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Random Part reconfigs to create new wonders.


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6 minutes ago, ColdJ said:

Thank you for your work I will explore further. I have your set up working. I had the emmisive set up in mine, have to see if that caused problem. Also how did you decide on LandRover as your material name? I thought it had to be the mesh name?

@Warro

I look for material name for object, mentioned in FS switch in blender, opened model with .mu converter. 

UPD. Looks like wheels are a bit underpowered and way too power hungry btw.

Edited by Warro
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Ah, sorry just got back from getting dinner. Right so you have resources I have yet to get. I literally only just started using BforArtists2, the fork of  blender and it is like being thrown into the middle of the ocean and only being able to dog paddle. I only started doing reconfigs in April and everything I have learnt is from looking at other config files and extrapolating. Finding out that a mesh has to be set up to do something like have an intake, that you can't just give a module to anything and make it work. I don't know if the latest ColdwarAerospace wheels have been fixed, but maybe you could explain why they like to catch when you drive off the runway on to the flat. Also if you could find me the material names of the NMB cockpits I would be most grateful. The wheels can be fixed in the config file for the power and resource use. If you have a thread for your hard work in creating and adjusting parts, please put a link and I will follow it. Thankyou for finding out the correct name, that is what I had been trying to acertain from talking to Stone Blue. @Warro

Edited by ColdJ
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1 hour ago, ColdJ said:

***Also if you could find me the material names of the NMB cockpits I would be most grateful. ***

You mean Nice Mkseries Body mod?
If I haven't made mistakes, so that:
F-14D - "F14UV 79"; FA-18C - "F18C 21"; J-10C -  "J10C"; SU-30 - "SU30SM", "SU30SMGLASS" for some equipment I guess; SU30 Body,tail,airbrake - "SU302";SuperFlanker cockpit - "superflanker"+"superflanker-glass" for FLIR; SuperFlanker body, tail - "superflanker"; SuperFlanker-intake "intake" (who can guess& :)); SuperFlanker body with intake- "body";SUPER-SYLPH(should better be called "abomination") - "New Material"+"New Material 1"; Its canard - "SYLPH Canard";Type-AdvancedFlanker - "AdvancedFlanker 1"; FlankerTail - "TAIL 5"+"TAIL 6"; TypeFlankerIntake - "flankerintake 3";type-20Cockpit - "20cockpit 96";  Type-22Cockpit - "22cockpit"; type22-bombbay -  can-not open because of animation(maybe my version of importer is too old or incompartible); Type-35-Cockpit - "35cockpit 6"; EOTS - "EOTS 6"+"EOTS"; Type-57-Cockpit - "57cockpit"; Vipercockpit - "viper"

Edited by Warro
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10 minutes ago, ColdJ said:

ok, if I am reading the set out correctly the material name for the F-14D  is F14UV 79  and the rest follow this convetion in your post?

Yes, that is supposed to be so, I haven't installed mod to KSP, only looked through importet to blender models. In most cases there can't possible be mistake, cause the material is one-and-only, but some models contains more materials, but as I understand the system - the one assigned is in my post. And couple of parts use 2 meshes with different materials, which is mentioned in the post too. Have you tried yet what you want to with them and is my discovery correct?

Edited by Warro
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Haven't had a chance yet, have to copy some stuff from my heavy mod game across. When I was playing more, I had alternate colours for my jet fighters, mostly an inverse of the stock white with the edges adjusted. Gave a nice grey colour which felt more real world jet to me. This should mean I can get the NMB to work now. Examples here.

