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Chaka Monkey - Closed Development Thread


YANFRET

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Okay

@MeCripp & @pw4x3r can you see if you agree before we make this an official update? Also test it with ATM

Ooh lookie another #

Success!!! You got it! I think that's going to make a lot of people really happy.

I think you're probably right about the transmitting!

-Adding some pics from last update - everything works!

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Edited by pw4x3r
adding pics
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Ouch was looking good but the docking ports and launch escape sys are still input null and if there around 4 on 1 craft it won't make it to the launch pad 1.png1c.png2.png And on your Antenna there is

DeployFxModules = 0
There's not a fx on it that, I can see that all it does is tell the Antenna to flash it's light if it has them or to extend might be one of your transmit error. Edited by Mecripp2
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Ouch was looking good but the docking ports and launch escape sys are still input null and if there around 4 on 1 craft it won't make it to the launch pad https://dl.dropboxusercontent.com/u/72893034/1.pnghttps://dl.dropboxusercontent.com/u/72893034/1c.pnghttps://dl.dropboxusercontent.com/u/72893034/2.png

Wow. I'm not sure what to tell you. I'm definitely not getting any of those errors. I'l try adding more mods to my install to see if I can duplicate, but I think we might need to sort out which other mods are interacting on your install one by one and decide what to do from there.

Success!!! You got it! I think that's going to make a lot of people really happy.

I think you're probably right about the transmitting!

-Adding some pics from last update - everything works!

http://imgur.com/a/i4Zby

Awesome pics!!! You've been busy!

Edited by YANFRET
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I can confirm compatibility with the following active:

Active Texture Management

Animated Decouplers

ASET Rover / Alcor Pod

Baha Constellation parts

Bio Domes parts

CactEye Orbital Telescope

Chatterer

Environmental Visual Enhancements

Habitatpack + Firespitter Plugin

JSI RPM

Kerbal Attachment System

KW Rocketry

Infernal Robotics

NavyFish's Docking Port Align. Indicator

Planetshine

Realchute

Trajectories

Tweakscale!

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Your right it's one of the mods, I'm running, Put in a test install and all good, Will try and hunt it down.

You make me crazy but I need you to be that way for product quality lol

I can confirm compatibility with the following active:

Active Texture Management

Animated Decouplers

ASET Rover / Alcor Pod

Baha Constellation parts

Bio Domes parts

CactEye Orbital Telescope

Chatterer

Environmental Visual Enhancements

Habitatpack + Firespitter Plugin

JSI RPM

Kerbal Attachment System

KW Rocketry

Infernal Robotics

NavyFish's Docking Port Align. Indicator

Planetshine

Realchute

Trajectories

Tweakscale!

That's really sweet actually... I'm not gonna speculate which product our esteemed colleague has on there but I'm guessing it has a warning label similar to a box of explosives :P

EDIT: Oh one thing, I bet ATM is ruining the textures on the fuel tanks. They are actually quite small (512) for the size of the parts they are used on and an achievement of texture efficiency if I might say so myself ... ...I think we should plan on adding an exception script for them.

Also, if we move everything in the pack to DDS, maybe ATM could be asked to go easy

Edited by YANFRET
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You make me crazy but I need you to be that way for product quality lol

That's really sweet actually... I'm not gonna speculate which product our esteemed colleague has on there but I'm guessing it has a warning label similar to a box of explosives :P

EDIT: Oh one thing, I bet ATM is ruining the textures on the fuel tanks. They are actually quite small (512) for the size of the parts they are used on and an achievement of texture efficiency if I might say so myself ... ...I think we should plan on adding an exception script for them.

Also, if we move everything in the pack to DDS, maybe ATM could be asked to go easy

I have personally tried converting everything to .dds format, and two problems seem to arise:

1: The CHAKA struts will not be loaded by the game (this is an easy .cfg fix).

2: The SLS core (but not the MLS core, for some reason) will have the lighting broken (maybe the normal maps are messed up?).

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I have personally tried converting everything to .dds format, and two problems seem to arise:

1: The CHAKA struts will not be loaded by the game (this is an easy .cfg fix).

2: The SLS core (but not the MLS core, for some reason) will have the lighting broken (maybe the normal maps are messed up?).

I ran into the same problem with the old strut file, but that's fixed with the latest update 26.1, leaving the SLS core to sort out. Thanks for testing that.

Oh and I updated the main page and kerbalstuff with 0.26.1 which should be our last update before moving the pack to DDS for .27. For quality control I want to make sure we don't loose too much in the texture compression. If there is a part that gets too lossy maybe we will move it to MBM

Edited by YANFRET
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@YANFRET just asking but why did you give all parts the

MODULE

{

name = MechJebCore

}

And it's slow going adding mods one by one to see when it chokes.

