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PolecatEZ

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Everything posted by PolecatEZ

  1. Right now all the textures are labeled properly in a single folder so FSTextureSwitcher can pick them out. To do what you ask, I would need to basically re-create the Squad file tree and re-label everything back to model000 or 001, then I would need to not just change filenames, but entire folders when I do the writing for the master MM config file. Then I would need to create and entirely new MM config file so you can just switch between the KW and B9 textures. To me this looks like about 2-3 hours extra work to get everything written up and tested. It would be easier just to let the guy making the "no load textures" mod to kill the squad textures, then the original would default it to the first FS texture in the queue (in theory). If you want to do this yourself after we release this, I'd be happy to host it in the same package. Another recommendation if you really don't want to waste *too many* resources on the Squad textures is to use the Active texture reduction mod to chop Squad textures to 1/4 or 1/8 of their original size so the load for them would be trivial.
  2. I think we're just going to work on a texture switching mod that keeps the stock textures. There's a separate mod in the works somewhere on this page that prevents textures from loading if you want that also. I'll get back to doing the few remaining Squad textures on the list, I got distracted doing the general B9 catalog cleanup. Here's what I've got so far: For B9: - Wings are about 1/3 thickness now, and look awesome. Thickness is exactly on par with stock wings. The HW21 wing was left as-is though. - All duplicate models have been killed for Mk1, Mk2, HL, S2, and S2 Wide bodies. You just have one of each in the catalog now. Most of them can be texture-switched. All support the fuels mod so you can put whatever you want in them or nothing at all. - 2 or 3 useless items have been killed, Mk4 adapter, the cargo bay without the doors, etc. - Some resizes may be included (MK1 fuel block scaled up to 2.5m version, for example), also Mk1 to Mk2 adapter short version. - All fixes from the B9 fixes thread have been compiled in their own .cfg, I take no credit for the contents: Sabre engine fixes, Landing Gear fixes, Landing feet fixes, Winglet/Control Surface fixes, and science fixes. You can eliminate both "extra" plugins...Firespitter is all you need. - Removing dupes cut down catalog count by about 40 items or so. Was pushing for 60 but some things were also added. For Firespitter: - Oblong series has been B9'd. Some parts killed and then re-supported with texture switch/flex fuels. - Bomber parts have been B9'd. - Wings and control surfaces have a B9 first pass (some are quite crude). - Most FS Propellers and Rotors have a first pass. - Floaties have a first pass. - Extra parts added for SSTO versions of Oblong Cockpit, Huey, and Bomber Cockpit. These are separate entries in the catalog for those that like the older versions without the torque, monopropellant, SAS, etc. For Squad: - Main 4 wings and some winglets have been B9'd. - LV45, LV30, and Nuke have B9 style textures added. - Mk1 and Mk2 barrel cockpit B9 textures...may do a B9 mashup instead, as the retextures are just ugly for my taste. To-do: - Full FS texture switch support needs added for most items. Its tedious. Really. - Squad engine quad/bi/tri adapters need B9 textures. - Finish FS wings and props, fuel variations for a lot of parts. - Fuel support for KSPI added. - What the hell do I do with those Sabre pre-coolers? - Integration with Blackheart's KW textures...he just needs to label them so I know what they belong to and zip them up, I can do the rest. Post-release: - Mk3 stuff - Apache stuff All I can say is "coming soon". After I got the B9 stuff .cfg modded (see list above), I had to take a break to actually play...its like a whole new game now. Not fair, I know, I'll stop being selfish and get back to work.
  3. There was an old standard someone tried (Mk4 I think), and there's even an adapter still lingering in the B9 files if you want to take a look. Maybe that will give you a nice shape for a supercargo aircraft. My issue, and I hope this solves it, is that even with the tightest wheelbase I can manage, I can't get any rolling stock into or out of the B9 HL cargo bays/ramps. Literally nothing useful fits that uses stock wheel sets. I would love to see something along the lines of a C130 or Starlifter cargo bay that I can roll on/off 2 good-sized rovers with standard wheel sets.
  4. The "update thing" is why I'm using ModManager this time instead of a seek-overwrite .bat script. It was a clumsy implementation before with the reduction pack, but then we got the active texture management and all is well. I'll try to get an MM version of the IVA consolidation. The only thing I can think for now is that if you don't want a texture loaded, just erase it. It will show up bright white in the catalog, but when you use it you can use FS TS to set a better texture. 64-bit is "Coming Soon " then RAM limits will be a moot point in most cases, unless you're still running this on your Tandy 1000SX. Question, I have 2 "stock game" options with the Pre-Cooler models for B9: 1) Just another round fuel-tank model. Actually much needed, as B9 doesn't have any round ones on 2.5m+ scale. 2) Some kind of air-compressor object that burns a little fuel/electricity to give a multiplier on intake air (say 1.1 or 1.2). This will allow you to get another 3-5km up in the atmosphere before flame-out, but won't do much good at lower altitudes.
