT_RESOURCE

             {

                ResourceName = ElectricCharge

                Ratio = 23.59

                DumpExcess = false

             }

        }


        //MODULE

        //{

             //name = ModuleResourceConverter

            // ConverterName = Fuel Cell

            // StartActionName = Start Fuel Cell

            // StopActionName = Stop Fuel Cell

            // FillAmount = 0.99

            //AutoShutdown = false

            //GeneratesHeat = false

            //UseSpecialistBonus = false

     
            
    // INPUT_RESOURCE

             //{

                //ResourceName = LiquidFuel

                //Ratio = 0.000729

                //FlowMode = STAGE_PRIORITY_FLOW

            // }

             //INPUT_RESOURCE

            // {

                //ResourceName = Oxidizer

                //Ratio = 0.00734

                //FlowMode = STAGE_PRIORITY_FLOW

             //}
                
                
                        //

    OUTPUT_RESOURCE

              // {

                //ResourceName = ElectricCharge

                //Ratio = 25.59

                //DumpExcess = false

               //}

        //}

        //MODULE

        //{

            //name = ModuleCoreHeat

            //CoreTempGoal = 300
            //Internal temp goal - we don't transfer till we hit this point

            //CoreToPartRatio = 0.2
            //Scale back cooling if the part is this % of core temp

            //CoreTempGoalAdjustment = 0
            //Dynamic goal adjustment

            //CoreEnergyMultiplier = 0.1
            //What percentage of our core energy do we transfer to the part

            //HeatRadiantMultiplier = 0.25
            //If the core is hotter, how much heat radiates?

            //CoolingRadiantMultiplier = 0
            //If the core is colder, how much radiates?

            //HeatTransferMultiplier = 0
            //If the part is hotter, how much heat transfers in?

            //CoolantTransferMultiplier = 0.01
            //If the part is colder, how much of our energy can we transfer?

            //radiatorCoolingFactor = 1
            //How much energy we pull from core with an active radiator?  >= 1

            //radiatorHeatingFactor = 0.05
            //How much energy we push to the active radiator

            //MaxCalculationWarp = 1000
            //Based on how dramatic the changes are, this is the max rate of change

            //CoreShutdownTemp = 1000
            //At what core temperature do we shut down all generators on this part?

            //MaxCoolant = 100
            //Maximum amount of radiator capacity we can consume - 50 = 1 small

        //}

        MODULE

        {

            name = ModuleActiveRadiator

            maxEnergyTransfer = 200

            overcoolFactor = 0.25

            isCoreRadiator = true

            parentCoolingOnly = true

            RESOURCE

            {

                name = ElectricCharge

                rate = 0.0025

            }
        }
        
    MODULE

        {

            name = FlagDecal

            textureQuadName = Flag

        }

        MODULE

        {

            name = ModuleScienceExperiment

            experimentID = crewReport

            experimentActionName = Crew Report

            resetActionName = Discard Crew Report

            reviewActionName = Review Report

            useStaging = False

            useActionGroups = True

            hideUIwhenUnavailable = True

            rerunnable = True

            xmitDataScalar = 1.0

            usageReqMaskInternal = 5

            usageReqMaskExternal = -1

        }

        MODULE

        {

            name = ModuleScienceContainer

            reviewActionName = Review Stored Data

            storeActionName = Store Experiments

            evaOnlyStorage = True

            storageRange = 1.3

        }

        MODULE

        {

            name = ModuleResourceIntake

            resourceName = IntakeAir

            checkForOxygen = true

            area = 0.0026

            intakeSpeed = 5

            intakeTransformName = Intake

            machCurve

            {

                key = 1 1 0 0

                key = 1.5 0.9 -0.4312553 -0.4312553

                key = 2.5 0.45 -0.5275364 -0.5275364

                key = 3.5 0.1 0 0

            }

        }

        RESOURCE

        {

            name = IntakeAir

            amount = 0.00

            maxAmount = 0.02

        }

        MODULE

        {

            name = ModuleLight

            lightName = Spotlight

            useAnimationDim = false

            lightBrightenSpeed = 2.5

            lightDimSpeed = 2.5

            resourceAmount = 0.3

            animationName = CompiledAnimation

            useResources = true

        }
        MODULE
        {
            name = ModuleReactionWheel
            
            PitchTorque = 5
            YawTorque = 5
            RollTorque = 10
            
            RESOURCE
            {
                name = ElectricCharge
                rate = 0.24
            }
        }

     

     


        @PART[RoverLand]:NEEDS[Firespitter]

        {

                %MODULE[FStextureSwitch2]

            {

                %objectNames = LR

                %textureRootFolder = KerbinRover/Parts/Rover/

                %textureNames =

    Rover;RoverSantoriniBlack;RoverHavana;RoverMontalcinoRed;RoverCorrisGrey;RoverIndusSilver;Rove

    rKeswickGreen;RoverPinkP;RoverFujiWhite;RoverFujiWhite2;RoverScotiaGrey;RoverOzCamo;RoverDPMWo

    odland2Fine

                %textureDisplayNames = Explorer Special;Santorini

    Black;Havana;Montalcino Red;Corris Grey;Indus Silver;Keswick Green;Pink Panther;Fuji White

