Shadowmage Posted September 5, 2019 Author Share Posted September 5, 2019 On 9/3/2019 at 6:37 PM, xx_mortekai_xx said: The Raptor engine from the TundraExploration mod. It does not use ModulePartVariants. It looks to be a fairly normal engine config, but most of my experience has been 1.5.1 and older. I have never seen FXModuleLookAtConstraint before, but all the others I believe I have seen. The config is below, with my modifications below that. I havent gotten to getting the correct numbers for the cluster module, and have simply used the module from the LR81-8096 in your pack. PART { name = TE_18_BFS_SL_RAPTOR module = Part author = Damonvv MODEL { model = TundraExploration/Parts/GOJIRAII/TE_18_BFS_SL_RAPTOR } rescaleFactor = 1 node_stack_top = 0.0, 0.6502519, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.664, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = veryHeavyRocketry entryCost = 13000 cost = 9120 category = Engine subcategory = 0 title = RPTR-21 "Raptor" Engine manufacturer = Tundra Exploration description = This vacuum optimized engine is designed to be one of the best in class. Without these you probably won't get far. tags = cck-tundra falcon Raptor s0 engine BFS BFR SpaceX attachRules = 1,0,1,0,0 mass = 2.4 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 maxTemp = 2000 bulkheadProfiles = size0 // autoStrutMode = Grandparent EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 0.2 0.25 0 0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 0.5 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { name = flare modelName = TundraExploration/FX/rptrFlare transformName = thrustTransform emission = 0.0 0.0 emission = 0.3 0.15 emission = 1.0 1.0 speed = 0.3 0.2 speed = 1.0 1.0 energy = 0.2 0.4 energy = 1.0 1.0 } MODEL_MULTI_PARTICLE { name = shock modelName = TundraExploration/FX/rptrShock transformName = thrustTransform emission = 0.2 0.0 0 0 emission = 0.4 0.4 0 0 emission = 0.8 1.0 0 0 speed = 0.2 0.2 speed = 1.0 1.0 energy = 0.2 0.5 energy = 0.4 1.0 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 420 heatProduction = 350 fxOffset = 0, 0, 1.2 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 356 key = 1 330 key = 3 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 10.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleGimbal gimbalTransformName = gimbalTransform gimbalRange = 2 useGimbalResponseSpeed = true gimbalResponseSpeed = 10 } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = Pipe2 rotatorsName = Piston2 } CONSTRAINLOOKFX { targetName = Piston2 rotatorsName = Pipe2 } CONSTRAINLOOKFX { targetName = Pipe1 rotatorsName = Piston1 } CONSTRAINLOOKFX { targetName = Piston1 rotatorsName = Pipe1 } } MODULE { name = FXModuleThrottleEffects fxModuleNames = heatColor responseSpeed = 0.005 dependOnEngineState = True dependOnThrottle = True } MODULE { name = FXModuleThrottleEffects fxModuleNames = throttleColor responseSpeed = 1.0 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleColorChanger moduleID = heatColor animRate = 1 shaderProperty = _EmissiveColor toggleInEditor = false toggleInFlight = false redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0 key = 1 1 } } MODULE { name = ModuleColorChanger moduleID = throttleColor animRate = 1 shaderProperty = _EmissiveColor toggleInEditor = false toggleInFlight = false redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0 key = 1 1 } } } @PART[TE_18_BFS_SL_RAPTOR]:NEEDS[RealFuels,TundraExploration]:FOR[TundraExploration] //0.75 - L+ { @attachRules = 1,1,1,1,1 @MODULE[ModuleEnginesFX] { //@name = ModuleEnginesRF @maxThrust = 332.26 %powerEffectName = RaptorPlume %heatProduction = 69.91924082 !PROPELLANT[*],* {} PROPELLANT { name = LqdMethane ratio = 43.0255036406703 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = LqdOxygen ratio = 56.9744963593297 %ResourceFlowMode = STACK_PRIORITY_SEARCH } @atmosphereCurve { @key,0 = 0 355.63 @key,1 = 1 283.04 } } MODULE { name = SSTUModularEngineCluster engineModelName = TundraExploration/Parts/GOJIRAII/TE_18_BFS_SL_RAPTOR currentEngineLayoutName = Single engineSpacing = 0.65 engineHeight = 1.45290 engineYOffset = 0 engineScale = 1 partTopY = 0.6502519 smokeTransformName = smokepoint smokeTransformOffset = -1.75 diameterIncrement = 0.625 engineMountDiameter = 0.8 upperStageMounts = true lowerStageMounts = false } } Remove the MODEL node from the original config. SSTU adds the models through the SSTUModularEngineCluster PartModule, and if one already exists, the plugin won't touch it (hence why you end up with multiple models; the original model + the ones SSTU adds for the current configuration). Please let me know if that does not resolve the immediate issue (obv. there is more work to be done on the numeric/values config; but the above should solve your duplicate model issue). Quote Link to comment Share on other sites More sharing options...