  5. "@module = Part" just became "@module = Winglet" and everything works perfectly now. Nice
  6. I'm working on that, as well as a way to merge B9 parts in such a way you can cut out about 60-70 items from the catalog (but still keep most of the stuff, just use fuel mod and texture switching). I have run into some issue with ModManager in this regard, switching out the default texture can also randomly break other aspects of the part...such as the lift rating on wings(?!?). This was my project these last two nights was working on the .cfgs to make everything work. I'm at about 70% on finished textures for what I have planned, when I get the MM .cfgs worked out I'll try to push out an alpha.
  7. Ok, I'm now beating my head on the wall after reading through all 49 pages of this. I'm basically working on a retexturing mod for Squad and FS to have B9 colors, and also getting B9 to be less wonky. Part of the anti-wonky mm .cfg package is to make thinner wings, on par with stock and FS wings. The problem is that the lift no longer is applied in the actual game once I patch the MODEL on the wings. Here's a sample of my initial code: @PART[B9_Aero_Wing_SH_A65_2m] { @module = Part !mesh = DELETE MODEL { model = B9_Aerospace/Parts/Aero_Wing_SH_A65_2m/model scale = 1, 1, .35 } } Works beautifully to reshape the wings...except that the lift values get eaten...like, no longer there in the game. It still shows in debug that they're alive and well, they just don't show in the catalog, and the wings have no actual function while flying. So I tried to delete out the values and reset them, like in this example: @PART[B9_Aero_Wing_SH_A35_4m] { @module = Part !mesh = DELETE MODEL { model = B9_Aerospace/Parts/Aero_Wing_SH_A35_4m/model scale = 1, 1, .35 } !dragCoeff = DELETE !deflectionLiftCoeff = DELETE dragCoeff = 0.83 deflectionLiftCoeff = 2.69 } No luck. If I just manually add the MODEL bit to the actual config file, everything functions in the game just fine. It also works just fine when I amend a .cfg that already has a MODEL node. However, if I add it via mm, I can't make the LiftCoeff function at all. What am I missing or is this some limitation to MM that I hit?
  8. Ahh, but through the magic of "rule of cool" a Kerbal kerbolar-sail would move at a much faster rate (and you can still time warp accelerated by holding left alt).
  9. 2 + 6 both address the current awkwardness where the symbols carved into your zep sit at odd/not symmetrical angles. 2 means that the design is squarely aligned (not necessarily square at all) so that if you rotate the lead section CW or CCW, it will still nicely match the remaining sections. Why would you rotate? So your weird squid or whatever the user chooses (see 6) stays upright and gnarly-looking. 6 is so the user can simply toss in his own symbol textures in separate files and the FS texture switcher can display whatever the user wants on his nosecone or side.
  10. .tga's with certain channels already switched during the conversion. .png's always give me "off colors". For example, if you take a FS part with a simple scheme, change it to .tga without actually doing anything else, you'll see that it no longer matches its friends in the VAB. When ripping .mbm's, there's a critical step involving channel switching right after you do the hex edit...its been a long time since I did it though, I couldn't tell you off the top of my head.
  11. Do you happen to have B9 Aerospace installed or any other mods? I think I have it narrowed down to the ExsurgentEngineering plugin or Kinetech, though no idea why it would flip or sink carriers. The Joint Reinforcement is actually very very good for carrier parts so long as you never use or dock with anything using InfernalRobotics, then your ship explodes (?). This one is able to be duplicated well. It just means no more rotating radar tower or gantry in the maintenance deck, but your ship is otherwise rock solid without using hardly any struts. I've had a triple length carrier with a 42 part count cruising along just fine. I'm holding my breath until R5, as I've had a love-hate relationship with this mod forever now. I want it so badly to work, but when I finally get a nice working carrier rolling, I come back to some bug/mod conflict putting it under water or exploding my aircraft on deck. Any chance you could steal Snoj's FSfloat code? That has the added advantage of making a rock-solid landing deck where the landing gear doesn't clip under when the boat rocks.
