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Everything posted by planeguy868
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[1.0.5] Gryphon textures for Procedural Fairings v1.4
planeguy868 replied to Ravenchant's topic in KSP1 Mod Releases
For comparison, what's your nose cone shape (the series of 4 numbers) for Soyuz? And what's your nose height ratio? I made my own Soyuz fairing a while back and just wanna see. These are my values. noseHeightRatio=2.1 noseConeShape=0.35, 0.0, 0.5, 0.0 Also, for those of you looking to make your own fairing shapes, use this site to get the series of 4 coordinates you need to make the shape. -
Perhaps Beale could include provisions (separate the sloped section) so we could make the ETS Europa...
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So far, TMA isn't coming out very well. The textures look far worse compared to the old TMA. It's not going to be as simple as a "copy-paste" job as I thought.
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Not the biggest fan of the superfluous stripes and such on the body, particularly on the top of the first stage. Honestly, I think Proton could be a bit lighter in color, and have more contrast in bricks, but I don't think it needs stripes. On another note, I've started working on TMA! It's not too hard, since I'm largely copy-pasting from my old .psd files, but I'm looking to make it look even nicer. Progress-TMA will be totally unchanged, since Beale did not remodel the Progress parts.
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*celabratory dancing* A new Soyuz! Once I get the .psd for the new parts, I'll set to work on TMA yet again! EDIT: Beale added the psds to the Repo, so consider the new Tantares TMA underway!
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I know your main focus is on revamping the Soyuz itself, but for a while now I've been bugged by the Soyuz solar panels; specifically how they fold up. IRL the panels on Soyuz would fold up, not in a straight "accordion" shape like they do with the existing parts, but in a two part accordion that folds flush with the hull of the spacecraft. This is a good depiction of what the panels look like folded and extended. is a video from old KSP showing more Soyuz panels. The deployment is very different, and how they are stowed will also be very different.It might be tough to tell which way the panels will face when deployed for some, but to me it's simple. The face with the solar cell "outward" is the "up" side, the the side with the support structure and panel backing is the "down" side. Bobcat has already done it with his Soyuz, and MrTheBull has also done something identical with his PPTS. However, it would be a lot of work I assume, and would entail fully remodeling and reanimating the Soyuz panels, and would possibly render the 1x2 panels unable to be built. But, it'd make the in-fairing profile of Soyuz a lot smaller, solving a bit of its size issue compared to TLV, it'd look cooler (a biggie), and while Tantares isn't intended towards realism, and considering you introduced a new scale of docking port to make Tantares more accurate with the real deal, it might not be a bad idea to look into updating the Soyuz solar panels in the future. /rant It's an issue with TweakScale and Tweakable Everything sometimes. Do you (the guy with the errors) have TweakableEverything installed?
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Noooooooooo! Oh well, shouldnt be too hard to do it as long as I get the PSD. If you want, send the texture my way once you've settled on mapping for parts, and I can try and get TMA released at the same time or soon after the Tantares update! Once this update goes out, I can also try my hand at Shenzou and Tiangong textures.
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It could be that the game doesn't allow 2 nodes to occupy the same location.
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Node orientation issue in 1.0.2' date=' but it should be fixed with the current Tantares. Not sure what's going on. Also, I fixed the rescale issue with the HAMAL probe core with my TMA part, so you should all redownload. Add a line that says rescaleFactor = 1 to the basic Tantares config for the HAMAL probe core without heatshield. TMA with the rescale fix.
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Yup, it worked! Never planned on adding TAC compatibility. TMA is first and foremost a mod I made to use myself. I don't play with TAC, thus I didn't update the TAC config to include TMA. Maybe I'll get to it eventually, but most likely not. If you want to add it yourself, edit the TAC modulemanager config provided in base Tantares, copy the sections for the Tantares and Hamal command pods (or whatever else TAC applies to that's Tantares or Hamal), then change the part names to the TMA ones, which you get by opening the configs of the TMA parts you downloaded. On a happier note, Tantares TMA+Fairings 0.3! I fixed the darkening bug (I think).
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Eh, didn't work. They still turn black.
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The black pods might be because I tried to remove the darkening effect on reentry, because I really hate it. Beale, how exactly do I modify the config to keep it from going black? Any other texture issues? If so, I'll just go back to TGA. Once I get to the bottom of that, I'll release 0.3 later today.
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Tantares TMA+Fairings 0.2 Finally, I got around to updating this pack. Sorry for being so late, I've been dealing with a lot of stuff on the personal side of things, and my family decided to get a puppy. As cute as he is, he's quite time consuming! Of course, pictures of the offending mutt will be forthcoming. No big additions for this pack; I merely updated the configs to Tantares 26 versions, fixed the node issues with the fairing parts, and changed all the textures to .dds. They should work fine with the new KSP (apologies again, I'm not running 1.0 due to weird issues where it performs worse than 0.90 on my computer), but I'll try to fix any typos or bugs tomorrow if you guys point them out. I also removed CARV and Dragon for the time being, the textures were kinda slapped together and were generally crappy stand-ins for the real things. The old versions should work in 1.0.2 with some config editing, if I feel like it, I'll update and post 'em here. linky link for linking to links
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Stuff on my end still hasn't quieted down yet, so unfortunately Tantares TMA is delayed again. I'm working on it right now, so hopefully I'll get it out relatively soon. Just sorting out what .dds format I should be converting to, and rebalancing Dragon and CARV. I actually still don't run 1.0.anything because I'm still experiencing craptons of bugs in my install and with the mods I use (also my Angara doesn't work, and I'm still getting worse performance with the game), but I can still keep TMA up to date for the new KSP.