I have sorted the COM adjustment, every accessory raises the COM on the model so had to play around till it worked with and without. Will also upload the config for a revamped adjustable COM offset part that you stick on/in the model to account for the COM raising dramatically when you put anything up on the roof rack. You can adjust the mass to get the balance right. It uses the Scrap metal resource which can be found in ColdWarAeroSpace or my Mod "Working Underwater Lite" I will pop it up here too for those who don't have those. @Warro

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13 minutes ago, ColdJ said:

****I have sorted the COM adjustment, every accessory raises the COM on the model so had to play around till it worked with and without. Will also upload the config for a revamped adjustable COM offset part that you stick on/in the model to account for the COM raising dramatically when you put anything up on the roof rack. You can adjust the mass to get the balance right. It uses the Scrap metal resource which can be found in ColdWarAeroSpace or my Mod "Working Underwater Lite" I will pop it up here too for those who don't have those. @Warro

No need to spend time on CoM thing "CoMOffset = 0.0, 0.07, 1.0" gave quite realistic base setup of rover,  IRL you're not supposed to cosplay Sam Bridges when you pack your stuff - for heavy things people use trailers, not roof racks.
Maybe only get rid of pitch/yaw axis on reaction wheels cause nose dive when accelerating looks strange, should be opposite. Not the big issue, can just switch to SAS-only mode and no interruption, but then no instant roll-to-wheels....
The thing is - KerbinRover is too light by design - I tried to play with whhels from KerbinRover on Grounded jeep and vice versa - Grounded behave as heavy loaded vehicle, KerbinRover whith Grounded wheels tries to participate in drag/drift racing :) Grounded jeep is 2 times heavier.

Edited by Warro
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Settled on 0.0, 0.07, 1.1 Just configed the 14d and going to go test if it worked. I assume the space in the material name was a real space and not an underline to keep it connected.

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1 minute ago, ColdJ said:

Settled on 0.0, 0.07, 1.1 Just configed the 14d and going to go test if it worked. I assume the space in the material name was a real space and not an underline to keep it connected.

material names were Ctrl+C/Ctrl+V from blender itself, no add/edit except quotes.

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@Caerfinon@Astrion@Dientus Thanks to @Warro's work and him getting the material name required. Here is the new config for the Defender. COM is now set for just the Defender with wheels or with it's accessories. I am putting up a new vehicle offset device that is adjustable in the SPH to get the balance right for loading the roof rack or for other stock creations that like to flip out. I have the safari skin in at the bottom as RoverZebra and at second bottom the RoverForestGreen I just put up. I like a traditional colour cause I am old fashioned.
 

Spoiler

 

PART

{

    name = RoverLand
4
    module = Part

    author = TD

    // rescaleFactor = 1.28

    rescaleFactor = 1.65

    node_stack_roof = 0.0, -0.34687, -0.49331, 0, 0, -1, 1// roof

attachment point

    
node_stack_fl = -0.07126, 0.71752, 0.18 ,-1, 0, 0, 1

    node_stack_fr = 0.07126, 0.71752, 0.18 ,1, 0, 0, 1

    node_stack_rl = -0.10391, -0.70193, 0.18 ,-1, 0, 0, 1

    node_stack_rr = 0.10391, -0.70193, 0.18 ,1, 0, 0, 1

    
node_stack_top = 0.0, 1.01699, 0.21244, 0.0, 1.0, 0.0 //front

bumper

    node_stack_bottom = 0.0, -1.19814, 0.1779, 0.0, -1.0, 0.0, 1 //tow

attach

    node_stack_spare = -0.00, -1.19814, -0.1, 0.0, -1.0, 0.0, 0 //Spare

attach


    //node_attach = 0.0, 0.0, 5.12, 0.0, 0.0, -1.0, 1

    
CoMOffset = 0.0, 0.07, 1.1
    
TechRequired = start

    entryCost = 5800

    cost = 1600

    category = Pods

    subcategory = 0

    title = Defender
    manufacturer = Kerbin Rover4
    description = The latest long wheelbase Defender from KR

    attachRules = 1,0,1,1,0
    mass = 0.8

    dragModelType = default
    maximum_drag = 0.08

    minimum_drag = 0.08

    angularDrag = 1

    crashTolerance = 40

    maxTemp = 570

    skinMaxTemp = 800

    vesselType = Ship

    CrewCapacity = 7


    tags = rover defender
 
    MODEL

    {

        model = KerbinRover/Parts/Rover/NewModel

    }

    INTERNAL

    {

        name =  RoverInternal

    }

    MODULE

    {

        name = ModuleCommand

        minimumCrew = 1

    }

    RESOURCE

    {

        name = ElectricCharge

        amount = 100
0
        maxAmount = 1000

    }


    RESOURCE

    {

        name = LiquidFuel

        amount = 3.93

        maxAmount = 3.93

    }

    

