Mecripp Posted December 22, 2017 Share Posted December 22, 2017 @Nertea The download link is going to Jenkins then ask for log and password Quote Link to comment Share on other sites More sharing options...
Nertea Posted December 22, 2017 Author Share Posted December 22, 2017 Works fine for me? Quote Link to comment Share on other sites More sharing options...
Hupherius Posted December 23, 2017 Share Posted December 23, 2017 I too had problems with the download link in the OP taking me to Jenkins. On 10/2/2013 at 4:56 PM, Nertea said: This thread is for what I'm working on right now, which is a rework of my SSPX pack. The current testing release is version 1.0.0.A1 for KSP 1.31.1 (December 22, 2017). You can download it here. Imgur album ----------------------------- But this one works just fine! 21 hours ago, Nertea said: Time for some more structured, more public testing of the new station parts pack. Highlights Completely redone textures, models, configs for the mod Full set of new 1.25m station parts, including several inflatable modules Full set of 2.5m station parts, including several inflatable modules Full set of 3.75m station parts, including some large expandable centrifuges Logistics and container modules to store consumables, with support for many mod resources (eg. USI, EPL, TAC-LS) Several self-levelling ground base components in stack and radial sizes Extendable grappling tubes for connecting bases A vague commitment to IVAs for all crew-containing parts Known Issues: Please look here first. A significant amount of IVA components exist in a ~kinda done~ state. This means: Kerbal transforms are incorrect in many cases Some textures are missing (down to two parts) Prop layouts are incomplete If you want to help me with prop layouts I would be greatly obliged!!! Git it here (ha): Stockalike Station Parts Expansion Redux - 1.0.0.A1 Quote Link to comment Share on other sites More sharing options...
Nertea Posted December 23, 2017 Author Share Posted December 23, 2017 Ah I see. There's no download link in the OP, but it's supposed to link to my last post there so that's fine now Quote Link to comment Share on other sites More sharing options...
Fraz86 Posted December 25, 2017 Share Posted December 25, 2017 @Nertea The new SSPX is a masterpiece - it might be my favorite parts pack ever. The parts are absolutely beautiful, thoughtfully designed, and cover a wide range of applications. I am very excited for finished IVAs (and I love what you've already done, especially the PXL-F). Plus, the need to move large interplanetary craft composed of these parts will provide me with a pragmatic reason to use all of your fancy end-game engines & reactors! I only wish that there was a crew health mod capable of giving SSPX a real sense of purpose and interesting gameplay mechanics. Unfortunately, I'm not aware of any such mod. Mods like TAC-LS or Snacks ultimately treat all crew compartments as nothing more than resource storage and/or recyclers. USI-LS has a "habitation" mechanic, which is maybe a rough approximation of what I'm hoping for, but its logic is a bit simplistic/wonky. I would love to see a mod that encourages meeting various crew needs: space, amenities, privacy (i.e., individual cabins), artificial gravity, shelter from radiation, etc., which have varying degrees of importance based on the length of the mission. One quick note about your current USI-LS patch: the use of MaterialKits is a feature of MKS, not USI-LS. Players who use USI-LS without MKS will find themselves unable to deploy the inflatable modules. Quote Link to comment Share on other sites More sharing options...
OldMold Posted December 25, 2017 Share Posted December 25, 2017 Have you tried Kerbal Health? Looking forward to mash these two mods + life support + construction time together for proper deep space crew missions. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 25, 2017 Share Posted December 25, 2017 3 hours ago, Fraz86 said: One quick note about your current USI-LS patch: the use of MaterialKits is a feature of MKS, not USI-LS. Players who use USI-LS without MKS will find themselves unable to deploy the inflatable modules. Thanks for pointing that out. It will be addressed. 1 hour ago, OldMold said: Have you tried Kerbal Health? Looking forward to mash these two mods + life support + construction time together for proper deep space crew missions. This seems intriguing. Proper compatibility for this, though, will likely have to come from the KerbalHealth dev or an MM expert who understands both these mods very well. Nertea has no direct involvement with life support mods. Quote Link to comment Share on other sites More sharing options...
Pulsar Posted December 25, 2017 Share Posted December 25, 2017 @Fraz86 Thanks for info. I'm looking forward to see more of balance suggestions. I will take care of patch files later, unless @JadeOfMaar already fix it first. Quote Link to comment Share on other sites More sharing options...
Fraz86 Posted December 25, 2017 Share Posted December 25, 2017 (edited) On 12/24/2017 at 6:00 PM, OldMold said: Have you tried Kerbal Health? Looking forward to mash these two mods + life support + construction time together for proper deep space crew missions. Thanks for the link. I've been away from KSP for about a year, so I wasn't aware of Kerbal Health. It appears to have just about everything I'm looking for. Strange that it doesn't involve food as a factor in maintaining health, but I suppose that's easily enough addressed with a separate mod (e.g., USI-LS or Snacks). On 12/24/2017 at 8:04 PM, JadeOfMaar said: Thanks for pointing that out. It will be addressed. This seems intriguing. Proper compatibility for this, though, will likely have to come from the KerbalHealth dev or an MM expert who understands both these mods very well. Nertea has no direct involvement with life support mods. Luckily, I happen to be a MM expert with experience writing configs for Nertea's mods in the past. I'd be happy to write a compatibility patch, however, I do have a couple concerns. As it stands, the "recuperation" mechanic makes it mathematically more efficient to just slap on a bunch of cupolas for large/long-term missions, rather than actually addressing crowdedness and microgravity (explanation: each cupola provides 1% HP regeneration for every Kerbal on board - it has the same benefit per Kerbal regardless of crew size, and the benefit is additive for any number of cupolas, so there's a point where it's more efficient to just make HP regeneration exceed loss rather than reducing loss). I believe the recuperation mechanic needs to be dramatically reduced in order to give Nertea's parts real purpose. In short, I intend to write a patch (at least for my own purposes), but my patch may overhaul/rebalance some of the native behavior of Kerbal Health, so it may not be appropriate as a general compatibility patch. Edited December 26, 2017 by Fraz86 Quote Link to comment Share on other sites More sharing options...
