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kyklop

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  1. The plugin is still beta phase formation and testing. On Dropbox I place only beta version of plugin. The final version I put on Course - Dropbox is easier for me to use for the beta version, I do not need to create a description of the plugin (I do not speak English, so it's enough for me to work, because plugin has many pieces). You can download it and test it - and criticize. I will welcomed any constructive criticism, especially to my ideas and solutions, and of course to my descriptive text. I NOT recommended to use the current version v06C to create anything intended for more than one short flight. Because now I working on a significant recasting many parts for use with TweakScale plugin.
  2. Link [MOD - Download Link removed due to unauthorized redistribution of SQUAD assets - sumghai] TweakScale - this is interesting idea... I'll try to do something.
  3. Nová verzia Alchemy Technologies (v06C) zmeny v strome technológií, pár nových vecí - elektrický generátor na monopropellant i normálne palivo, konvertor palivo - monoproellant https://www.dropbox.com/s/hn41qp8fqhh1vss/AlchemyTechnologiesv06C.rar LEN NA TESTY! Pracujem na úpravách...
  4. Ã…Â truktúra configuraÄÂného súboru PART [B]{[/B] // --- general parameters --- // --- asset parameters --- // --- node definitions --- // --- FX definitions --- // --- Sound FX definition --- // --- editor parameters --- // --- standard part parameters --- // --- RESOURCE --- // --- MODULE --- [B]}[/B] // --- general parameters --- name = //text - oznaÄÂenie dielu pre herný engine, bez medzier a diakritiky! module = Part // typ dielu - známe hodnoty: CommandPod; AdvSASModule; SASModule; Strut; Winglet; ControlSurface; HlandingLeg; Part author = // meno autora dielu // --- asset parameters --- pre „jednoduché“ diely, kde je model a textúry v rovnakom adresári ako cfg súbor mesh = model.mu texture = // textures = path/name.extension (in textures folder) scale = 1 // or 0.1 rescaleFactor = 1 // --- asset parameters --- pre „skladané diely“ diely, kde je model a textúra v inom adresári ako cfg súbor MODEL { model = _folder_/.../Parts/_folder_/.../model //v adresári GameData, bez prípony texture = old_texture_name, _folder_/.../Parts/_folder_/.../new_texture_name //v adresári GameData, bez prípony position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } // ÄÂalÅ¡ie modely MODEL { .... } rescaleFactor = 1 // --- cente of mass offset --- // CoMOffset = 0, -0.5, 0 //nepovinné, normálne je Ã…Â¥ažisko (CoM) na súradnici 0,0,0 // PhysicsSignificance = 0 //nepovinné, ak je nastavené 1, systém ignoruje hmotnosÃ…Â¥ a aerodynamický odpor dielu // --- node definitions --- // definition format: Position X, Position Y, Position Z, Up X, Up Y, Up Z, „node ball“ size; // pouzícia je "normalizovaná", „node ball“ má veľkosÃ…Â¥ 0, 1, 2 node_stack_bottom = 0.0, 0.0, 0.0, 0, 0, 0, 0 node_stack_top = 0.0, 0.0, 0.0, 0, 0, 0, 0 node_stack_left = 0.0, 0.0, 0.0, 0, 0, 0, 0 node_stack_right = 0.0, 0.0, 0.0, 0, 0, 0, 0 node_stack_front = 0.0, 0.0, 0.0, 0, 0, 0, 0 node_stack_rear = 0.0, 0.0, 0.0, 0, 0, 0, 0 node_attach = 0.0, 0.0, 0.0, 0, 0, 0, 0 // stackSymmetry - núti ÄÂalÅ¡ie ÄÂasti pripájaÃ…Â¥ sa na túto ÄÂasÃ…Â¥ v definovanej symetrii // pravidlá symetrie: 0=1x, 1=2x, 2=3x, 3=4x, 4=5x, 5=6x, 7=8x atÄÂ, nepovinný parameter stackSymmetry = 0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision // stack – može byÃ…Â¥ táto ÄÂasÃ…Â¥ pripojená do stohu nad/pod inú ÄÂasÃ…Â¥? // srfAttach – môže byÃ…Â¥ táto ÄÂasÃ…Â¥ pripojená na povrch inej ÄÂasti? // allowStack – môže byÃ…Â¥ na túto ÄÂasÃ…Â¥ pripojená do stohu iná ÄÂasÃ…Â¥? // allowSrfAttach – môže byÃ…Â¥ na túto ÄÂasÃ…Â¥ boÄÂne pripojená iná ÄÂasÃ…Â¥? // allowCollision – môže byÃ…Â¥ táto ÄÂasÃ…Â¥ pripojená s prienikom modelov? AttachRules = 1, 0, 1, 1, 0 // hodnoty pravdepodobne musia byÃ…Â¥ bez medzier