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


Ven

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Thank you @Ven for making this stuff!!!!!! It's so good, it just has to be stock!

  On 7/13/2017 at 3:14 AM, Mitchz95 said:

Does this add a lot of new parts? I kinda just want the revamped textures. :sealed:

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Not too many... they have a kerbal safety bubble... new struts.... more new stuff.....

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Random brainstorm and possible solution to the tankbutts problem:

Instead of having it use two attachment nodes for different sizes, what about just having a switching option in the right-click config menu for the part when assembling in the VAB? So you can just cycle between 1.25m and 2.5m versions of the part (which includes the tankbutt). Would that prevent the issues with shrouds not covering the tankbutt and it disappearing on reloading?

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Ven's docking ports look so much better! But...

They don't quite line up anymore for me when they're connected. There's a slight gap between them that's kind of immersion-breaking, since there clearly isn't a hard seal against vacuum.

Obviously I can adjust it in the VAB, but when they dock again the gap comes back.

Adjusting the node position is simple enough, but I have a couple of questions for anyone who's more intimately familiar with this mod...

1: I don't see a .cfg file for the standard docking ports here. I assume this means it uses the .cfg files in the Squad parts directories?

2: How fidgety are docking port nodes? If I sink it slightly down in so I don't have to try to get 7 decimal place precision like Squad did, am I going to run into problems getting them to dock?

I've used Ven's for a long time, and I don't remember ever noticing this before 1.3 came out. It's really blatant on some models (like the basic Clamp-O-Tron), so there's no way I'd have missed it before, especially since when I'm docking, I'm typically zoomed way in on the ports to line them up.

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  On 7/14/2017 at 1:56 AM, Lo Var Lachland said:

 ...does this mod support WindowShine?

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VSR replaces most of the assets used by WindowShine, making the majority of the mod redundant/ non-functional. The Parts that remain unchanged by VSR are the only bits of WS that function correctly.

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  On 7/19/2017 at 9:11 PM, Ven said:

VSR replaces most of the assets used by WindowShine, making the majority of the mod redundant/ non-functional. The Parts that remain unchanged by VSR are the only bits of WS that function correctly.

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Many thanks Ven - people have been bugging me for a while on that lol :P good to get a message from you :)

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  On 7/19/2017 at 9:11 PM, Ven said:

VSR replaces most of the assets used by WindowShine, making the majority of the mod redundant/ non-functional. The Parts that remain unchanged by VSR are the only bits of WS that function correctly.

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There is a user-made config for supporting WS in VSR. I've been using it for some time now, it works for most parts.

https://drive.google.com/file/d/0ByGJauIu5fDPS2RncFZmN2dUa1k/view

 

Edited by Dante80
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  On 7/20/2017 at 2:18 AM, Dante80 said:

There is a user-made config for supporting WS in VSR. I've been using it for some time now, it works for most parts.

https://drive.google.com/file/d/0ByGJauIu5fDPS2RncFZmN2dUa1k/view

 

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Sadly though I have to inform you that this will not work in v1.3 or beyond.

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@Ven, I believe you're working on an update and wanted to share a part idea in case you're looking for suggestions...if not, I'll just keep using my custom config. :) 

I really loved the model for the 105-7P engine, but found that it's stats didn't lend itself to that many uses. So, I created a mid-late-game vacuum engine for small ships. I scaled it to 1.25m and with 150Kn of thrust and a 345 vacuum ISP it fits really nice into the tech tree and fills in the gap between the existing 1.25m vacuum engines and the Poodle:

  Reveal hidden contents

 

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I'm using KSP 1.3. Not sure if it's the update to the game or if it's other mods that I'm using, but removing the three stock antennas from the GameData/Squad/Parts/Utility allowed the game to run.

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  On 7/23/2017 at 8:49 PM, Hellbus said:

I'm using KSP 1.3. Not sure if it's the update to the game or if it's other mods that I'm using, but removing the three stock antennas from the GameData/Squad/Parts/Utility allowed the game to run.

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Most likely you have another mod that's broken and interacting with those antennas

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  On 7/23/2017 at 9:24 PM, blowfish said:

Most likely you have another mod that's broken and interacting with those antennas

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I learned this trick from @Aelfhe1m over the weekend...you can search in your game logs for which mods are changing parts. The example below is for parachuteSingle, but you can put in the location of any part and use the Find function in your text editor. 

Try searching your output_log for " to Squad/Parts/Utility/parachuteMk1/parachuteMk1/parachuteSingle" that will tell you all the patches that are being applied to that part.

Edited by Tyko
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So sad that I have discovered this awesome overhaul only now. It works pretty good on 1.3 so far.

Since the Mk1 parts look pretty same to Porkjet, I have included it into the Porkjet integration topic as a honorable mention.
Personally, I will be using it now instead - seriously great work, Ven and all the contributors!

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Hello everyone!

