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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]


bsquiklehausen

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Anyone know what fuel tanks are being used in the Inspirational images from the op? i can't find them :mad:

Most of the images' captions say "includes parts from Procedural Parts", and they look like Procedural Parts tanks to me. http://forum.kerbalspaceprogram.com/threads/70676-0-24-2WIP-Procedural-Parts-Parts-the-way-you-want-em

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So I keep getting this error when I load up the capsule.... Anyone know how to fix it?

http://i.imgur.com/5k4x1Jy.png

I was able to confirm this error running stock + R&S + RPM 0.18.1.

I went through the props config and unity, double checked all the prop names, and reexported the prop config, but the issue still appears.

I think this might be an issue with RPM, but I sent Mihara a message to see if there was anything I could do to fix the issue.

It seems that all the props still work fine, though.

In other news: here's the interior of a new part that will be released soon:

q1d3beQ.png?1

You can probably tell what it is.

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While we wait to see what the RPM guy says, is there anyway to make KSP not show the error even if it's encountering it?

Just received word from Mihara that he has already patched the issue in the most recent dev build, which can be found on the RPM wiki.

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Hi there, and thanks for the behemoth of command modules!

A word tho: I'm trying to add the Landertron module to the pod to use it for landing rather than as a LES. It works great, thrust and fuel are sufficient, but there's still the offset that sends the pod sideway...

I believe it has to do with the "thrustVectorTransformName" setting, but reverting to stock (= thrustTransform) does not work (and disables the awesome FX). Any help?

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Hi there, and thanks for the behemoth of command modules!

A word tho: I'm trying to add the Landertron module to the pod to use it for landing rather than as a LES. It works great, thrust and fuel are sufficient, but there's still the offset that sends the pod sideway...

I believe it has to do with the "thrustVectorTransformName" setting, but reverting to stock (= thrustTransform) does not work (and disables the awesome FX). Any help?

That landertron thing is pretty cool! We're trying to figure out the mystery torque as well - we may be getting close, but the threat of a full new engine config is dangerously close. We're planning on an update Soon, and we'l try to have it fixed by then.

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That landertron thing is pretty cool! We're trying to figure out the mystery torque as well - we may be getting close, but the threat of a full new engine config is dangerously close. We're planning on an update Soon, and we'l try to have it fixed by then.

Oh its not intentionnal? :D I thought it made sense for a LES. Ok then thx for the info.

I discovered Landertron with HGR's pack, its integrated to his Soy-Juice capsule. Pretty cool indeed!

Edited by Initar
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Hi R&S--nice capsule!

I noted the alpha channel on some textures was pure white, including the pod itself where differences in specular level would much imrpove things.

Here's my quick 20 minute suggestion.

Also, if a texture is going to be a flat color (as one of the heatshield ones is) you can make it 16x16, since textures in game memory have a fixed size per pixel (1024x1024 all gray costs the same as 1024x1024 highly detailed).

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Oh its not intentionnal? :D I thought it made sense for a LES. Ok then thx for the info.

I discovered Landertron with HGR's pack, its integrated to his Soy-Juice capsule. Pretty cool indeed!

It used to be asymmetrical intentionally, but we removed the extra thrusters a couple updates ago, and for some reason, there's a mystery torque that we could not figure out (and still aren't 100% certain about)...

Hi R&S--nice capsule!

I noted the alpha channel on some textures was pure white, including the pod itself where differences in specular level would much imrpove things.

Here's my quick 20 minute suggestion.

Also, if a texture is going to be a flat color (as one of the heatshield ones is) you can make it 16x16, since textures in game memory have a fixed size per pixel (1024x1024 all gray costs the same as 1024x1024 highly detailed).

The heatshield texture shouldn't be just a flat color, there's a gradient and some text applied to the bottom, and a gradient only applied to the top. I'll look into the alpha channel specular thing for all the parts - thanks for pointing it out!

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bsquiklehausen: The heat shield texture isn't flat, but grey.tga did appear to be. Unless it's *very* subtle. :)

As for spec--sure! I did the windows and painted signs at 100%, dark recesses at about 20%, and the rest about 60%. Just to give it a bit of variation.

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bsquiklehausen: The heat shield texture isn't flat, but grey.tga did appear to be. Unless it's *very* subtle. :)

As for spec--sure! I did the windows and painted signs at 100%, dark recesses at about 20%, and the rest about 60%. Just to give it a bit of variation.

Oop - grey.tga is an accidental inclusion left over from testing the part in Unity before the textures were finished!

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Just received word from Mihara that he has already patched the issue in the most recent dev build, which can be found on the RPM wiki.

The proper release version with the fix in it is now out.

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So, uh, question. Somehow this mod instantly leads to a CTD whenever the game finishes loading. Any idea how to fix that?

Without logs, difficult to say for sure....

Most likely two options are

1) you're running out of memory.

2) you're running 64 bit.

The first can happen any time that you install another addon, that just happens to push you over the limit.

The second can happen any time. Period. I know that some people are reporting that x64 is usable for them, but there are many others (myself included) who see random crashes in random places at random times, with different apparent causes in the logs each time, that essentially boil down to "x64 isn't quite stable on Windows yet".

If you can post your output_log, we'll have a better chance to determine the cause.

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Quick update - a new 3.75m Upper Stage engine is done, based on four Rockomax Poodles (which is hopefully apparent somewhat in the design. Just needs a Unity config and some final tweaks to be made game-ready.

pfVirsg.png

The new 8 Kerbal Hitchhiker is totally done and in the game for now as well, ready to be added along with the engine (and maybe a fuel tank if we can get it ready fast enough).

I'm also looking into ways to make the textures more efficient (either with more shared UV assets or with Alpha channels on textures to remove the need for a separate specular (Thanks, NathanKell!). I may also go back through all the textures (Hooray!) and touch them up a bit - I feel like I've gotten a bit better at that Stockalike look, so it'd be worth redoing the old stuff.

Edited by bsquiklehausen
Updated image to use emissive
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  • 3 weeks later...

After a brief break from work on the project, I got back to work and started to update and upgrade old textures to better match the stock style. We were close already, and I really hope this helps make it look even better for you guys! It was hard beating up the poor Taurus. The new texture isn't 100% finished yet, and it may look different in game lighting. I also fixed an ancient texture seam issue, making sure everything lines up on this new one. Anyway - here's what you're here to see!

Old:

dHVVRNR.png?1

New:

aBQpB2X.png?1

The LES in both images uses the new texture (though new is relative since it's already changed to look a little nicer...)

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