linuxgurugamer Posted June 7, 2019 Author Share Posted June 7, 2019 22 minutes ago, macenkodenis said: Understand. If it will be more useful - i can export from blender in many other filetypes. Like OBJ, 3DS, enc. Even in .mu, but ingame exportet right in .mu have no materials. Even that would be better, I could then see how they relate to other parts Quote Link to comment Share on other sites More sharing options...
macenkodenis Posted June 7, 2019 Share Posted June 7, 2019 (edited) 38 minutes ago, linuxgurugamer said: Even that would be better, I could then see how they relate to other parts There you are. https://drive.google.com/file/d/11Yk4cU7FZVMTT2Ml5KaR9azC51deBgFO/view?usp=sharing UPT: @linuxgurugamer , there is a CFG PART { // --- general parameters --- name = SXTOsualHullTailAdapterLarge module = Part author = Lack, macenkodenis // --- asset parameters --- MODEL { model = SXT/Parts/Aviation/Hull/Osaul/HullTailAdapter texture = mk2Fuselage , Squad/Parts/FuelTank/mk2FuselageLong/mk2Fuselage texture = model000 , Squad/Parts/Utility/mk3CargoBay/Mk3CargoBay } rescaleFactor = 1 scale = 1 // --- node definitions --- node_stack_top = 0.0, 3.75, 0.0, 0.0, 1.0, 0.0 , 3 //node_stack_top1 = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0 , 0 node_stack_bottom = 0.0, -3.75, 1.76125, 0, -1, 0 , 3 //node_stack_bottom2 = 0.0, -1.875, 0.0, 0, -1, 0 , 0 node_attach = 0.0, 0.0, -1.875, 0.0, 0.0, 1.0, 1 // --- editor parameters --- TechRequired = advConstruction entryCost = 2500 cost = 380 category = Payload subcategory = 0 title = #LOC.SXT_SXTOsualHullTailAdapterLarge_title // #SXTOsualHullLarge_title = M-Hull 3.75m 'Osaul' Cargo Bay Tail Adapter manufacturer = #LOC.SXT_SXTOsualHullTailAdapterLarge_manufacturer // #SXTOsualHullLarge_manufacturer = Probodobodyne Inc description = #LOC.SXT_SXTOsualHullTailAdapterLarge_description // #SXTOsualHullLarge_description = A specialised cargo bay adapter. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,1 // 1,1,1,1,0 // --- standard part parameters --- mass = 5 dragModelType = default // override maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 // 2 crashTolerance = 50 // 30 breakingForce = 300 // 6000 breakingTorque = 300 // 6000 maxTemp = 2700 // 3000 // Mk3 level -- reentry rated fuelCrossFeed = True explosionPotential = 0.1 bulkheadProfiles = size3, srf emissiveConstant = 0.87 // Mk3 level -- reentry rated tags = #LOC.SXT_SXTOsualHullLargeTailAdapter_tags // #SXTOsualHullLarge_tags = contain convey equipment freight hold hollow payload (stor transport utility MODULE { name = ModuleCargoBay // (check) //DeployModuleIndex = 0 //--Might throw an error // Threw an error "not an IScalarModule" closedPosition = 0 // 1 lookupRadius = 5.0 // 2.7 nodeOuterForeID = top nodeOuterAftID = bottom //nodeInnerForeID = top2 //nodeInnerAftID = bottom2 } } Edited June 7, 2019 by macenkodenis Quote Link to comment Share on other sites More sharing options...
LoadingTimeExpert Posted June 8, 2019 Share Posted June 8, 2019 For me, the two large wings(I forget the name, like, the really big ones? the FAT-5000 or something?) Are not lifting surfaces. they are just fuel tanks, and don't provide any lift. I don't know if this is already known, or a bug on my end. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 10, 2019 Author Share Posted June 10, 2019 On 6/8/2019 at 11:51 AM, williamhall531@gmail.com said: For me, the two large wings(I forget the name, like, the really big ones? the FAT-5000 or something?) Are not lifting surfaces. they are just fuel tanks, and don't provide any lift. I don't know if this is already known, or a bug on my end. Log file, and a list of installed mods, please Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 18, 2019 Author Share Posted June 18, 2019 New release, 0.3.28.2 Fixing TweakScale patches to prevent triggering the Fatal Alert from [#34](https://github.com/net-lisias-ksp/TweakScale/issues/34). Quote Link to comment Share on other sites More sharing options...
