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[1.10+]Partly Colored Suits v.1.0.3 and PCS-TR 1.0.0 (March 15)


OrdinaryKerman

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MFFb18B.png

From the Spacedock listing:

>A suit pack, adds what the name says, made in a terrible approximation of a Restockalike* aesthetic (higher texel density though, as the standard suit texture is 2K and not 1K). Includes custom normal map.

Comes in black, white, red, orange, blue, and yellow. For the Default kerbal suit only, not for Classic or Future (don't have DLCs)

Download:

STOCK

TEXTURE REPLACER

Pics:

yDHTonS.png

(Click Jeb and Bill)

To install, just drop the PartlyColoredSuits folder into your Gamedata, like most mods.

License: 88x31.png

Future plans:

Quote
  1. Better suit design, color options for EVA packs (v2.0)
  2. Variants for other cargo parts (containers, work lights) (v2.1)

*I know Restock is for parts, but this tries to follow the same aesthetic

Edited by OrdinaryKerman
change license to CC-BY-NC-SA
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36 minutes ago, The Dressian Exploder said:

I think most people would refer to Porkalike as Restockalike these days

I know, I just thought porkalike is maybe a better description as neither this nor porkjet's old works are as good as restock despite generally following the same guidelines. But as Restockalike is more relevant to today, I will change it to that.

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New update (1.0.1)

Changes:

  1. Finally changed normal map to DDS
  2. Removed seam down helmet (that was bothering me for a while, now it's practically invisible)
  3. Changed helmet spotlights shape (I'm not using the stock normal map, why force texture details to follow it?)
Edited by OrdinaryKerman
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  • 2 weeks later...
  • 2 weeks later...
  • 2 weeks later...

Update 1.0.2b (hello? anyone?)

All suit textures are now 2k, not 4k, so the suits are now a full half the file size (half, not a quarter, due to switching back to DXT5). Also the suits now have a specular value of 98 instead of 255, so now they should be less unreasonably glossy.

Edited by OrdinaryKerman
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7 hours ago, OrdinaryKerman said:

Update 1.0.2b (hello? anyone?)

All suit textures are now 2k, not 4k, so the suits are now a full half the file size (half, not a quarter, due to switching back to DXT5). Also the suits now have a specular value of 98 instead of 255, so now they should be less unreasonably glossy.

That is a good move.   Thanks.

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Just now, theJesuit said:

That is a good move.   Thanks.

Thanks

Quote

Next update will be either 1.1 (proper specular mapping + EVA pack color variants) or 2.0 (completely different suit design, partly inspired by KSP2 suits). I just need to decide which do I want to work on first...

 

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Just dropping these extras here:

 

Patch to modify some stuff on kerbals and their items

Quote

 

//Tweaks some stuff related to kerbals
//Should be compatible with Universal Storage 2 and KIS. Whetrer or not EVA-X and the KIS tank are successfully changed to Peroxide is untested.
//Desn't run with RealFuels installed. RealFuels patch may come if I start using it.
@PART[kerbalEVA,kerbalEVAfemale]:NEEDS[!RealFuels]
{
    @crashTolerance = 40
    @maxTemp = 650
    @MODULE[kerbalEVA]
    {
        @splatSpeed = 40

        //Changes jetpack (KMU) to use high test peroxide instead of magic EVA fuel. brought power down quite a bit
        @propellantResourceName = OKPeroxide
        @rotPower = 0.5
        @linPower = 2
        @PropellantConsumption = 0.0625
        @helmetOffMinSafePressureAtm = 0.4
    }
    !RESOURCE,* {}
    RESOURCE:NEEDS[!Squad/Parts/Engine/Size2LFB_v2]
    {
        //Changes resource carried by KMU
        name = OKPeroxide
        amount = 2
        maxAmount = 2
        isTweakable = True
    }
    @MODULE[ModuleScienceContainer]
    {
        //No more duplicate science that you're going to dump anyway
        @allowRepeatedSubjects = False
    }
}

@PART[kerbalEVA,kerbalEVAfemale]:NEEDS[!RealFuels,Squad/Parts/Engine/Size2LFB_v2]
{
    //Increases kerbal cargo capacity to 3 slots. Untested.
    @MODULE[ModuleInventoryPart]
    {
        @InventorySlots = 3
        packedVolumeLimit = 50
        massLimit = 0.080
    }
]

@PART[evaJetpack]:NEEDS[!RealFuels,Squad/Parts/Engine/Size2LFB_v2]
{
    @title = EVA Support Systems Backpack
    @description = The SSB contains life support systems, fuel, and thrusters for untethered excursions in space or on the surface of a vacuum world.
    !RESOURCE,* {}
    RESOURCE
    {
        //Changes resource carried by KMU
        name = OKPeroxide
        amount = 2
        maxAmount = 2
        isTweakable = True
    }
}