MODULE

    {

        name = ModuleResourceConverter

        ConverterName = Engine

        StartActionName = Ignition On

        StopActionName = Ignition Off
        // FillAmount = 0.99

        AutoShutdown = false

        GeneratesHeat = true

        TemperatureModifier

        {

            key = 0 350

            key = 750 250

            key = 1000 30

        }

        UseSpecialistBonus = false


        
INPUT_RESOURCE

         {

            ResourceName = LiquidFuel

            Ratio = 0.000729

            FlowMode = STAGE_PRIORITY_FLOW

         }

         INPUT_RESOURCE

         {

            ResourceName = IntakeAir

            Ratio = 0.1093

            FlowMode = STAGE_PRIORITY_FLOW

         }
            
            
                 

OUTPUT_RESOURCE

         {

            ResourceName = ElectricCharge

            Ratio = 23.59

            DumpExcess = false

         }

    }

 

    MODULE

    {

        name = ModuleActiveRadiator

        maxEnergyTransfer = 200

        overcoolFactor = 0.25

        isCoreRadiator = true

        parentCoolingOnly = true

        RESOURCE

        {

            name = ElectricCharge

            rate = 0.0025

        }
    }
    
MODULE

    {

        name = FlagDecal

        textureQuadName = Flag

    }

    MODULE

    {

        name = ModuleScienceExperiment

        experimentID = crewReport

        experimentActionName = Crew Report

        resetActionName = Discard Crew Report

        reviewActionName = Review Report

        useStaging = False

        useActionGroups = True

        hideUIwhenUnavailable = True

        rerunnable = True

        xmitDataScalar = 1.0

        usageReqMaskInternal = 5

        usageReqMaskExternal = -1

    }

    MODULE

    {

        name = ModuleScienceContainer

        reviewActionName = Review Stored Data

        storeActionName = Store Experiments

        evaOnlyStorage = True

        storageRange = 1.3

    }

    MODULE

    {

        name = ModuleResourceIntake

        resourceName = IntakeAir

        checkForOxygen = true

        area = 0.0026

        intakeSpeed = 5

        intakeTransformName = Intake

        machCurve

        {

            key = 1 1 0 0

            key = 1.5 0.9 -0.4312553 -0.4312553

            key = 2.5 0.45 -0.5275364 -0.5275364

            key = 3.5 0.1 0 0

        }

    }

    RESOURCE

    {

        name = IntakeAir

        amount = 0.00

        maxAmount = 0.02

    }

    MODULE

    {

        name = ModuleLight

        lightName = Spotlight

        useAnimationDim = false

        lightBrightenSpeed = 2.5

        lightDimSpeed = 2.5

        resourceAmount = 0.3

        animationName = CompiledAnimation

        useResources = true

    }
    MODULE
    {
        name = ModuleReactionWheel
        
        PitchTorque = 5
        YawTorque = 5
        RollTorque = 10
        
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.24
        }
    }


    


MODULE
        {
            name = ModulePartVariants
            baseVariant = ExplorerSpecial
            //primaryColor = #aa3f05
            //secondaryColor = #252425
            //baseDisplayName = Explorer Special
            //baseThemeName = ExplorerSpecial
            VARIANT
            {
                    name = ExplorerSpecial
                    displayName = Explorer Special
                    themeName = ExplorerSpecial
                    primaryColor = #aa3f05
                    secondaryColor = #252425
                    TEXTURE
                    {
                            materialName = LandRover
                        mainTextureURL =

KerbinRover/Parts/Rover/Rover
                            _BumpMap =

KerbinRover/Parts/Rover/Rovernrml
                    }
               }
            VARIANT
            {
                   name = SantoriniBlack
                   displayName = Santorini Black
                   themeName = SantoriniBlack
                    primaryColor = #130e1d
                    secondaryColor = #130e1d
                    TEXTURE
                    {
                        materialName = LandRover
                        mainTextureURL =