EDIT- Did see had this plugin 5x KSPAPIExtensions.dll but looks like only 1 loads

EDIT- About MJ you could have just run a MM

@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]

{

MODULE

{

name = MechJebCore

}

}

That way if they don't have MJ they don't get the error message. Edited by Mecripp2
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@YANFRET just asking but why did you give all parts the And it's slow going adding mods one by one to see when it chokes.

EDIT- Did see had this plugin 5x KSPAPIExtensions.dll but looks like only 1 loads

EDIT- About MJ you could have just run a MM That way if they don't have MJ they don't get the error message.

I agree with that but what if they load it with mech jeb but not module manager

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LOL who don't have module manager and are installing mods ? hehe

EDIT- And have to have for your mod anyway. ( Got to love that monkey )

Well you have to look at it another way. Once we start believing that everyone uses module manager, we start down the slippery slope of infinite plugin dependency. Even if from time to time we are compelled to add a plugin for smart reasons (dds?) we must still continue to plan as if no other plugins would be installed.

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Oh and I updated the main page and kerbalstuff with 0.26.1 which should be our last update before moving the pack to DDS for .27.

Is it possible to keep another pack with the "normal" pictures?

I am using the loadondemand mod, which (for me) works perfect, but at the moment cann't use dds format.

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Found my bug it's ConnectedLivingSpace, Maybe out of date will see if there is a update or maybe drop it and about ( DDS ), I'm not sure that is the way to go isn't that still in the work on stage thought they was still having problems with it?

EDIT- Could see MBM before DDS.

EDIT- Well on a side note of plugin's, I have delete all your plugins but 1 lol

EDIT- Downloaded a up to date ConnectedLivingSpace and still got the bug so did stock fix away to transfer kerbals ?

Edited by Mecripp2
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Oh and I updated the main page and kerbalstuff with 0.26.1 which should be our last update before moving the pack to DDS for .27.

Is it possible to keep another pack with the "normal" pictures?

I am using the loadondemand mod, which (for me) works perfect, but at the moment cann't use dds format.

Thank you for making me aware of that potential conflict... I will make certain that whichever direction we go with textures, DDS will be an option rather than a requirement, in keeping with our ethos about plugin dependency.

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O Yanfret you trick me, I trick me kerbals in pods with xorbitalOrbInternals have no RPM's no monkey tv :(.

EDIT- Taking those two files out of JSI and fixing them for your name works so if you want the RPM's for them you can make two MM files name them what ever and monkeys have TV again Woohoo.

@PART[*]:HAS[@INTERNAL[xorbitalOrbInternals]]
{
MODULE
{
name = RasterPropMonitorComputer
}
@INTERNAL
{
@name = xorbitalOrbInternalsRPM
}
}

And

INTERNAL
{
name = xorbitalOrbInternalsRPM
MODEL
{
model = CMES/Hab/HabitatPack/Spaces/orbitalOrbInternals/model
}
MODULE
{
name = InternalCameraTargetHelper
}
MODULE
{
name = InternalSeat
seatTransformName = Seat1
portraitCameraName = pilot_camera
allowCrewHelmet = false
}
MODULE
{
name = InternalSeat
seatTransformName = Seat2
allowCrewHelmet = false
}
MODULE
{
name = InternalCameraSwitch
colliderTransformName = Cam1
cameraTransformName = Cam1
}
MODULE
{
name = InternalCameraSwitch
colliderTransformName = Cam2
cameraTransformName = Cam2
}
PROP
{
name = IndicatorPanelRPM
position = 0.1526378,-0.5076971,0.2497
rotation = 0.353027,0,-2.294823E-07,0.9356132
scale = 1,0.9999998,0.9999998
}
PROP
{
name = JSIEvaHatch
position = 0,0.922047,0.6258945
rotation = 0,0,0,1
scale = 0.2218108,0.05002288,0.07007596
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.3637466,-0.6322324,0.3760676
rotation = 0.353027,0,-2.294823E-07,0.9356132
scale = 1,1,1
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.363747,-0.6482133,0.3942289
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.363747,-0.6641689,0.4123617
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.332494,-0.6641687,0.4123614
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.332494,-0.6482136,0.3942284
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.332494,-0.6322326,0.3760674
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.2711269,-0.6322326,0.3760674
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.2711269,-0.6482136,0.3942284
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.2711269,-0.6641687,0.4123614
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.3023799,-0.6641687,0.4123614
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.3023799,-0.6482136,0.3942284
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.3023799,-0.6322326,0.3760674
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.2400035,-0.6322326,0.3760674
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.2400035,-0.6482136,0.3942284
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareBlinkenlichten
position = 0.2400035,-0.6641687,0.4123614
rotation = 0.353027,0,0,0.9356132
scale = 1,1,0.9999998
}
PROP
{
name = JSIStockSquareButtonGear
position = 0.1388332,-0.5893143,0.327293
rotation = 0.353027,0,-2.294823E-07,0.9356132
scale = 1,1,1
}
PROP
{
name = JSIStockSquareButtonLight
position = 0.1686486,-0.5738091,0.3096717
rotation = 0.353027,0,-2.294823E-07,0.9356132
scale = 1,1,1
}
PROP
{
name = JSIStockSquareButtonRCS
position = 0.1686486,-0.5890815,0.3270284
rotation = 0.353027,0,-2.294823E-07,0.9356132
scale = 1,1,1
}
PROP
{
name = JSIStockSquareButtonSAS
position = 0.1388068,-0.5738091,0.3096717
rotation = 0.353027,0,-2.294823E-07,0.9356132
scale = 1,1,1
}
PROP
{
name = RasterPropMonitorBasicMFD
position = 0.2998753,-0.5115483,0.3089512
rotation = -0.295497,-0.00144417,0.001334668,0.9553416
scale = 0.7,0.7,0.7
}
PROP
{
name = RasterPropMonitorBasicMFD
position = 0.1540478,-0.6446412,0.3992446
rotation = -0.399588,1.600588E-07,-1.644485E-07,0.9166949
scale = 0.3,0.3,0.3
}
PROP
{
name = RasterPropMonitorBasicMFD
position = 0.4916345,-0.6190413,0.3716917
rotation = -0.3995879,0,0,0.9166949
scale = 0.5,0.5,0.5
}
PROP
{
name = RasterPropMonitorBasicMFD
position = 0.491635,-0.5181342,0.263085
rotation = -0.3995879,0,0,0.9166949
scale = 0.5,0.5,0.5
}
}