Fraz86 Posted December 26, 2017 Share Posted December 26, 2017 (edited) Below is a draft of my KerbalHealth compatibility patch. I am quite happy with the outcome, though as I mentioned before, it should be noted that this patch rebalances the native behavior of KerbalHealth. Unfortunately, I do not believe it is possible to achieve a satisfactory result without rebalancing. ////////////////////////////////////////////////////////////////////////////////////////////// // Experimental KerbalHealth Compatibility Patch For SSPX // // By Fraz86 // // // // WARNING - This patch substantially rebalances the KerbalHealth mod. Most importantly, // // this patch dramatically reduces the ship-wide "recuperation" provided by the Cupola. // // Without this reduction, Cupola-spam is objectively the optimal approach for missions // // with large crews and/or long durations, leaving SSPX parts without any clear use case. // // // // MECHANICS - This patch makes it such that all habitation modules serve at least two // // functions: // // (1) Reduction of the "crowded" factor (larger, more luxurious modules provide greater // // reductions). Kerbals benefit from this reduction regardless of their location on the // // craft, though the total number of Kerbals who may benefit is limited to the crew // // capacity of the module. Each Kerbal may only benefit from a single crowdedness- // // reducing module (the best available is automatically used). // // (2) A small amount of "recuperation" is provided to all Kerbals physically present on // // the module (larger, more luxurious modules provide greater recuperation). // // // // - In addition to the above, centrifuges also reduce or eliminate the microgravity // // penalty for a number of Kerbals up to the centrifuge's crew capacity (Kerbals need not // // be located on the centrifuge itself in order to benefit). // // - Cupolas/Observation Modules provide global recuperation bonuses, affecting all // // Kerbals on the craft. These bonuses are quite small, but because crowdedness-reducing // // effects do not stack, and hab modules only provide recuperation for Kerbals located on // // the part itself, cupolas provide a means to achieve additional longevity. // // - Placing a Kerbal inside a lab module reduces the impact of sickness. // ////////////////////////////////////////////////////////////////////////////////////////////// @PART[cupola]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { @MODULE[ModuleKerbalHealth]:HAS[#recuperation[>0]] { @recuperation = 0.1 !resourceConsumptionPerKerbal = DELETE %alwaysActive = true } !MODULE[ModuleKerbalHealth]:HAS[#multiplyFactor[Crowded]] {} !RESOURCE[RadiationShielding] {} } @PART[crewCabin]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { @MODULE[ModuleKerbalHealth] { @resourceConsumptionPerKerbal = 1.5 @multiplier = 0.3 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 4 } } @PART[MK1CrewCabin]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { @MODULE[ModuleKerbalHealth] { @resourceConsumptionPerKerbal = 1 } MODULE { name = ModuleKerbalHealth recuperation = 0.3 partCrewOnly = true alwaysActive = true crewCap = 2 } } @PART[mk2CrewCabin]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth recuperation = 0.3 partCrewOnly = true alwaysActive = true crewCap = 4 } } @PART[mk3CrewCabin]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth recuperation = 0.3 partCrewOnly = true alwaysActive = true crewCap = 16 } } @PART[Large_Crewed_Lab]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { @MODULE[ModuleKerbalHealth] { @resourceConsumptionPerKerbal = 2 @multiplier = 0.25 } } @PART[sspx-lab-375-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth resourceConsumptionPerKerbal = 2.5 multiplyFactor = Sickness multiplier = 0.25 crewCap = 3 partCrewOnly = true } } @PART[sspx-habitation-125-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.3 resourceConsumptionPerKerbal = 1.5 crewCap = 2 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 2 } } @PART[sspx-utility-125-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.3 resourceConsumptionPerKerbal = 1.5 crewCap = 1 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 1 } } @PART[sspx-inflatable-hab-125-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.3 resourceConsumptionPerKerbal = 1.5 crewCap = 6 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 6 } } @PART[sspx-inflatable-hab-125-2]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.3 resourceConsumptionPerKerbal = 1.5 crewCap = 3 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 3 } } @PART[sspx-inflatable-hab-125-3]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.3 resourceConsumptionPerKerbal = 1.5 crewCap = 3 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 3 } } @PART[sspx-inflatable-centrifuge-125-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.3 resourceConsumptionPerKerbal = 1.5 crewCap = 6 } MODULE { name = ModuleKerbalHealth recuperation = 0.5 partCrewOnly = true alwaysActive = true crewCap = 6 } MODULE { name = ModuleKerbalHealth multiplyFactor = Microgravity multiplier = 0.25 resourceConsumption = 6 crewCap = 6 } } @PART[sspx-inflatable-centrifuge-125-2]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.5 resourceConsumptionPerKerbal = 1 crewCap = 4 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 4 } MODULE { name = ModuleKerbalHealth multiplyFactor = Microgravity multiplier = 0.5 resourceConsumption = 4 crewCap = 4 } } @PART[sspx-habitation-25-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.1 