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[1.0.5] FASA 5.44


frizzank

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  • 2 weeks later...

Hi, apologies if this has already been asked in this thread, but does anyone know if there is a way to disable the Apollo CSM reflections in the VAB and flight? I don't have a particularly powerful PC and they make KSP much more laggy, especially in the VAB.

Thanks!

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18 minutes ago, OswaldiusB said:

Hi, apologies if this has already been asked in this thread, but does anyone know if there is a way to disable the Apollo CSM reflections in the VAB and flight? I don't have a particularly powerful PC and they make KSP much more laggy, especially in the VAB.

Thanks!

I don't see the plugin in the download anymore but if you can edit a cfg your looking for the MODULE[ReflectiveShaderModule] or you might be running some cfg the using TextureReplacer if that's the case your looking for MODULE[TRReflection] you could write a MM to delete both if there found hope it helps

Spoiler

    MODULE
    {
        name = ReflectiveShaderModule
        // Lower values for performance, higher values for aesthetics (you shouldn't ever need to go higher than 1024).
        CubeMapSize = 8
        // How deep the reflection will be ("how far the reflection camera will view")
        FarClipPlane = 500000000
  // How far away must something be before it is reflected
  NearClipPlane = 2
        // Set to false to render all 6 faces of the CubeMap at once (six times slower~)
        OneFacePerFrame = true
        // The shader to find. The reflective shaders are:
        // Reflective/Diffuse
        // Reflective/VertexLit
        // Reflective/Bumped Diffuse
  //Reflective/Bumped Specular
        ShaderName = Reflective/Bumped Specular
  realTimeReflection = False
  
        // The height of the parallax map. Values are accepted between 0.005 and 0.08.
        ParallaxHeight = 0.01
        // How reflective the reflection will be (Weakest 0.0 - 1.0 Strongest).
        ReflectionStrength = 0.25
  //ReflectionColor = 0, 0, 0, 0
        // Use this variable to specify which meshes to apply the shader to.
        // Not using this variable will default to the first found mesh.
        // Use the actual mesh name for the value. Or you could use:
        // all - to replace the shader on all meshes in the model.
        MeshesToChange = EngineBits
        // How shiny the specularity will be (if specular).
        // This value will be automatically set if it already exists on the previous shader and is not defined here.
        Shininess = 1.0
  updateRate = 42
        // These variables should be used together only.
        // These values will be automatically set if they already exist on the previous shader and are not defined here
        SpecColorR = 0.8
        SpecColorG = 0.8
        SpecColorB = 0.8
        SpecColorA = 0.8
  rimFalloff = 5.0
  rimColor = 0.8242, 0.6445, 0.1914, 1.0
  ReflectionColor = 0.6242, 0.6445, 0.69, 1.0
    }

 

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4 minutes ago, MeCripp said:

I don't see the plugin in the download anymore but if you can edit a cfg your looking for the MODULE[ReflectiveShaderModule] or you might be running some cfg the using TextureReplacer if that's the case your looking for MODULE[TRReflection] you could write a MM to delete both if there found hope it helps

  Reveal hidden contents

    MODULE
    {
        name = ReflectiveShaderModule
        // Lower values for performance, higher values for aesthetics (you shouldn't ever need to go higher than 1024).
        CubeMapSize = 8
        // How deep the reflection will be ("how far the reflection camera will view")
        FarClipPlane = 500000000
  // How far away must something be before it is reflected
  NearClipPlane = 2
        // Set to false to render all 6 faces of the CubeMap at once (six times slower~)
        OneFacePerFrame = true
        // The shader to find. The reflective shaders are:
        // Reflective/Diffuse
        // Reflective/VertexLit
        // Reflective/Bumped Diffuse
  //Reflective/Bumped Specular
        ShaderName = Reflective/Bumped Specular
  realTimeReflection = False
  
        // The height of the parallax map. Values are accepted between 0.005 and 0.08.
        ParallaxHeight = 0.01
        // How reflective the reflection will be (Weakest 0.0 - 1.0 Strongest).
        ReflectionStrength = 0.25
  //ReflectionColor = 0, 0, 0, 0
        // Use this variable to specify which meshes to apply the shader to.
        // Not using this variable will default to the first found mesh.
        // Use the actual mesh name for the value. Or you could use:
        // all - to replace the shader on all meshes in the model.
        MeshesToChange = EngineBits
        // How shiny the specularity will be (if specular).
        // This value will be automatically set if it already exists on the previous shader and is not defined here.
        Shininess = 1.0
  updateRate = 42
        // These variables should be used together only.
        // These values will be automatically set if they already exist on the previous shader and are not defined here
        SpecColorR = 0.8
        SpecColorG = 0.8
        SpecColorB = 0.8
        SpecColorA = 0.8
  rimFalloff = 5.0
  rimColor = 0.8242, 0.6445, 0.1914, 1.0
  ReflectionColor = 0.6242, 0.6445, 0.69, 1.0
    }

 

To clarify, I should just delete all the text you put in the hidden contents section?