KerbinRover/Parts/Rover/RoverSantoriniBlack
                            _BumpMap =

KerbinRover/Parts/Rover/Rovernrml
                    }
            }
               VARIANT
            {
                    name = Havana
                    displayName = Havana
                    themeName = Havana
                    primaryColor = #24170e
                    secondaryColor = #d6d9d8
                    TEXTURE
                    {
                        materialName = LandRover
                        mainTextureURL =

KerbinRover/Parts/Rover/RoverHavana
                        _BumpMap =

KerbinRover/Parts/Rover/Rovernrml
                    }
            }
            VARIANT
            {
                    name = MontalcinoRed
                    displayName = Montalcino Red
                    themeName = MontalcinoRed
                    primaryColor = #510212
                    secondaryColor = #510212
                    TEXTURE
                    {
                        materialName = LandRover
                        mainTextureURL =

KerbinRover/Parts/Rover/RoverMontalcinoRed
                        _BumpMap =

KerbinRover/Parts/Rover/Rovernrml
                    }    
            }
            VARIANT
            {
                    name = CorrisGrey
                    displayName = Corris Grey
                    themeName = CorrisGrey
                    primaryColor = #2c3034
                    secondaryColor = #d6d9d8
                    TEXTURE
                    {
                        materialName = LandRover
                        mainTextureURL =

KerbinRover/Parts/Rover/RoverCorrisGrey
                        _BumpMap =

KerbinRover/Parts/Rover/Rovernrml
                    }
            }
            VARIANT
            {
                    name = IndusSilver
                    displayName = Indus Silver
                    themeName = IndusSilver
                    primaryColor = #979a9c
                    secondaryColor = #d6d9d8
                    TEXTURE
                    {
                        materialName = LandRover
                        mainTextureURL =

KerbinRover/Parts/Rover/RoverIndusSilver
                        _BumpMap =

KerbinRover/Parts/Rover/Rovernrml
                    }
            }
            VARIANT
            {
                    name = KeswickGreen
                    displayName = Keswick Green
                    themeName = KeswickGreen
                    primaryColor = #22312d
                    secondaryColor = #d6d9d8
                    TEXTURE
                    {
                        materialName = LandRover
                        mainTextureURL =

KerbinRover/Parts/Rover/RoverKeswickGreen
                        _BumpMap =

KerbinRover/Parts/Rover/Rovernrml
                    }
            }
            VARIANT
            {
                    name = PinkPanther
                    displayName = Pink Panther
                    themeName = PinkPanther
                    primaryColor = #9f6f60
                    secondaryColor = #d6d9d8
                    TEXTURE
                    {
                    materialName = LandRover
                    mainTextureURL = KerbinRover/Parts/Rover/RoverPinkP
                    _BumpMap = KerbinRover/Parts/Rover/Rovernrml
                    }
            }
            VARIANT
            {
                    name = FujiBWhite
                    displayName = Fuji White (Contrast Roof)
                    themeName = FujiBWhite
                    primaryColor = #d6d9d8
                    secondaryColor = #252525
                    TEXTURE
                    {
                        materialName = LandRover
                        mainTextureURL =

KerbinRover/Parts/Rover/RoverFujiWhite
                        _BumpMap =

KerbinRover/Parts/Rover/Rovernrml
                    }
            }
            VARIANT
            {
                    name = FujiWhite
                    displayName = Fuji White
                    themeName = FujiWhite
                    primaryColor = #d6d9d8
                    secondaryColor = #d6d9d8
                    TEXTURE
                    {
                       materialName = LandRover
                    mainTextureURL =

KerbinRover/Parts/Rover/RoverFujiWhite2
                    _BumpMap = KerbinRover/Parts/Rover/Rovernrml
                    }
            }
            VARIANT
            {
                    name = ScotiaGrey
                    displayName = Scotia Grey
                    themeName = ScotiaGrey
                    primaryColor = #3f4e4a
                    secondaryColor = #3f4e4a
                    TEXTURE
                    {
                        materialName = LandRover
                        mainTextureURL =