resourceConsumptionPerKerbal = 2 crewCap = 6 } MODULE { name = ModuleKerbalHealth recuperation = 0.5 partCrewOnly = true alwaysActive = true crewCap = 6 } } @PART[sspx-observation-25-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth recuperation = 0.2 alwaysActive = true } !RESOURCE[RadiationShielding] {} } @PART[sspx-inflatable-hab-25-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.1 resourceConsumptionPerKerbal = 2 crewCap = 18 } MODULE { name = ModuleKerbalHealth recuperation = 0.5 partCrewOnly = true alwaysActive = true crewCap = 18 } } @PART[sspx-inflatable-hab-25-2]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.1 resourceConsumptionPerKerbal = 2 crewCap = 9 } MODULE { name = ModuleKerbalHealth recuperation = 0.5 partCrewOnly = true alwaysActive = true crewCap = 9 } } @PART[sspx-inflatable-centrifuge-25-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.1 resourceConsumptionPerKerbal = 2 crewCap = 8 } MODULE { name = ModuleKerbalHealth recuperation = 0.6 partCrewOnly = true alwaysActive = true crewCap = 8 } MODULE { name = ModuleKerbalHealth multiplyFactor = Microgravity multiplier = 0 resourceConsumption = 8 crewCap = 8 } } @PART[sspx-habitation-375-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.05 resourceConsumptionPerKerbal = 2.5 crewCap = 12 } MODULE { name = ModuleKerbalHealth recuperation = 0.6 partCrewOnly = true alwaysActive = true crewCap = 12 } MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 10 } } @PART[sspx-habitation-375-2]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.05 resourceConsumptionPerKerbal = 2.5 crewCap = 6 } MODULE { name = ModuleKerbalHealth recuperation = 0.6 partCrewOnly = true alwaysActive = true crewCap = 6 } MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 5 } } @PART[sspx-habitation-375-3]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.5 resourceConsumptionPerKerbal = 1 crewCap = 6 } MODULE { name = ModuleKerbalHealth recuperation = 0.3 partCrewOnly = true alwaysActive = true crewCap = 6 } MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 20 } } @PART[sspx-core-375-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 5 } } @PART[sspx-aquaculture-375-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 20 } } @PART[sspx-cupola-375-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth recuperation = 0.1 alwaysActive = true } !RESOURCE[RadiationShielding] {} } @PART[sspx-expandable-centrifuge-375-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0 resourceConsumptionPerKerbal = 3 crewCap = 14 } MODULE { name = ModuleKerbalHealth recuperation = 0.7 partCrewOnly = true alwaysActive = true crewCap = 14 } MODULE { name = ModuleKerbalHealth recuperation = 0.3 alwaysActive = true } MODULE { name = ModuleKerbalHealth multiplyFactor = Microgravity multiplier = 0 resourceConsumption = 14 crewCap = 14 } } @PART[sspx-expandable-centrifuge-375-2]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0 resourceConsumptionPerKerbal = 3 crewCap = 10 } MODULE { name = ModuleKerbalHealth recuperation = 0.7 partCrewOnly = true alwaysActive = true crewCap = 10 } MODULE { name = ModuleKerbalHealth multiplyFactor = Microgravity multiplier = 0 resourceConsumption = 10 crewCap = 10 } } Edited December 27, 2017 by Fraz86 Quote Link to comment Share on other sites More sharing options...
OldMold Posted December 26, 2017 Share Posted December 26, 2017 @Fraz86 This is pretty awesome, will try it out. Quote Link to comment Share on other sites More sharing options...
Hoddd9000 Posted December 28, 2017 Share Posted December 28, 2017 Since this thread is now about SSPXr (which looks incredible), is development of FFT being put on hold? Both seem like alot for one person (though Nert has demonstrated superhuman mod dev skills before ) Quote Link to comment Share on other sites More sharing options...
AmpCat Posted December 29, 2017 Share Posted December 29, 2017 I think @Nertea runs faster on donations! Maybe more will get us ALL THE THINGS! Quote Link to comment Share on other sites More sharing options...
Gilph Posted December 30, 2017 Share Posted December 30, 2017 Hi, is this new work DirectX11 friendly? Searches in this topic did not have any hits since early 2016 and I'm trying to use only DX11 friendly mods. Thanks Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted December 31, 2017 Share Posted December 31, 2017 @Nertea This should help you in getting all the parts speculars uniform... Spoiler @REFLECTION_CONFIG[default]:NEEDS[TexturesUnlimited] { %enabled = true } // sspx-hub-25-1,sspx-hub-125-1 @PART[*]:NEEDS[TexturesUnlimited&StationPartsExpansionRedux]:AFTER[zzzzStationParts]:HAS[@MODEL:HAS[#model[StationPartsExpansionRedux*]]] { MODULE { name = KSPTextureSwitch sectionName = Color currentTextureSet = StationPartsExpRedux_Default TEXTURESET { name = StationPartsExpRedux_Default } TEXTURESET { name = StationPartsExpRedux_Mylar } } } //@PART[Stairs] KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] { name = StationPartsExpRedux_Default title = Default recolorable = false TEXTURE { shader = SSTU/PBR/StockMetallicBumped mesh = 25mHub mesh = 25mHub5 mesh = 25mHub4 mesh = 25mHub4WayPlanar mesh = 25mHub3 mesh = 25mHub90 mesh = 25mHub45 mesh = 25mHub30 mesh = 25Core (1) mesh = 25mCupola 1 mesh = 25mTubeQuarter (1) mesh = 25mTubeShort (1) mesh = 25mTubeLong (1) mesh = 25mAttach (1) mesh = 25Adapter1 (1) mesh = 25Adapter2 (1) mesh = 25mCrewedLab mesh = Greenhouse mesh = Shutter01 mesh = Shutter02 mesh = Shutter03 mesh = Shutter04 mesh = Shutter05 mesh = Shutter06 mesh = Shutter07 mesh = Shutter08 mesh = Shutter09 mesh = Shutter10 mesh = Shutter11 mesh = Shutter12 mesh = 25mHitchiker (1) mesh = 25Observation (1) mesh = 25mHabLong (1) mesh = 25mAirlock mesh = Door1 mesh = Door2 // airlock has lots of complicated docking meshes mesh = 25mCapWhite mesh = 25mCapWhiteBare mesh = 25mCapWhite5Way mesh = 25mCapWhiteBare5Way mesh = 25mCapWhite4Way mesh = 25mCapWhiteBare4Way mesh = 25mCapWhite4WayPlanar mesh = 25mCapWhiteBare4WayPlanar mesh = 25mCapWhite3Way mesh = 25mCapWhiteBare3Way mesh = 25mCapWhiteElbow mesh = 25mCapWhiteBareElbow mesh = 25mCapWhite45 mesh = 25mCapWhiteBare45 mesh = 25mCapWhite30 mesh = 25mCapWhiteBare30 mesh = 25mCapStructuralWhite mesh = 25mCapStructuralWhiteFlip mesh = 25mCapStructuralWhiteBare mesh = 25mCapStructuralWhiteFlipBare mesh = 125Hub mesh = 125Hub5 mesh = 125Hub4 mesh = 125Hub4Planar mesh = 125Hub3 mesh = 125Hub90 mesh = 125Hub45 mesh = 125Hub30 mesh = 125Core (1) mesh = 125Tube-Tiny (1) mesh = 125Tube-Small (1) mesh = 125Tube-Large (1) mesh = 125Attach (1) mesh = 125Habitation (1) mesh = 125Utility (1) mesh = 125Cupola (1) mesh = 125Airlock (1) mesh = 125Adapter (1) mesh = 125EndcapWhite mesh = 125EndcapWhiteBare mesh = 125EndcapWhite5Way mesh = 125EndcapWhiteBare5Way mesh = 125EndcapWhite4Way mesh = 125EndcapWhiteBare4Way mesh = 125EndcapWhite4WayPlanar mesh = 125EndcapWhiteBare4WayPlanar mesh = 125EndcapWhite3Way mesh = 125EndcapWhiteBare3Way mesh = 125EndcapWhiteElbow mesh = 125EndcapWhiteBareElbow mesh = 125EndcapWhite45 mesh = 125EndcapWhiteBare45 mesh = 125EndcapWhite30 mesh = 125EndcapWhiteBare30 mesh = 125EndcapWhiteFlip mesh = 125EndcapWhiteBareFlip mesh = 375mCapWhite mesh = 375mCapWhiteBare mesh = 375mCapWhiteFlip mesh = 375mCapWhiteBareFlip mesh = Deformer mesh = Static (1) mesh = StaticSmall mesh = Deformablemini mesh = StaticSml001 mesh = Deformablemini001 // metal plates // 375Control (1) // 375Cupola (1) // CrewTubeAttach (1) // CrewTubeSmall (1) // CrewTubeMed (1) // CrewTubeLarge (1) // 375AdapterShort (1) // 375AdapterTall (1) // 375mGreenhouse (1) // 375Aquaponics (1) // 375ScienceLab (1) // 375HabLong (1) // 375Shelter (1) // 375Test1 (1) // organic // GreenhousePlants (1) *should prolly leave this alone // Plant01 PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } TEXTURE { shader = SSTU/PBR/StockMetallicBumped mesh = 25mCapBlack mesh = 25mCapBlackBare mesh = 25mCapBlack5Way mesh = 25mCapBlackBare5Way mesh = 25mCapBlack4Way mesh = 25mCapBlackBare4Way mesh = 25mCapBlack4WayPlanar mesh = 25mCapBlackBare4WayPlanar mesh = 25mCapBlack3Way mesh = 25mCapBlackBare3Way mesh = 25mCapBlackElbow mesh = 25mCapBlackBareElbow mesh = 25mCapBlack45 mesh = 25mCapBlackBare45 mesh = 25mCapBlack30 mesh = 25mCapBlackBare30 mesh = 25mCapStructuralBlack mesh = 25mCapStructuralBlackFlip mesh = 25mCapStructuralBlackBare mesh = 25mCapStructuralBlackFlipBare mesh = 125EndcapBlack mesh = 125EndcapBlackBare mesh = 125EndcapBlack5Way mesh = 125EndcapBlackBare5Way mesh = 125EndcapBlack4Way mesh = 125EndcapBlackBare4Way mesh = 125EndcapBlack4WayPlanar mesh = 125EndcapBlackBare4WayPlanar mesh = 125EndcapBlack3Way mesh = 125EndcapBlackBare3Way mesh = 125EndcapBlackElbow mesh = 125EndcapBlackBareElbow mesh = 125EndcapBlack45 mesh = 125EndcapBlackBare45 mesh = 125EndcapBlack30 mesh = 125EndcapBlackBare30 mesh = 125EndcapBlackFlip mesh = 125EndcapBlackBareFlip mesh = 375mCapBlack mesh = 375mCapBlackBare mesh = 375mCapBlackFlip mesh = 375mCapBlackBareFlip PROPERTY { name = _Color color = 1.75,1.75,1.75,1.0 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 1.0 } } TEXTURE { shader = SSTU/PBR/Metallic mesh = 25mCapFoil mesh = 25mCapFoilFlip mesh = 25mCapFoil5Way mesh = 25mCapFoil4Way mesh = 25mCapFoil4WayPlanar mesh = 25mCapFoil3Way mesh = 25mCapFoilElbow mesh = 25mCapFoil45 mesh = 25mCapFoil30 //mesh = 125CapFoil //mesh = 125CapFoil5Way //mesh = 125CapFoil4Way //mesh = 125CapFoil4WayPlanar //mesh = 125CapFoil3Way //mesh = 125CapFoilElbow //mesh = 125CapFoil45 //mesh = 125CapFoil30 PROPERTY { name = _Color color = 1.75,1.75,1.75,1.0 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.9 } } TEXTURE { shader = SSTU/PBR/MetallicTransparent mesh = GreenhouseGlass (1) //mesh = GreenhouseGlass (2) *no idea where this is PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } +KSP_TEXTURE_SET[StationPartsExpRedux_Default]:NEEDS[TexturesUnlimited] { @name = StationPartsExpRedux_Mylar @title = Mylar @TEXTURE,0 { @PROPERTY[_Color] { @color = 1.75,1.75,1.75,1.0 } @PROPERTY[_Metal] { @float = 0.75 } @PROPERTY[_Smoothness] { @float = 1.2 } } } Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 2, 2018 Author Share Posted January 2, 2018 Been away for a while, so I'm back now. Nice to see a distinct lack of bug reports! On 12/25/2017 at 11:54 PM, Fraz86 said: Below is a draft of my KerbalHealth compatibility patch. I am quite happy with the outcome, though as I mentioned before, it should be noted that this patch rebalances the native behavior of KerbalHealth. Unfortunately, I do not believe it is possible to achieve a satisfactory result without rebalancing. ////////////////////////////////////////////////////////////////////////////////////////////// // Experimental KerbalHealth Compatibility Patch For SSPX // // By Fraz86 // // // // WARNING - This patch substantially rebalances the KerbalHealth mod. Most importantly, // // this patch dramatically reduces the ship-wide "recuperation" provided by the Cupola. // // Without this reduction, Cupola-spam is