1) I have a strange issue - revamped stock lights don't actually give any light... Does anyone have the same issue? Is there's a fix anywhere?

2) If I want to make rocket tanks/engine shrouds with  less grayish (basically adjust brightness|contrast) color - to get look closer to KW - and add it as option via FS texture switch. Will it be legit to release such thing as a small addon to ven's stock revamp (include recolored ven's textures?)

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  On 7/20/2017 at 12:28 AM, Rodger said:

It looks like the medium docking port with chute doesn't get occluded properly, at least on a 2.5m pod. Does it need a custom drag cube or something?

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Turns out it had a custom Drag Cube already, and it seems it was too big (maybe because I use real chute, while the drag cube it had is for the stock chutes?)

So this patch should fix it for anyone else who uses realchute:

@PART[ParaDockingPort]:FOR[VenStockRevamp]:NEEDS[RealChute]
{
    !DRAG_CUBE
    DRAG_CUBE
    {
        cube = A, 0.7824,0.7198,1.394, 0.7824,0.7195,1.394, 1.222,0.9427,0.5087, 1.222,0.8313,0.5374, 0.7844,0.7192,1.394, 0.7844,0.719,1.394, 0,-0.01484,0, 1.775,0.8461,1.775
        cube = B, 0.7307,0.7134,1.386, 0.7307,0.7132,1.394, 1.222,0.9427,0.3468, 1.222,0.8313,0.5375, 0.733,0.7127,1.386, 0.733,0.7125,1.394, 0,-0.09577,0, 1.775,0.6842,1.775
    }
}

I also noticed the bumper doesn't stay deployed after the animation deploying it. The animation plays, then the bumper ring snaps back to retracted position. Pressing retract plays the retracting animation still too. The two drag cubes are for deployed/retracted mode, would that mess with the animation at all?

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  On 7/27/2017 at 8:30 AM, Rodger said:

Turns out it had a custom Drag Cube already, and it seems it was too big (maybe because I use real chute, while the drag cube it had is for the stock chutes?)

So this patch should fix it for anyone else who uses realchute:

@PART[ParaDockingPort]:FOR[VenStockRevamp]:NEEDS[RealChute]
{
    !DRAG_CUBE
    DRAG_CUBE
    {
        cube = A, 0.7824,0.7198,1.394, 0.7824,0.7195,1.394, 1.222,0.9427,0.5087, 1.222,0.8313,0.5374, 0.7844,0.7192,1.394, 0.7844,0.719,1.394, 0,-0.01484,0, 1.775,0.8461,1.775
        cube = B, 0.7307,0.7134,1.386, 0.7307,0.7132,1.394, 1.222,0.9427,0.3468, 1.222,0.8313,0.5375, 0.733,0.7127,1.386, 0.733,0.7125,1.394, 0,-0.09577,0, 1.775,0.6842,1.775
    }
}

I also noticed the bumper doesn't stay deployed after the animation deploying it. The animation plays, then the bumper ring snaps back to retracted position. Pressing retract plays the retracting animation still too. The two drag cubes are for deployed/retracted mode, would that mess with the animation at all?

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I have that error too!

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  On 7/27/2017 at 5:28 PM, Poodmund said:

@Ven, the source files seem to be down. I also have a crappy upload rate also (40KB/s) so I feel the pain but I can host them for you if you'd be willing.

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Ven gave me all of his source files and textures. Here:

https://sendit.gl/app/sendit/MoVk-NLqpByfX-MJKJvYyZ

And the regular stuff is here:

https://github.com/VenVen/Stock-Revamp/releases 

was that what you where looking for?

  On 7/28/2017 at 4:34 AM, dundun93 said:

also have a crappy upload rate also (40KB/s)

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That is slow.:P that might take a while...

Edited by Guest
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  On 7/28/2017 at 4:34 AM, dundun93 said:

Ven gave me all of his source files and textures. Here:

https://sendit.gl/app/sendit/MoVk-NLqpByfX-MJKJvYyZ

And the regular stuff is here:

https://github.com/VenVen/Stock-Revamp/releases 

was that what you where looking for?

That is slow.:P that might take a while...

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Thanks I'll take a look. I was just reading the comment above about the docking port bumper animation and it's something that's been around for quite a long time now and with Ben releasing all his source working files for the public to carry the torch and continue his work I thought I'd take a look at the downloads in the OP... but the links we're not active.

Thanks for the download, I'll take a peek over the weekend.

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  On 7/20/2017 at 6:33 PM, FirroSeranel said:

Since nobody answered me...

Yes, it uses the stock Squad .cfg file, and...

It's not too fidgety. Changing the Top node from 0.2828832 to 0.255 works like a charm. :)

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I had this issue prior to 1.2 I think and it pushed me away from this mod.  I was just reading through to see if it had been resolved but this will help.  

Will changing the cfg fix any issues with current ships?

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