za ÄÂiarkou! // --- FX definitions --- // definition format???: Position X, Position Y, Position Z, size X, size Y, size Z, type // plameň motorov // príklady preddefinovaných: fx_exhaustFlame_blue = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustFlame_blue = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustFlame_blue_small = 0.0, -0.30, 0.0, 0.0, 1.0, 0.0, running fx_exhaustFlame_yellow = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.30, 0.0, 0.0, 0.0, 1.0, running fx_exhaustLight_blue = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, power fx_exhaustLight_blue = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, running fx_exhaustLight_yellow = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, power fx_exhaustLight_yellow = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, running fx_exhaustSparks_flameout = 0.0, -0.30, 0.0, 0.0, 0.0, 1.0, flameout fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple fx_smokeTrail_light = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, power fx_smokeTrail_light = 0.0, -0.30, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -0.375, 0.0, 0.0, 1.0, 0.0, running // --- Sound FX definition --- // zvukové prejavy ÄÂinnosti // príklady rôznych preddefinovaných zvukov: sound_decoupler_fire = decouple sound_explosion_low = flameout sound_jet_deep = power sound_jet_low = running sound_parachute_open = activate sound_rocket_hard = power sound_rocket_hard = running sound_rocket_spurts = running sound_vent_medium = engage sound_vent_soft = deactivate sound_vent_soft = disengage // --- editor parameters --- TechRequired = *** // interné meno technológie z tech tree entryCost = cost = category = // možnosti: Structural; Utility; Propulsion; Control; Aero; Pods; Science; subcategory = 0 title = // text - názov dielu v hra manufacturer = // text - výrobca dielu v hre description = // text - popis dielu v hre // --- standard part parameters --- mass = // in ton dragModelType = default // možnosti: default/override; override -> "winglet parameters“ maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = // ~ in m/s maxTemp = // ~ in kelvin breakingForce = // maximálne lineárne zaÃ…Â¥aženie spoja medzi touto ÄÂasÃ…Â¥ou a inou ÄÂasÃ…Â¥ou breakingTorque = // maximálne rotaÄÂné zaÃ…Â¥aženie spoja medzi touto ÄÂasÃ…Â¥ou a inou ÄÂasÃ…Â¥ou FuelCrossFeed = // True-False; nepovinné // --- RESOURCE --- RESOURCE { name = // možnosti: ElectricCharge; LiquidFuel; Oxidizer; MonoPropellant; IntakeAir; XenonGas; SolidFuel + ÄÂalÅ¡ie definované v pluginoch amount = // okamžitá zásoba maxAmount = // maximálna zásoba } // --- MODULE --- Ã…Â pecializovné moduly Motory: Kvapalinový motor: stagingIcon = LIQUID_ENGINE MODULE { name = ModuleEngines thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = maxThrust = heatProduction = fxOffset = 0, 0, 0.0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { // Atm.Press. Isp iTan oTan key = 0 390 key = 1 300 } } Motor na TPH: stagingIcon = SOLID_BOOSTER MODULE { name = ModuleEngines //SOLID_BOOSTER thrustVectorTransformName = thrustTransform throttleLocked = True // True / False exhaustDamage = True // True / False ignitionThreshold = 0.1 minThrust = maxThrust = heatProduction = useEngineResponseTime = True // True / False engineAccelerationSpeed = 8.0 allowShutdown = False // True / False fxOffset = 0, 0, 0.50 PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 250 key = 1 230 } } Prúdový motor MODULE { name = ModuleEngines thrustVectorTransformName = thrust_transform exhaustDamage = True/False ignitionThreshold = 0.1 minThrust = maxThrust = heatProduction = useEngineResponseTime = //True-False engineAccelerationSpeed = 0.25 engineDecelerationSpeed = 0.45 useVelocityCurve = //True-False fxOffset = 0, 0, 1.8 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 30 } atmosphereCurve { //value: Atm.Press. Isp iTan oTan key = 0 1731 key = 7.5E-06 1675 key = 0.0006 1781 key = 0.11 1715 key = 1 