Lisias Posted June 18, 2019 Share Posted June 18, 2019 (edited) On 6/17/2019 at 9:01 PM, linuxgurugamer said: New release, 0.3.28.2 Fixing TweakScale patches to prevent triggering the Fatal Alert from [#34](https://github.com/net-lisias-ksp/TweakScale/issues/34). If the following parts are being scaled on a savegame, there's a patch to revert the fixes in a controlled and deterministic way to keep the ongoing savegames alive: SXTWingSmall (Mk0B Small Modular Wing) SXTWingLarge (FAT-460 Super-Lift Aeroplane Main Wing) SXTInlineAirIntake (XM-600 1.25m Air Intake) SXTOsaulNoseCockpitAn225 (Kn-225 "Osaul Payload" Cockpit) SXTOsualRadCockpit (Mk.P-Yavka Radial Cockpit) SXTtruckbox (Truck Box) I strongly advise to do not use the following patch on new savegames, the purpose of the patch is to allow you to keep playing your current savegames. This patch will make your vessels not compatible with future releases of the Add'Ons. The patch can be downloaded from this link (and on future releases of TweakScale), and you can place it anywhere on your GameData - I suggest dropping it on a folder called __LOCAL (i.e.: <KSP>/GameData/__LOCAL) to be easily found and deleted when not needed anymore. For any doubts or support on this, please kick me on the TweakScale thread. No savegame will be left behind. Thank you. —— — — POST EDIT — — — I found this AddOn that would help a lot to prevent problems on these transition times! Spoiler If anything goes wrong, the last backup can be restored and then the patches mentioned applied. Edited June 25, 2019 by Lisias no savegame will be left behind. Quote Link to comment Share on other sites More sharing options...
nmc Posted June 19, 2019 Share Posted June 19, 2019 Hi, in case anyone is interested, I suggested a hack to fix the IVA for the Marble cockpit, comments welcome Quote Link to comment Share on other sites More sharing options...
Mr.DingALing Posted July 18, 2019 Share Posted July 18, 2019 Hello. I seem to have an animation issue with the Communotron DTS-R4 because deployment doesn't work properly. Deploy Limit is set to 100 but the antenna does not want to extend. There's some action going on but in a shaky matter. Full deployment can be done manually if you slide Deploy Limit down to 0. Antenna remains shaky Spoiler I'm currently in KSP 1.7.3 both DLCs in career mode. Kommunotronski 16 and Probodobodyne QUBC "Warbler" are working fine. Quote Link to comment Share on other sites More sharing options...
Commodore_32 Posted November 1, 2019 Share Posted November 1, 2019 Sorry for reviving this old topic. But i just want to ask if this would be compatible with 1.8.1?? Or this mod is discontinued? I really love this mod, i need it to build things. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted November 6, 2019 Share Posted November 6, 2019 On 11/1/2019 at 1:37 PM, Commodoregamer118 said: Sorry for reviving this old topic. But i just want to ask if this would be compatible with 1.8.1?? Or this mod is discontinued? I really love this mod, i need it to build things. It "works" for the most part, since it's mostly parts, but there are a bunch of MM configs that throw errors. I also love this pack, particularly for the early game airplane cabins, and that open-air helicopter cockpit. So great. Quote Link to comment Share on other sites More sharing options...
Stephen Locksley Posted November 13, 2019 Share Posted November 13, 2019 Great mod! Waleedmeri used this mod to make the Boeing 747-8I, An-225 Mriya and other in KSP! With this mod, I can make aircraft based on real-life vehicles in KSP with this mod! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 15, 2019 Author Share Posted November 15, 2019 New release, 0.3.29 Added InstallChecker Updated AssemblyVersion.tt Updated for KSP 1.8 Added INSTALL_LOC1 to .version file Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted November 16, 2019 Share Posted November 16, 2019 (edited) Hi. I'm getting a message about incorrect installation. I just unzipped to GameData like I do with all your mods. Error is specifically complaining about ModuleBounce.dll Here's a link to a shared gdrive folder where I've put a picture of the error message, a picture of my GameData folder, and the ksp log file. https://drive.google.com/open?id=1E4p-Vd_57EoPpdgw2nKYs6Dzjw4dCt0- Thanks for any help. Hope I haven't screwed up something obvious ... Also thanks for all your KSP work!! edit: this is SXTContinued-0.3.29.zip from SpaceDock, btw Edited November 16, 2019 by OrbitalManeuvers Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 16, 2019 Author Share Posted November 16, 2019 (edited) 50 minutes ago, OrbitalManeuvers said: Hi. I'm getting a message about incorrect installation. I just unzipped to GameData like I do with all your mods. Error is specifically complaining about ModuleBounce.dll Here's a link to a shared gdrive folder where I've put a picture of the error message, a picture of my GameData folder, and the ksp log file. https://drive.google.com/open?id=1E4p-Vd_57EoPpdgw2nKYs6Dzjw4dCt0- Thanks for any help. Hope I haven't screwed up something obvious ... Also thanks for all your KSP work!! edit: this is SXTContinued-0.3.29.zip from SpaceDock, btw I thought I had fixed that. ok, you can ignore it for now. Ill get it fixed later today thank you for the report Edited November 16, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 16, 2019 Author Share Posted November 16, 2019 New release, 0.3.29.1 Fixed typo in InstallChecker Sorry about that. I had checked it, but somehow deleted a single character in the path while it was being committed to github. Quote Link to comment Share on other sites More sharing options...