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1 minute ago, OswaldiusB said:

To clarify, I should just delete all the text you put in the hidden contents section?

Yes delete or //  in font of all of it

EDIT- Do you have a plugin folder in side the FASA folder ?

Edited by Mecripp2
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On 7/10/2017 at 2:29 PM, bjornadri said:

could you add craft files? i really find it difficult to assemble each ship by hand

I've been playing with the old craft files and they largely still seem to work with a bit of tweaking.

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7 hours ago, MeCripp said:

EDIT- Do you have a plugin folder in side the FASA folder ?

That plugin has been broken since 1.0.5 and was replaced with texture replacer. You need to download it separately. If anyone still has a plugin folder in their game they are using a very old version of FASA which will DEFINITELY break any newer versions of the game. Any version that contains this plugin is before the collider changes so all the parts with concave colliders will also be broken. There will be no support for old versions of the mod.

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10 hours ago, Virtualgenius said:

@gc1ceo thats awesome you have the old craft files working  if its not to much to ask would you mind sharing them at all please 

I have taken the craft files and put them in a separate RAR file, I have to stress that I did some tweaking to get them to work and I'm not entirely sure everything works as intended.

FASA Craft files

 

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The umbilical clamps don't pump fuel after turning on the launch pad. Any idea what might cause that? I have a ton of MODs so that may have something to do with it. I was just curious if there was a common reason why this happens? I was thinking maybe I need to research something in the tech tree? Thanks. 

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2 hours ago, smckamey19 said:

The umbilical clamps don't pump fuel after turning on the launch pad. Any idea what might cause that? I have a ton of MODs so that may have something to do with it. I was just curious if there was a common reason why this happens? I was thinking maybe I need to research something in the tech tree? Thanks. 

Pumping fuel isn't a standard function of launch clamps. It would be added by another mod - Real Fuels for example.

Edit: I was mistaken - see below.

Edited by Aelfhe1m
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  • 2 weeks later...

None of the Antennas from FASA are working and they have no Additional Info to show their range and electrical consumption. I'm using RemoteTech as well.

Is anyone else experiencing this? I'm going to do further testing later today and will post an update if no one else knows.

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The OP says to delete MM configs if not running RO.  Which MM configs need to be deleted?

Also, I see that the launch tower can have quite a number of kerbals, but how are they accessed on the launch pad, other than by doing a crew transfer?  Is it possible to see them doing something inside the tower?

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8 hours ago, linuxgurugamer said:

Also, I see that the launch tower can have quite a number of kerbals, but how are they accessed on the launch pad, other than by doing a crew transfer?  Is it possible to see them doing something inside the tower?

There's no IVA unfortunately but there is a crew hatch at the tower end of the gantry so that you can EVA your Kerbals and have them walk across to board the capsule.

Spoiler

SxT7Yro.jpg

5nbeAK6.jpg

 

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45 minutes ago, linuxgurugamer said:

I can't EVA them because there are no crew portraits

Hover your mouse where the "crew hatch" tooltip appears then left-click. A dialog will appear with EVA and Transfer options.

Spoiler

EmfNlH9.jpg

This is a stock function that should work with any crew hatch.

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  • 4 weeks later...

There's a typo, an extra "}", in the .cfg files for the Launch Clamp 1.25m and Launch Clamp 2.5m that removes their MODULEs ModuleGenerator and ModuleTestSubject.  The extra "}" is between the text for MODULE LaunchClamp and MODULE ModuleGenerator for both.

Note: the copies of those 2 files here still have the typo "}" in them.

GameData/FASA/Misc/FASA_Launch_Clamp_125/FASA_Launch_Clamp_125.cfg (line 87)

Spoiler

PART
{


// --- general parameters ---
name = FASAlaunchClamp125
module = Part
author = Frizzank

MODEL
{
  model = FASA/Misc/FASA_Launch_Clamp_125/FASA_Launch_Clamp_125
}
rescaleFactor = 1.0
scale = 1.0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_top = 0.0, 0.765, 0.0, 0.0, 1.0, 0.0, 2

// --- FX definitions ---

fx_gasBurst_white = 0.625, 0.76, 0.0, 0.0, 0.0, 1.0, activate
fx_gasBurst_white = -0.625, 0.76, 0.0, 0.0, 0.0, 1.0, activate
fx_gasBurst_white = 0.0, 0.76, 0.625, 0.0, 0.0, 1.0, activate
fx_gasBurst_white = 0.0, 0.76, -0.625, 0.0, 0.0, 1.0, activate
sound_decoupler_fire = activate


// --- editor parameters ---
TechRequired = start
entryCost = 0
cost = 25
category = Structural
subcategory = 0
title = FASA 1.25m Redstone Launch Clamp
manufacturer = FASA
description = Rockets getting stuck? Use the "Redstone Clamp", it attaches to the bottom of small 1.25m rockets. 