1800 } velocityCurve { //value: m/s %F iTan oTan key = 0 0.9 key = 234 0.75 key = 825 1 key = 945 0 } } Iontový motor MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False // True-False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 0.5 heatProduction = 0 PROPELLANT { name = ElectricCharge ratio = 12.0 } PROPELLANT { name = XenonGas ratio = 0.1 } atmosphereCurve { key = 0 4200 key = 1 0 } } Dpolnky k motorom: Animácia prehriatia // ModuleAnimateHeat MODULE { name = ModuleAnimateHeat ThermalAnim = EmissiveAnimation // overheat; HeatEmissiveAnimation; HeatAnimationEmissiveJet; - or specific amination – or none ( no „ThermalAnim =“ line) } MODULE { name = ModuleAnimateHeat } Generátor el.energie pre raketové a prúdové motory - skutoÄÂný výkon generátoru závisí od skutoÄÂného výkonu motora MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1.0 // v jednotkách ElectricCharge za sekundu } } RESOURCE // malá zásoba v motore; nie viac ako 1 { name = ElectricCharge amount = 0 maxAmount = 0 } Výkyvný motor (kardanov záves) MODULE { name = ModuleGimbal gimbalTransformName = thrust_transform gimbalRange = 1 // výkyv v stupňoch } Generátor - nezávislý zdroj, napríklad RTG generator MODULE { name = ModuleGenerator isAlwaysActive = true // True / False OUTPUT_RESOURCE { name = ElectricCharge rate = 1.5 } } Generátor "Transformátor" zdrojov MODULE { name = ModuleGenerator isAlwaysActive = false // True / False requiresAllinputs = True // True / False activateGUIName = Set generator On // „verbal identified†actions shutdownGUIName = Set generator Off // „verbal identified†actions INPUT_RESOURCE { name = rate = } INPUT_RESOURCE { name = rate = } OUTPUT_RESOURCE { name = rate = } } sakra, kým som to napísal päť krát ma odhlásilo... ÄÂalÅ¡ie moduly až bude ÄÂas a chuÃ…Â¥ - a záujem...
  5. For first problem - I'm sorry, I'm not understand what/where is problem. For what parts? Please, describe it in more detaily... (I'm not english speeker and use only translator) If you need "multidirectional" solar panels, look at my "energetic module" - there I used "one small dirty trick": visible panels are only "decoration", four "real" solar panels are hidden into construction. For this I'm hexaedited original solar panel models and rename internal "raycastTransformName" to my own forms, because in cfg file can by used one "raycastTransformName" only one time, so there I used four variants "raycastTransformName" - and four different models.
  6. Beta test v.05 [MOD - Download Link removed due to unauthorized redistribution of SQUAD assets - sumghai]
  7. Nie, sú to "skladaÄÂky" orginálnych dielov z hry od squad a retextúrovanie - nové textúry. KeÄ sa pozrieÅ¡, ako sú robené tie moje, a pochopíš, ako skladaÄÂky funguijú, je to celkom hraÄÂka - ale aj piplaÄÂka, trafiÃ…Â¥ sa presne tam, "kde to chceÅ¡ maÃ…Â¥". Vyskúšal si ich v akcii?
  8. To vyzerá na iný problém, než s KW - za posledným riadkom by mali byÃ…Â¥ eÅ¡te najmenej ÄÂalÅ¡ie dva riadky vzÃ…Â¥ahujúce sa ku "Props" (rôzne "aktívne" alebo "animované" prvky interieru - prístroje, tlaÄÂítka, prepínaÄÂe...) a mali by nasledovaÃ…Â¥ riadky vzÃ…Â¥ahujúce sa k "Spaces" - interierom kabín Takto to vyzerá v mojom logu - je to vlastne koniec nahrávania a kompilácie stavebných ÄÂastí a zaÄÂiatok ÄÂinnosti pluginov obsahujúcich vlastné riadiace DLL knihovne a spustenie úprav dielov podľa ich potrieb... [U][LOG 10:17:54.216] PartLoader: Compiling Internal Space 'Squad/Props/switchWithGuards/prop/switchWithGuards'[/U] [LOG 10:17:54.217] PartLoader: Compiling Internal Space 'Squad/Props/throttle/prop/throttle' [LOG 10:17:54.219] PartLoader: Compiling Internal Space 'Squad/Props/VSI/prop/VSI' [LOG 10:17:54.222] PartLoader: Compiling Internal Space 'Squad/Spaces/crewCabinInternals/internal/crewCabinInternals' [LOG 10:17:54.228] PartLoader: Compiling Internal Space 'Squad/Spaces/cupolaInternal/internal/cupolaInternal' [LOG 10:17:54.246] PartLoader: Compiling Internal