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Astra Infinitum

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Posts posted by Astra Infinitum

  1. On 6/21/2023 at 3:50 PM, Beale said:

    You can now use FULL_COLOUR_ONLY in the latest version (you need to use the British spelling).
    This adds a camera that can only take full colour photos, the RGB + BW channel options will be hidden.

     

    Neptune Camera Version 4.2 for KSP 1.12.X

    Neptune Camera
    Version 4.2
    
    - Included a small example camera part.
    - Cameras can now have their camera transform specified in config.
    - Cameras can now be full-colour-only (no separate RGB modes).
    
    place the NeptuneCamera folder into KSP/GameData to use.
    Only a basic sample camera is included in the mod.
    Several other mods (for example TantaresSP, Bluedog Design Bureau) include many more camera parts.
    
    All Rights Reserved

    https://i.imgur.com/wfoqTB2.pngneptune_2023_6_21_21_0_42_504_cd619df7.png

    Thanks for adding that feature!!

    For anyone wanting to know, many mods have parts that have camera transforms built into them that are basically "unused" more or less. If you have the plugin to import KSP part models into blender you can find the parts transform name (IF it has one) and use that in the neptuneCam config. I also believe the object inspector mod can give you this info.

     

    I created configs for all the Near future spacecraft command pods that take advantage of each pods 2 camera transforms. Will post them here soon just need to make sure it's all working 100%

     

    I also have configs for tarsier mod parts, JWST, and CactEye

  2. //====OPTION A====//
    //diables boiloff for all parts that have boiloff
    @PART[*]:HAS[@MODULE[ModuleBdbBoiloff]]:NEEDS[!RealFuels]
    {
    	!MODULE[ModuleBdbBoiloff]
    }
    
    
    
    //====OPTION B====//
    //disables boiloff for oranges parts that have boiloff
    @PART[oranges?*]:HAS[@MODULE[ModuleBdbBoiloff]]:NEEDS[ORANGES&!RealFuels]
    {
    	!MODULE[ModuleBdbBoiloff]
    }

     

    @TrashleyKat

    Made you a config that should do the trick

    Copy and paste this into a txt and file and save it to your GameData folder anywhere as a .cfg (not a .txt)

     

    Try it and lemme know if it works

  3. On 6/2/2022 at 3:47 PM, kerbmario said:

    i found it out myself.

    MODULE
    {
        name = TweakScale
        defaultScale = 1.875
        type = stack
    }
    

    with defaultScale being normal diameter

    scaling with percents is 

    MODULE
    {
        name = TweakScale
        type = free
    }

     

    That most likely won't work as TweakScale configs aren't worded with the "name = xxxx"

    If that part is a stackable part, use this as an example

     

    Spoiler

    @PART[xxYOURxPARTxNAMExHERE]:NEEDS[TweakScale]
    {
         %MODULE[TweakScale]
        {
            type = stack
            defaultScale = 100
            scaleFactors   = 10, 15, 25, 40, 50, 75, 85, 100, 125, 150, 200
        }
    }

    Trying to type this on my phone plz excuse any formatting errors.

     

    The default scale 100 means 100% a.k.a. the parts normal original size,  the numbers above 100 are basically the scales in percentages, see as below 100. This is the way to go if you want % scaling and not diameter scaling as you mentioned.

     

    If you need help or questions just let me know If you can't figure it out just let me know the mod and part and I'll make one for you and send it to you

  4. On 5/18/2023 at 8:55 AM, Falcon Aerospace said:

    @Astra Infinitum Any updates on ORANGES Tweakscale?

    So Sorry man I been working out of state I'm back now and I will post them this week. I also have a ton I'm supposed to send to lisias to go through to maybe add to companion. If you're intered in any of these let me know also:

    Photon Corp,

    RocketMotorMenagerie,

    Eisenhower astronautics,

    Moldavite Machines,

    Missing CryoEngine engines,

    benjee10's Orion,

    benjee10's shared assets,

    redirect,

    partial benjee10 MMSEV,

    Damichels cargo parts,

    nebula handrails,

    Ziegler mod by estreet,

    benjee10 stowaway,

    & a few select parts

    Tell you what I'll post them on here in a Google drive link when I get home

  5. On 3/30/2023 at 4:06 AM, Lisias said:

    Oukey, looking a bit on the code, I decided that adding it into a Companion is the best way out of the problem.

    https://github.com/net-lisias-ksp/TweakScaleCompanion_Rockets/issues/4

    Can't tell you a deadline, but (hopefully) it will not take too long!