xx_mortekai_xx Posted September 5, 2019 Share Posted September 5, 2019 Yeah I noticed the same thing last night, as per my post on the previous page. It does work after those changes. Thank you for the help. I do greatly appreciate it. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 5, 2019 Author Share Posted September 5, 2019 Just now, xx_mortekai_xx said: Yeah I noticed the same thing last night, as per my post on the previous page. It does work after those changes. Thank you for the help. I do greatly appreciate it. Ahh, indeed I hit the inspiration last night while laying in bed, and didn't read the other posts before replying. Glad you got it figured out The rest of the settings that will need to be changed are mostly model-geometry related, and aside from the 'height' (which needs to be exact) can all be approximated values. Quote Link to comment Share on other sites More sharing options...
xx_mortekai_xx Posted September 5, 2019 Share Posted September 5, 2019 Just now, Shadowmage said: Ahh, indeed I hit the inspiration last night while laying in bed, and didn't read the other posts before replying. Glad you got it figured out The rest of the settings that will need to be changed are mostly model-geometry related, and aside from the 'height' (which needs to be exact) can all be approximated values. Ok, cool. I tend to use procedural parts tanks to measure things in game, and that gets down to the thousandths of a meter. It has worked out pretty well so far. I pulled the top node info from the original engine config, though. I have some questions about...converting?...some other model's textures to use with TU, as I'm a big fan of the shaders, but I'll play around with that and get an idea of my limits of understanding before unpacking that. However, if you have a link to an existing tutorial that may help, that would be much appreciated. I must say, on the clustering module, that is a genius way of cutting part counts. And it is so well implemented. Again, thanks for the work, and for the help Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 5, 2019 Author Share Posted September 5, 2019 13 minutes ago, xx_mortekai_xx said: I have some questions about...converting?...some other model's textures to use with TU, as I'm a big fan of the shaders, but I'll play around with that and get an idea of my limits of understanding before unpacking that. However, if you have a link to an existing tutorial that may help, that would be much appreciated. TU tutorials/info: https://github.com/shadowmage45/TexturesUnlimited/wiki/Config-Documentation And some samples I was/am working through to convert stock parts to use recoloring: https://github.com/shadowmage45/STUCK I'm also working on helping another user convert some parts to use TU, so I'll try and re-use the tutorial/info that I'm putting together there, and post it up here/in the TU thread as well for general use. Quote Link to comment Share on other sites More sharing options...
xx_mortekai_xx Posted September 5, 2019 Share Posted September 5, 2019 6 minutes ago, Shadowmage said: TU tutorials/info: https://github.com/shadowmage45/TexturesUnlimited/wiki/Config-Documentation And some samples I was/am working through to convert stock parts to use recoloring: https://github.com/shadowmage45/STUCK I'm also working on helping another user convert some parts to use TU, so I'll try and re-use the tutorial/info that I'm putting together there, and post it up here/in the TU thread as well for general use. I think i love you. Thanks so much. Quote Link to comment Share on other sites More sharing options...
jinnantonix Posted September 8, 2019 Share Posted September 8, 2019 Artemis 7 - Lunar Surface Asset Delivery to Gateway Features SSTU components in the SLS Block 1B Cargo and lunar landers. Quote Link to comment Share on other sites More sharing options...
jinnantonix Posted September 8, 2019 Share Posted September 8, 2019 Artemis 8 - Airlock Module and Lunar Surface Asset Deployment 2028 SLS Block 1B Crew Artemis 8 Delivery of Airlock Module and lunar landing of crew and "Asset" The final mission in the Artemis program. This series could not have been done without SSTU. Quote Link to comment Share on other sites More sharing options...
