jlcarneiro Posted November 19, 2015 Share Posted November 19, 2015 [quote name='Kerbas_ad_astra']You will need to manually scale the node sizes as well (adjusting rescaleFactor will do this automatically, but that's not an option for us). I.e. reduce their y-positions by half.[/QUOTE] You mean, in the @MODEL section? The y-position would be the second number? [CODE]+PART[RxMk1CargoBayS]:FINAL { @name = RxMk1CargoBayT //non-unity rescaleFactor and MODEL node are bad together. @rescaleFactor = 1.0 @MODEL { @scale = 0.2075,[COLOR="#FF0000"]0.10375[/COLOR],0.2075 } @entryCost = 3000 @cost = 550 @title = Mk1 Tiny Cargo Bay (0.625m) @description = A smaller version of the Mk1CargoBay for tiny cargos. Kerbals are not allowed inside it. Read the disclaimer on your ticket. @mass = 0.15 }[/CODE] Link to comment Share on other sites More sharing options...
jlcarneiro Posted November 20, 2015 Share Posted November 20, 2015 Nevermind, I think I got it right, this time. At least, it apparently works (despite some flickering on the stacknodes)... Can you check it, please? [CODE]+PART[RxMk1CargoBayS]:FINAL { @name = RxMk1CargoBayT //non-unity rescaleFactor and MODEL node are bad together. @rescaleFactor = 1.0 @MODEL { @scale = 0.2075,0.2075,0.2075 } // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z //Delete old nodes, because they're in a bad order. -node_stack_top2 = 0.00, 0.415, 0.00, 0.0, 1.0, 0.0, 1 -node_stack_bottom2 = 0.00, -0.415, 0.00, 0.0, -1.0, 0.0, 1 -node_stack_top = 0.00, 0.415, 0.00, 0.0, -1.0, 0.0, 1 -node_stack_bottom = 0.00, -0.415, 0.00, 0.0, 1.0, 0.0, 1 //Recreate nodes with proper order, also fixed orientation and placement. node_stack_top2 = 0.00, 0.2075, 0.00, 0.0, -1.0, 0.0, 1 node_stack_bottom2 = 0.00, -0.2075, 0.00, 0.0, 1.0, 0.0, 1 node_stack_top = 0.00, 0.2075, 0.00, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.00, -0.2075, 0.00, 0.0, -1.0, 0.0, 1 @entryCost = 2500 @cost = 400 @title = Mk0 Cargo Bay @description = A smaller version of the Mk1CargoBay for tiny cargos. Kerbals are not allowed inside it. Read the disclaimer on your ticket. @mass = 0.110 }[/CODE] Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted November 21, 2015 Share Posted November 21, 2015 To fix the flickering nodes, move the inner (top2 and bottom2) nodes "inward" just a bit, e.g. to +/- 0.1875. (Also, you should make their last numbers all 0 so that the balls are smaller.) Link to comment Share on other sites More sharing options...
jlcarneiro Posted November 22, 2015 Share Posted November 22, 2015 [quote name='Kerbas_ad_astra']To fix the flickering nodes, move the inner (top2 and bottom2) nodes "inward" just a bit, e.g. to +/- 0.1875. (Also, you should make their last numbers all 0 so that the balls are smaller.)[/QUOTE] Thanks! Link to comment Share on other sites More sharing options...
jlcarneiro Posted November 25, 2015 Share Posted November 25, 2015 Hey, Kerbas_ad_astra! Many thanks for your kind help, but have you seen this: [URL="http://forum.kerbalspaceprogram.com/threads/140532-Axial-Aerospace-Cargo-Bays-Mini-Mod%21"]Axial Aerospace Cargo Bays Mini Mod[/URL]? Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted December 13, 2015 Share Posted December 13, 2015 (edited) Alright, so I've finally put together a decent all-in-one package of an updated config (and a proper config for the size 0 bay -- which uses the same name as jlcarneiro's patch, so be careful) and DDS texture. I like the original interior better than the brownish interior of Master39's texture, while Master39's exterior color is closer to PorkJet's, so I made a hybrid. Download and enjoy! Version history and changelog 2015 12 12: "Initial" release. Fixes include: DDS texture Fixed scaling to avoid stock MODEL/rescaleFactor bug Drag cubes ModuleCargoBay for shielding contents Size 0 (0.625m) bay added Roadmap Nothing in particular -- just keeping it up-to-date. Credits Thanks to Talisar for the models, Roxette for the initial release, jlcarneiro for suggesting the Mk0 bay, and Master39 for the revised texture (I went back to the original interior rather than the gold/orange stuff, but the outside color looks much better). License (This release of) Mk 1 Cargo Bay is copyright 2015 Kerbas_ad_astra. Part configuration files, Module Manager patches, models, and textures are released under the CC-BY-SA 3.0 license (or any later version). Edited December 13, 2015 by Kerbas_ad_astra Link to comment Share on other sites More sharing options...
jlcarneiro Posted December 13, 2015 Share Posted December 13, 2015 (edited) Thanks, @Kerbas_ad_astra! I'm glad you made this all-in-one package. I think this is essential to make it easier to new users and to users with little free time. I prefer the brownish interior, but I'll give your hybrid a shot. EDIT: I agree, it looks more techy now! Edited December 13, 2015 by jlcarneiro Link to comment Share on other sites More sharing options...
Stone Blue Posted December 13, 2015 Share Posted December 13, 2015 @Kerbas_ad_astra, not to be a jerk, but wouldnt it be better to just make a new release thread for this, instead of having the new version/link buried on page 3? Good job keeping an old mod going, tho!... :thumbsup: Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted December 13, 2015 Share Posted December 13, 2015 16 minutes ago, Stone Blue said: @Kerbas_ad_astra, not to be a jerk, but wouldnt it be better to just make a new release thread for this, instead of having the new version/link buried on page 3? Good job keeping an old mod going, tho!... :thumbsup: No, I agree -- I should make a proper standalone thread. I'll get on that in the next couple of days. Glad you like the release! Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted December 15, 2015 Share Posted December 15, 2015 And done. The new thread is over here. Link to comment Share on other sites More sharing options...
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