KerbinRover/Parts/Rover/RoverScotiaGrey
                        _BumpMap =

KerbinRover/Parts/Rover/Rovernrml
                    }
            }
            VARIANT
            {
                    name = AustraliaMultiCam
                    displayName = Australia MultiCam
                    themeName = AustraliaMultiCam
                    primaryColor = #ac9173
                    secondaryColor = #705335
                    TEXTURE
                    {
                        materialName = LandRover
                        mainTextureURL =

KerbinRover/Parts/Rover/RoverOzCamo
                        _BumpMap =

KerbinRover/Parts/Rover/Rovernrml
                    }
            }
            VARIANT
            {
                    name = DPMWoodland
                    displayName = British DPM Woodland 2
                    themeName = DPMWoodland
                    primaryColor = #7a7852
                    secondaryColor = #6f4839
                    TEXTURE
                    {
                        materialName = LandRover
                        mainTextureURL =

KerbinRover/Parts/Rover/RoverDPMWoodland2Fine
                        _BumpMap =

KerbinRover/Parts/Rover/Rovernrml
                    }
            }
            VARIANT
            {
                    name = ForestGreen
                    displayName = Forest Green
                    themeName = ForestGreen
                    primaryColor = #7a7852
                    secondaryColor = #6f4839
                    TEXTURE
                    {
                        materialName = LandRover
                        mainTextureURL =

KerbinRover/Parts/Rover/RoverForestGreen
                        _BumpMap =

KerbinRover/Parts/Rover/Rovernrml
                    }
            }
            VARIANT
            {
                    name = Zebra
                    displayName = Zebra
                    themeName = Zebra
                    primaryColor = #000000
                    secondaryColor = #ffffff
                    TEXTURE
                    {
                        materialName = LandRover
                        mainTextureURL =

KerbinRover/Parts/Rover/RoverZebra
                        _BumpMap =

KerbinRover/Parts/Rover/Rovernrml
                    }
            }
    }

}

 

GameData\Squad\Parts\Engine\miniJet\SmallJetEngineoffset.cfg   Uses the Scrap Metal resource.


 

Spoiler

 

PART
{
    name = miniJetEngineoffset
    module = Part
    author = Porkjet, ColdJ
    MODEL
    {
        model = Squad/Parts/Engine/miniJet/SmallJet
        scale = 1.0, 0.5, 1.0
    }
    //MODEL
    //{
    //    model = Squad/Parts/Engine/jetEngines/turbineInside
    //    //position = 0.0, 0.0, 0.0
    //    scale = 0.5, 0.5, 0.5
    //    //rotation = 0, 0, 0
    //}
    rescaleFactor = 1
    node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0
    CoMOffset = 0.0, 1.5, 0.0
    TechRequired = start
    entryCost = 200
    cost = 50
    category = Structural
    subcategory = 0
    title = offset
    manufacturer = C7 and CJ Aerospace Division
    description = For making more stable rovers
    attachRules = 1,1,1,0,0
    mass = 0.0001
    // heatConductivity = 0.06 // half default
    emissiveConstant = 0.8 // engine nozzles are good at radiating.
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 0.1
    crashTolerance = 20
    maxTemp = 2000 // = 3600
    bulkheadProfiles = size0
    tags = Vehicle offset cj

    RESOURCE
    {
        name = Scrap metal
        amount = 0

        maxAmount = 400
    }        
}

 

Anywhere in the gamedata folder as a config file, if you don't already have it you can create your own or drop it in Squad's generic resource config.

Spoiler

RESOURCE_DEFINITION
{
  name = Scrap metal
  displayName = Scrap metal
  abbreviation = Junk
  density = 0.01
  hsp = 3000
  flowMode = NO_FLOW
  transfer = NONE
  isTweakable = True
  volume = 1
  unitCost = 0.05
}

 

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Knowledge is power. Now that I am aware of what to look for when it comes to material names I can look at the model.mu in a hex editor and find it's material name. As such I am now able to change the military wheel's colours with part variant, only the forest green as an extra so far but I wiil do more.

Little bit of trivia. Through an interesting set of circumstances, I actually own 1 of the special mountain bikes that go with Explorer Special, orange and black with the Land Rover badge on them. And I don't mean 1 made up to look like them, I mean 1 that actually went on the challenge. It is a strange world.

