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restocked's Introduction

Restock

It's no secret that some of KSP's artwork is not great. Placeholder art made by a number of amateur artists throughout the game's development has resulted in a scattered mess of styles and qualities which is most evident in the part artwork.

The goal of this project is to improve the art of Kerbal Space Program with the following goals in mind:

  • Create a unity of design and style for all parts
  • Preserve the general aesthetic of KSP
  • Create consistency in the detail level of all parts
  • Do not affect gameplay or part balance

Restock+

We believe that there are a number of places where KSP is missing key parts - for example, where a stack class is missing parts that exist in other classes. Restock+ aims to create parts that fill this niche, and is a wholly optional project.

Contributing

If you want to contribute fixes and config improvements, such as new localization, make a pull request against the master branch - we will If you are interested in contributing artistically to the revamp, please contact us.

Current Contributors

Art

  • Chris Adderley (Nertea)
  • Andrew Cassidy (Cineboxandrew)
  • Beale
  • blowfish
  • Passinglurker
  • Porkjet
  • riocrokite
  • Kavaeric
  • Well

Drag cube wizardry

  • DMagic

Plugin code

  • blowfish

Lead Testing

  • Tyko
  • Poodmund

Repository Structure

  • Distribution
    • Restock
      • readme.txt
      • changelog.txt
      • license.txt
      • GameData
        • ReStock
          • Assets: all model and texture files
          • FX: new effects
          • Localization: new localization data
          • Patches: ModuleManager patches to enable art replacements
          • PatchesMH: ModuleManager patches to enable art replacements for Making History
          • Props: IVA props
          • Spaces: IVA configs and assets
    • RestockPlus
      • readme.txt
      • changelog.txt
      • license.txt
      • GameData
        • ReStockPlus
          • Assets: all models and texture files
          • FX: new effects
          • Localization: new localization data
          • Parts: config files for new parts
          • Patches: ModuleManager patches that change parts
          • Spaces: IVA configs and assets

restocked's People

Contributors

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Watchers

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restocked's Issues

Control parts

  • Advanced Reaction Wheel Module, Large
    • Model
    • Texture
    • Ingame
  • Advanced Inline Stabilizer
    • Model
    • Texture
    • Ingame
  • Small Inline Reaction Wheel
    • Model
    • Texture
    • Ingame

B9 Part Switch

Request for B9 Part Switch configs for the Restock/Restock+ part variants

1.25m Docking Port Rotation

When two 1.25m docking ports mate their alignment is off 180 degrees from the expected alignment.

If you build a station in the VAB including 1.25m docking ports between sections, when you get into space and try to dock them Docking Port Alignment Indicator shows that the two ports are at 180 degrees to each other - meaning one is upside down. If you rotate to show 0 degrees the two modules of your station will be rotated with respect to your planned build.

The other docking ports and stock docking ports all line up at 0 degrees. The new 1.25m port is different. In the pic below you can see that DPAI shows the two craft at 180 degrees, but the reference antennas I added are both pointing upwards. I've run this same test with the other 2 new ports and all three stock ports, Only the 1.25m port is showing this issue.

screenshot12

NOTE TO NERTEA: This may be a result of the earlier change you'd made to rotate the 1.25m docking port so the shocks aligned. I'm thinking that when you did that 90 degree model rotation something got changed with respect to what the game thinks of as the "top" causing it to be off 180 degrees

SRB shrouds

Note to myself to actually remember to implement this. Needs to be done for

  • Flea
  • Hammer
  • Thumper
  • Kickback

Light leak on Kickback SRB

When zoomed out and the mipmaps kick in, there is some light leakage on the stringers on the Kickback SRB

possible fix is to make the body its own material without the emissive texture

image

Update ReStocked+ ReadMe

Not super urgent, but the ReadMe for ReStocked+ should probably be updated seeing as ReStocked+ does more than add gimbals to SRB's

Flea upper node gap

Seems like there might be a gap between the top node of the Flea as relates to the 1.5+ SRB updates.

Mystery Goo container larger than stock

Bug: In order for Mystery Goo container to match Stock dimensions it needs to be scaled down to 60% its current size.

