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[1.2.2] SSTU Expansion Pack (31/12/2016)


JoseEduardo

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13 hours ago, JoseEduardo said:

latest release got screwed up royally with the 1.3 update, I'm working on updating it, but I basically need to start from scratch, checking file per file

as for the engine size, something is probably triggering the RO patches and rescaling them

thank you for updating it, there are also issues which ranomly resize the SSTU MFT Fuel tank - all i can really report is, that these patches dont seem to create any issues:

SSTU-Expansion\Parts\StationCore\CxAerospace\ModelData-ST-CX.cfg
SSTU-Expansion\Parts\ShipCore\Pods.cfg
SSTU-Expansion\Parts\ShipCore\SC-SDHI\ModelData-SC-SDHI-SM.cfg
SSTU-Expansion\Parts\ShipCore\SC-SDHI\SSTU-SC-B-SM2.cfg
SSTU-Expansion\Parts\ShipCore\SC-SDHI\SSTU-SC-C-SM2.cfg
SSTU-Expansion\Parts\ShipCore\ModelData-SC-SSTU-SM.cfg
SSTU-Expansion\Parts\ShipCore\SC-SSTU\SSTU-SC-B-SM3.cfg

I hope this helps to narrow down the problems (basically each patch which adds something to the Fuel Tank has the effect that the tank gets resized to a random size and trying to change anything there freezes the game)

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  • 1 month later...
  • 2 weeks later...

I've been having lots of problems with this in 1.3, currently if I try to use any of the BDB pieces in the VAB the VScale field becomes NaN and I can't dismiss the right-click dialog, leading to having to restart KSP as that dialog is very modal. So unfortunately going to have to remove it, which is too bad as this has lots of very good parts.

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  • 2 weeks later...
  • 2 weeks later...

This is a combo of several patches that should together at least make SSTU modular fuel tanks function properly with this mod installed and make its Skylab work in KSP 1.3.1 . Of course, it's unofficial and it doesn't fix everything or does things in the most optimal way (IE: repainting the Skylab adapter will paint over the flag too, but toggling it off and on again will fix it). If you're interested, just copy then paste it in -insert name here-.cfg and place such file in the SSTU-Expansion folder or anywhere else in GameData. I hope this will become useful for @JoseEduardo in the future:

+SSTU_MODEL[Adapter-Dome-A]
{
	@name = MFT-ADPT-Dome
	@invertForBottom = true	
	node = 0, 1.150, 0, 0, 1, 0, 2
	node = 0, 0, 0, 0, 1, 0, 2
	rcsVerticalPosition = -0.45
	rcsHorizontalPosition = 2.03
	rcsVerticalRotation = 0
	rcsHorizontalRotation = 0
}

@PART[SSTU-SC-TANK-MUS]
{
	@MODULE[SSTUCustomUpperStage]
	{
		MOUNT
		{
			name = MFT-ADPT-Dome
		}
	}
}

@SSTU_MODEL[Solar-BKT-D]
{
	@SOLARDATA
	{
		%pivotNames = ST-GEN-DSP-BKT-D-Pivot
		%sunNames = ST-GEN-DSP-BKT-D-Suncatcher
	}
	ANIMATION
	{
		name = ST-GEN-DSP-BKT-D-Deploy
	}	
}

@SSTU_MODEL[Solar-BKT-E]
{
	@SOLARDATA
	{
		%pivotNames = ST-GEN-DSP-BKT-E-Pivot
		%sunNames = ST-GEN-DSP-BKT-E-Suncatcher
	}
	ANIMATION
	{
		name = ST-GEN-DSP-BKT-E-Deploy
	}	
}

!SSTU_MODEL[ST-SKY-2]{} //With all the new texture and recolor options, it makes sense to do this.