Space 'Squad/Spaces/GenericSpace1/internal/GenericSpace1' [LOG 10:17:54.247] PartLoader: Compiling Internal Space 'Squad/Spaces/GenericSpace3/internal/GenericSpace3' [LOG 10:17:54.250] PartLoader: Compiling Internal Space 'Squad/Spaces/landerCabinInternals/internal/landerCabinInternals' [LOG 10:17:54.253] PartLoader: Compiling Internal Space 'Squad/Spaces/landerCabinSmallInternal/internal/landerCabinSmallInternal' [LOG 10:17:54.264] PartLoader: Compiling Internal Space 'Squad/Spaces/mk1CockpitInternal/internal/mk1CockpitInternal' [LOG 10:17:54.270] PartLoader: Compiling Internal Space 'Squad/Spaces/mk1PodCockpit/internal/mk1PodCockpit' [LOG 10:17:54.275] PartLoader: Compiling Internal Space 'Squad/Spaces/PodCockpit/internal/PodCockpit' [LOG 10:17:58.556] AddonLoader: Instantiating addon 'EngineerToolbar' from assembly 'EngineerToolbar' [LOG 10:17:58.640] [WRN 10:18:00.561] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== [LOG 10:18:01.238] AddonLoader: Instantiating addon 'EngineerToolbar' from assembly 'EngineerToolbar' [LOG 10:18:02.600] AddonLoader: Instantiating addon 'KSPClock' from assembly 'KSPClock' [LOG 10:18:02.601] AddonLoader: Instantiating addon 'Modulefixer' from assembly 'Modulefixer' [LOG 10:18:02.602] AddonLoader: Instantiating addon 'CompatibilityChecker' from assembly 'Toolbar' [LOG 10:18:02.603] AddonLoader: Instantiating addon 'InstallChecker' from assembly 'Toolbar' [LOG 10:18:02.604] AddonLoader: Instantiating addon 'EngineerToolbar' from assembly 'EngineerToolbar' [LOG 10:18:02.604] AddonLoader: Instantiating addon 'CompatibilityChecker' from assembly 'MechJeb2' [LOG 10:18:02.605] AddonLoader: Instantiating addon 'InstallChecker' from assembly 'MechJeb2' [LOG 10:18:02.606] AddonLoader: Instantiating addon 'CompatibilityChecker' from assembly 'MissionController' [LOG 10:18:02.682] Parsing bool [LOG 10:18:02.683] Parsing string [LOG 10:18:02.683] Parsing rect [LOG 10:18:02.684] Parsing rect [LOG 10:18:02.701] [CompatibilityChecker] Running checker version 2 from 'aaa_Toolbar' [LOG 10:18:02.718] Attached dummy module to: tank250.15m3.800FM1 [LOG 10:18:02.718] Attached dummy module to: tank250.15m3.800FM2 [LOG 10:18:02.718] Attached dummy module to: tank250.15m3.801TFM1 [LOG 10:18:02.719] Attached dummy module to: tank250.15m3.801TFM2 [LOG 10:18:02.719] Attached dummy module to: tank250.15m3.804TFM1 [LOG 10:18:02.720] Attached dummy module to: tank250.15m3.804TFM2 [LOG 10:18:02.720] Attached dummy module to: tank250.22m3.800TFM1 [LOG 10:18:02.721] Attached dummy module to: tank250.22m3.800TFM2 [LOG 10:18:02.721] Attached dummy module to: tank250.22m3.804TFM1 [LOG 10:18:02.722] Attached dummy module to: tank250.22m3.804TFM2 [LOG 10:18:02.722] Attached dummy module to: tank375.35m3.804TFM1 [LOG 10:18:02.723] Attached dummy module to: tank375.35m3.804TFM2 [LOG 10:18:02.723] Attached dummy module to: tank375.35m3.804TFM3 [LOG 10:18:08.993] ScenarioTypes: List Created 3 scenario types loaded from 13 loaded assemblies. [WRN 10:18:08.994] [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER ===================== Hlavné podozrenie tak padá práve na tieto pluginy a knihovne - "niekde sa nedohodnú" s konfiguraÄÂnými súbormi dielcov obsiahnutými v KW alebo v KSP (koniec logu pri páde nezodpovedá skutoÄÂne posledným operáciám programu, log sa síce zapisuje celkom rýchlo, ale predsa len s intervalmi) Menej pravdepodobná možnosÃ…Â¥ je, že používaÅ¡ nejaký plugin na "vylepÅ¡enie" vzhľadu prvkov v kabíne... A koneÄÂne je tu aj tretia možnosÃ…Â¥ - málo RAM pre danú zostavu pluginov... ÄŒo robiÃ…Â¥ ÄÂalej ti asi veľmi neporadím - jedine skúsiÃ…Â¥ updatovaÃ…Â¥ na posledné verzie vÅ¡etky ostatné nainÅ¡talované pluginy. Prípadne vÅ¡etky pluginy vyhádzaÃ…Â¥ a zaÄÂaÃ…Â¥ pridávaÃ…Â¥ postupne späť - najprv tie bez DLL knižníc, potom tie s knižnicami - a po každom pridaní KSP pokusne spustiÃ…Â¥. A nezabudni odložiÃ…Â¥ Save do bezpeÄÂia! (Aj keÄ to tiež nemusí byÃ…Â¥ pre kerbíkov spása.)