that plane guy Posted December 10, 2019 Share Posted December 10, 2019 (edited) Spoiler Spoiler is there a extention mod that makes the KN-225 cargo bays fold open like the stock mk3 bays? i have been trying to make. well... a flying aircraft carrier. when the plane was originally planned by the U.S Air Force, the idea was convert a 747 and make it carry up to 10 micro fighters. well, i made one using the mk3, but its just not big enough. problem is, the plan was to have two sections of the main bay to open. one for intake, and one for dropping the fighters from inside. The KN-225 is perfect for. the boeing 747 design i need, and has a larger bay, so i can fit more fighters, but i cant open the bays up. Edited December 10, 2019 by that plane guy Quote Link to comment Share on other sites More sharing options...
Lisias Posted December 23, 2019 Share Posted December 23, 2019 Hi. I found this glitch on the Osaul Radial Cockpit and fixed it. You may want to revise an additional change I made before accepting it. https://github.com/linuxgurugamer/SXTContinued/pull/78 Spoiler from: to: Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted February 6, 2020 Share Posted February 6, 2020 1.8.1 and all that with a fresh install of the game via CKAN, and ran the batch file--but still getting black textures on a number of parts. is the ReStock whitelist out of date? Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted February 6, 2020 Share Posted February 6, 2020 58 minutes ago, Beetlecat said: 1.8.1 and all that with a fresh install of the game via CKAN, and ran the batch file--but still getting black textures on a number of parts. is the ReStock whitelist out of date? This was happening with airplanes plus, too. It was fixed. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 7, 2020 Author Share Posted February 7, 2020 On 2/5/2020 at 8:41 PM, Beetlecat said: 1.8.1 and all that with a fresh install of the game via CKAN, and ran the batch file--but still getting black textures on a number of parts. is the ReStock whitelist out of date? It could be, could you provide a list of the parts that are having the problem? It may also be more depreciated parts that need to be fixed. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 7, 2020 Author Share Posted February 7, 2020 Well, you can thank Squad for breaking this mod. There is a stock texture being used which was just removed, not even moved to the zDeprecated directory. If you have an older game, then do this: Copy the following file: KSP\GameData\Squad\Parts\FuelTank\Size3Tanks\fueltTanks_cm.dds to the same location in 1.8. If you don't, then complain to Squad about this file having been removed and not put into the zDeprecated directory Without permission, I can't legally provide it. And yes, I have contacted them, waiting to hear Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted February 7, 2020 Share Posted February 7, 2020 Wow! Thank you for the quick investigation. I had a hunch it was something like this. Totally wild they didn't bump it into the depreciated folder. <shrug> -- I may have an old 1.7.3 lying around... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 7, 2020 Author Share Posted February 7, 2020 1 minute ago, Beetlecat said: Wow! Thank you for the quick investigation. I had a hunch it was something like this. Totally wild they didn't bump it into the depreciated folder. <shrug> -- I may have an old 1.7.3 lying around... Your welcome. I understand why they remove these textures, but they should (IMHO) allow modders to include them if they are being referenced. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted February 10, 2020 Share Posted February 10, 2020 This black parts thing is happening in several mods. I mentioned airplane plus already; now I noticed it in kerbal foundries. But changing the subject: hey @linuxgurugamer I think there is something wrong with how tweakscale deals with the three floater parts - and only them, as the rest can be tweakscaled just fine. If you click any button to change the floater's size, doesn't matter how (decrease, increase, it's all the same) it will only shrink the part to a very, very small size. Like, so small that you can't select it with the mouse anymore. Can you check this out? It's a shame, because those are the only decent floater parts anywhere in the kerbalverse and it would be good to change their size to fit larger planes - as it was, before. Quote Link to comment Share on other sites More sharing options...
DeliriumTrigger Posted February 10, 2020 Share Posted February 10, 2020 On 2/6/2020 at 9:27 PM, linuxgurugamer said: Well, you can thank Squad for breaking this mod. There is a stock texture being used which was just removed, not even moved to the zDeprecated directory. If you have an older game, then do this: Copy the following file: KSP\GameData\Squad\Parts\FuelTank\Size3Tanks\fueltTanks_cm.dds to the same location in 1.8. If you don't, then complain to Squad about this file having been removed and not put into the zDeprecated directory Without permission, I can't legally provide it. And yes, I have contacted them, waiting to hear Thanks for this, I was wondering why a couple of the parts were all black even after running the included batch file. Quote Link to comment Share on other sites More sharing options...
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