AtomicTech Posted December 2, 2021 Share Posted December 2, 2021 Hello! I'm getting close to releasing Version 1.0.0 of my mod, AtomicTech Inc. Junkyards, and I'm going through, looking for bugs to squash when I came across the biggest problem yet, Nodes. I have a large number of resized parts in my mod and I'd really appreciate if someone could fix it! I'm still rather green with my skills and only really know about configuring a part and its stats not really anything about modeling. So, I'm looking for a Parts Specialist(s) who'd be willing to go through the GitHub Repo and fix the nodes where possible. Link to comment Share on other sites More sharing options...
AtomicTech Posted December 2, 2021 Author Share Posted December 2, 2021 Benefits include: Free follow, If already not followed. Free Rep! Credit in Work! Link to comment Share on other sites More sharing options...
zer0Kerbal Posted December 3, 2021 Share Posted December 3, 2021 (edited) how did you rescale the parts? inside the MODEL { model = xxx scale = 1.0, 1.0, 1.0 } rescaleFactor = 1.0 or did you use the `rescale` key? IIRC, if you use the rescale method the nodes are adjusted (both in location and also in size) another way is to use a MM patch with @Lisias version of MM - and have it dump the configs to file in game - then just copy them otherwise, if you know RGEX and use something like VSCode or NotePadPlusPlus - then a RGEX find and replace with all part.cfg's open in NPP (replace in all open docs)... Edited December 3, 2021 by zer0Kerbal Link to comment Share on other sites More sharing options...
AtomicTech Posted December 3, 2021 Author Share Posted December 3, 2021 8 hours ago, zer0Kerbal said: how did you rescale the parts? inside the MODEL { model = xxx scale = 1.0, 1.0, 1.0 } rescale = 1.0 or did you use the `rescale` key? IIRC, if you use the rescale method the nodes are adjusted (both in location and also in size) another way is to use a MM patch with @Lisias version of MM - and have it dump the configs to file in game - then just copy them otherwise, if you know RGEX and use something like VSCode or NotePadPlusPlus - then a RGEX find and replace with all part.cfg's open in NPP (replace in all open docs)... Just the rescale key. 8 hours ago, zer0Kerbal said: how did you rescale the parts? inside the MODEL { model = xxx scale = 1.0, 1.0, 1.0 } rescale = 1.0 or did you use the `rescale` key? IIRC, if you use the rescale method the nodes are adjusted (both in location and also in size) another way is to use a MM patch with @Lisias version of MM - and have it dump the configs to file in game - then just copy them otherwise, if you know RGEX and use something like VSCode or NotePadPlusPlus - then a RGEX find and replace with all part.cfg's open in NPP (replace in all open docs)... I would like this but I'm outta reactions... Link to comment Share on other sites More sharing options...
Stone Blue Posted December 3, 2021 Share Posted December 3, 2021 i thought the proper key for outside the brackets was "rescaleFactor =" ??... not just "rescale =".. ?? Also, did you change any scale values *inside* the brackets, using "scale =", *along* with changing rescale?.. doing both could mess things up Also, another option might be to manually place the nodes, in the editor, using Link to comment Share on other sites More sharing options...
AtomicTech Posted December 3, 2021 Author Share Posted December 3, 2021 (edited) 53 minutes ago, Stone Blue said: i thought the proper key for outside the brackets was "rescaleFactor =" ??... not just "rescale =".. ?? Also, did you change any scale values *inside* the brackets, using "scale =", *along* with changing rescale?.. doing both could mess things up Also, another option might be to manually place the nodes, in the editor, using For the resized stock parts it's the rescale factor: Spoiler +PART[ServiceBay_250] { @rescaleFactor = 1.5 @name = ServiceBay_375 @cost = 750 manufacturer = AtomicTech Inc. @mass = 0.2 @title = ATSRV "Shipping Container" 375 Service Bay @description = A bigger heat resistant service bay, ideal for protecting delicate instruments or stowing service components such as RCS tanks, batteries, etc. } +PART[ServiceBay_250] { @rescaleFactor = 2 @name = ServiceBay_5 @cost = 1000 manufacturer = AtomicTech Inc. @mass = 0.2 @title = ATSRV "Shipping Container" 500 Service Bay @description = A large heat resistant service bay, ideal for protecting delicate instruments or stowing service components such as RCS tanks, batteries, etc. } for the greenhouse parts, it's: Spoiler PART:NEEDS[Snacks]:AFTER[Snacks] { name = ATGreenhouse5M module = Part author = panarchist, Atomikku MODEL { model = AT-Junkyards-Main/radioactiveGreenhouse/Assets/Greenhouse } rescaleFactor = 2.5 node_stack_top = 0.0,2.415,0.0,0.0,1.5,0.0,3 node_stack_bottom = 0.0,-2.415,0.0,0.0,-1.5,0.0,3 node_attach = 1.875,0.0,0.0,1.0,0.0,0.0,1 TechRequired = advConstruction entryCost = 0 cost = 32000 category = Utility subcategory = 0 title = Orbital "Veggie Table" Greenhouse Module manufacturer = AtomicTech Inc. description = The 5 Meter Fry Archivist Greenhouse is a rigid greenhouse for growning fresh food. Opening the shutters allows the greenhouse to use an advanced type of bioelectricity generator. The insane size and weight of this module makes it neary impractical to launch it into orbit. SimpleConstrution or Extraplanetary Launch Pads is recommended to assemble this in orbit. tags = PSA panarchist lifesupport snacks atomic tech atomictech at green house greenhouse garden attachRules = 1,1,1,1,0 mass = 9 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 breakingForce = 500 breakingTorque= 500 maxTemp = 2000 bulkheadProfiles = size3 CrewCapacity = 2 INTERNAL { name = landerCabinInternals } MODULE { name = ModuleDeployableSolarPanel animationName = door startEventGUIName = Open Shutters endEventGUIName = Close Shutters animSwitch = True sunTracking = true raycastTransformName = glass pivotName = glass isBreakable = false resourceName = Light chargeRate = 2.2 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 0 0 0 } } RESOURCE { name = ElectricCharge amount = 3000 maxAmount = 3000 } vesselType = Station RESOURCE { name = Snacks amount = 10000 maxAmount = 10000 } RESOURCE { name = Soil amount = 1000 maxAmount = 1000 } MODULE { name = SoilRecycler ConverterName = Snack Orbital Greenhouse [Soil] StartActionName = Start Orbital Greenhouse [Soil] StopActionName = Stop Orbital Greenhouse [Soil] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true ExperienceEffect = ConverterSkill EfficiencyBonus = 1.0 RecyclerCapacity = 4 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.015 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 7.5 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.0225 DumpExcess = false FlowMode = ALL_VESSEL } } Note that this isn't all the code but it's a good example of what the rest of the code looks like. Edited December 3, 2021 by AtomicTech Link to comment Share on other sites More sharing options...
zer0Kerbal Posted December 3, 2021 Share Posted December 3, 2021 3 hours ago, Stone Blue said: rescaleFactor thank you. Link to comment Share on other sites More sharing options...
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