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


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20 minutes ago, peachoftree said:

That sounds like a design issue. :)

Agreed - I was able to get to orbit with a LES using a pretty aggressive gravity turn. The part is OK  :)

12 minutes ago, NathanKell said:

You can temporarily fix gimbaling by changing the gimbal transform from what it is to thrustTransform. That will prevent the nozzle from moving, but it will still give you the pretty, pretty part and also still give you correct gimbaling. This is because some of Ven's engines have their gimbal transforms misaligned compared to the thrust transform (Yup instead of Zup).

Thank you!!! I tested this on the Spark and it fixed the pitch issue. Brilliant!!!

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@peachoftree you're most welcome! Only the engines with a flipped Y and Z axis on the gimbal transform need the fix, btw, and this fix should work for any other mods' engines that do that.

Also you should probably base off the current state of the repo, not the last release, when compiling your 1.1 update.

@peachoftree one other question, sorry--what's the deal with the reflections?

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9 minutes ago, NathanKell said:

@peachoftree you're most welcome! Only the engines with a flipped Y and Z axis on the gimbal transform need the fix, btw, and this fix should work for any other mods' engines that do that.

Also you should probably base off the current state of the repo, not the last release, when compiling your 1.1 update.

@peachoftree one other question, sorry--what's the deal with the reflections?

When I loaded up the revamp with texture replacer installed, all the windows were replaced with solid blue rectangles. 

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On 4/30/2016 at 6:24 PM, peachoftree said:

I created a zip of all the changes necessary to run this in 1.1.2, you can dowload it here: https://www.dropbox.com/s/5l3t4uhkf9bwcbm/VenStockRevamp_1.1.zip?dl=0

...

Changes:

  • ...
  • Removed reflecting windows and solar panels
  • ...

 

@peachoftree  By this did you mean you fixed the see through windows on the Mk1-2 Command Pod? I'm still getting that bug - the windows disappear when you mouse over the part in the editor or in flight.

D5TFjm8.png

I was able to load up the *.mu and (I am no 3d modeler but) I think it has to do with the collision mesh slightly occluding the visible surface of the window. It's like that for the 4 front windows, but not for the back window on the hatch. Which makes sense cause in game, the window on the hatch doesn't have that bug.

jUu2CKj.png

Closest I can come to a fix is I can make all the Windows white by removing GameData\VenStockRevamp\Squad\Parts\Command\CommandPods\clear.dds. I still looks wrong (for example when you turn lights on at night), but not as bad as see through :)

8N7MW8s.png

Or if you don't want to ever use the light up feature, I made a clear.dds that's a dark blue (non-translucent) to match the other command pods. But if you turn on the lights it leaks from behind the window just like above.

aJtGrxW.png

If I'm right about the mesh, this is beyond my skills to fix it the right way.

 

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17 minutes ago, peachoftree said:

When I loaded up the revamp with texture replacer installed, all the windows were replaced with solid blue rectangles. 

I was able to get them to work in 1.1 with using texture replacer and with windowshine mod.

I haven't been home to try in 1.1.2 but perhapse that could solve the issue?

 

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To clarify: this is what my windows look like with the partrevamp_texturereplacer.cfg still in the VenStockRevamp folder in my gamedata:

nVj59hP.png

I removed the config to get them back to a more normal darker blue

Edited by peachoftree
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You know, it's really great when a community comes together to make a fantastic pack such as this one compatible :) many thanks to @peachoftree for putting this all together

Also I suggest you replace the relevant section in utility.cfg with this, the foldable radiators cause NRE spam so its best to remove them