  9. možné zdroj problémov: 1) nová verzia pluginu a stará verzia KSP 2) nová verzia KSP a stará verzia pluginu ÄŒo s tým? UpdatovaÃ…Â¥ KSP (cez steam, napríklad) a stiahnuÃ…Â¥ a zároveň nainÅ¡talovaÃ…Â¥ poslednú dostupnú verziu pluginu KW rocketry. Inak bod, kde dôjde k vypnutiu KSP nájdeÅ¡ v logu KSP.log (je v hlavnom adresári) - posledný riadok záznamu je obvykle "posledný dobrý", takže chyba nastáva až v nasledujúcom kroku - zistiÃ…Â¥, kde presne, je tak troÅ¡ku zložitejÅ¡ie, ale ak sem skopírujeÅ¡ posledné riadky logu, mohol by som sa na to pozrieÃ…Â¥ a porovnaÃ…Â¥ to so svojím logom - mne KW naÄÂíta bez problémov. Pri problémoch sa oplatí sledovaÃ…Â¥ aj nahrávciu obrazovku a postup "progressbar", dá sa tak získaÃ…Â¥ istá predstava, kde asi dochádza k chybe.
  10. Ďalší pokus - nájde sa tester? https://www.dropbox.com/s/790cooc83y72yg2/AlchemyTechnologies.rar
  11. my mistake - in https://www.dropbox.com/s/790cooc83y72yg2/AlchemyTechnologies.rar is missed texture file AlchemyTechnologies\Parts\diely\FuelTank0200\tank3.png (or tank3.mbm) try this one https://www.dropbox.com/s/m8k7612l1mav9rs/AlchemyTechnologies-ContainerTank.rar
  12. https://www.dropbox.com/s/790cooc83y72yg2/AlchemyTechnologies.rar
  13. Final version Kethane - The standard configuration of the fuel tank type ALW - white coat, color band. Water To avoid undesirable contamination of the water tank for clean water is strikingly different from fuel and other tanks. Cryogenic tanks Argon (liquid) Methane (liquid) Tritium (liquid) Helium-3 (liquid) Oxygen (liquid) Not on image: hydrogen, deuterium, helium, nitrogen, ammonium. Solid material tanks (metals and ist ore) Unexpected by-product for my plugins - cryogenic fuel tanks in almost the entire production range of sizes 375cm - 35; 71; 144m3 250cm - 62; 30; 30; 22m3 250cm - 4; 15; 15; 15m3 Container tanks ready for other authors.
  14. This is not yet the final color scheme. Rather, this is one of the stages of its preparation and tuning and debugging. Containers and tanks will be distributed approximately as follows: - Tank and tank container for water and kethane are definite color form. They will have a square and octagonal frames and without frames (such as fuel tank). - Container tanks for "dry material" such as metals and ore will only square frames - darker gray square frames and medium gray tank (not light gray as in the picture). So far I have prepared four types - aluminum, titanium, steel / iron, lithium (needed for fusion reactor) and of course "empty", without specifying. - Container tanks for dry and liquid waste will be slightly reworked textures and receive "red" square frame - "Cryogenic" tanks in frames and without frames, intended for liquid gases - hydrogen, deuterium, tritium, helium, helium-3, argon, oxygen, nitrogen, ammonia ...