objectively the optimal approach for missions // // with large crews and/or long durations, leaving SSPX parts without any clear use case. // // // // MECHANICS - This patch makes it such that all habitation modules serve at least two // // functions: // // (1) Reduction of the "crowded" factor (larger, more luxurious modules provide greater // // reductions). Kerbals benefit from this reduction regardless of their location on the // // craft, though the total number of Kerbals who may benefit is limited to the crew // // capacity of the module. Each Kerbal may only benefit from a single crowdedness- // // reducing module (the best available is automatically used). // // (2) A small amount of "recuperation" is provided to all Kerbals physically present on // // the module (larger, more luxurious modules provide greater recuperation). // // // // - In addition to the above, centrifuges also reduce or eliminate the microgravity // // penalty for a number of Kerbals up to the centrifuge's crew capacity (Kerbals need not // // be located on the centrifuge itself in order to benefit). // // - Cupolas/Observation Modules provide global recuperation bonuses, affecting all // // Kerbals on the craft. These bonuses are quite small, but because crowdedness-reducing // // effects do not stack, and hab modules only provide recuperation for Kerbals located on // // the part itself, cupolas provide a means to achieve additional longevity. // // - Placing a Kerbal inside a lab module reduces the impact of sickness. // ////////////////////////////////////////////////////////////////////////////////////////////// @PART[cupola]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { @MODULE[ModuleKerbalHealth]:HAS[#recuperation[>0]] { @recuperation = 0.1 !resourceConsumptionPerKerbal = DELETE %alwaysActive = true } !MODULE[ModuleKerbalHealth]:HAS[#multiplyFactor[Crowded]] {} !RESOURCE[RadiationShielding] {} } @PART[crewCabin]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { @MODULE[ModuleKerbalHealth] { @resourceConsumptionPerKerbal = 1.5 @multiplier = 0.3 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 4 } } @PART[MK1CrewCabin]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { @MODULE[ModuleKerbalHealth] { @resourceConsumptionPerKerbal = 1 } MODULE { name = ModuleKerbalHealth recuperation = 0.3 partCrewOnly = true alwaysActive = true crewCap = 2 } } @PART[mk2CrewCabin]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth recuperation = 0.3 partCrewOnly = true alwaysActive = true crewCap = 4 } } @PART[mk3CrewCabin]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth recuperation = 0.3 partCrewOnly = true alwaysActive = true crewCap = 16 } } @PART[Large_Crewed_Lab]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { @MODULE[ModuleKerbalHealth] { @resourceConsumptionPerKerbal = 2 @multiplier = 0.25 } } @PART[sspx-lab-375-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth resourceConsumptionPerKerbal = 2.5 multiplyFactor = Sickness multiplier = 0.25 crewCap = 3 partCrewOnly = true } } @PART[sspx-habitation-125-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.3 resourceConsumptionPerKerbal = 1.5 crewCap = 2 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 2 } } @PART[sspx-utility-125-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.3 resourceConsumptionPerKerbal = 1.5 crewCap = 1 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 1 } } @PART[sspx-inflatable-hab-125-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.3 resourceConsumptionPerKerbal = 1.5 crewCap = 6 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 6 } } @PART[sspx-inflatable-hab-125-2]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.3 resourceConsumptionPerKerbal = 1.5 crewCap = 3 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 3 } } @PART[sspx-inflatable-hab-125-3]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.3 resourceConsumptionPerKerbal = 1.5 crewCap = 3 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 3 } } @PART[sspx-inflatable-centrifuge-125-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.3 resourceConsumptionPerKerbal = 1.5 crewCap = 6 } MODULE { name = ModuleKerbalHealth recuperation = 0.5 partCrewOnly = true alwaysActive = true crewCap = 6 } MODULE { name = ModuleKerbalHealth multiplyFactor = Microgravity multiplier = 0.25 resourceConsumption = 6 crewCap = 6 } } @PART[sspx-inflatable-centrifuge-125-2]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.5 resourceConsumptionPerKerbal = 1 crewCap = 4 } MODULE { name = ModuleKerbalHealth recuperation = 0.4 partCrewOnly = true alwaysActive = true crewCap = 4 } MODULE { name = ModuleKerbalHealth multiplyFactor = Microgravity multiplier = 0.5 resourceConsumption = 4 crewCap = 4 } } @PART[sspx-habitation-25-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.1 resourceConsumptionPerKerbal = 2 crewCap = 6 } MODULE { name = ModuleKerbalHealth recuperation = 0.5 partCrewOnly = true alwaysActive = true crewCap = 6 } } @PART[sspx-observation-25-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth recuperation = 0.2 alwaysActive = true } !RESOURCE[RadiationShielding] {} } @PART[sspx-inflatable-hab-25-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.1 resourceConsumptionPerKerbal = 2 crewCap = 18 } MODULE { name = ModuleKerbalHealth recuperation = 0.5 partCrewOnly = true alwaysActive = true crewCap = 18 } } @PART[sspx-inflatable-hab-25-2]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.1 resourceConsumptionPerKerbal = 2 crewCap = 9 } MODULE { name = ModuleKerbalHealth recuperation = 0.5 partCrewOnly = true alwaysActive = true crewCap = 9 } } @PART[sspx-inflatable-centrifuge-25-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.1 resourceConsumptionPerKerbal = 2 crewCap = 8 } MODULE { name = ModuleKerbalHealth recuperation = 0.6 partCrewOnly = true alwaysActive = true crewCap = 8 } MODULE { name = ModuleKerbalHealth multiplyFactor = Microgravity multiplier = 0 resourceConsumption = 8 crewCap = 8 } } @PART[sspx-habitation-375-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.05 resourceConsumptionPerKerbal = 2.5 crewCap = 12 } MODULE { name = ModuleKerbalHealth recuperation = 0.6 partCrewOnly = true alwaysActive = true crewCap = 12 } MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 10 } } @PART[sspx-habitation-375-2]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.05 resourceConsumptionPerKerbal = 2.5 crewCap = 6 } MODULE { name = ModuleKerbalHealth recuperation = 0.6 partCrewOnly = true alwaysActive = true crewCap = 6 } MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 5 } } @PART[sspx-habitation-375-3]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0.5 resourceConsumptionPerKerbal = 1 crewCap = 6 } MODULE { name = ModuleKerbalHealth recuperation = 0.3 partCrewOnly = true alwaysActive = true crewCap = 6 } MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 20 } } @PART[sspx-core-375-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 5 } } @PART[sspx-aquaculture-375-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 20 } } @PART[sspx-cupola-375-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth recuperation = 0.1 alwaysActive = true } !RESOURCE[RadiationShielding] {} } @PART[sspx-expandable-centrifuge-375-1]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0 resourceConsumptionPerKerbal = 3 crewCap = 14 } MODULE { name = ModuleKerbalHealth recuperation = 0.7 partCrewOnly = true alwaysActive = true crewCap = 14 } MODULE { name = ModuleKerbalHealth recuperation = 0.3 alwaysActive = true } MODULE { name = ModuleKerbalHealth multiplyFactor = Microgravity multiplier = 0 resourceConsumption = 14 crewCap = 14 } } @PART[sspx-expandable-centrifuge-375-2]:NEEDS[KerbalHealth]:AFTER[KerbalHealth] { MODULE { name = ModuleKerbalHealth multiplyFactor = Crowded multiplier = 0 resourceConsumptionPerKerbal = 3 crewCap = 10 } MODULE { name = ModuleKerbalHealth recuperation = 0.7 partCrewOnly = true alwaysActive = true crewCap = 10 } MODULE { name = ModuleKerbalHealth multiplyFactor = Microgravity multiplier = 0 resourceConsumption = 10 crewCap = 10 } } I'm wary of including this if it directly affects behaviour of another mod. Seems like that could be a problem, though from what you've written, I agree with your changes. I wonder if the dev of KerbalHealth would be open to your suggestions? On 12/28/2017 at 4:53 AM, Hoddd9000 said: Since this thread is now about SSPXr (which looks incredible), is development of FFT being put on hold? Both seem like alot for one person (though Nert has demonstrated superhuman mod dev skills before ) Effectively FFT has been on hold for several months. I don't usually work on more than one mod at once, though I'll point out that . On 12/30/2017 at 7:37 AM, Gilph said: Hi, is this new work DirectX11 friendly? Searches in this topic did not have any hits since early 2016 and I'm trying to use only DX11 friendly mods. Thanks Can't see how a part mod would care really. On 12/31/2017 at 8:15 AM, Electrocutor said: @Nertea This should help you in getting all the parts speculars uniform... Reveal hidden contents @REFLECTION_CONFIG[default]:NEEDS[TexturesUnlimited] { %enabled = true } // sspx-hub-25-1,sspx-hub-125-1 @PART[*]:NEEDS[TexturesUnlimited&StationPartsExpansionRedux]:AFTER[zzzzStationParts]:HAS[@MODEL:HAS[#model[StationPartsExpansionRedux*]]] { MODULE { name = KSPTextureSwitch sectionName = Color currentTextureSet = StationPartsExpRedux_Default TEXTURESET { name = StationPartsExpRedux_Default } TEXTURESET { name = StationPartsExpRedux_Mylar } } } //@PART[Stairs] KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] { name = StationPartsExpRedux_Default title = Default recolorable = false TEXTURE { shader = SSTU/PBR/StockMetallicBumped mesh = 25mHub mesh = 25mHub5 mesh = 25mHub4 mesh = 25mHub4WayPlanar mesh = 25mHub3 mesh = 25mHub90 mesh = 25mHub45 mesh = 25mHub30 mesh = 25Core (1) mesh = 25mCupola 1 mesh = 25mTubeQuarter (1) mesh = 25mTubeShort (1) mesh = 25mTubeLong (1) mesh = 25mAttach (1) mesh = 25Adapter1 (1) mesh = 25Adapter2 (1) mesh = 25mCrewedLab mesh = Greenhouse mesh = Shutter01 mesh = Shutter02 mesh = Shutter03 mesh = Shutter04 mesh = Shutter05 mesh = Shutter06 mesh = Shutter07 mesh = Shutter08 mesh = Shutter09 mesh = Shutter10 mesh = Shutter11 mesh = Shutter12 mesh = 25mHitchiker (1) mesh = 25Observation (1) mesh = 25mHabLong (1) mesh = 25mAirlock mesh = Door1 mesh = Door2 // airlock has lots of complicated docking meshes mesh = 25mCapWhite mesh = 25mCapWhiteBare mesh = 25mCapWhite5Way mesh = 25mCapWhiteBare5Way mesh = 25mCapWhite4Way mesh = 25mCapWhiteBare4Way mesh = 25mCapWhite4WayPlanar mesh = 25mCapWhiteBare4WayPlanar mesh = 25mCapWhite3Way mesh = 25mCapWhiteBare3Way mesh = 25mCapWhiteElbow mesh = 25mCapWhiteBareElbow mesh = 25mCapWhite45 mesh = 25mCapWhiteBare45 mesh = 25mCapWhite30 mesh = 25mCapWhiteBare30 mesh = 25mCapStructuralWhite mesh = 25mCapStructuralWhiteFlip mesh = 25mCapStructuralWhiteBare mesh = 25mCapStructuralWhiteFlipBare mesh = 125Hub mesh = 125Hub5 mesh = 125Hub4 mesh = 125Hub4Planar mesh = 