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Eagleshift

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  1. Nah, I'll take credits on my own mods (if I finally manage to beat that beast named Unwrapping...), I'm just allowing a little more people to discover the mod, and I needed to integrate it to use the package manager, I was too lazy to install it separately !
  2. Regarding the new CKAN project (a package manager for KSP), I took the liberty of creating some metadata file for this mod, as it isn't listed (yet). Don't worry, it just lists the name of the mod, your name, where to download it and bits like the license and a short description. Most of it is pulled (automatically) from Kerbal Stuff. Before requesting that my metadata be pulled to the main repository, I'd like to ask you if you approve that. I won't take any credit from it and only do it so that people who use the new package manager can view your mod easily You can review the file on github : https://github.com/eagleshift/NetKAN/blob/master/NetKAN/Tantares.netkan It's ready to go, just waiting for your validation !
  3. Regarding the new CKAN project (a package manager for KSP), I took the liberty of creating some metadata file for this mod, as it isn't listed (yet). Don't worry, it just lists the name of the mod, your name, where to download it and bits like the license and a short description. Most of it is pulled (automatically) from Kerbal Stuff. Before requesting that my metadata be pulled to the main repository, I'd like to ask you if you approve that. I won't take any credit from it and only do it so that people who use the new package manager can view your mod easily You can review the file : { "spec_version" : 1, "name" : "FTmN Atomic Rockets", "identifier" : "ftmn_new", "$kref" : "#/ckan/kerbalstuff/339", "author" : "Kommitz", "abstract" : "Nuclear Thermal Engines balanced differently to the LV-N, offering improvements in TWR but a reduction in Isp.", "license" : "restricted", "release_status" : "stable", "ksp_version_min": "0.25", "resources" : { "homepage" : "http://forum.kerbalspaceprogram.com/threads/26286", "kerbalstuff" : "https://kerbalstuff.com/mod/339" }, "depends" : [ ], "suggests" : [ { "name" : "CommunityTechTree" } ], "install" : [ { "file" : "GameData/ftmn_new", "install_to" : "GameData" } ], "x_maintained_by": "eagleshift" } It's ready to go, just waiting for your validation !
  4. The new Cygnus looks great, and the texture sharing makes it even sexier ! Less textures, meaning that even if Tantares is becomes a larger pack, the performance impact will be minimal, way to go ! As the Shenzhou OM was designed for autonomous operations, it could fill a new niche, leaving it in orbit as a small building brick for a space station early in the techtree, as a lifeboat or whatever. The Tantares spacecraft could be more modular that way. And another little thing I'm anticipating, a LES for the TKS/VA (as I've got an idea on how to integrate it with Procedural Fairings to make sweet-sweet fairings for it). I don't think I need to say it, but I'm highly anticipating the next release , if you need any help on the integration, just drop me a PM, I'll work it out as fast as I can !
  5. UV map sharing between parts ! Reduce the overall number of textures to load even faster (even if it's mostly irrevelent when using DDS loader, but eh, not everybody does that). And a small advice to further reduce the size of the UV maps : look at the hatch, it's the same over some modules, you could make it a separate model, and use the MODEL {} system in the cfg files, with would reduce the size of the models and the number of loaded models (as this hatch could be used by all the Vega and the TKS models). I don't imply that Tantares needs an optimization pass, but thinking about the future, you could squeeze even moar parts in the pack without impacting performance.