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Alright, since my personal stuff is at least somewhat sorted out, I can come back to KSP! Still not a huge amount of time since I start work on Monday, and still have to unpack everything from my dorm, but expect a Tantares TMA/Cargo Pack update this weekend. Two questions: 1) Has anyone else experienced an issue with the Procedural Fairings parts in 0.90 where they appear white in the VAB part icons, but are fine when you actually place them, except for a lack of the stock texture (checking output.log reveals that fairing1.tga had a texture load error, don't know why)? 2) What else do you want to see retextured? Shenzou? PPTS? Some fuel tanks?
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There is not. Beale has no plans to make one. However, TweakScale plus TantaresLV and ABLaunchers can make a great Angara replica.
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More parts! Fantastic job with the rocket! However, I think the textures look too "muddy" and dirty, even for stock (which even then I'm not a huge fan of due to the "cobbled-together" asthetic). The long tank looks great, just the short one and the engine shrouds for first and second stage motors look too dirtied up for my taste, and possibly even for stock. If you compare to the stock fairings, the rocket itself looks a lot dirtier, so that might be something to look into for later releases.
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Hi, TMA guy here. Wrapped up finals week and I'm back home, but some personal stuff happened that will likely delay the TMA update. I've confirmed that textures still work in 1.0, just the parts have a node orientation issue (alt f12 menu has an option to fix), and the pods kind of don't have heatshields. Long story short, it's technically useable but not really, and personal stuff happened that will likely delay me releasing an update. BUT AN UPDATE WILL COME.
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I agree with what others have said, maybe it's a bit OP in terms of thrust. Cutting thrust will increase burn time too, so the SRBs don't burn out in under a minute. Payload-capacity wise, It's good to LKO with a small upper stage (20 tons to LKO matches IRL specs), but to stationary orbit it doesn't quite have enough to get 7 or so tons there, so maybe a slight boost to the dV of the first stage is in order. I don't know if you have a second stage planned, but having a thin, Tantares/stock colored 3.75m (and rescaleable) fuel tank would fill in that final "gap" in terms of tank lengths in the mod, and might not be a bad idea if you're up for the work. The rocket nerd in me cringed a little when someone suggested putting a Blok D on top of Ariane!
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ATM I am running KSP 0.90 until the 1.0 bugs get ironed out, and all the mods I use get updated to 1.0. This may complicate debugging, but I can confirm that until today, this issue did not exist. However, I ran into a new issue today with Procedural Fairings 3.11; fairing1.tga does not load. It's not a huge issue for me, as I'm running a separate FStextureSwitch2 config with modulemanager to allow me to change between fairing textures (if fairing1.tga is in the MM config it won't load either). As a result, the thumbnails in the VAB for the parts are untextured, but due to the texture switching config, things work fine. If the MM config references any specific texture already mentioned in the base fairing part configs, i.e. fairing1.tga, the same error will appear, and the texture will not appear in FStextureswitch. However, the other textures will load properly. Attached is an example config for PF (I am running several custom fairing shapes as well) that I use, as well as the MM config I use to add Texture Switch functionality. There have been no issues with this before today. I'm stumped as to what this may be. It may have appeared in Procedural Fairings before, with one other user, but there was no response to his question and it was never resolved. I will provide additional information if requested. This is the output.log line in question Texture load error in 'C:\Users\D\Documents\Gaming\Kerbal Space Program\GameData\ProceduralFairings\fairing1.tga' These are all plugin mods that I use Toolbar 1.7.8 Contract Configurator 0.7.15 Crew Manifest 0.5.10.0 CrossFeedEnablercross 3.2 Deadly Reentry 6.4.0 DMagic Orbital Science 1.0 Firespitter (unsure of version, included with MKS) Habitat Pack 0.4 KER 1.0.15.2 KJR 3.1.2 Hyperedit 1.3 KM Gimbal 2.2 (I believe) MechJeb 2.4.2 ModuleRCSFX 3.0 NavyFish Docking Port Alignment Indicator 6.1 Near Future Electrical 0.3.1 Near Future Propulsion 0.4.0 Near Future Solar 0.4.0 PlanetShine 0.2.2.3 PreciseNode 1.1.2 [B]Procedural Fairings 3.11[/B] RealChute 1.3.1 RemoteTech 1.6.3 SmokeScreen 2.5.3 StockBugFix Modules 0.1.7d [B]StockDragFix 1.1 (My most recent install, yesterday. Removing it still results in the texture bug)[/B] ToadicusTools (no version known, 0.90 compat) Kerbal Alarm Clock 3.2.4.0 Tweakable Everything (minus TweakableReactionWheels) 1.8 TweakScale 1.50 UbioWelding 2.1.1 Virgin Kalactic 1.6.1.1 EVAManager (unsure of version) Modulefixer (unsure of version) ModuleManager 2.5.13 Image of my Procedural Fairings folder and all contained files Output.log MM Config for Texture Switching Fairing config example