    Cheers!

    thanks a bunch  looking forward to it. I prefer using SAF > Procedural Fairings all day and will be able to use them even more with working scaling

  6. @Lisias

     

    How i do force TweakScale patches to give more scaling options.. idk if im wording that right.

    Problem: Ok I have a tweakscale patch for all benjee10's mod packs and one part in Benjee10's Stowaway, which works fine and is patched like:

    @PART[Benjee10_stowaway_Pod]:NEEDS[Benjee10_stowaway,TweakScale] // CSS-200 "Decondo" Crew Cabin
    {
        #@TWEAKSCALEBEHAVIOR[Science]/MODULE[TweakScale] { }
        %MODULE[TweakScale]
        {
            type = stack_squared
            defaultScale = 2.5
        }
    }


    And it works fine, however whats annoying me is that the first upscale option goes straight to 5m and the first downscale goes straight to 1.25. what is the proper way to make tweakscale give a range of defined options. Say i would like for it to "offer" a 2m, 1.875m, scale along with the 1.5  on downwards, and also a 3m, 3.75m, and 4.5m towards the upscale direction?

    Lookedat site Cant find anything in the TweakScale guide on https://ksp.lisias.net or maybe i over-looked it.

  7. Question #01

    Does the dash/hyphen count as an alphanumeric character with respect to module manager * filters? Asking because the documentation states that

    Quote

    " * for any number of alphanumeric chars.."

     

    and technically the dash/hyphen isnt an "alphanumeric"


    Example: I want to create a patch that edits a resource module on every NearFuture spacecraft command pod. The command pos part names are:

    command-25-1
    command-25-1_shiny
    command-25-landing-1
    command-125-1
    command-125-1_shiny
    command-125-landing-1
    command-125-orbit-1
    command-375-biconic-1

     

    Would the following patch work to cover all these parts?

    Quote

    @PART[command*]:FOR[NearFutureSpacecraft]

    or another example, in case other mods have parts that start with command...:

    Quote

    @PART[command-25*,command-125*,command-375*]:FOR[NearFutureSpacecraft]

    In short, can I put "command*] and would that be recognized by module manager and apply to all parts that begin with ? 

     

     

    Question #02

     

    With another NF spacecraft command pod as my example, since thats what I'm wanting to make it for, I would like to first, add a crazy amount of electric charge resource to a pod, and secondly I would like to remove the monopropellant from the command pods and replace it with small amount if liquid fuel and oxidizer instead. 

    Which way is the correct way to go about this, and if neither of these are correct, how do i go about removing one resource and replacing it with 2 resources?

    (The main differences between Option A and Option B are in bold Red text)

    Option A

    Quote

    @PART[command-25*]:FOR[NearFutureSpacecraft]
    {
        @RESOURCE[ElectricCharge]
        {
            @amount = 800
            @maxAmount = 800
        }
        @RESOURCE[MonoPropellant]
        {
            @name = LiquidFuel
            @amount = 450
            @maxAmount = 450
        }
        %RESOURCE
        {
            %name = Oxidizer
            %amount = 550
            %maxAmount = 550
        }

    }    

    or

    Option B

    Quote

     

    @PART[command-25*]:FOR[NearFutureSpacecraft]
    {

        @RESOURCE[ElectricCharge]
        {
            @amount = 800
            @maxAmount = 800
        }
        @RESOURCE[MonoPropellant]
        {
            @name = LiquidFuel
            @amount = 450
            @maxAmount = 450
        }
        %RESOURCE[Oxidizer]
        {
            %amount = 550
            %maxAmount = 550
        }

    }    

     

     

     

     

  8. On 1/21/2018 at 5:00 AM, Poodmund said:

    @Omega482, I presume that because you are aiming for the flexibility and modularity of being able to place a pre-fabbbed Space Center anywhere on a body that you are setting up the KK configs on a PQS flattened area much like the vanilla KSC uses a MapDecalTangent or the Pyramids use a FlattenArea module? If so, it'll make it much easier for other developers/users to place down the asset group without it clipping the ground plane.