//@PART[foldingRadSmall] {
//	!mesh = DELETE
//	!MODEL {}
//	MODEL {
//		model = VenStockRevamp/Squad/Parts/Electrical/FuelCells/Smallradiator
//	}
//	%rescaleFactor = 1
//	@MODULE[ModuleDeployableRadiator] {
//		@animationName = RadiatorDeploy
//		@raycastTransformName = panel2
//	}
//	MODULE {
//		name = ModuleAnimateHeat
//		ThermalAnim = RadiatorHeat
//	}			
//}
//@PART[foldingRadMed] {
//	!mesh = DELETE
//	!MODEL {}
//	MODEL {
//		model = VenStockRevamp/Squad/Parts/Electrical/FuelCells/MediumRadiator
//	}
//	%rescaleFactor = 1
//	@MODULE[ModuleDeployableRadiator] {
//		@animationName = RadiatorDeploy
//		@raycastTransformName = panel2
//	}
//	MODULE {
//		name = ModuleAnimateHeat
//		ThermalAnim = RadiatorHeat
//	}			
//}
//@PART[foldingRadLarge] {
//	!mesh = DELETE
//	!MODEL {}
//	MODEL {
//		model = VenStockRevamp/Squad/Parts/Electrical/FuelCells/LargeRadiator
//	}
//	%rescaleFactor = 1
//	@MODULE[ModuleDeployableRadiator] {
//		@animationName = RadiatorDeploy
//		@raycastTransformName = panel2
//	}
//	MODULE {
//		name = ModuleAnimateHeat
//		ThermalAnim = RadiatorHeat
//	}			
//}

Also I managed to pinpoint the issue with docking ports missing their upper attachment node down to tweakable everything. I'm not sure why it happens, but it does, so if you are running into that problem then tweakable everything is the culprit

Edited by Chimer4
Remembered radiators
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3 hours ago, Chimer4 said:

You know, it's really great when a community comes together to make a fantastic pack such as this one compatible :) many thanks to @peachoftree for putting this all together

Also I suggest you replace the relevant section in utility.cfg with this, the foldable radiators cause NRE spam so its best to remove them


//@PART[foldingRadSmall] {
//	!mesh = DELETE
//	!MODEL {}
//	MODEL {
//		model = VenStockRevamp/Squad/Parts/Electrical/FuelCells/Smallradiator
//	}
//	%rescaleFactor = 1
//	@MODULE[ModuleDeployableRadiator] {
//		@animationName = RadiatorDeploy
//		@raycastTransformName = panel2
//	}
//	MODULE {
//		name = ModuleAnimateHeat
//		ThermalAnim = RadiatorHeat
//	}			
//}
//@PART[foldingRadMed] {
//	!mesh = DELETE
//	!MODEL {}
//	MODEL {
//		model = VenStockRevamp/Squad/Parts/Electrical/FuelCells/MediumRadiator
//	}
//	%rescaleFactor = 1
//	@MODULE[ModuleDeployableRadiator] {
//		@animationName = RadiatorDeploy
//		@raycastTransformName = panel2
//	}
//	MODULE {
//		name = ModuleAnimateHeat
//		ThermalAnim = RadiatorHeat
//	}			
//}
//@PART[foldingRadLarge] {
//	!mesh = DELETE
//	!MODEL {}
//	MODEL {
//		model = VenStockRevamp/Squad/Parts/Electrical/FuelCells/LargeRadiator
//	}
//	%rescaleFactor = 1
//	@MODULE[ModuleDeployableRadiator] {
//		@animationName = RadiatorDeploy
//		@raycastTransformName = panel2
//	}
//	MODULE {
//		name = ModuleAnimateHeat
//		ThermalAnim = RadiatorHeat
//	}			
//}

Also I managed to pinpoint the issue with docking ports missing their upper attachment node down to tweakable everything. I'm not sure why it happens, but it does, so if you are running into that problem then tweakable everything is the culprit

Will do when I get home.  Thanks a bunch! 

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18 hours ago, peachoftree said:

I've implemented @NathanKell's patch into the zip, updated it to 1.9.2 (ooh, tankbutts!), and properly removed the landing legs (from Squad and PathPatches). You can download it here or from my original post. Thank you so much for all your help!

Hmm. Unfortunately it's not working for me- it's just not replacing and parts, nor is it adding the new parts. Am I forgetting something?

EDIT: Resetting game catch through steam fixed it. Weird.