Art Request: It would be really cool if the Goo inside the container glowed when open too. Not a bug, but maybe a little bonus to really make this part a lot more interesting than the stock version :)

Something like this, only Goo purple. Might have to make the glass goo tube a bit smaller so the glow has space to bounce off the inside of the case:
image

RCS parts

  • Tanks
    • FL-R10 RCS Fuel Tank
      • Model
      • Texture
      • Ingame
    • FL-R25 RCS Fuel Tank
      • Model
      • Texture
      • Ingame
    • FL-R1 RCS Fuel Tank
      • Model
      • Texture
      • Ingame
    • Stratus-V Roundified Monopropellant Tank
      • Model
      • Texture
      • Ingame
    • Stratus-V Cylindrified Monopropellant Tank
      • Model
      • Texture
      • Ingame
  • Ports
    • RV-105 RCS Thruster Block
      • Model
      • Texture
      • Ingame
    • Place-Anywhere 7 Linear RCS Port
      • Model
      • Texture
      • Ingame
    • Vernor Engine
      • Model
      • Texture
      • Ingame

Gap between Rockomax 2.5m adapter and the 2.5m Service Bay

There's a visual gap when you stack the 2.5 conical adapter on top of the new 2.5m service bay. When I tried with other parts neither of these two parts alone seems to be responsible for the full gap, so I think it's additive - the conical adapter's node is a bit to low and the service bay's top node is a bit too high so combining the two results in a visible gap.

You can see it in this picture:

Swivel gimbal actuators

Check out these meshes to see what's wrong. Probably de-rig and stop with the stupid skinned meshes

Some parts from the expansion

Do you have any plans for parts from MH expansion? At least some that stand out, like 1.875 Heat Shield (can just reuse rescaled 1.25 model)

Electrical Parts

  • SP-L 1x6 Photovoltaic Panels
    • Model
    • Texture
    • Integration
  • OX-4L 1x6 Photovoltaic Panels
    • Model
    • Texture
    • Integration
  • SP-W 3x2 Photovoltaic Panels
    • Model
    • Texture
    • Integration
  • OX-4W 3x2 Photovoltaic Panels
    • Model
    • Texture
    • Integration
  • Gigantor XL Solar Array
    • Model
    • Texture
    • Integration
  • OX-STAT Photovoltaic Panels
    • Model
    • Texture
    • Integration
  • PB-NUK Radioisotope Thermoelectric Generator
    • Model
    • Texture
    • Integration
  • Z-1k Rechargeable Battery Bank
    • Model
    • Texture
    • Integration
  • Z-4K Rechargeable Battery Bank
    • Model
    • Texture
    • Integration
  • Z-100 Rechargeable Battery Pack
    • Model
    • Texture
    • Integration
  • Z-200 Rechargeable Battery Bank
    • Model
    • Texture
    • Integration
  • Z-400 Rechargeable Battery
    • Model
    • Texture
    • Integration

Material Bay art request

The new Material Bay rocks, love all the detail! This isn't a bug, but since you've put so much work into the interior some lighting would really make this thing pop. Some suggestions:

  • the two crystals could glow
  • "squid tank" could have a little aquarium glow
  • plant bay should have a small grow light on the roof
  • in the asteroid sample the green veins could glow - this would match the actual glowing asteroids in the game.

Aerodynamic Parts

  • AE-FF1 Airstream Protective Shell (1.25m)
    • Model
    • Texture
    • Integration
  • AE-FF2 Airstream Protective Shell (2.5m)
    • Model
    • Texture
    • Integration
  • AE-FF3 Airstream Protective Shell (3.75m)
    • Model
    • Texture
    • Integration
  • Service Bay (1.25m)
    • Model
    • Texture
    • Integration
  • Service Bay (2.5m)
    • Model
    • Texture
    • Integration
  • Heat Shield (0.625m)
    • Model
    • Texture
    • Integration
  • Heat Shield (1.25m)
    • Model
    • Texture
    • Integration
  • Heat Shield (2.5m)
    • Model
    • Texture
    • Integration
  • Heat Shield (3.75m)
    • Model
    • Texture
    • Integration
  • Protective Rocket Nose Cone Mk7
    • Model
    • Texture (Grey)
    • Texture (Orange)
    • Texture (White)
    • Integration

Corgi - various model issues

screenshot17

  1. Visible texture seam
  2. AO that doesn't seem to be coming from anywhere
  3. Doesn't seem to be any AO where these attach
  4. Uses sharp shading but should be smooth
  5. These are completely black and probably shouldn't be

BetterSRBs gimball conflict

I would suggest either checking BetterSRBs mod presence or ModuleGimbal presense, or using % operator for module.
Actually, I'll test the last variant soon...