    It could also be an idea to use a PQSMod such as:

    FlattenArea
    {
        flattenTo = 0
        innerRadius = 2500
        outerRadius = 2501
        position = 0,0,0
        smoothEnd = 0
        smoothStart = 0
        order = 99999
        enabled = True
        name = FlattenCenter
        index = 0
    }

    ... to flatten the area at the 0,0 Long/Lat coordinates and build out the complex there as it then may be easier to write the KK patches or SDtoKK patches as a result as it would give a very easily identifiable Static Group position. Just some idle thoughts. :D 

    The assets look amazing by the way. I particularly love the Shuttle Hanger.

    is that a kopernicus config or KK? or something else? I always wondered if there was an easier way to make a large flat area other than doing a mapdecal in KK with the allBlack mapdecal. If theres another way or if thats what you're referring to, plz point me in any direction where i can see how to go about doing that

  9. On 10/14/2022 at 1:44 PM, JadeOfMaar said:

    https://kerbal-maps-ui-staging.herokuapp.com/ ... just JNSQ. Somewhat surprisingly, this site is still up.

    1. Open Settings.
    2. In the Settings window: Set your map width (this affects the map window in-game. Unfortunately if you want super high res, be prepapred to deal with that window running ultra far off the screen edge or the mod refuses you because of some upper limit).
    3. Export map to disk. Repeat after changing the map to resources or whatever. The current active map will be exported.
    4. Find the image in GameData/SCANsat/PluginData/

    BUo7a7d.png

    Changing the active map's color:

    1. Click Settings.
    2. In the Settings window: Go to Color Management.
    3. Go to or stay on the Altimetry tab.
    4. Change Palette Style from Fixed to Sequential.
    5. Click on any palette that suits you (Some of these gradients are easier or easiest to convert to a grayscale map in photoshop: Just desaturate and invert color. Pick the palettes that are closest to "White to Dark Color"). I believe the ones with pink ticks are the best.
    6. Apply palette.
    7. Export image.
    8. Find the image in GameData/SCANsat/PluginData/

    nk66jPZ.png

    Poodmund's suggestion is likely far easier to use. Sigma88's mods are suppose to be quite minimalistic and should "just work." But I've never used it so no straight answer, sorry.

    I really wish there was a back-door way to do this qwithout being foreced to do it throught the UI. I've done it a couple times (exporting maps of all three projections of each type of each planet) but its exhausting and slow through UI and having to wait for maps to refresh. If there was something like SigmaCartographer but that would pull these scansat Maps during the load, that would be amazing.

  10. 17 hours ago, Poodmund said:

    Have no idea why you tagged me... but if you want to reference stock textures, try referencing the stock game textures???

    I've seen you comment around forums and seemed like you might have known where something like textures of the buildings would be... and also i always see the "Planetary Texturing Guide" so i figured you might know, but I tagged a few people bc it looks like @Omega482 has been through in a bit and being he noted that his buildings used stock textures and he used them in his video (applied to building side during modeling) so i figure they have to be somewhere.

    13 hours ago, Stone Blue said:

    Yeah, they are loaded from the stock assetbundles in the /KSP_x64_Data in the main KSP folder. Unfortunately, they arent as easy to access as textures in /GameData.

    You have to find a way open them, and if you were to use them on your models, you would have to unpck them, so you could UV unwrap your models to them.
    Just know that in the end, it it is against the KSP license to include the actual textures or any part of them, in any form, *publicly*.