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,1

// --- standard part parameters ---
mass = 0.1
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 1000
maxTemp = 15000
fuelCrossFeed = True
explosionPotential = 0.1

	emissiveConstant = 0.90
	heatConductivity = 0.001 //They have built in insulators
	thermalMassModifier = 15
	radiatorHeadroom = 0.75
	skinInternalConductionMult = 2000
			
breakingForce = 1500
breakingTorque = 1500

stageOffset = 0
childStageOffset = 0


 bulkheadProfiles = srf
	PhysicsSignificance = 0
	
	

MODULE
{
    name = LaunchClamp
	
	trf_towerPivot_name = Cap_125
	trf_towerStretch_name = Tower_125
	trf_anchor_name = Base_Launch_Clamp_125
	
	trf_animationRoot_name = Clamp_Anim_Root_125
	anim_decouple_name = Launch_Clamp_125
}

	

	
}
	MODULE
	{
		name = ModuleGenerator
		isAlwaysActive = true
		OUTPUT_RESOURCE
		{
			name = ElectricCharge
			rate = 1
		}
	}	
	MODULE
	{
		name = ModuleTestSubject
		useStaging = True
		useEvent = False
		situationMask = 4
		useProgressForBodies = False
		usePrestigeForSit = False
		CONSTRAINT
		{
			type = SITUATION
			value = 4
			body = _Home
		}
		CONSTRAINT
		{
			type = SITUATION
			value = 0
			body = _NotHome
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ONCEPERPART
		}
	}
}

 

GameData/FASA/Misc/FASA_Launch_Clamp_125/FASA_Launch_Clamp_25.cfg (line 77)

Spoiler

PART
{


// --- general parameters ---
name = FASAlaunchClamp25
module = Part
author = Frizzank

MODEL
{
  model = FASA/Misc/FASA_Launch_Clamp_125/FASA_Launch_Clamp_125
  	scale = 1.5, 1.5, 1.5
}
//rescaleFactor = 1.0
//scale = 1.0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_top = 0.0, 1.12, 0.0, 0.0, 1.0, 0.0, 2

// --- FX definitions ---

fx_gasBurst_white = 0.0, 0.76, 0.0, 0.0, 0.0, 1.0, activate
sound_decoupler_fire = activate


// --- editor parameters ---
TechRequired = advConstruction
entryCost = 1200
cost = 50
category = Structural
subcategory = 0
title = FASA 2.5m Redstone Launch Clamp
manufacturer = FASA
description = The 2.5 clamp attaches to the bottom of 2.5m rockets. Just make sure your engine can handle the weight. If your rocket explodes your going to need to add some radial clamps.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,0,1,1

// --- standard part parameters ---
mass = 0.1
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 100
maxTemp = 15000
fuelCrossFeed = True
explosionPotential = 0.5
	emissiveConstant = 0.90
	heatConductivity = 0.001 //They have built in insulators
	thermalMassModifier = 15
	radiatorHeadroom = 0.75
	skinInternalConductionMult = 2000
breakingForce = 150
breakingTorque = 150

stageOffset = 0

childStageOffset = 0

 bulkheadProfiles = srf
//	PhysicsSignificance = 0
MODULE
{
    name = LaunchClamp
	trf_towerPivot_name = Cap_125
	trf_towerStretch_name = Tower_125
	trf_anchor_name = Base_Launch_Clamp_125
	trf_animationRoot_name = Clamp_Anim_Root_125
	anim_decouple_name = Launch_Clamp_125
}

	

}
	MODULE
	{
		name = ModuleGenerator
		isAlwaysActive = true
		OUTPUT_RESOURCE
		{
			name = ElectricCharge
			rate = 1
		}
	}
	MODULE
	{
		name = ModuleTestSubject
		useStaging = True
		useEvent = False
		situationMask = 4
		useProgressForBodies = False
		usePrestigeForSit = False
		CONSTRAINT
		{
			type = SITUATION
			value = 4
			body = _Home
		}
		CONSTRAINT
		{
			type = SITUATION
			value = 0
			body = _NotHome
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ONCEPERPART
		}
	}

}

 

The typos have likely been around a while as they also exist in another copy I have of FASA Launch Clamps from 2016 December.

Edited by Jacke
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