Restock+ Wishlist

This is a fairly current list of things that we 'want' to do, but have not committed to doing.

  • 3.75m Class
    • Service bay
  • 2.5m Class
    • None
  • 1.875m Class
    • Blunt nosecone
    • Slanted nosecone
    • Docking port
  • 1.25m Class
    • Inline parachute
  • 0.625m Class
    • None

Missing key for preventing Ven Stock Revamp override

In recent builds of Ven Stock Revamp, there was a key added called VSRexclude = <boolean> which, in the Path Patches config lets that override ignore parts with that key. Implementing it can allow VSR and ReStocked to coexist without weird "merged" models.

LV-909 shading issues

I think these areas should be smooth? The part on the nozzle is for all 3 variants whereas the part above is only on the compact variant.

image

Docking Port Visuals

The visual cues on the new docking ports (which are gorgeous) are each different, making it difficult to visually identify which direction is the top. Recommend having a consistent set of cues.

All three ports shown in the pic below are attached using their default alignment with the top of the pic corresponding to the top of the port.

  • 2.5m port the 3 "flaps" are at the 2 o'clock, 6 and 10 positions, the hatch handles are up and down and shock absorbers connect at 12 o'clock, 4 and 8 positions
  • 1.25m port the shock absorbers connect at 12 o'clock, 4 and 8 positions (hard to see at the picture angle) and the hatch handles are left and right
  • 0.625m port the "flaps" are at 3 o'clock, 7 and 11 positions and the hatch handles are up and down

screenshot8

Recommendations:

  • 1.25m model - rotate only the hatch 90 degrees so handles are up down

  • 2.5m model - rotate only the "flaps" 45 degrees clockwise so that one of the "flaps" is at 3 o'clock but handles and shocks stay the same

  • 1.25m shielded port (not shown) rotate the hatch only 90 degrees so handles are up down

Explanation: I know you'll never dock a 2.5 to a 1.25m or a 0.625, but if they're consistent builders and pilots will have a familiar set of reference points - flaps, shocks and handles - across all the docking ports. The reason I'm orienting the flaps with one at 3 o'clock is that when two of these ports mate, both with up being up, the flaps will be in the correct positions to interleave with those on the other port. If one of the flaps is up or down, then when the two ports mate the flaps would hit each other instead of interleaving.

NOTE: These are low priority visual only tweaks and nothing's actually broken, but I know you strive for consistency so you may want to tackle at some point.

Engine sound levels

The new engine sounds scale sound level to thrust in a linear fashion: 10% thrust = 10% volume and 100% thrust = 100% volume. This is different than stock sounds which are still at ...say 50% volume at low thrust.

I'd expect an engine to put out out a lot of noise even at lowest thrust levels. Is this curve adjustable?

Engine Colliders (compact variant especially)

I can understand if we need to keep the stock colliders for the default variant, but for the compact variants they're too big (it's hard to place something next to the engine for instance).

Appears to affect the LV-T30, LV-T45, LV-909. and 48-7S

Probe cores

  • Probodobodyne RoveMate
    • Model
    • Texture (White)
    • Texture (Grey)
    • Texture (Foil)
    • Integration
  • Probodobodyne QBE
    • Model
    • Texture (Grey)
    • Texture (Foil)
    • Integration
  • Probodobodyne HECS
    • Model
    • Texture (Grey)
    • Texture (Foil)
    • Integration
  • Probodobodyne OKTO
    • Model
    • Texture (Grey)
    • Texture (Foil)
    • Integration
  • Probodobodyne OKTO2
    • Model
    • Texture (Grey)
    • Texture (Foil)
    • Integration
  • Probodobodyne Stayputnik
    • Model
    • Texture (Grey)
    • Texture (Foil)
    • Integration
  • Probodobodyne HECS2
    • Model
    • Texture (Grey)
    • Texture (Foil)
    • Integration