  6. No need to thank me, you're the one making the mod the way it is ! I'm just attempting to streamline external mod integration so that you don't have to deal with multiple configurations and mechanisms so that you can focus on ravishing us with more sweet crafts/stockalike gameplay (having a stockalike savefile, ie. no more than parts packs, your mod is a must-have). If you need more help to dedicate your time to modelling/texturing, and playing (as mod makers usually sacrifice their play-time), just ask me ! Also, I'll check out what happens if MM isn't installed, didn't think of that use case (even though MM allows for DLL redistribution, and most players have it installed anyway). If I fool around with configurations, I should be the one worrying about that ! Dealing with it tommorrow, and with the remaining configs too. :3
  7. Just a quick preview of what the part.cfg files would look like if given the treatment I'm planning for them :evillook: // **************************************************************************** // Tantares/Parts/TKS/Alnair_Crew_A/part.cfg  ALN Descent Capsule // // Dependencies (optional) : // - Deadly Reentry (~> 6.2.1) // - Raster Prop Monitor (~> 0.18.3) // - TAC Life Support (~> 0.10.1) // - Snacks! (~> 0.3.2) // - Connected Living Space (~> 1.0.11.0) // - Kerbal Attachment System (~> 0.4.9) // - Dang It! (~> Alpha 4.4) // **************************************************************************** PART { // Stock config ============================================================= // General parameters ------------------------------------------------------- name = Alnair_Crew_A module = Part author = Beale // Model & texture ---------------------------------------------------------- MODEL { model = Tantares/Parts/TKS/Alnair_Crew_A/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 } rescaleFactor = 1.25 // Node & attachment definition --------------------------------------------- node_stack_bottom = 0.0, -0.2325, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.2325, 0.0, 0.0, 1.0, 0.0, 1 attachRules = 1,0,1,1,0 // TechTree integration ----------------------------------------------------- TechRequired = specializedControl entryCost = 2400 // Editor parameters -------------------------------------------------------- category = Pods subcategory = 0 cost = 2400 title = ALN Descent Capsule manufacturer = A-L-N-A-I-R description = It looks a bit small, but this capsule will hold three Kerbals. // Part specifications ------------------------------------------------------ mass = 1.6 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 45 maxTemp = 3400 CoMOffset = 0, -0.23, 0 vesselType = Ship CrewCapacity = 3 // Internals ---------------------------------------------------------------- INTERNAL { name = Alnair_Crew_A_Interior_Basic } // Stock modules ------------------------------------------------------------ MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 1 YawTorque = 1 RollTorque = 1 RESOURCE { name = ElectricCharge rate = 0.250 } } 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 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = FlagDecal textureQuadName = flagDecal } // Stock resources ---------------------------------------------------------- RESOURCE { name = ElectricCharge amount = 150 maxAmount = 150 } RESOURCE { name = MonoPropellant amount = 30 maxAmount = 30 } // Module Manager configs =================================================== // Raster Prop Monitor ------------------------------------------------------ INTERNAL:NEEDS[RasterPropMonitor] { name = Alnair_Crew_A_Interior } MODULE:NEEDS[RasterPropMonitor] { name = RasterPropMonitorComputer } // Deadly Reentry ----------------------------------------------------------- maxTemp:NEEDS[DeadlyReentry] = 1700 MODULE:NEEDS[DeadlyReentry] { name = ModuleHeatShield direction = 0, -1, 0 reflective = 0.05 ablative = AblativeShielding loss { key = 650 0 0 0 key = 1000 64 0 0 key = 3000 80 0 0 } dissipation { key = 300 0 0 0 key = 500 180 0 0 } } RESOURCE:NEEDS[DeadlyReentry] { name = AblativeShielding amount = 250 maxAmount = 250 } // TAC Life Support --------------------------------------------------------- description:NEEDS[TacLifeSupport] = It looks a bit small, but this capsule will hold three Kerbals. Includes life support supplies to support 3 kerbals for 10 days. MODULE:NEEDS[TacLifeSupport] { name = LifeSupportModule } RESOURCE:NEEDS[TacLifeSupport] { name = Oxygen amount = 1110.372330 maxAmount = 1110.372330 isTweakable = true } RESOURCE:NEEDS[TacLifeSupport] { name = Water amount = 7.249875 maxAmount = 7.249875 isTweakable = true } RESOURCE:NEEDS[TacLifeSupport] { name = Food amount = 10.968750 maxAmount = 10.968750 isTweakable = true } RESOURCE:NEEDS[TacLifeSupport] { name = ElectricCharge amount = 1500 maxAmount = 1500 } // Snacks! ------------------------------------------------------------------ RESOURCE:NEEDS[Snacks] { name = Snacks amount = 0 maxAmount = 15 } // Connected Living Space --------------------------------------------------- MODULE:NEEDS[ConnectedLivingSpace] { name = ModuleConnectedLivingSpace passable = true } // Kerbal Attachment System ------------------------------------------------- MODULE:NEEDS[KAS] { name = KASModuleContainer maxSize = 25 } // Dang It! ----------------------------------------------------------------- // new cost = base cost + (63*SpareParts) cost:NEEDS[DangIt] = 3030 MODULE:NEEDS[DangIt] { name = ModuleSparesContainer } RESOURCE:NEEDS[DangIt] { name = SpareParts amount = 0 maxAmount = 10 } } I took the liberty of reformatting them and to use the MODEL{} blocks to call for models/texture, facilitating future texture/mesh reuse, tell me if anything doesn't fit your views for the mod (and check out those sweet conditional MODULE/RESOURCE definitions, it'd introduce ModuleManager dependency, but as it is a single lightweight bulletproof DLL used by nearly all mods, I figured it would not bother you ). I'm working on a branch on my repo to reflect those changes. This way, no moar MM patches files would be needed to allow for mod compatibility ! (and so far, everything works as intended, I've already converted most of the TKS/ALNAIR parts to that new format, and I guess I won't be doing much more tonight, it's getting late and I've worked late on the configs fot the 2 last nights...) And about the Vulkan and the Amur-5, I already built them using Bobcat's Soviet Engines and Procedural Parts, but dedicated parts would be awesome ! Coming from you, they would be stockalike, which is even awesomer (yup, I totally made up that word). Even balanced with scaled real-world numbers and using KIDS, my Vulkan can send to orbit a complex composed of an upgraded TKS, 2 inflatable habitats and a Duna-ascent capable lander in a single launch, with the last stage able to send me on a Duna intercept trajectory. That how much overpowered and useful it is ("Cost-efficiency ? Bah, my rocket is bigger and has moar booster, komrade !")