@SSTU_MODEL[ST-SKY-1]
{	
	%defaultTextureSet = Station-B
	!TEXTURESET[*],*
	{
	}
	TEXTURESET
	{
		name = Station-A
		title = ST-A
		TEXTURE
		{
			shader = SSTU/Masked
			texture = _MainTex, SSTU/Assets/ST-COS-DIFF-F
			texture = _BumpMap, SSTU/Assets/ST-COS-NRM-F
			texture = _SpecMap, SSTU/Assets/ST-COS-SPEC
			texture = _AOMap, SSTU/Assets/ST-COS-AO
			texture = _MaskTex, SSTU/Assets/ST-COS-MASK-A
		}
		COLORS
		{
			mainColor = black
			secondColor = black
			detailColor = gold
		}
	}
	TEXTURESET
	{
		name = Station-B
		title = ST-B
		TEXTURE
		{
			shader = SSTU/Masked
			texture = _MainTex, SSTU/Assets/ST-COS-DIFF-X
			texture = _BumpMap, SSTU/Assets/ST-COS-NRM-X
			texture = _SpecMap, SSTU/Assets/ST-COS-SPEC
			texture = _AOMap, SSTU/Assets/ST-COS-AO
			texture = _MaskTex, SSTU/Assets/ST-COS-MASK-B
		}
		COLORS
		{
			mainColor = black
			secondColor = black
			detailColor = gold
		}
	}
	TEXTURESET
	{
		name = Station-C
		title = ST-C
		TEXTURE
		{
			shader = SSTU/Masked
			texture = _MainTex, SSTU/Assets/ST-COS-DIFF-S
			texture = _BumpMap, SSTU/Assets/ST-COS-NRM-S
			texture = _SpecMap, SSTU/Assets/ST-COS-SPEC
			texture = _AOMap, SSTU/Assets/ST-COS-AO
			texture = _MaskTex, SSTU/Assets/ST-COS-MASK-C
		}
		COLORS
		{
			mainColor = black
			secondColor = black
			detailColor = gold
		}
	}
	TEXTURESET
	{
		name = Station-D
		title = ST-D
		TEXTURE
		{
			shader = SSTU/Masked
			texture = _MainTex, SSTU/Assets/ST-COS-DIFF-P
			texture = _BumpMap, SSTU/Assets/ST-COS-NRM-P
			texture = _SpecMap, SSTU/Assets/ST-COS-SPEC
			texture = _AOMap, SSTU/Assets/ST-COS-AO
			texture = _MaskTex, SSTU/Assets/ST-COS-MASK-C
		}
		COLORS
		{
			mainColor = black
			secondColor = black
			detailColor = gold
		}
	}	
	