Rocket Engines

  • .625m
    • LV-1 R 'Spider'
      • Model
      • Texture
      • Integration
    • LV-1 'Ant'
      • Model
      • Texture
      • Integration
    • LV-1 R 'Spider'
      • Model
      • Texture
      • Integration
    • 48-75 'Spark'
      • Model
      • Texture
      • Integration
    • 24-77 'Twitch'
      • Model
      • Texture
      • Integration
    • OMS-10 'Puff'
      • Model
      • Texture
      • Integration
    • Separatron I
      • Model
      • Texture
      • Integration
  • 1.25m
    • Flea SRB
      • Model
      • Texture
      • Integration
    • Hammer SRB
      • Model
      • Texture
      • Integration
    • Thud SRB
      • Model
      • Texture
      • Integration
    • Kickback SRB
      • Model
      • Texture
      • Integration
    • LV-T30
      • Model
      • Texture
      • Integration
    • LV-T45
      • Model
      • Texture
      • Integration
    • LV-909
      • Model
      • Texture
      • Integration
    • LV-N
      • Model
      • Texture
      • Integration
    • Vector
      • Model
      • Texture
      • Integration
    • Thud
      • Model
      • Texture
      • Integration
  • 2.5m
    • Mainsail
      • Model
      • Texture
      • Integration
    • Skipper
      • Model
      • Texture
      • Integration
    • Poodle
      • Model
      • Texture
      • Integration
    • Twin Boar
      • Model
      • Texture
      • Integration
  • 3.75m
    • Mammoth
      • Model
      • Texture
      • Integration
    • Rhino
      • Model
      • Texture
      • Integration

Rocket fuel tanks

  • .625m
    • ROUND-8 Toroidal Fuel Tank
      • Model
      • Texture
      • Integration
    • Baguette Fuel Tank
      • Model
      • Texture
      • Integration
    • Dumpling Fuel Tank
      • Model
      • Texture
      • Integration
    • Oscar-B Fuel Tank
      • Model
      • Texture
      • Integration
  • 1.25m
    • FL-T100 Fuel Tank
      • Model
      • Texture
      • Integration
    • FL-T200 Fuel Tank
      • Model
      • Texture
      • Integration
    • FL-T400 Fuel Tank
      • Model
      • Texture
      • Integration
    • FL-T800 Fuel Tank
      • Model
      • Texture
      • Ingame
  • 2.5m
    • Rockomax X200-8 Fuel Tank
      • Model
      • Texture (White)
      • Texture (Grey)
      • Texture (Orange)
      • Ingame
    • Rockomax X200-16 Fuel Tank
      • Model
      • Texture (White)
      • Texture (Grey)
      • Texture (Orange)
      • Ingame
    • Rockomax X200-32 Fuel Tank
      • Model
      • Texture (White)
      • Texture (Grey)
      • Texture (Orange)
      • Ingame
    • Rockomax Jumbo-64 Fuel Tank
      • Model
      • Texture (White)
      • Texture (Grey)
      • Texture (Orange)
      • Ingame
  • 3.75m
    • Kerbodyne S3-3600 Tank
      • Model
      • Texture
      • Ingame
    • Kerbodyne S3-7200 Tank
      • Model
      • Texture
      • Ingame
    • Kerbodyne S3-14400 Tank
      • Model
      • Texture
      • Ingame

Pods

  • Mk1 Command Pod - Porkjet
    • Model
    • Texture
    • Integration
  • Mk1-2 Command Pod
    • Model
    • Texture
    • Integration
  • Mk1 Lander Can
    • Model
    • Texture
    • Integration
  • Mk2 Lander-can - Benjee
    • Model
    • Texture
    • Integration
  • PPD-12 Cupola Module
    • Model
    • Texture
    • Integration
  • EAS-1 External Command Seat
    • Model
    • Texture
    • Ingame
  • Hitchhiker Module
    • Model
    • Texture
    • Integration
  • Mobile Processing Lab
    • Model
    • Texture
    • Integration

1.25m Tank Part Variants

Thinking about part variants as have been added in 1.5. Need to design and handle 1.25m set of fuel tanks with the following colour schemes:

  • Orange
  • White
  • 'Dark'

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