125Hub3 mesh = 125Hub90 mesh = 125Hub45 mesh = 125Hub30 mesh = 125Core (1) mesh = 125Tube-Tiny (1) mesh = 125Tube-Small (1) mesh = 125Tube-Large (1) mesh = 125Attach (1) mesh = 125Habitation (1) mesh = 125Utility (1) mesh = 125Cupola (1) mesh = 125Airlock (1) mesh = 125Adapter (1) mesh = 125EndcapWhite mesh = 125EndcapWhiteBare mesh = 125EndcapWhite5Way mesh = 125EndcapWhiteBare5Way mesh = 125EndcapWhite4Way mesh = 125EndcapWhiteBare4Way mesh = 125EndcapWhite4WayPlanar mesh = 125EndcapWhiteBare4WayPlanar mesh = 125EndcapWhite3Way mesh = 125EndcapWhiteBare3Way mesh = 125EndcapWhiteElbow mesh = 125EndcapWhiteBareElbow mesh = 125EndcapWhite45 mesh = 125EndcapWhiteBare45 mesh = 125EndcapWhite30 mesh = 125EndcapWhiteBare30 mesh = 125EndcapWhiteFlip mesh = 125EndcapWhiteBareFlip mesh = 375mCapWhite mesh = 375mCapWhiteBare mesh = 375mCapWhiteFlip mesh = 375mCapWhiteBareFlip mesh = Deformer mesh = Static (1) mesh = StaticSmall mesh = Deformablemini mesh = StaticSml001 mesh = Deformablemini001 // metal plates // 375Control (1) // 375Cupola (1) // CrewTubeAttach (1) // CrewTubeSmall (1) // CrewTubeMed (1) // CrewTubeLarge (1) // 375AdapterShort (1) // 375AdapterTall (1) // 375mGreenhouse (1) // 375Aquaponics (1) // 375ScienceLab (1) // 375HabLong (1) // 375Shelter (1) // 375Test1 (1) // organic // GreenhousePlants (1) *should prolly leave this alone // Plant01 PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } TEXTURE { shader = SSTU/PBR/StockMetallicBumped mesh = 25mCapBlack mesh = 25mCapBlackBare mesh = 25mCapBlack5Way mesh = 25mCapBlackBare5Way mesh = 25mCapBlack4Way mesh = 25mCapBlackBare4Way mesh = 25mCapBlack4WayPlanar mesh = 25mCapBlackBare4WayPlanar mesh = 25mCapBlack3Way mesh = 25mCapBlackBare3Way mesh = 25mCapBlackElbow mesh = 25mCapBlackBareElbow mesh = 25mCapBlack45 mesh = 25mCapBlackBare45 mesh = 25mCapBlack30 mesh = 25mCapBlackBare30 mesh = 25mCapStructuralBlack mesh = 25mCapStructuralBlackFlip mesh = 25mCapStructuralBlackBare mesh = 25mCapStructuralBlackFlipBare mesh = 125EndcapBlack mesh = 125EndcapBlackBare mesh = 125EndcapBlack5Way mesh = 125EndcapBlackBare5Way mesh = 125EndcapBlack4Way mesh = 125EndcapBlackBare4Way mesh = 125EndcapBlack4WayPlanar mesh = 125EndcapBlackBare4WayPlanar mesh = 125EndcapBlack3Way mesh = 125EndcapBlackBare3Way mesh = 125EndcapBlackElbow mesh = 125EndcapBlackBareElbow mesh = 125EndcapBlack45 mesh = 125EndcapBlackBare45 mesh = 125EndcapBlack30 mesh = 125EndcapBlackBare30 mesh = 125EndcapBlackFlip mesh = 125EndcapBlackBareFlip mesh = 375mCapBlack mesh = 375mCapBlackBare mesh = 375mCapBlackFlip mesh = 375mCapBlackBareFlip PROPERTY { name = _Color color = 1.75,1.75,1.75,1.0 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 1.0 } } TEXTURE { shader = SSTU/PBR/Metallic mesh = 25mCapFoil mesh = 25mCapFoilFlip mesh = 25mCapFoil5Way mesh = 25mCapFoil4Way mesh = 25mCapFoil4WayPlanar mesh = 25mCapFoil3Way mesh = 25mCapFoilElbow mesh = 25mCapFoil45 mesh = 25mCapFoil30 //mesh = 125CapFoil //mesh = 125CapFoil5Way //mesh = 125CapFoil4Way //mesh = 125CapFoil4WayPlanar //mesh = 125CapFoil3Way //mesh = 125CapFoilElbow //mesh = 125CapFoil45 //mesh = 125CapFoil30 PROPERTY { name = _Color color = 1.75,1.75,1.75,1.0 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.9 } } TEXTURE { shader = SSTU/PBR/MetallicTransparent mesh = GreenhouseGlass (1) //mesh = GreenhouseGlass (2) *no idea where this is PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } +KSP_TEXTURE_SET[StationPartsExpRedux_Default]:NEEDS[TexturesUnlimited] { @name = StationPartsExpRedux_Mylar @title = Mylar @TEXTURE,0 { @PROPERTY[_Color] { @color = 1.75,1.75,1.75,1.0 } @PROPERTY[_Metal] { @float = 0.75 } @PROPERTY[_Smoothness] { @float = 1.2 } } } Not sure what you mean here. Is this for PBR stuff? Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted January 2, 2018 Share Posted January 2, 2018 (edited) 18 minutes ago, Nertea said: Not sure what you mean here. Is this for PBR stuff? Correct, with TU, it is much easier to see the differences in specular values in-game and thus easier to get them to properly match. For example, right now the end-cap specular when set to white does not match the white padding on the structural pieces; the same goes for some other parts. This config isn't yet complete, but has most of the 25 and 125 parts covered, so should be quite helpful. The Default option is straight-up specular; no PBR anything; merely the specular supports reflections and properly reflects light unlike the stock shaders. The Mylar option is set with the 25m Hub specular value as reference. Edited January 2, 2018 by Electrocutor Quote Link to comment Share on other sites More sharing options...
helaeon Posted January 2, 2018 Share Posted January 2, 2018 Both FFT and SSPXR have been all good for me so far. The auto-level landing cradles are pretty cool. I do kind of wish they had a bit of suspension for the initial landing - but understandably may not be possible. Or some kind of extendable stabilizer so they're a little less tip prone during said landing. I did a couple of 2 m/s landings on the Mun at 0-5 degree grades and it seemed super tippy, like surprisingly so. However I usually build landers with pretty wide bases so could be I wasn't used to one with a base the same size as the rest of the stack. Of course once you're down and you can turn on auto-level it works great. I added the USI ground tether function to them as well for my own game and that also works great. Quote Link to comment Share on other sites More sharing options...