}

@SSTU_MODEL[Adapter-SKY-*]
{
	%defaultTextureSet = Adapter-Gold
	
	!TEXTURESET[*],*
	{
	}
	
	TEXTURESET
	{
		name = Adapter-SLS
		title = S1
		TEXTURE
		{
			texture = _MainTex, SSTU/Assets/SC-ADPT1-DIFF
			texture = _BumpMap, SSTU/Assets/SC-ADPT1-NRM
			texture = _MaskTex, SSTU/Assets/SC-ADPT1-MASK-STRIPES1
			texture = _SpecMap, SSTU/Assets/SC-ADPT1-SPEC
			excludeMesh = SC-ADPT-ENDCAP
			excludeMesh = ST-ADPT-HUB-Decals
		}
		COLORS
		{
			mainColor = white
			secondColor = black
			detailColor = white
		}
	}
	TEXTURESET
	{
		name = Adapter-Saturn
		title = S2
		TEXTURE
		{
			texture = _MainTex, SSTU/Assets/SC-ADPT1-DIFF
			texture = _BumpMap, SSTU/Assets/SC-ADPT1-NRM
			texture = _MaskTex, SSTU/Assets/SC-ADPT1-MASK-STRIPES2
			texture = _SpecMap, SSTU/Assets/SC-ADPT1-SPEC
			excludeMesh = SC-ADPT-ENDCAP
			excludeMesh = ST-ADPT-HUB-Decals
		}
		COLORS
		{
			mainColor = white
			secondColor = black
			detailColor = white
		}
	}
	TEXTURESET
	{
		name = Adapter-Plain
		title = Plain
		TEXTURE
		{
			texture = _MainTex, SSTU/Assets/SC-ADPT1-DIFF
			texture = _BumpMap, SSTU/Assets/SC-ADPT1-NRM-PLAIN
			texture = _MaskTex, SSTU/Assets/SC-ADPT1-MASK-STRIPES1
			texture = _SpecMap, SSTU/Assets/SC-ADPT1-SPEC
			excludeMesh = SC-ADPT-ENDCAP
			excludeMesh = ST-ADPT-HUB-Decals
		}
		COLORS
		{
			mainColor = white
			secondColor = black
			detailColor = white
		}
	}
	TEXTURESET
	{
		name = Adapter-Orange
		title = Foam
		TEXTURE
		{
			texture = _MainTex, SSTU/Assets/SC-ADPT1-DIFF-ORANGE
			texture = _BumpMap, SSTU/Assets/SC-ADPT1-NRM-ORANGE
			texture = _MaskTex, SSTU/Assets/SC-ADPT1-MASK-FULL
			texture = _SpecMap, SSTU/Assets/SC-ADPT1-SPEC-ORANGE
			excludeMesh = SC-ADPT-ENDCAP
			excludeMesh = ST-ADPT-HUB-Decals
		}
		COLORS
		{
			mainColor = foam
			secondColor = ltFoam
			detailColor = white
		}
	}
	TEXTURESET
	{
		name = Adapter-Gold
		title = Gold
		TEXTURE
		{
			texture = _MainTex, SSTU/Assets/SC-ADPT1-DIFF-GOLD
			texture = _BumpMap, SSTU/Assets/SC-ADPT1-NRM-GOLD
			texture = _MaskTex, SSTU/Assets/SC-ADPT1-MASK-NONE
			texture = _SpecMap, SSTU/Assets/SC-ADPT1-SPEC-GOLD
			excludeMesh = SC-ADPT-ENDCAP
			excludeMesh = ST-ADPT-HUB-Decals
		}
		COLORS
		{
			mainColor = white
			secondColor = white
			detailColor = white
		}
	}
	TEXTURESET
	{
		name = Adapter-Cloth
		title = Cloth
		TEXTURE
		{
			texture = _MainTex, SSTU/Assets/SC-ADPT1-DIFF-CLOTH
			texture = _BumpMap, SSTU/Assets/SC-ADPT1-NRM-CLOTH
			texture = _MaskTex, SSTU/Assets/SC-ADPT1-MASK-CLOTH
			texture = _SpecMap, SSTU/Assets/SC-ADPT1-SPEC-CLOTH
			excludeMesh = SC-ADPT-ENDCAP
			excludeMesh = ST-ADPT-HUB-Decals
		}
		COLORS
		{
			mainColor = beige
			secondColor = white
			detailColor = white
		}
	}
	TEXTURESET
	{
		name = Adapter-Silver
		title = Silver
		TEXTURE
		{
			texture = _MainTex, SSTU/Assets/SC-ADPT1-DIFF-SILVER
			texture = _BumpMap, SSTU/Assets/SC-ADPT1-NRM-SILVER
			texture = _MaskTex, SSTU/Assets/SC-ADPT1-MASK-FULL
			texture = _SpecMap, SSTU/Assets/SC-ADPT1-SPEC-SILVER
			excludeMesh = SC-ADPT-ENDCAP
			excludeMesh = ST-ADPT-HUB-Decals
		}
		COLORS
		{
			mainColor = silver
			secondColor = silver
			detailColor = silver
		}
	}	
}

-PART[SSTU-ST-SKY-2]
{
}

@PART[SSTU-ST-SKY-*]
{
	@MODULE[SSTUSolarPanelDeployable]
	{
		%rayTransforms = ST-GEN-DSP-BKT-E-Suncatcher
	}
	@MODULE[SSTUModularStationCore]
	{
		%currentTopTexture = Adapter-Gold
		%currentCoreTexture = Station-B
		%currentBottomTexture = Mount-B
		%currentSolar = Solar-BKT-E    
		CAP
		{
			name = Adapter-1-1-VA
		}		
		
		@CAP[Adapter-Flat]
		{
			%name = Mount-Tank-Flat
		}        
    }
}

Description: Stuff to make Skylab work again and support SSTU new texture and coloring system. Yet the very first patch to create MFT-ADPT-DOME is perhaps the most helpful, because it is the reason for Null Reference Exceptions in all parts patched to include it as a nose or mount option, for the SSTU_MODEL it is generated as a copy of got renamed.

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  • 4 weeks later...
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