@PART[evaCylinder]:NEEDS[!RealFuels,Squad/Parts/Engine/Size2LFB_v2]
{
    //Changes visible name to both refect capacity and represent a series with the KIS tank.
    @title = EVA-3 Fuel Canister
    !RESOURCE,* {}
    RESOURCE
    {
        //Changes resource carried by extender tank
        name = OKPeroxide
        amount = 3
        maxAmount = 3
        isTweakable = True
    }
}

//Universal Storage 2 EVA-X
@PART[USEVAX]:NEEDS[KIS,UniversalStorage2]
{
    @RESOURCE[EVA&Propellant]
    {
        @name = OKPeroxide
    }
}

//KIS EVA-11 Fuel Canister
@PART[KIS_evapropellant]:NEEDS[KIS]
{
    //Changes visible name to reflect capacity
    @title = EVA-2 Fuel Canister

    //Changes manufacturer to be the same with the stock tank, Reaction Systems
    @manufacturer = #autoLOC_501639 //#autoLOC_501639 = Reaction Systems Ltd
    !RESOURCE,* {}
    RESOURCE
    {
        //Changes resource carried by KIS tank, makes it contain less fuel than stock extender tank (it's only 1 tank, stock is actually 2 tanks)
        name = OKPeroxide
        amount = 2
        maxAmount = 2
        isTweakable = True
    }
}

 

 

 

And the accompanying resource def

Quote

//Adds a rough high test peroxide analog to the game. For now it flows the same as monoprop. Could be changed if used as main engine propellant.
RESOURCE_DEFINITION:NEEDS[!RealFuels}
{
  name = OKPeroxide
  displayName = Peroxide
  abbreviation = H2O2 //please change to something more stockalike
  density = 0.00143
  unitCost = 1.95 //slightly reduced from CRP
  hsp = 2721
  flowMode = STAGE_PRIORITY_FLOW //Change to STACK_PRIORITY_SEARCH if you want it to flow like LF instead of monoprop.
  transfer = PUMP
  isTweakable = true
  RESOURCE_DRAIN_DEFINITION
  {
    isDrainable = true
    showDrainFX = true
    drainFXPriority = 5
    drainForceISP = 4
    drainFXDefinition = gasDraining
  }
}

These are my first completely original MM patches, so if there are any big problems please tell me.

If you think that kerbal jetpacks shouldn't run on HTP, please tell me as well, along with the fuel you think the jetpack should use.

These have been moved to my patches mod, Ordinary Things.

Edited by OrdinaryKerman
US2 and KIS compatibility
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On 2/3/2021 at 9:42 AM, OrdinaryKerman said:

Ideas for improvement?

EBv392F.png

(I just wanted to know before actually making it)

Kerbal shapes traced from this:

This is really cool! I think you should make the suit based off by the above design. (If you drew that, wow!). Would there be any interest for making a texture replacer version for those of us still on previous versions?

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53 minutes ago, Misguided Kerbal said:

Would there be any interest for making a texture replacer version for those of us still on previous versions?

I'll look into it

57 minutes ago, Misguided Kerbal said:

I think you should make the suit based off by the above design.

Yay! Support for the PCS 2.0 design! Finally I can make it

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Then I'll need to release 3 versions: Kerbal Outfitters (current + jetpack), Intercept (new design + jetpack), and TRIntercept (Intercept for TextureReplacer)

I'll probably go ahead with Intercept and TRIntercept, past versions will still be available on Spacedock (1.x, Intercept is 2.x)

Expect update next month

Edited by OrdinaryKerman
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3 minutes ago, OrdinaryKerman said:

Then I'll need to release 3 versions: Kerbal Outfitters (current + jetpack), Intercept (new design + jetpack), and TRIntercept (Intercept for TextureReplacer)

Now, is it possible to your new suit variant as an “archetype” like the MH and BG suits?

That way we could have the best of both worlds :)

Also I like the name.... sounds cool and makes sense based on the inspiration 

Edited by Spaceman.Spiff
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Just now, Spaceman.Spiff said:

“archetype” like the MH and BG suits

It's still using the Default suit type, just with a highly revised normal map

And Squad only allowed us to add suit texture variants, not completely different types

2 minutes ago, Spaceman.Spiff said:

the name

I actually came up with it when 1.10 was still fresh, I made a suit without knowing anything about texturing (lost the pics, but believe me it was a mess)

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