Pthigrivi Posted January 2, 2018 Share Posted January 2, 2018 This is pretty amazing, Nertea. One thing I've noticed is some strange behavior w/ kerbals on ladders. They end up climbing backwards on the re-skinned mobile science lab and tend to slide up and down on their own. I've noticed the sliding with the 7-crew pod as well (Near future spacecraft I think?) Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 3, 2018 Author Share Posted January 3, 2018 4 hours ago, Electrocutor said: Correct, with TU, it is much easier to see the differences in specular values in-game and thus easier to get them to properly match. For example, right now the end-cap specular when set to white does not match the white padding on the structural pieces; the same goes for some other parts. This config isn't yet complete, but has most of the 25 and 125 parts covered, so should be quite helpful. The Default option is straight-up specular; no PBR anything; merely the specular supports reflections and properly reflects light unlike the stock shaders. The Mylar option is set with the 25m Hub specular value as reference. Well... that's not really my problem until I actually decide to tackle a PBR conversion, no? 4 hours ago, helaeon said: Both FFT and SSPXR have been all good for me so far. The auto-level landing cradles are pretty cool. I do kind of wish they had a bit of suspension for the initial landing - but understandably may not be possible. Or some kind of extendable stabilizer so they're a little less tip prone during said landing. I did a couple of 2 m/s landings on the Mun at 0-5 degree grades and it seemed super tippy, like surprisingly so. However I usually build landers with pretty wide bases so could be I wasn't used to one with a base the same size as the rest of the stack. Of course once you're down and you can turn on auto-level it works great. I added the USI ground tether function to them as well for my own game and that also works great. Unfortunately adding suspension to the legs creates a situation where there is no analytical solution to the leveling (nightmare time). I can say that you can use the autolevel function above the surface too, it'll level to above your destination terrain which will help a bunch. 2 hours ago, Pthigrivi said: This is pretty amazing, Nertea. One thing I've noticed is some strange behavior w/ kerbals on ladders. They end up climbing backwards on the re-skinned mobile science lab and tend to slide up and down on their own. I've noticed the sliding with the 7-crew pod as well (Near future spacecraft I think?) If you could enumerate for me the parts that have problems that'd be great. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted January 3, 2018 Share Posted January 3, 2018 37 minutes ago, Nertea said: Well... that's not really my problem until I actually decide to tackle a PBR conversion, no? Well, specular is supported by stock KSP and used by the porkjet-made parts. Whether or not you choose to utilize it is up to. For example, RoverDude usually only makes diffuse textures in RGB and not RGBA, completely ignoring specular as it takes some extra time to do. If you choose to support specular, however, using TU helps greatly in finding the right values. Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted January 3, 2018 Share Posted January 3, 2018 PXL-10 may be a bit too light Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 3, 2018 Author Share Posted January 3, 2018 (edited) 22 hours ago, Electrocutor said: Well, specular is supported by stock KSP and used by the porkjet-made parts. Whether or not you choose to utilize it is up to. For example, RoverDude usually only makes diffuse textures in RGB and not RGBA, completely ignoring specular as it takes some extra time to do. If you choose to support specular, however, using TU helps greatly in finding the right values. I'm pretty sure I know what specular maps are. What I mean is that I handcraft the specular values with focus on KSP's shader model - there's no "right" value, even particularly between similar parts. Bundling TU to normalize all the specular exponents seems like overkill and not what I want to do from an aesthetics point of view. So going back - I'm not sure how that MM patch helps me? If I wanted them uniform the best way would be to literally type the numbers into the shader when I export the parts. 4 hours ago, Psycho_zs said: PXL-10 may be a bit too light I might add a bit of weight? All the station cores have been baselined at 0.625t/ kerbal, plus a bit of mass for the integrated battery. That's the same as the other orbital parts, but I guess the station cores could be a bit heavier per kerbal. edit: I think my spreadsheet had a copy error, mass should already be 0.75t/kerbal. The 3.75m pod should be 3.7725t. Edited January 3, 2018 by Nertea Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted January 4, 2018 Share Posted January 4, 2018 (edited) 1 hour ago, Nertea said: I'm pretty sure I know what specular maps are. What I mean is that I handcraft the specular values with focus on KSP's shader model - there's no "right" value, even particularly between similar parts. Bundling TU to normalize all the specular exponents seems like overkill and not what I want to do from an aesthetics point of view. So going back - I'm not sure how that MM patch helps me? If I wanted them uniform the best way would be to literally type the numbers into the shader when I export the parts. You and I are clearly on two different pages. It's fine, I'll just wait until the first release then see if some of them were missed and let you know. Somehow you seem to have the idea that you actually have to use the PBR aspect of TU and that you need to change values for things to make them look right in TU, which is not the case. As far as different parts having vastly different specular or no specular at all, that is completely your choice. In my mind, I had thought anything made of the same white padded material would be the same specular pattern, especially so when its different areas of the same part with the same material. I anxiously await this mod, as your detail-oriented and highly practical parts here fill a large gap in KSP. (I was trying to be helpful; but I think I am only causing frustration which is the the exact opposite) Edited January 4, 2018 by Electrocutor Quote Link to comment Share on other sites More sharing options...
AmpCat Posted January 4, 2018 Share Posted January 4, 2018 Quick update on the previous design. Built up the full transit module and docked a large lander in the front, also using salt-water engines... thus, large radiators. So far, works rather well. A few learning points: Part count is still your enemy, even with a ridiculously overpowered computer. (Part count is 200-300, I think.) Don't worry about good Hohmann transfers. With these engines, you often have enough dV that saving a few thousand dV isn't worth the time in life-support and even just waiting for the transfer window. Just burn straight up from the launch pad and keep going until you escape Kerbin SoI, then plot an intercept orbit. Decelerate with your transit engines resonably far from your destination. Again, don't worry about fuel efficient, close intercept burns. Pick a few thousand Km out or something. I ended up with a final thrust to weight ratio of like. 0.1 It's horrible. Horrible. In future designs, I'll keep it closer to 1. Speaking of future designs, next one will use these new SSPXr parts! Finally, wouldn't be much of an update without a pic: Looking forward to the new parts, and MOAR ENGINES on my next ship. Quote Link to comment Share on other sites More sharing options...
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