  12. So a giant "parade balloon"-style floating kerbal would be out of the question? My request then: - Standard zeppelin shape, but broken down into equal-sized (by volume) nose, mid, and aft sections. - Nose should align when rotated so if we decide to put a symbol on the front, we can get it straight regardless of bilateral duplication. - We can make the balloon longer by just adding more mid-sections. - Aft section should be able to support elevators and ailerons (biggish B9 style or other), possibly a small flat area for 1.25m jet part (rear facing) or mounting an FS prop. - Nodes on the side/top/bottom to more easily hook into/balance things. - Texture replacement support built in a-la FSBomber NoseArt example. This would be for the side-wall of the mid-section and nose of the front section. - (optional) Semi- or mostly transparent material. This might save you some texturing work as well. A side project with an inflatable dome that would cover an existing base would be cool
  13. One common folder in the gamedata, separated by a) what it modifies? or who made it? Been there, done that twice. some of the parts are so finely spread around others its hard to judge exactly where one starts and another ends. Its a tedious process I already did with the bomber cockpit, and the apache one is, I think, actually worse. Works like a charm. Its supposed to flip the wing so top is always top and bottom is always bottom, regardless of left or right. I haven't actually seen anyone put out a fix for the gear wobble, just list how to do it in a forum post. Even if so, doing another override for the affected stats with mod-manager shouldn't hurt anything.
  14. All it would take to merge them would be to combine the modulemanager file so the FirespitterTextureSwitcher doesn't become too spammy. I'd be happy to do this. If Blackheart (or anyone else) wants to come up with a file-tree scheme I'd be happy to follow that also. I messed around with some more fuel tanks today and couldn't really come up with anything that thrilled me...just dreading tackling that Apache cockpit without a UV map. Discovered a very interesting config setting regarding wings...namely that if I want to undercoat the wings, I don't need to make separate right/left textures for them. Once I get a few more textures knocked out, I'll start playing with a master .cfg for modmanager then release an alpha. I'll also be including some B9 and Squad fixes such as landing gear wobbliness and some annoying node offset errors. Just so I don't miss anything big/obvious/dumb: ...is there anything in Squad parts that people find hard to match with B9? ...should I touch some/all of the engines? ...should I touch Mk3 parts?
  15. That's strange, for me they always seem capped at about 45 m/s in the atmosphere no matter how many you're packing or where they're at. My biggest issue is that one of the plugins with B9 makes my carriers randomly sink to the ocean floor. I thought it was hooligan at first, but took out every mod and added back in and it finally popped when I added in B9 with all its plugins. Randomly visiting your carrier will sink it to the ocean floor, even from spaceport. You fly in and it looks good at 10km out, but as soon as you get to 2km out, it warps to the floor instantly. Also, Joint Reinforcement, InfernalRobotics, and R3 do not play well together at all. Explodes on spawn for no apparent reason whatsoever.
  16. There's just no easy way to texture over the stock mk2 cockpit. If anyone wants to remodel it to be flat/straight it would be cool. For B9, any color you want so long as its white, black, or gray. Golden rails would be a KW thing I am thinking about doing a second set of oblongs in their own style, something in "modern/future" aviation style without the heat shielding. As soon as I get the Apache cockpit completely figured out, I'll get the black stealth pack out for that also.
  17. You can have your own set of logos or none at all. I was going to try to get some mission flags there. If you've ever used the original FS parts, you'd know that was completely adjustable. The nosecone will just need to be a resize from the tail piece. I've gone back to 0.21 version and I still can't find it. Curious why Snoj cut out such a basic (and necessary) part though. SSTO oblongs are mostly done. I just need to make different color stripes for the different fuel types.
  18. Mk 1? I was talking about the bomber conversion cockpit. 6 kerbals can easily fit in there. Almost done with the oblong SSTO pack. Anyone know where the bird-beak fighter nose-cone went for oblong FS parts? I can find the one with the pipey bits and the intake, but not the plain smooth one.
  19. I've got the internals recolored already, I just wanted to cram in moar kerbals! For that though you need to get into unity or something and add a game object for another kerbal spot. Once he's placed with a chair, its just a matter of tweaking his props in a config file.
  20. You can probably go ahead and do them in hi-rez. If the user has the "aggressive" texture compressor, they'll be cut in half anyways. If they already have low-rez and there's no exceptions built into the compressor config, they'll be basically cut in half again (the larger ones at least). For this reason I'm not even bothering with low-rez versions in the B9 texture pack. I think a feature of the next KSP version is also some kind of texture size management, as well as 64-bit coming down the pike...RAM limits would become a moot point then.
  21. Finally got a cockpit I was happy with...for now. Wanted to work on oblongs tonight, but the cockpit and that darned cargo bay got most of my love. The cargo bay was a pain because its not symmetrical on the horizontal, only vertically, so I had to come up with a scheme that worked. Not perfect, but it does the job.
  22. That was my plan, but was too focused on learning PS to do much socializing. A cool grand plan would be total integration so that most parts from KW, B9, Squad, and FS could be texture switched between 1 or more of them. Doing it this way would also keep FStextureswitcher from tripping over itself. The smaller Squad cockpits don't translate well to B9 either, especially with the normal maps. I think I'll take out the normals and remake them later with cleaner results. Most of the stuff shown here will be re-done when I make a second pass. The bomber, for example, will get a parts bash with RCS thrusters, the graphic will be shrunk and then paired with top/bottom thrusters. I also have no modeling ability whatsoever (yet), so remaking internals for a few things will need to wait. One thing I would love to do is cram 6 kerbals into the bomber space capsule (one facing out the top window for vertical landings, one in a command chair behind the pilots, and one below that deck in a control room) for RemoteTech requirements.