  8. EDIT: Nevermind, the problem was coming from another MM patch, should've looked further into it :3 Leaving the code below for archives, as I've got another question : in the case of the config below, is it possible to add a :BEFORE[] or :AFTER[] selector after the :NEEDS[] selector ? I can't understand if we can use the :NEEDS[<modname>] in initial part configs (as perthis wiki entry on github), and to what extent. I'm trying to integrate mods right in the configs of the Tantares pack. Let me give you an example of what I currently have : // **************************************************************************** // Tantares/Parts/TKS/Alnair_Crew_A/part.cfg  ALN Descent Capsule // // Dependencies (optional) : // - TAC Life Support (~> 0.10.1) // - Connected Living Space (~> 1.0.11.0) // - Kerbal Attachment System (~> 0.4.9) // **************************************************************************** PART { // Stock config ============================================================= // General parameters ------------------------------------------------------- name = Alnair_Crew_A module = Part author = Tantares // Model & texture ---------------------------------------------------------- MODEL { model = Tantares/Parts/TKS/Alnair_Crew_A/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 //texture = Alnair_Crew_A_psd, Tantares/Parts/TKS/Alnair_Crew_A/Alnair_Crew_A_psd } rescaleFactor = 1.25 // Node & attachment definition --------------------------------------------- node_stack_bottom = 0.0, -0.2325, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.2325, 0.0, 0.0, 1.0, 0.0, 1 attachRules = 1,0,1,1,0 // TechTree integration ----------------------------------------------------- TechRequired = specializedControl entryCost = 2400 // Editor parameters -------------------------------------------------------- category = Pods subcategory = 0 cost = 2400 title = ALN Descent Capsule manufacturer = A-L-N-A-I-R description = It looks a bit small, but this capsule will hold three Kerbals. // Part specifications ------------------------------------------------------ mass = 1.6 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 45 maxTemp = 3400 CoMOffset = 0, -0.23, 0 vesselType = Ship CrewCapacity = 3 // Internals ---------------------------------------------------------------- INTERNAL { name = Alnair_Crew_A_Interior_Basic } // Stock modules ------------------------------------------------------------ MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 1 YawTorque = 1 RollTorque = 1 RESOURCE { name = ElectricCharge rate = 0.250 } } 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 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = FlagDecal textureQuadName = flagDecal } // Stock resources ---------------------------------------------------------- RESOURCE:NEEDS[!TacLifeSupport] { name = ElectricCharge amount = 50 maxAmount = 50 } RESOURCE { name = MonoPropellant amount = 30 maxAmount = 30 } // Module Manager configs =================================================== // TAC Life Support --------------------------------------------------------- description:NEEDS[TacLifeSupport] = It looks a bit small, but this capsule will hold three Kerbals. Includes life support supplies to support 3 kerbals for 10 days. MODULE:NEEDS[TacLifeSupport] { name = LifeSupportModule } RESOURCE:NEEDS[TacLifeSupport] { name = Oxygen amount = 1110.372330 maxAmount = 1110.372330 isTweakable = true } RESOURCE:NEEDS[TacLifeSupport] { name = Water amount = 7.249875 maxAmount = 7.249875 isTweakable = true } RESOURCE:NEEDS[TacLifeSupport] { name = Food amount = 10.968750 maxAmount = 10.968750 isTweakable = true } RESOURCE:NEEDS[TacLifeSupport] { name = ElectricCharge amount = 1500 maxAmount = 1500 } // Connected Living Space --------------------------------------------------- MODULE:NEEDS[ConnectedLivingSpace] { name = ModuleConnectedLivingSpace passable = true } // Kerbal Attachment System ------------------------------------------------- MODULE:NEEDS[KAS] { name = KASModuleContainer maxSize = 25 } } For some reason, the MODULEs and RESOURCEs defined with :NEEDS[] selectors don't apply to the part. Am I doing something terribly wrong, or do I just don't understand what can be done ?
