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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!


Ven

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Anyone else running into an issue in 0.8 where the command pods that are modded by this pack are unable to be selected if they are not the first part?

That's Texture Replacer, it occasionally makes parts un-clickable when in the VAB.

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Dang, When you'd redo the goo pod and the materials bay? They Look Awesome!!!! So do the rest of the new additions I've seen so far!!! Still working out how to use the 1.25m engine that has the ablater, Oh, love the little SRBs that fit perfectly on the radial decoupler early in the tree!!!

The heat shield needs a little offset to match the MK.1 pods bottom, but so far REALLY Good!!!

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SPR 1.8 - OPINIONS

1. LV-T15 "Dachshung" and (specially) KS-25 "Badger" are way too overpowered

For comparison, here are 3 pictures of the same lifter, showing DV and TWR using LV-T30 against the new LV-T15 and KS-25:

LV-T30 "Reliant": DV~6800 - TWR 1.14

http://a.pomf.se/omzpfb.jpg

New LV-T15 "Dachshung": DV~6800 - TWR 2.32 [!]

http://a.pomf.se/gvkkha.jpg

KS-25 "Badger": DV~6900 - TWR 4.91 [!!!]

http://a.pomf.se/jbzlwb.jpg

Now, comparing the NASA KS-25x4 Cluster against four single KS-25:

S3 KS-25x4 "Mammoth"

http://a.pomf.se/gyhrbz.jpg

Four KS-25 "Badger"

http://a.pomf.se/ysdeuf.jpg

Obviously, due to the weight of the structure holding the engines in the NASA ones, it has to have a bit less DV and TWR, but in this case is way more than a little. Then, why I'd want to use it at all, I can just get four KS-25 and get way better performance. You could well just remove the NASA engine and leave the single KS-25.

2. MK 1-2 Pod IVA

Even though one of my favourite parts of your revamp is this pod, I also like to play IVA-Rasterprop occasionally, and the windows in the interior are a bit glitched, as you can see here:

http://a.pomf.se/iocrva.png

It's not a big deal, and I understand that most people doesn't use IVA mode in normal gameplay, so asking for an interior revamp may be too much, but maybe there's a way to "clean" the windows from the interior...

3. Clampo-O-Tron MK16-XXL Docking Port: Integrated parachutes too weak

They have the same problem than stock parachuted had in 1.0.1 (don't know if 1.0 aswell). Anyway, I think you may need to adjust it with the 1.0.2?

4. Maybe you could add an option to have both new stock intakes and yours at the same time ingame. Both look too good for me to choose!

Other than those few things, everything looks really really good, so thank you very much for keeping it updated!

Edited by eodh
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The update is incredible! Two things I noticed and ones a suggestion and one I feel definitely needs to be fixed. The first is your fairing adaptors are much better looking than squads. Another benefit could be is that the space can be utilized.

MyEI44z.png

It would be really cool if we could attach things inside that trunk area.

Nex is something that might have been mentioned. The service bays need tops and bottoms. If you put something in them, they just look they are floating in mid air.

qxbOFvh.png

Congrats another beautiful revamp.

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I've noticed that the Mk1 Jet Fuel Tank and the Mk1 Structural Fuselage are the incorrect size. They look to be ~1m instead of 1.25m.

http://i.imgur.com/5tyqYWEh.jpg?1

It's a scaling bug. See my past couple posts in this thread for a fix.

http://forum.kerbalspaceprogram.com/threads/92764-90-Stock-Part-Revamp-Update-1-7-2%21?p=1896563&viewfull=1#post1896563

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Nex is something that might have been mentioned. The service bays need tops and bottoms. If you put something in them, they just look they are floating in mid air.

I agree but, in the interim, you can work around the issue by using a flat adapter plate as a bulkhead.

Also, for anyone that wants to disable a Ven part in favor of the stock counterpart, you can make the change nondestructively by adding a fake "NEEDS" requirement in the MM CFG. Example


@PART[ramAirIntake]:NEEDS[Disabled]

It's a bit quicker than commenting out the entire entry and can be easily reverted.

- - - Updated - - -

I do not see a batch file in the 1.8 am I doing something wrong?

The batch file for 1.8 isn't ready yet. This has been mentioned several times.

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Thank you, Is there a chance you can make a hatchless cupola like it was before??? It's pretty much ruined to be used as a truck cab or the front of a rover now.

You also used to be able to use inline and just cover the top window.

Edited by Ironitaly
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Bugs and Such

- the Rockomax 105-7P only has one exhaust trail.

- The close hatch animation for the Cupola sometimes doesn't play.

- The small hardpoint and structural pylon seem to be backwards.

Do you have any plans to repurpose the engine model on the far right as an interstage or something? It's really nice.

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I love the stuff in the 1.8. The new 3.75 parts are awesome!

I found a small problem with the tri-couplers though:

4l5QNr6h.png

It looks like the model is rotated 1/3 turn from where the attachment nodes are supposed to be.

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Anyone willing to post the fixes for the rescale bug on the MK1 fuselage edit parts? I have no idea how to fix that...

Also: Does anyone notice that some of the edited control surfaces move inverted? It's a bit... Counter-productive.

Edited by Mekan1k
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Anyone willing to post the fixes for the rescale bug on the MK1 fuselage edit parts? I have no idea how to fix that...

Also: Does anyone notice that some of the edited control surfaces move inverted? It's a bit... Counter-productive.

as its just a cfg edit and cfg's are fair game here

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To fix the Mk1 fuselage scaling, just add:

scale = 1.25,1.25,1.25

after the

model = VenStockRevamp/Squad/Parts/Mk1/<whatever>

line in the

MODEL {
...
}

block.

(The files are in GameData/VenStockRevamp/Squad/Parts/FuelTanks.cfg and Structural.cfg.)

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Specifically with this mod, I find that some control platforms are inverted (canards and other all-moving wing things), and go down when pitching up, up when pitching down, etc. Through my testing, it looks like it's only with pitch, and yaw works just fine. Not sure about roll.

Also, if it were not too much to ask, is there a way to make the shroud on the new Mainsail able to have surface-attach? Control platforms just look a bit dinky so far up the rocket. :)

EDIT: The control surfaces still work as intended, but still do the invert-y weirdness.

Edited by mousethethird
clarification
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Would anyone happen to know how to fix the inverted flaps, incorrect tri-coupler nodes, and a missing .625m - 1.25m structural adapter I just noticed? If anybody could help out with the code, it would be greatly appreciated. Those are all the problems I haven't solved yet, the code for the Mk1 fuselages worked like a charm! Thank you Zisa!

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