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1 hour ago, ColdJ said:

Knowledge is power. Now that I am aware of what to look for when it comes to material names I can look at the model.mu in a hex editor and find it's material name. As such I am now able to change the military wheel's colours with part variant, only the forest green as an extra so far but I wiil do more.

Little bit of trivia. Through an interesting set of circumstances, I actually own 1 of the special mountain bikes that go with Explorer Special, orange and black with the Land Rover badge on them. And I don't mean 1 made up to look like them, I mean 1 that actually went on the challenge. It is a strange world.

If you decide to make new textures for wheels - you should think about adding LightYear (Kerbal Tire brand) logo to tires :)

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@Warro I have the NMB cockpits working. It was a stupid typo on the folder path that stuffed it. And I don't know if you read further back, but now that I know what to look for I can find the material names in the .mu using a hex editor. Sure enough, there it was just as you had written it. All FS models that were such a pain before are now quaking with fear bwahaha. :)

To the other lovely people. I have upped the monster wheel to 100 kg as the original was light for the AquaCat. and made a copy of the AquaCat wheel rename HardWheel upped to 50 kg, to stop them shuddering when hitting a snag.

10 minutes ago, Warro said:

If you decide to make new textures for wheels - you should think about adding LightYear (Kerbal Tire brand) logo to tires

Will see what I can do, though finding the right section to alter can be tricky. I tried it on the AquaCat wheels and it ended up on the tread. @Warro

The beginnings of A tumbler. Also if you didn't change the scale of the spotties that came with the defender, they fit perfectly in the 1.65 scale in the headlight position to make up for the lack of working lights.

TVrsPL8.png

1HNkGCK.png

Edited by ColdJ
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5 minutes ago, ColdJ said:

@Warro I have the NMB cockpits working. It was a stupid typo on the folder path that stuffed it. And I don't know if you read further back, but now that I know what to look for I can find the material names in the .mu using a hex editor. Sure enough, there it was just as you had written it. All FS models that were such a pain before are now quaking with fear bwahaha. :)

To the other lovely people. I have upped the monster wheel to 100 kg as the original was light for the AquaCat. and made a copy of the AquaCat wheel rename HardWheel upped to 50 kg, to stop them shuddering when hitting a snag.

Will see what I can do, though finding the right section to alter can be tricky. I tried it on the AquaCat wheels and it ended up on the tread. @Warro

But I guess if you are using hex editor to dig .mu files I assume you have no luck installing importer plugin? I myself had no luck installing latest version of plugin (still with 2.78 blender, not the 2.9x). So I think if there is separate branch for 2.79, there can be incompatibility between newer version and old blender, but version from 2.79 branch works for me. https://github.com/taniwha/io_object_mu/archive/refs/heads/blender2.79.zip

Maybe you can give it a try - this version had successfully imported bomb bays (the animation thingy) I've got issues loading before. And it may still be compatible with newer blender/bforartists.

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4 minutes ago, Warro said:

Maybe you can give it a try

I have both versions of the mu addon, I couldn't get the latest to work in the latest Blender but I have got it to work in BforArtists2 version 2.7 I just haven't got the experience yet to use it properly. I have a lot of reading and learning to do yet. It throws up a lot of warnings about not even being alpha but 2.7 can handle it installed using the Testing option in preferences addons. Stone Blue provided the links further back in this thread if you want to try it.

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21 minutes ago, ColdJ said:

I have both versions of the mu addon, I couldn't get the latest to work in the latest Blender but I have got it to work in BforArtists2 version 2.7 I just haven't got the experience yet to use it properly. I have a lot of reading and learning to do yet. It throws up a lot of warnings about not even being alpha but 2.7 can handle it installed using the Testing option in preferences addons. Stone Blue provided the links further back in this thread if you want to try it.

I'm satisfied enough with what blender can do, and what i can remember HOW to do this in blender. Don't want to discover new interface now, maybe it's brilliant, but still new to me, which is no good :)

Quote

to make up for the lack of working lights.