ShaneCao Posted September 25, 2019 Share Posted September 25, 2019 It's so cool, but my computer can't carry it. Do you plan to localize and configure the version with low configuration? Or, I just want the rocket cockpit and the solar panel module, nothing else, which files can be deleted. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted September 25, 2019 Share Posted September 25, 2019 16 hours ago, ShaneCao said: It's so cool, but my computer can't carry it. Do you plan to localize and configure the version with low configuration? Or, I just want the rocket cockpit and the solar panel module, nothing else, which files can be deleted. They're all interconnected.... it's really not worth it to try to separate them. I did that awhile back but eventually gave up and just left the whole mod installed as is. Quote Link to comment Share on other sites More sharing options...
ShaneCao Posted September 28, 2019 Share Posted September 28, 2019 On 9/26/2019 at 4:53 AM, Starwaster said: They're all interconnected.... it's really not worth it to try to separate them. I did that awhile back but eventually gave up and just left the whole mod installed as is. Well, thank you.It seems that I can only delete some other mods. Quote Link to comment Share on other sites More sharing options...
Regan1tho Posted October 9, 2019 Share Posted October 9, 2019 Hi there I was wondering if the SC-C-HUS and SC-C-ICPS parts have been removed or missing. Or I'm I just doing something wrong. Thanks in advance for the help. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted October 9, 2019 Author Share Posted October 9, 2019 17 hours ago, Regan1tho said: Hi there I was wondering if the SC-C-HUS and SC-C-ICPS parts have been removed or missing. Or I'm I just doing something wrong. Thanks in advance for the help. Yes, they were both removed quite awhile ago. Their functionality can be replicated with the configurable MUS fuel tank (Modular Upper Stage). Quote Link to comment Share on other sites More sharing options...
Chandra Aerospace Posted October 12, 2019 Share Posted October 12, 2019 Is there a Way to disable part size limits? Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted October 13, 2019 Share Posted October 13, 2019 you can raise them in the config files Quote Link to comment Share on other sites More sharing options...
Chandra Aerospace Posted October 20, 2019 Share Posted October 20, 2019 @Shadowmage, All of the Realplume configs in Realplume.cfg Are legacy, Do you think you could update it? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted October 23, 2019 Author Share Posted October 23, 2019 On 10/20/2019 at 2:36 PM, IronKerbal said: @Shadowmage, All of the Realplume configs in Realplume.cfg Are legacy, Do you think you could update it? I thought I had just merged a PR that updated them to the newer system (a few weeks/months back..). I'll take a look though, but no promises, as it is a ton of work (and at this point I don't even know what needs to be done). In general news, it looks like I missed the release of 1.8 by over a week! Not sure how I missed it, but I'll be starting work on updates for all of my mods in the very near future. Hoping to wrap up a project at work this week which should (barring the next project dropping) give me a bit more headspace to concentrate on modding. Quote Link to comment Share on other sites More sharing options...
Tibozeboss Posted October 24, 2019 Share Posted October 24, 2019 21 hours ago, Shadowmage said: In general news, it looks like I missed the release of 1.8 by over a week! Not sure how I missed it, but I'll be starting work on updates for all of my mods in the very near future. Hoping to wrap up a project at work this week which should (barring the next project dropping) give me a bit more headspace to concentrate on modding. I'll be awaiting that update watch out for the new DDs formats and shaders (i pointed it there on another mod thread) Quote Link to comment Share on other sites More sharing options...