  9. The package I posted is a collection of patches, but skimming through the documentation of Module Manager, I found out I can integrate the patches RIGHT IN THE INITIAL PART CONFIG. After you've reviewed the numbers and the balance, would it be possible that I try to integrate that on my own (i.e. writing new part configs) to test this out, then get back to you ? Also, if anybody wants to see support for a mod, just tell it, I'll do what I can ! The more Tantares is compatible and integated with other mods, the more people will be able to use it seamlessly
  10. Finally, after many adventures with the likes of GitHub and the kitten-who-erased-everything-by-stepping-on-the-keyboard, I can finally release the first version of my Tantares reconfigs. E.T.R.O Eagleshift's Tantares Rebalance Overhaul (a.k.a. quite a pompous name for a set of config files) This package is a compilation of Module Manager config files to add support for various popular mods, it's a WIP, and any input would gladly be accepted, provided it's useful. Currently supported mods TAC Life Support Connected Living Space Kerbal Attachment System Also, added some little tweaks to batteries, engines, and a fix to remove the integrated decoupler on the top of the Alnair capsule, which messed with MechJeb ÃŽâ€v calculations. Tweaks and integration were made by crunching-numbers from actual mod-specific values, calculating the volume of spacecrafts/parts, and throw in some arbitrary constants that looked good (using this set of spreadsheets); but if anything bugs you, you can still ask for it to be changed, with if possible some numbers to support you claim. I also accept request for mods I should support, and Beale, if you want to integrate the configs as-is, I'd gladly adapt them, just drop me a PM ! Please be aware this is a pre-release quality version, even though I tested it (which took me far more time than I thought, but allowed me to catch some bug and inconsistencies), this might break you save, summon the space kraken or even make you rockets try to learn salsa and, obviously, as rockets should learn tango instead, enter rapid unplanned disassembly phases. Or none of that, depend. Download release v0.1.0GitHub repository (source) What's next ? Dynamic texture changing using Firespitter Other life support mods ? Dang It! support (If I can finally understand how to make it work) Engine Ignitor support Adding support for the launcher, the Libra and the FOBOS (This list isn't ordered at all, I'll tackle any bugs that would show up before adding something to the configs) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Also, I included an up-to-date version of Module Manager by Sarbian, check the forum thread for more information and license !
  11. Looking great, as usual ! Does this new version includes tubes of Borscht and vodka in the IVA ? (I'm not done working the config and too tired not to make 3 errors per line, so no release tonight, sorry everybody :3)
  12. A quick update on the config overhaul progress... Thanks for the zip, helped me check some little adjustements and decisions I've made when I balanced the whole thing ! However, work got in the way today, so I resumed progress on this only a few minutes ago. I truly hope I'll be able to release a version and update the repo tonight, and then I'll start working on dynamic texture switch with Firespitter. So, for the first release, expect it soonâ„¢
  13. Ãœþûþôõцon the release Beale ! Already tested it, and working on updated configs with CLS integration, and possibly texture swapping using Firespitter, if the update version works and it doesn't take too long... I accidentaly blew up the whole repo of config, I'm working on making said configs (again). I won't post them tonight, but they might be ready by tomorrow afternoon (let's say 12-14 hours from now, I hope), sorry for the delay !
  14. Glad my CFG-edit skill were of use to you ! I've got no problem with my tweaks being integrated, perhaps my number-crunching could use some of your insight and be worked some more. I'm currently extending the tweaks to cover all the Tantares parts, and they'd need some modification to work as the default .CFGs, as they are designed to supersede yours. My apologies about the availability of the files, I accidentaly... the whole repo, and I'm in the process of modifiying the way the current patches are applied. Anyway, I'm available by PM if the need should arise. I'll set up my repository back and check everything with you !
  15. Finally managed to edit some configs to make them viable and not too heavy. Here is an imgur album with the stats of the resupply vehicles. I also added/edited configs for Modular Fuel Tanks, Dang It!, KAS and batteries, and got everything posted in a repository on github : eagleshift/MMConfigs (WARNING : those reconfigs are a WIP, use them at your own risk. They aren't supported by Beale, but by my at the moment. Any bug report concerning them shall be directed to me, until further notice, to unclutter this thread and let Beale breathe between his fast-paced releases !) I'm not quite sure about the numbers, crunched 'em using a spreadsheet, but I'm sure they could use some feedback Edit : I accidentaly blew the repo, working on restoring that...
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