Edited by physicsnerd
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@peachoftree I've made an adjustment to the reflection cfg that removes the reflections from pods, docking ports and lights but leaves them for solar panels and tanks seeing as they still have working reflections. I don't think I've missed anything or messed up my commenting, but it's late so you may want to check through

//pods

//@PART[Mark1-2Pod]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {}
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Shine
//      }
//}
//@PART[mk2LanderCabin]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {}
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Shine
//      }
//}
//@PART[mk1pod]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {}
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Shine
//      }
//}
//@PART[crewCabin]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {}
//	%MODULE[TRReflection]
//      {
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Reflect2 Reflect1
//		}
//}
//@PART[Large_Crewed_Lab]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {}
//	%MODULE[TRReflection]
//      {
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Shine
//		}
//}
//@PART[landerCabinSmall]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Shine
//      }
//}
//@PART[cupola]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//      {
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = CoupShine
//      }
//}
@PART[HECS2_ProbeCore]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
		meshes = Cylinder_000
      }
}


//fuel tanks

@PART[radialRCSTank]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[rcsTankRadialLong]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}

@PART[RadialLF]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[RadialLFLong]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[RadialLFO]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[RadialLFOLong]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[RadialMonoMini]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[xenonTankRadial]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[xenonTank]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[xenonTankLarge]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[toroidalFuelTank]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}

//solar panels

@PART[solarPanels1]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour =  0.3 0.3 0.3
		interval = 2
		meshes = Cube_003 Cube_002 Cube_004
      }
}
@PART[solarPanels2]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Panel1_001 Panel1_002 Panel1_003 Panel1_004 Panel1_005
      }
}
@PART[solarPanels3]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Panel1_002 Panel1_001 Panel1_000
      }
}
@PART[solarPanels4]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Panel1_002 Panel1_001 Panel1_004 Panel1_003 PanelReflect4_001
      }
}
@PART[solarPanels5]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
      }
}
@PART[1x3WPanels]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Panel1_002 Panel1_001 Panel1_004
      }
}
@PART[1x3SPanels]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Panel1_002 Panel1_001 Panel1_004
      }
}
@PART[largeSolarPanel]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Radiators SolarCells
      }
}
@PART[LgRadialSolarPanel]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Shine
      }
}

//lights

//@PART[spotLight1]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Glass
//		}
//}
//@PART[spotLight2]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Glass
//		}
//}
//@PART[SmallSpotLight]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Glass
//		}
//}

//Science

@PART[sensorThermometer]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
        meshes = glass
      }
}
@PART[InfraredTelescope]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Cylinder_001
      }
}

//Engines

@PART[liquidEngine3]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
        meshes = Torus_001
      }
}
@PART[LargeOMS]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
		meshes = Nozzle
      }
}

//Utility

@PART[commDish]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
		meshes = Dish_mesh
      }
}
@PART[ISRU]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.2 0.2 0.2
		interval = 2
		meshes = Pipes
      }
}
//@PART[landingLeg1-2]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = piston clamp-1 clamp-2
//		}
//}
//@PART[landingLeg1]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Piston
//		}
//}
//@PART[miniLandingLeg]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = piston leg_obj
//		}
//}
//@PART[dockingPort2]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Shine
//		}
//}
//@PART[dockingPort3]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Shine
//		}
//}
//@PART[dockingPort1]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Shine
//		}
//}
//@PART[dockingPortLarge]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Shine
//		}
//}
//@PART[dockingPortLateral]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Shine
//		}
//}
//@PART[ParaDockingPort]:NEEDS[TextureReplacer]:FINAL { 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Shine
//		}
//}
//internals

 

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5 hours ago, Chimer4 said:

@peachoftree I've made an adjustment to the reflection cfg that removes the reflections from pods, docking ports and lights but leaves them for solar panels and tanks seeing as they still have working reflections. I don't think I've missed anything or messed up my commenting, but it's late so you may want to check through


//pods

//@PART[Mark1-2Pod]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {}
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Shine
//      }
//}
//@PART[mk2LanderCabin]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {}
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Shine
//      }
//}
//@PART[mk1pod]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {}
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Shine
//      }
//}
//@PART[crewCabin]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {}
//	%MODULE[TRReflection]
//      {
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Reflect2 Reflect1
//		}
//}
//@PART[Large_Crewed_Lab]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {}
//	%MODULE[TRReflection]
//      {
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Shine
//		}
//}
//@PART[landerCabinSmall]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Shine
//      }
//}
//@PART[cupola]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//      {
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = CoupShine
//      }
//}
@PART[HECS2_ProbeCore]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
		meshes = Cylinder_000
      }
}


//fuel tanks

@PART[radialRCSTank]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[rcsTankRadialLong]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}