  23. I've become an almost expert at FS Texture Switching now after lots of practice, both adding new and integrating into existing texture switch packs. For this release, we have about 50-60 retextures of Firespitter and Squad parts. This uses Firespitter and ModuleManager, so should be compatible with all other texture packs and reduction packs. ModularFuels is optional but extremely recommended to get some parts to work properly. Please check notes below for links to the needed mods. B9 has also had the catalog revamped to reduce part spam by almost 50 parts. I'd love to integrate the KW stuff, but this is also compatible if he goes the overwrite route. If anyone wants to contribute to any kind of crossover, just send me the texture and let me know what it is, and I can texture switch it in. DOWNLOAD 0.2 HERE Here's a few shinies included in the pack: Mk1 and Mk2 cockpit remixes. Re-imagined Huey cockpit, now as a rover or mini-shuttle cockpit. Re-imagined FS Bomber, now a B9 compatible SSTO/starship bridge piece with stats to match. Still a work in progress, next version will see functioning RCS and maybe new internals. Props and wings and oblong fuselage parts. FS wings have also been redone on a first pass. Not pretty, but functional. Bomber Fuselage in B9 style, as well as a cargo bay. Lots more in the package! https://www.dropbox.com/s/88izg3ztbilqbc6/XOverPacks0.2.zip What this is so far: v0.2 ------ - Nearly all major FS parts have been given the B9 treatment and are included in this pack. - Some squad wings have been included, as well as a B9 version of the station hub. - Minor bug fixes as I've found them. - The electric chopper rotor seems to be immune to FS texture switch integration, I'll work on that. - All fixes and notes from previous version apply. V0.01a ------ - Contains B9 fix file from the fix thread. You may remove Exsurgent Engineering and KinetechAnimation from your gamedata folder if you install these fixes. - About 50 items removed from cluttering the parts catalog, these redundant models can now be texture switched. - Contains B9 parts revamp (B9AntiWonk). Some parts have been consolidated with FS plugin, there are a few key resizes, wings have been thinned to be in-line with Squad standard thickness. Some redundant Squad parts have also been removed. - Contains adds for ModularFuels mod to include KSPI things, as well as give more flexibility to the fuels for all packs. - Contains parts mash-up for B9 style 1.25m Mk1 and Mk2 cockpits. I couldn't get anything that looked awesome by a simple texture switch, so here you go. - There are still a few bugs related to interaction with ModularFuels. I'll be squishing these on next release. - Yes I know its not very "X Over"-ish yet. I have a butt-ton of textures for both Squad parts and Firespitter parts that I need to figure out the exact mesh so I can start integrating with FS Texture switcher. Notes: * IMPORTANT: This mod (so far) requires ModularFuels mod or some reasonable variation, B9 Pack (obviously), ModManager, the latest Firespitter, and some Squad parts to work. This list may grow in the future. ModuleManager - http://www.sarbian.com/sarbian/ModuleManager_1_5_6.dll ModularFuels - http://forum.kerbalspaceprogram.com/threads/64117 Firespitter - http://kerbalspaceprogram.com/firespitter-propeller-plane-parts/ B9 R4.0c - http://kerbalspaceprogram.com/0-20-2-b9-aerospace-pack-r3-1/ * All fixes in the XoverB9FixFile.cfg are compiled from various contributors in this thread: http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixes Credit/blame for these should go to their respective contributors. This is compiled into a single fix file for convenience. * This does NOT reduce your RAM load. I will make a seek and destroy over-writer for orphan textures and .cfgs later. License ------- Do what you want with this with the following caveats: Seeing as this is a modification for other original works, the original licenses apply for those works. Do not package this with any of the original parts or plugins. Non-commercial use only. ------------------------------------------------------------------------------------------------------- Still to come: - Apache Black Pack - Mk3 Pack - Squad Engines in B9 style - HL Fat Boy Parts (for moving your tanks from A to Z)
  24. I could probably do that as a standalone using a modmanager script and instructions on exactly which folders just to delete then, that way it should stay compatible forever and work with the ATR mod. For now InfiniteDice released some new toys I need to break I'll work on it tomorrow.
  25. Using Firespitter and Ferram along with this and R3 Boats. I put together a dual-jet engine craft (the FS tail engine) and shortly after takeoff both engines caught fire and I did a rapid crash to earth. I had no parts from Skillful on the aircraft and there was nothing else spawned anywhere that could have shot me down. Also seem to be missing the "blue team" IFF transponder, I can only find the red one and I can't interact with it.
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