  15. Raw metal (metal powder or granules or grits) and ore containerized tanks Kethane and Water tanks Waste tanks
  16. Finished parts, frames color "red"
  17. Do you mean something similar? Fast edit texture for X200-32 - http://i.imgur.com/7EwNFkY.png Code for X200-32 in double octogonal struts // --- asset parameters --- //-------------------------------------------------------------------------------------------------------- MODEL { model = Squad/Parts/FuelTank/fuelTank1-2/model texture = model000 , AlchemyTechnologies/Parts/diely/model000A // <- this is texture http://i.imgur.com/7EwNFkY.png position = 0,0,0 scale = 1.0, 1.0, 1.0 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutOcto/model position = 0.0, 0.885, 0.0 scale = 4.745, 7.321, 4.745 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/strutOcto/model // texture = model000 , AlchemyTechnologies/Parts/diely/trussOcto/model000B position = 0.0, -0.885, 0.0 scale = 4.745, 7.321, 4.745 rotation = 0, 0, 0 } code for ALW-CT125-220E // --- asset parameters --- //-------------------------------------------------------------------------------------------------------- MODEL { model= Squad/Parts/FuelTank/fuelTankSmall/model // texture = tank3 , AlchemyTechnologies/Parts/diely/FuelTank0200/model000B // texture = tank3_n , AlchemyTechnologies/Parts/diely/FuelTank0200/model00_n position = 0,0,0 scale = 1.27,1.421,1.27 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutOcto/model // texture = model000 , AlchemyTechnologies/Parts/diely/trussOcto/model000B position = 0.0, 0.0, 0.0 scale = 2.075, 4.585, 2.075 rotation = 0, 0, 0 } //-------------------------------------------------------------------------------------------------------- // --- node definitions --- node_stack_top = 0, 0.627083, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.627083, 0, 0, 1, 0, 1 node_attach = 0.6, 0, 0, 1, 0, 0, 1 rescaleFactor = 1 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 code for ALW-CT250-950E MODEL { model= Squad/Parts/FuelTank/fuelTankSmall/model // texture = tank3 , AlchemyTechnologies/Parts/diely/FuelTank0200/model000B // texture = tank3_n , AlchemyTechnologies/Parts/diely/FuelTank0200/model00_n position = 0,0,0 scale = 2.54, 1.421, 2.54 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutOcto/model // texture = model000 , AlchemyTechnologies/Parts/diely/trussOcto/model000B position = 0.0, 0.0, 0.0 scale = 4.125, 4.585, 4.125 rotation = 0, 0, 0 } // --- node definitions --- node_stack_top = 0, 0.627083, 0, 0, 1, 0, 2 node_stack_bottom = 0, -0.627083, 0, 0, 1, 0, 2 node_attach = 1.25, 0, 0, 1, 0, 0, 2 rescaleFactor = 1 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 "Code" block you can use as necessary
  18. My attempt to create something similar to FL-T100 - FL-T200 connected to Octogonal strut. Octogonal strut flange is too wide, so, Octogonal strut must be only "external". Additional experiments with Octogonal strut .... containerized tanks 800 and 3000 containerized tanks 220 (good) and 950 (not very good)
  19. ALW-FTB-250-950F is resized and retextured from fuel tank FL-T100 - so, "reinforcement" is directly part of original model. But FL-T100 is "flat" and rescaled to scale FL-T800 not look very good - its looks similar as ALW-FTB-0625-65F on first image. The "flanges" are far too large.
  20. One quick attempt - containerized tanks for bulk material (such as ore, minerals, raw metal ...) - standard FLT800 with an external support construction Problem - the containers have the same nodes as the tanka, this causing some problems for horizontal placement. Are suitable only for vertical placement
  21. hi. I have ready various sized "resource" tanks for my plugin. In new version of plugin, tanks are resized to an "modular system" with FL-T800 as "base module". So, smaller tanks are not in size of FL-T200, but little bigger - with volume of 220 fuel unit and its height is exactly 1/3 height of FL-T800. Small sized tanks Medium sized tanks (mostly for SCRAMJet) Big sized tanks Create an new textures should be not a problem. The question is (for me) rather "color coding" for different contents of tanks and actual tanks volume / content depending on the density of the stored material. and second thought / idea - the fuel tank is designed for "liquids" and for rockets as "flying things". For an "bulk materials" and for ground transports and manipulation would be suitable tank although similar, but nonetheless visually different - for example, with an "protective frame".
  22. It probably occurs in each type of parts, if it contains three or more blocks RESOURCE and there is no block MODULE. If the MODULE block (any sort) is present, the error does not occur.
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