EDIT- Scratch that, I zipped that folder up my bad put need a cfg for the realchute or that make for hard landings.

Edited by Mecripp2
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Here is a Realchute patch for the 2 OrionDockingPort's

@PART[OrionDockingPortXx]:FOR[RealChute]
{

maximum_drag = 0.32
@mass = 0.5

!MODULE[ModuleParachute]{}
!MODULE[ModuleParachute]{}

MODULE
{
//General parameters
name = RealChuteModule
caseMass = 0.5
timer = 0
mustGoDown = false
spareChutes = 5
cutSpeed = 0.5
secondaryChute = true

//Main chute
PARACHUTE
{
material = Nylon
preDeployedDiameter = 3
deployedDiameter = 55
minIsPressure = false
minDeployment = 1900
deploymentAlt = 750
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
preDeploymentAnimation = semi
deploymentAnimation = full
parachuteName = canopy
capName = cap
}

//Drogue chute
PARACHUTE
{
material = Kevlar
preDeployedDiameter = 2
deployedDiameter = 4
minIsPressure = true
minPressure = 0.1
deploymentAlt = 4000
cutAlt = 1950
preDeploymentSpeed = 1
deploymentSpeed = 3
preDeploymentAnimation = semi1
deploymentAnimation = full1
parachuteName = canopy2
capName = cap2
}
}

EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}

rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}

rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}

rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}
}

@PART[OrionDockingPortXWSTANDARDDOCKPORT]:FOR[RealChute]
{

maximum_drag = 0.32
@mass = 0.5

!MODULE[ModuleParachute]{}
!MODULE[ModuleParachute]{}

MODULE
{
//General parameters
name = RealChuteModule
caseMass = 0.5
timer = 0
mustGoDown = false
spareChutes = 5
cutSpeed = 0.5
secondaryChute = true

//Main chute
PARACHUTE
{
material = Nylon
preDeployedDiameter = 3
deployedDiameter = 55
minIsPressure = false
minDeployment = 1900
deploymentAlt = 750
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
preDeploymentAnimation = semi
deploymentAnimation = full
parachuteName = canopy
capName = cap
}

//Drogue chute
PARACHUTE
{
material = Kevlar
preDeployedDiameter = 2
deployedDiameter = 4
minIsPressure = true
minPressure = 0.1
deploymentAlt = 4000
cutAlt = 1950
preDeploymentSpeed = 1
deploymentSpeed = 3
preDeploymentAnimation = semi1
deploymentAnimation = full1
parachuteName = canopy2
capName = cap2
}
}

EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}

rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}

rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}

rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}
}

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Perhaps its a dumb question but i dont find any information about it.

Does this great mod work with deadly reentry? If i use the Inflatable Shield i cant find anything about the ablative shielding ... and if i try to reentry the pod flips around and get burned.

The instruction.txt tells me:

>> If you use FAR/DRE, you are compelled to check out the scripts included or you will die.<<

What do i have to check? Where to put in the *.cfg? Or do the Heatshields from "deadly reentry" work only?

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Okay, so it's not only the SLS core stage tank that bugs out when .dds is used. Apparently, most of the EMLV, the Orion Service Tank and some other parts also bug out. I have no idea what causes this, nor how to fix it (other than just not using .dds).

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