@PART[RadialLF]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[RadialLFLong]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[RadialLFO]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[RadialLFOLong]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[RadialMonoMini]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[xenonTankRadial]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[xenonTank]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[xenonTankLarge]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}
@PART[toroidalFuelTank]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
        meshes = Tank
      }
}

//solar panels

@PART[solarPanels1]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour =  0.3 0.3 0.3
		interval = 2
		meshes = Cube_003 Cube_002 Cube_004
      }
}
@PART[solarPanels2]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Panel1_001 Panel1_002 Panel1_003 Panel1_004 Panel1_005
      }
}
@PART[solarPanels3]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Panel1_002 Panel1_001 Panel1_000
      }
}
@PART[solarPanels4]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Panel1_002 Panel1_001 Panel1_004 Panel1_003 PanelReflect4_001
      }
}
@PART[solarPanels5]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
      }
}
@PART[1x3WPanels]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Panel1_002 Panel1_001 Panel1_004
      }
}
@PART[1x3SPanels]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {}
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Panel1_002 Panel1_001 Panel1_004
      }
}
@PART[largeSolarPanel]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Radiators SolarCells
      }
}
@PART[LgRadialSolarPanel]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Shine
      }
}

//lights

//@PART[spotLight1]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Glass
//		}
//}
//@PART[spotLight2]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Glass
//		}
//}
//@PART[SmallSpotLight]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.3 0.3 0.3
//		interval = 2
//		meshes = Glass
//		}
//}

//Science

@PART[sensorThermometer]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
        meshes = glass
      }
}
@PART[InfraredTelescope]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
		meshes = Cylinder_001
      }
}

//Engines

@PART[liquidEngine3]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.3 0.3 0.3
		interval = 2
        meshes = Torus_001
      }
}
@PART[LargeOMS]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
		meshes = Nozzle
      }
}

//Utility

@PART[commDish]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.1 0.1 0.1
		interval = 2
		meshes = Dish_mesh
      }
}
@PART[ISRU]:NEEDS[TextureReplacer]:FINAL {
	!MODULE[TRReflection],* {} 
	%MODULE[TRReflection]
      {
        colour = 0.2 0.2 0.2
		interval = 2
		meshes = Pipes
      }
}
//@PART[landingLeg1-2]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = piston clamp-1 clamp-2
//		}
//}
//@PART[landingLeg1]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Piston
//		}
//}
//@PART[miniLandingLeg]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = piston leg_obj
//		}
//}
//@PART[dockingPort2]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Shine
//		}
//}
//@PART[dockingPort3]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Shine
//		}
//}
//@PART[dockingPort1]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Shine
//		}
//}
//@PART[dockingPortLarge]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Shine
//		}
//}
//@PART[dockingPortLateral]:NEEDS[TextureReplacer]:FINAL {
//	!MODULE[TRReflection],* {} 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Shine
//		}
//}
//@PART[ParaDockingPort]:NEEDS[TextureReplacer]:FINAL { 
//	%MODULE[TRReflection]
//		{
//		colour = 0.2 0.2 0.2
//		interval = 2
//		meshes = Shine
//		}
//}
//internals

 

Looks good.  Unfortunately I didn't get a chance to work on the patch tonight (Ap exams this week:P)  but I will try to get to it tommorow

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On 2.5.2016 at 3:01 PM, Chimer4 said:

You know, it's really great when a community comes together to make a fantastic pack such as this one compatible :) many thanks to @peachoftree for putting this all together

Also I suggest you replace the relevant section in utility.cfg with this, the foldable radiators cause NRE spam so its best to remove them