You mean no emissive on the roverbody? The light itself is working, although not powerful enough. Will probably need more of that modern xenon/LED projectors :)
5ZC7gGh.jpg

Edited by Warro
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2 minutes ago, Warro said:

You mean no emissive on the roverbody? The light itself is working, although not powerful enough. Will probably need more of that modern xenon/LED projectors

Huh, hadn't noticed them working, though most tests have been in daylight. I was just about to try a change I made to the module to see if it would work. Though seriously it is way past bed time and I best be going.

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This is why it can be hard to put writing on, notice all the white marks on the tread that are letters I put across likely areas to see what was where. Thankfully I can see the 1, though it means a lot printing copying, pasting , turning, repeat until I get the writing around the loop. @Warro Will start on that tomorrow. Good night.

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14 hours ago, ColdJ said:

This is why it can be hard to put writing on, notice all the white marks on the tread that are letters I put across likely areas to see what was where. Thankfully I can see the 1, though it means a lot printing copying, pasting , turning, repeat until I get the writing around the loop. @Warro Will start on that tomorrow. Good night.

I've got quick and dirty (yes, as usual) fix for non-working lights on KerbinRover.  Digging trough model file I've found that it has emissive texture on the LRBits section, that isn't mentioned anywhere in config. So I copypasted module from Squad's cockpit lights:

Spoiler

MODULE
    {
        name = ModuleColorChanger
        shaderProperty = _EmissiveColor
        animRate = 0.8
        animState = false
        useRate = true
        toggleInEditor = true
        toggleInFlight = true
        toggleInFlight = true
        unfocusedRange = 5
        toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
        eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
        eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
        toggleAction = True
        defaultActionGroup = Light
        redCurve
        {
            key = 0 0 0 3
            key = 1 1 0 0
        }
        greenCurve
        {
            key = 0 0 0 1
            key = 1 1 1 0
        }
        blueCurve
        {
            key = 0 0 0 0
            key = 1 0.7 1.5 0
        }
        alphaCurve
        {
            key = 0 1
        }
    }

and that works. now we have two light modules, one is actually light beams and second is light glow. Not beautiful, but working.

Edited by Warro
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20 minutes ago, Warro said:

I've got quick and dirty (yes, as usual) fix for non-working lights on KerbinRover.  Digging trough model file I've found that it has emissive texture on the LRBits section, that isn't mentioned anywhere in config. So I copypasted module from Squad's cockpit lights:

  Hide contents

MODULE
    {
        name = ModuleColorChanger
        shaderProperty = _EmissiveColor
        animRate = 0.8
        animState = false
        useRate = true
        toggleInEditor = true
        toggleInFlight = true
        toggleInFlight = true
        unfocusedRange = 5
        toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
        eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
        eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
        toggleAction = True
        defaultActionGroup = Light
        redCurve
        {
            key = 0 0 0 3
            key = 1 1 0 0
        }
        greenCurve
        {
            key = 0 0 0 1
            key = 1 1 1 0
        }
        blueCurve
        {
            key = 0 0 0 0
            key = 1 0.7 1.5 0
        }
        alphaCurve
        {
            key = 0 1
        }
    }

and that works. now we have two light modules, one is actually light beams and second is light glow. Not beautiful, but working.

Cool. I had added the emissive into the Part variant, found it's material name using the hex editor, but it hadn't made a difference. I will pop this in and give it a try.

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3 new skins and most wheels done. With both modules set to default light that looks good @Warro. The mono wine red was annoying so I have made it 2 tone. I created a Sand to go with the stock military wheel and made my Signature Blue Lightning scheme, a long tradition from my Red Planet League racing days. We have an all white for the snow rover that likes to hide in snow, Aus Cam has Aus Cam wheels(takes a bit to do so haven't started the other camo yet.) And the silver gets gold studs to stand out. Oh and my tyres are now Limited additions :D

4kqlcZE.png

y4qCKcP.pnggfrJT1z.png

Edited by ColdJ
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@Warro was comparing the coldwaraerospace humvee light module to the defender. In  the model file is there a light animation labeled LR. I can see it in the hex editor but don't know if it is the right thing.

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