    Would TU's UVexport work for those or no since they are not in GameData? I also have the .mu import/export plugin for blender I could attempt pulling it from these

  11. I've created a config for NearFuture Exploration that adds every SCANsat scan type (Altimetry lo, hi, biome, Visual lo, hi, Resource lo, hi, and Anomoly) to each of the NFExpl. probe cores. They Also all have an ideal scanning altitude of 150km. Yeah yeah but whats the fun in that you say??  Because its much faster lol. If you would like to try to i will post the link below.

     

    NearFuture Exploration SCANsat Config

    ☑ Adds each type of SCANsat scanner to every NF Exploration probe core

    ☑  Adds each type of SCANexperiment to every NF Exploration probe core

    ☑ Allows ideal scanning for every scan to be made at only 150km

    ☑  Best way, IMO, to use it if you want is to set an action group # to start each scan-all scans on one single #- that way as soon as you're in the right orbit just hit the # you assigned it to and all the scans will start.

     

    Download here:

    NearFuture Exploration SCANsat Config

     

     

  12. I've created a set of TweakScale configs for PhotonCorp. It enables TweakScale's scaling on all the SRBs except the 3 segment, as well as rescaling on all the adapters. It has been tested, working, revised, and working flawlessly. 

    ☑  All SRBs except the small 3-segment SRB work with TweakScale

    ☑  Radially Attached Decoupler works with TweakScale

    ☑  Nosecone/sepretron works with tweakscale

    ☑  Decoupler/Adapters work with tweakscale

     

    Just download the .cfg from the link below and add it anywhere in your GameData folder. But i always suggest putting it in the PhotonCorp folder.

     

    You can download it here:

    Photon Corp Tweakscale Config

  13. @TheOrios is this going to be a legit planetpack thats an actual game expansion i.e. contains storyline, custom made science configs for every planet, biomes and anomolies, and easter eggs for every planet.. SCANsat compatibility, transfer windows compatibility, ect. ect. and stuff along the lines of Beyond Home & GPP (best planet packs ever created) Where it will take time to complete through science or career as opposed to just skimming through nice looking planets and then be done? BC im def in need of another legit planet pack

  14. @sarbian or anyone who can clarify..

     

    I'm writing a patch to add KIS modules to a bunch of parts (that dont have KIS modules)

    Whats the proper edit to add a module to a part that doesnt have the module originally?  to be clear i want to **ADD a module, not edit a module... since the module isnt in the part config

    Do I use something like this:

     

    @PART[SomePart]
    {
    	%MODULE
    
    	{
    
    	name = ModuleKISInventory
    
    	xxx = xxxx
    
    	xxxx = xxx
    
    	}
    }

     

     

    basically im asking If all I do is just add a % before MODULE to add a module?  Since its an addition and not an edit. Or do i use the same as if its just efiting the module and it will be recognized as a new module and add it?

     

    Just want to make sure im doing it correctly

     

     

  15. On 11/8/2019 at 2:29 AM, kamikazeamoebe said:

    Hi Nertea,

    first things first: your mod is awesome and has been one of my favourite mods for quite some time now. Thank you for all your hard work, the elaborated details and the whole new spectrum of possibilities

    However one thing i can't understand - why is it, that you have those beautifull (and large scale) cargo containers in different shapes and sizes for inline and surface mounting. But None of them is KIS compatible? Every time there is an update to Kerbal, the first thing i do after installing the mods is cloning the cargo pods and changing their modules to KIS compatibility (each with KIS volume equaling the respective freight volume for the "water" ressource). It's basically cloning the base parts, editing the configs with the following piece of text, done.

    MODULE
    {
    	name = ModuleKISInventory
    	maxVolume = <WhichEverSuitsYou>
    	externalAccess = true
    	internalAccess = true
    	slotsX = <somethingsomething>
    	slotsY = <somethingelse>
    	slotSize = 50
    	itemIconResolution = 128
    	selfIconResolution = 128
    	openSndPath = KIS/Sounds/containerOpen
    	closeSndPath = KIS/Sounds/containerClose
    	defaultMoveSndPath = KIS/Sounds/itemMove
    	helmetOnSndPath = KIS/Sounds/helmetOn
    	helmetOffSndPath = KIS/Sounds/helmetOff
    }

    I love those containers for building huge freighters, interplanetary colonization vessels and such since the bigger containers can easily fit a fully working colony (e.g. Planetary Base)

    Any chance those KIS cargo containers can be made a stock part in your mod? Would be awesome!!!!