Chandra Aerospace Posted October 25, 2019 Share Posted October 25, 2019 (edited) I have noticed that some of the Merlin engines dont have a Vernier fxTransform, It would be Nice if you could update them to have the engines that dont have a Vernier fxTransform New Content ========================= It would Be awesome if you could post this amazing mod on ckan! Edited October 28, 2019 by IronKerbal More Content Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted October 30, 2019 Author Share Posted October 30, 2019 Sorry guys, still neck-deep in a major work project, so have had precisely zero time to devote to modding recently (and very little time for sleep/etc). Really hoping that it will be wrapped up soon (technically, I believe it is, at least my end of the project), but until all involved parties have finished and the leads signed off, I'm still being kept occupied. Should get the word sometime later this week unless some major new issues are uncovered during extended testing. Sadly, I haven't even been able to try out 1.8 yet. Hoping, truly hoping, that they did a good job on the DX11 update, and that I won't have to spend months fixing problems related to it. I should know more shortly after I'm able to start the update; shouldn't take long to see what is working/broken. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted October 30, 2019 Share Posted October 30, 2019 43 minutes ago, Shadowmage said: Sorry guys, still neck-deep in a major work project, so have had precisely zero time to devote to modding recently (and very little time for sleep/etc). Really hoping that it will be wrapped up soon (technically, I believe it is, at least my end of the project), but until all involved parties have finished and the leads signed off, I'm still being kept occupied. Should get the word sometime later this week unless some major new issues are uncovered during extended testing. Sadly, I haven't even been able to try out 1.8 yet. Hoping, truly hoping, that they did a good job on the DX11 update, and that I won't have to spend months fixing problems related to it. I should know more shortly after I'm able to start the update; shouldn't take long to see what is working/broken. The 1.8.1 hotfix is out now too, so in theory the major issues with 1.8 should have been addressed now. Quote Link to comment Share on other sites More sharing options...
Sleepy068 Posted October 31, 2019 Share Posted October 31, 2019 (edited) On 10/31/2019 at 2:42 AM, Shadowmage said: Sorry guys, still neck-deep in a major work project, so have had precisely zero time to devote to modding recently (and very little time for sleep/etc). Really hoping that it will be wrapped up soon (technically, I believe it is, at least my end of the project), but until all involved parties have finished and the leads signed off, I'm still being kept occupied. Should get the word sometime later this week unless some major new issues are uncovered during extended testing. Sadly, I haven't even been able to try out 1.8 yet. Hoping, truly hoping, that they did a good job on the DX11 update, and that I won't have to spend months fixing problems related to it. I should know more shortly after I'm able to start the update; shouldn't take long to see what is working/broken. You're doing amazing work bud so no rush, life and work have to come first. Really appreciate the update though, this mod absolutely makes the game for me. Love your work! Edited November 1, 2019 by Sleepy068 Grammar mistake Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted November 5, 2019 Author Share Posted November 5, 2019 Good news is that it sounds like my work project is wrapping up; I just got the word last night that I would not be having to get on a plane and fly out to the jobsite, as one of the other parties involved finally fixed all of their broken mess. Should be finishing off the project this week, and might actually get some breathing room in the next few weeks, possibly even enough for some modding efforts Still not making any promises, as there are still too many unknowns, but the prospects are looking much better today than they were yesterday; undoubtedly some progress. Quote Link to comment Share on other sites More sharing options...
Tibozeboss Posted November 7, 2019 Share Posted November 7, 2019 On 11/5/2019 at 4:41 PM, Shadowmage said: Good news is that it sounds like my work project is wrapping up; I just got the word last night that I would not be having to get on a plane and fly out to the jobsite, as one of the other parties involved finally fixed all of their broken mess. Should be finishing off the project this week, and might actually get some breathing room in the next few weeks, possibly even enough for some modding efforts Still not making any promises, as there are still too many unknowns, but the prospects are looking much better today than they were yesterday; undoubtedly some progress. Woohoo! Three cheers for Shadowmage! (seriously, though, take any time you need) Quote Link to comment Share on other sites More sharing options...
SpeedShot7 Posted November 9, 2019 Share Posted November 9, 2019 Is there any way I could modify the Orion Command Module config so that it can survive reentry in RO? Quote Link to comment Share on other sites More sharing options...
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