    (Contrast Roof);Fuji White;Scotia Grey;Australia MultiCam;British DPM Woodland 2

                %nextButtonText = Next Paint Job

                %prevButtonText = Previous Paint Job

                %statusText = Chosen Paint Colours

                %switchableInFlight = false

                %repaintableEVA = true

            }

        }
    }

     

    standard spare

    Spoiler

     

    PART

    {

        name = DefenderSpare

        module = Part

        author = TD

        mesh = NewModel.mu

        scale = 1
        rescaleFactor = 1.65
        node_attach = 0.0, -0.055, 0.0, 0.0, -1.0, 0.0

        node_stack_hub = 0.0, -0.07, 0.0, 0.0, -1.0, 0.0, 0
        
    TechRequired = start

        entryCost = 100

        cost = 100

        category = Utility
        subcategory = 0

        title = Land Rover Defender Decorative Spare Wheel

        manufacturer = Kerbin Rover

        description = Adds lovely extra spare wheel.

        attachRules = 1,1,0,1,0

        mass = 0.0005

        dragModelType = default

        maximum_drag = 0.2

        minimum_drag = 0.2

        angularDrag = 0.1

        maxTemp = 2000 // = 3200


        crashTolerance = 100
        breakingForce = 2072
        breakingTorque = 2072
        bulkheadProfiles = size1, srf
        tags = build connect rover defender
    }

     

    Just stopping to read your reply.

     

    I reckon I could fix that with some new tyres and a hammer. :)

    Mud Spare. It has a different offset cause it is wider.

    Spoiler

     

    PART

    {

        name = DefenderSpare2

        module = Part

        author = TD

        mesh = NewModel.mu

        scale = 1
        rescaleFactor = 1.65
        node_attach = 0.0, -0.055, 0.0, 0.0, -1.0, 0.0

        node_stack_hub = 0.0, -0.09, 0.0, 0.0, -1.0, 0.0, 0
        
    TechRequired = start

        entryCost = 100

        cost = 100

        category = Utility

        subcategory = 0

        title = Land Rover Defender Decorative Spare Wheel

        manufacturer = Kerbin Rover

        description = Adds lovely extra spare wheel.

        attachRules = 1,1,0,1,0

        mass = 0.0005

        dragModelType = default

        maximum_drag = 0.2

        minimum_drag = 0.2

        angularDrag = 0.1

        crashTolerance = 100
        breakingForce = 2072
        breakingTorque = 2072
        maxTemp = 2000 // = 3200
        bulkheadProfiles = size1, srf


        tags = build connect rover defender
    }

     

    military spare.

    Spoiler

     

    PART

    {

        name = DefenderSpare3

        module = Part

        author = TD

        mesh = NewModel.mu

        scale = 1
        rescaleFactor = 1.65
        node_attach = 0.0, -0.055, 0.0, 0.0, -1.0, 0.0

        node_stack_hub = 0.0, -0.07, 0.0, 0.0, -1.0, 0.0, 0
        
    TechRequired = start

        entryCost = 100

        cost = 100

        category = Utility

        subcategory = 0

        title = Land Rover Defender Decorative Spare Wheel

        manufacturer = Kerbin Rover

        description = Adds lovely extra spare wheel.

        attachRules = 1,1,0,1,0

        mass = 0.0005

        dragModelType = default

        maximum_drag = 0.2

        minimum_drag = 0.2

        angularDrag = 0.1

        crashTolerance = 100
        breakingForce = 2072
        breakingTorque = 2072
        maxTemp = 2000 // = 3200
        bulkheadProfiles = size1, srf


        tags = build connect rover defender
    }

     

    I had to change the mesh = on the drive wheels to MODEL so that the rescale to 1.65 would take, but all good. Change your Jerry cans to 20 litres to be accurate. :)

     

     

    @Caerfinon got merges when posting. Hope you got the texture file and configs. Still have the long task of part variation so that it doesn't require Firespitter. I need to play more :)

  12. @Caerfinon final version, finally found the areas I was looking for. It is a beautifully detailed craft body,wheels and accessories. The creator did a fantastic job. I finally settled on a rescaleFactor of 1.65 because it fits the Grounded container just right. Still looks small compared to the humvee but that it is in real life. That van is huge when compared, yet I have never changed it's scale.

    liWvbll.png4n6VjLi.pngnoMthmD.pngOVb7Kh7.pngQ8gduFJ.png

    Here is the texture file. I also have made it so the cosmetic spare has a node to click straight on on the back in the right place. made the spares nodeable, lowered the com but not so much that it doesn't still sway under load. Gane it a reaction wheel so if you do manage to roll it you have a chance of getting back up.

    nn6tSRN.png

  13. 19 hours ago, OrdinaryKerman said:

    Anybody think these are passable as camouflage paintwork?

    Hi. I have only tried out your camo on the ramp so far but I am guessing the originals were dds and you accidently forgot to flip them before you put them out as png. So the ramp initially was an interesting look before I went and saved the image as a dds. My mind does this. "ooh nice ramp, I reckon if I build a motorcycle I could use that to do jumps." :)

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