//@PART[foldingRadSmall] {
//	!mesh = DELETE
//	!MODEL {}
//	MODEL {
//		model = VenStockRevamp/Squad/Parts/Electrical/FuelCells/Smallradiator
//	}
//	%rescaleFactor = 1
//	@MODULE[ModuleDeployableRadiator] {
//		@animationName = RadiatorDeploy
//		@raycastTransformName = panel2
//	}
//	MODULE {
//		name = ModuleAnimateHeat
//		ThermalAnim = RadiatorHeat
//	}			
//}
//@PART[foldingRadMed] {
//	!mesh = DELETE
//	!MODEL {}
//	MODEL {
//		model = VenStockRevamp/Squad/Parts/Electrical/FuelCells/MediumRadiator
//	}
//	%rescaleFactor = 1
//	@MODULE[ModuleDeployableRadiator] {
//		@animationName = RadiatorDeploy
//		@raycastTransformName = panel2
//	}
//	MODULE {
//		name = ModuleAnimateHeat
//		ThermalAnim = RadiatorHeat
//	}			
//}
//@PART[foldingRadLarge] {
//	!mesh = DELETE
//	!MODEL {}
//	MODEL {
//		model = VenStockRevamp/Squad/Parts/Electrical/FuelCells/LargeRadiator
//	}
//	%rescaleFactor = 1
//	@MODULE[ModuleDeployableRadiator] {
//		@animationName = RadiatorDeploy
//		@raycastTransformName = panel2
//	}
//	MODULE {
//		name = ModuleAnimateHeat
//		ThermalAnim = RadiatorHeat
//	}			
//}

Also I managed to pinpoint the issue with docking ports missing their upper attachment node down to tweakable everything. I'm not sure why it happens, but it does, so if you are running into that problem then tweakable everything is the culprit

Got any idea, why this is causing NRE spam? Happens under 1.0.5 as well, by the way... :(

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56 minutes ago, Mr Betelgeuse said:

So I still have problems with landing gear, are there any cfg's that should fix them? 

Unlikely.  1.1 completely redid the way landing gear work, they would have be re-exported from Unity

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Found out last night, that the problem with the extended bumpers might be related to SDHI. All docking ports in 1.9.2 worked fine, until I installed SDHI. And then I only had the problem with the SDHI modded docking port, with the parachute added... Same issue arises with the Mk1-2 command pod, where the RCS ports develop glitches, as soon as I add in SDHI...

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v1.9.2 has been released to tide us over until the full, proper update. Thanks, @Ven, for letting us do this! :)

  • Fixed an issue with drag modifiers.
  • Fixed typos in ConnectedLivingSpace patches.
  • Fixed Science Jr. radial attach node.
  • Fixed missing IVA links.
  • Added IVA placeholders.
  • Resized docking ports to maintain the old sizing.
  • Re-added the Mk1-2 pod model.
  • Fixed LVN-2, Mini ISRU, and prop errors.
  • Updated battery models and textures.
  • Added mini RTG.
  • Fix multi-cubic-strut parts' masses
  • Fixed octagonal 0.625m adapter nodes.
  • Updated science parts
  • Fixed ModuleAnimateHeat references.
  • Re-modeled size 0 tanks.
  • Changed fairings on size 0 engines.
  • Fixed Mk1 cargo bay's and inflatable hab's tech nodes.
  • Remodeled cryogenic tanks.
  • Tweaked extra tanks' resources / mass.
  • Refresh for tanks, adapters, nosecones, radiators, and heat shields
  • Added new dishes.
  • Revisions to reaction wheels and girders. Added 3.75m reaction wheel.
  • Community fixes for 1.1 thanks to peachoftree, lagcity613, Chimer4, NathanKell: reverted radiator, landing leg, and landing gear changes; removed reflections where broken; temporarily gimbal fix until remodel.
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1 hour ago, NathanKell said:

Great news! @Ven is hard at work on things!

8 minutes ago, NathanKell said:

v1.9.2 has been released to tide us over until the full, proper update. Thanks, @Ven, for letting us do this! :)

  • patch notes

These are super exciting news :)

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Thanks for the update!

I've still got some older issue I had ever since trying vens post 1.1:

oMhK4DT.jpg

Basically the docking ports animation states overlap each other. E.g. the normal docking port shows the bumper extended, even though it starts with the retracted bumper as well (left). I can klick extend and get basically two extended bumpers (right), but that's not very helpfull, since I can't dock at all with bumpers. Shielded docking ports are even crazier. The only one working is the new parachute port. 2m port has the same issue, but also shows some z-fighting on its surface.

I sometimes also got the issue where solar panels also show their broken state overlapping the actual panel, or radiators being in a weird half opened state (and sometimes throwing exceptions) sometimes when loading a craft in VAB.

 

Now I'm wondering if there is some conflict with animation modules/addons, but I didn't really see any dependencies, and the configs didn't contain much relevant looking stuff as well. Can anyone point me in the direction of what the issue might be? Already tried removing/reinstalling the mod.

Edited by Temeter
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