     

    Please keep up your breathtaking work!

    Regards, kamikazeamoebe

    can you post your config patch for stockalike station parts' cargo parts? so i dont have to spend an hour making one lol?

  16. @Lisias i have TweakScale patches created for: 

    1. benjee10's reDIRECT
    2. benjee10s Artemis construction kit/Orion/SLS
    3. eStreetRocket's Eisenhower Astronautics
    4. eStreetRocket's ORANGES
      1. *Non-Related* - I also have a TU patch that adds a TU_Metal shader to the tanks from ORANGES that looks really nice and it uses a cloned part so that way the user still has the original part + TU edited part to use. TU edited tanks are also included in TweakScale config with all texture variants working with the TU shader as well which is a bonus. Many of the ORANGEES tanks have like 5 texture variants which makes the TU edits even better and basically brings it to 10 different textures that can be used for the tank. I'd be really curious as how to write a patch that includes b9 modules and TU modules that can just add the 5 TU edits to the part without having to clone it but idk if it can be done, I just started looking through documentation trying to figure out if it can today. 
    5. eStreetRocket's RMM (RocketMotorMenagerie)
    6. DylanSemrau's Photon Corp. (Stockalike Orbital ATK Mod)
    7. silentvelcro's LonesomeRobots Aerospace: [HOYO CSM] ; [Jules Kerman ATV & Ariane 5] ; [ARES I-X HOYO Launch Vehicle]
      1. The TweakScale config i made for LonsomeRobots Aerospace was really just for personal use and contained just a handful of parts from all 3 packs combined. I wanted the tanks mainly to be tweakable and the hoyo capsule.
      2. Also a note* these parts packs are listed by creator for use with KSP 1.3 but ive been using them since like 1.8 (never even before 1.8) and they've worked fine. 

     

    If you're interested in having any of them i can upload them to my drive and share a link. I can archive them into a single zip. The only one i wouldnt include is the lonsomerobots one. All the others have been tested and most of the parts from each's mod pack work. The parts that didnt work were left in the config for the most part but have been hidden and also have notes on each non-working part.

    From my memory i think the only fixes that would be needed in the configs is adding a "NEEDS:[xxx]" or "FOR:[xxxxx]" to some of them but all the ones that have been recently updated include it

     

    @benjee10 @EStreetRockets @DylanSemrau @silentvelcro

     

  17. On 3/27/2023 at 7:52 PM, JadeOfMaar said:

    @Astra Infinitum The usage restriction text is because my flares are designed loosely based on the star's color and are intended to be used with planet packs that have many stars and diverse star classes. Mine are not like other sunflares that don't care what the star's classification is and may be freely applied to any star (like the Kabrams flares). Mine are such that you can tell what class of star it is once you see it (same deal as Galaxies Unbound with its flares). "Default G class flare? That's a yellow dwarf G class star, a Sun-like star" ... "Bright orange flare? K class dwarf (between yellow G and red M class dwarf)." ... "Blue flare?! ...Ooooh, that's one of the blue giant stars! O, B or A class."

    This is probably a clear explanation of something I expect people to do but I don't want them to do as it violates the Non-Derivatives license. (It also probably specified recolored textures rather than configs.) Since you have to ask, I figure you didn't know this, which is why that text is there. Also... amateur recolors (just splashing it with tint, as far as the less tech savvy will be capable of) are going to look like garbage. Unlike Flare Replacer, my flares are not designed to be tinted.

    You're free to make your personal edits. Thought police and cloud police don't exist (yet) :P but please don't share, as, well, my intents and my license choice are opposed to it.

     

    using just the tinted flare alone yes definitely looks like garbage but using them on top of a tinted flare replacer config looks spectacular

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