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Help with SovietPack v1.1 to 1.9


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Hello guys, I have been playing version 1.0.5 of the game for a while because of incompatibility of mods in the new versions and now I am looking to play a newer version and I will try to run if not all, at least most of them in version 1.9 and the first one I picked up to test is the SovietPack v1.1 original version from Bobcat with the MIR station, Soyuz TMA, N1L3 full, Progress etc and the mod worked mostly without any adjustment, but one part in particular is not being recognized by the game which is the reentry module(SoyuzTMA_Pod), I want to adjust the cfg file but I don't know where to start and I come here to ask for your help because I don't know why this specific module does not appear in the game. outside the parts folder there is a CustomShadersConfig.cfg file and I’ve never seen this file in any other mod, and I don’t know if this is the file that needs to be modified, in this mod there is another folder called shaders that I don’t remember seeing in other mods also

if this can help in some way this is the SoyuzTMA_Pod.cfg

Spoiler

PART
{
// --- general parameters ---
name = Soyuz_TMA_Descent_Module
module = Part
author = Bobcat, CrashnBurn

MODEL
    {
      model = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/SoyuzTMA_Pod
          scale = 1, 1, 1
    }

// --- asset parameters ---
scale = 1
rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_top = 0.0, 0.775, 0.0, 0.0, 1.0, 0.0, 1
node_stack_para = 0.0, 0.6, -0.57, 0.0, 1.0, 0.0, 0
node_stack_bottom = 0.0, -0.75, 0.0, 0.0, -1.0, 0.0, 1
CoMOffset = 0, -0.5, 0


fx_exhaustFlame_yellow = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_yellow = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -4, 0.0, 0.0, 1.0, 0.0, running

// --- editor parameters ---
TechRequired = basicRocketry
cost = 1800
category = Pods
subcategory = 0
title = Soyuz TMA Descent Module
manufacturer = Bobcat Ind
description = This is the only part that comes back in one piece, it needs to. Otherwise your crew will have to walk back… and its a LONG way down
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 1.2
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 45
breakingForce = 630
breakingTorque = 630
maxTemp = 3400

vesselType = Ship


MODULE
{
    name = ModuleReactionWheel
    
    PitchTorque = 3
    YawTorque = 3
    RollTorque = 3
    
    RESOURCE
    {
        name = ElectricCharge
        rate = 0.03
    }
}

MODULE
{
    name = ModuleSAS
}

MODULE
{
name = RasterPropMonitorComputer
}

MODULE
{
name = ModuleScienceExperiment
experimentID = crewReport
experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report
useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True
xmitDataScalar = 2.0
}

MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 3.0

// --- internal setup ---
CrewCapacity = 3

MODULE
{
name = TankPriorityModule
Priority = 10
}

MODULE
{
    name = SoyuzDescendBurnoutModule
    TemperatureThreshold = 200
    BurnIntensity = 0.0001
}


INTERNAL
{
  name = SoyuzPod
}


MODULE
{
    name = ModuleCommand
    minimumCrew = 1
}

MODULE
{
    name = ModuleEngines
    thrustVectorTransformName = thrustTransform
    throttleLocked = True
    exhaustDamage = True
    ignitionThreshold = 0.1
    minThrust = 0
    maxThrust = 30
    heatProduction = 400
    useEngineResponseTime = True
    engineAccelerationSpeed = 2.0
    allowShutdown = False
    fxOffset = 0, 0, 0.35
        staged = false
                   PROPELLANT 
    {
        name = SolidFuel
            ratio = 1.0
        DrawGauge = True
    }
    atmosphereCurve
     {
        key = 0 250
       key = 1 230
     }

}


RESOURCE
{
 name = SolidFuel
 amount = 1.25
 maxAmount = 1.25
}

RESOURCE
{
    name = ElectricCharge
    amount = 250
    maxAmount = 250
}

RESOURCE
{
    name = Oxygen
    amount = 130
    maxAmount = 130
}

RESOURCE
{
    name = CarbonDioxide
    amount = 0
    maxAmount = 130
}

MODULE
{
       name = ModuleJettison
       jettisonName = VZOR
       bottomNodeName = top
       isFairing = False
       jettisonedObjectMass = 0.001
       jettisonForce = 0.5
       jettisonDirection = 0 0 1
    
}

MODULE
{
    name = ActivateLandingEngineModule
    IgnitionAltitude = 7
}

MODULE
{
    name = LifeSupportModule
}
}

 

And this the CustomShadersConfig.cfg
 

Spoiler

CustomPartShader
{
    partName = Soyuz_TMA_Descent_Module

    applyShaderToAllMeshes = True

    shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

    Textures
    {
        _MainTex = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn
        _BumpMap = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn_bump
        _MainTex2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA
        _BumpMap2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_bump
    }
}

CustomPartShader
{
    partName = Soyuz_TMA_Main_Parachute

    applyShaderToAllMeshes = False

    shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

    
       Mesh
       {
               meshName = cap
               shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

               Textures
               {
                       _MainTex = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn
                       _BumpMap = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn_bump
                       _MainTex2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA
                       _BumpMap2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_bump
               }
       }
}

CustomPartShader
{
    partName = Soyuz_Heatshield

    applyShaderToAllMeshes = True

    shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

    Textures
    {
        _MainTex = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn
        _BumpMap = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn_bump
        _MainTex2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA
        _BumpMap2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_bump
    }
}

CustomPartShader
{
    partName = Kliper_wing

    applyShaderToAllMeshes = False

    shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

 Mesh
       {
               meshName = Kliper_wing
               shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

    Textures
    {
        _MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_burn
        _BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
        _MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper
        _BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
    }
    }

}

CustomPartShader
{
    partName = Kliper_pod

    applyShaderToAllMeshes = True

    shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

    Textures
    {
        _MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_burn
        _BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
        _MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper
        _BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
    }
}

CustomPartShader
{
    partName = Kliper_RCScone

    applyShaderToAllMeshes = True

    shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

    Textures
    {
        _MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_burn
        _BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
        _MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper
        _BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
    }
}

CustomPartShader
{
    partName = Kliper_Lwing

    applyShaderToAllMeshes = False
    shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

Mesh
               {
               meshName = wing
               shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

    Textures
    {
        _MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_burn
        _BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_bump
        _MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing
        _BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_bump
    }
            }

}


CustomPartShader
{
    partName = Kliper_Rwing
    applyShaderToAllMeshes = False
    shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

Mesh
       {
               meshName = wing
               shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader

    Textures
    {
        _MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_burn
        _BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_bump
        _MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing
        _BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_bump
    }
        }
}

 

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