shadowmage45 / sstulabs Goto Github PK
View Code? Open in Web Editor NEWDev repository for testing/unfinished KSP parts/plugins/etc.
License: Other
Dev repository for testing/unfinished KSP parts/plugins/etc.
License: Other
4 parts with a shared texture
Nosecone will be a mesh-switch option, with both straight nosecone, side-tapered nosecone, and flat mounting-plate nose. Might need to shorten the segments -slightly- to help with compatibility
Three (or four?) engine clusters. 3x, 4x, and 5x. potential 2x for upper stage use (need to investigate texture usage)
Forgot to re-initialize the texture set when models are swapped. Previously the texture-set ran on the entire set of pre-populated but disabled meshes under the root model. As models are now loaded on demand and removed, all newly cloned models will need the texture re-initialized/re-set.
Should be a fairly easy fix; just need to call the updateTexture/setTexture/enableTexture method whenever tank geometry changes.
Seems to have something to do with KSPs inability to find the center of mass of the vessel; likely due to the ISA model.... not having any actual model.
But really, no clue
Adding -any- other part to the vessel seems to fix the issue.
Simple enough, just need to add action groups for the engine deployment triggers and link them into the regular UI methods
Noticed today while testing things. Fixed in dev, available next update.
Will consist of three parts - LC2-SKY, LC3-SKY, LC5-SKY, each has the same number of engines as the descent engine for that size (4,8,12), as well as containing some amount of fuel.
[EXC 08:56:35.779] ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
System.Collections.Generic.List`1[DragCube].get_Item (Int32 index)
SSTUTools.SSTUCustomFuelTank.updateDragCube ()
SSTUTools.SSTUCustomFuelTank.restoreSavedTankData ()
SSTUTools.SSTUCustomFuelTank.initialize ()
SSTUTools.SSTUCustomFuelTank.OnLoad (.ConfigNode node)
PartModule.Load (.ConfigNode node)
Part.LoadModule (.ConfigNode node, System.Int32& moduleIndex)
ProtoPartModuleSnapshot.Load (.Part hostPart, System.Int32& moduleIndex)
ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart)
ProtoVessel.LoadObjects ()
Vessel.Load ()
Vessel.MakeActive ()
FlightGlobals.setActiveVessel (.Vessel v, Boolean force)
FlightGlobals.SetActiveVessel (.Vessel v)
FlightDriver.Start ()
Likely is causing some performance hit, though it mostly seems to be in the editor... when -anything- is clicked/moved/changed.
^^ Apparently I forgot to re-add the colliders in Unity after I added the external camera transform. Not sure how I missed it during dev testing.
Will need time to investigate this one; persistence issues can be tough to track down.
for better use as dedicated lifters (and increase SL thrust)
Deploy the legs in VAB, I can't retract them or even click on the part any more won't let even open debug or forgot how, I am on Linux.
Need to figure out what weird crap stock is doing when it clones parts... because it is not working as it should/not calling methods properly.
SC-TANK- (multiple texture sets)
SC-ADPT1- (multiple texture sets)
SC-NOSE1- (multiple texture sets)
SC-B-SRB
Engines use incredibly high ISP for 1.x stock values. Need to either rebalance for LH2 volume/densities, or decrease ISP towards stock values for hypergolic fuels (perhaps ~370 to keep in the sci-fi upper-end of the spectrum)?
bottom 'tubes' in lc2 lc3 lander cans don't reach next object that is attached to them
http://i.imgur.com/p8I2OPY.png
http://i.imgur.com/w42xSbG.png
Currently using the same texture and UV mapping as the fairing pieces.
Need to add UV map swapping ability to mesh generator.
whoops... guess I forgot this flag :)
Current intent is to add additional mesh-switch capability to fuel tanks to enable adding a nosecone or various adapters.
Nosecone 1 (ET Top) (rescaled for 1.25m, 2.5m, 3.75m)
Nosecone 2 (ET Bottom, stretched) (rescaled for 1.25m, 2.5m, 3.75m)
Nosecone 3 (ET Top, short) (rescaled for 1.25m, 2.5m, 3.75m)
Nosecone 4 (ET Bottom) (rescaled for 1.25m, 2.5m, 3.75m)
Nosecone 5 (Delta-IV) (rescaled for 1.25m, 2.5m, 3.75m)
5m -> 3.75m (short) (4:3) (re-used for 3.75m -> 5m)
5m -> 3.75m (long) (4:3) (re-used for 3.75m -> 5m)
5m -> 3.75m (flat) (4:3) (re-used for 3.75m -> 5m)
5m -> 2.5m (short) (2:1) (rescaled for 2.5m -> 1.25m) (re-used for 2.5m -> 5m)
5m -> 2.5m (long) (2:1) (rescaled for 2.5m -> 1.25m) (re-used for 2.5m -> 5m)
5m -> 2.5m (flat) (2:1) (rescaled for 2.5m -> 1.25m) (re-used for 2.5m -> 5m)
3.75m -> 2.5m (long) (3:2) (re-used for 2.5m -> 3.75m)
3.75m -> 2.5m (short) (3:2) (re-used for 2.5m -> 3.75m)
3.75m -> 2.5m (flat) (3:2) (re-used for 2.5m -> 3.75m)
3.75m -> 1.25m (long) (3:1) (re-used for 1.25m -> 3.75m)
3.75m -> 1.25m (short) (3:1) (re-used for 1.25m -> 3.75m)
3.75m -> 1.25m (flat) (3:1) (re-used for 1.25m -> 3.75m)
5m -> 5m x2 (bi-coupler) (1:1) (rescaled for 1.25m, 2.5m, 3.75m)
5m -> 5m x3 (tri-coupler) (1:1) (rescaled for 1.25m, 2.5m, 3.75m)
5m -> 5m x4 (quad-coupler) (1:1) (rescaled for 1.25m, 2.5m, 3.75m)
5m -> 3.75m x2 (bi-coupler) (4:3)
5m -> 3.75m x3 (tri-coupler) (4:3)
5m -> 3.75m x4 (quad-coupler) (4:3)
5m -> 2.5m x2 (bi-coupler) (2:1) (rescaled for 2.5m)
5m -> 2.5m x3 (tri-coupler) (2:1) (rescaled for 2.5m)
5m -> 2.5m x4 (quad-coupler) (2:1) (rescaled for 2.5m)
3.75m -> 2.5m x2 (bi-coupler) (3:2)
3.75m -> 2.5m x3 (tri-coupler) (3:2)
3.75m -> 2.5m x4 (quad-coupler) (3:2)
3.75m -> 1.25m x2 (bi-coupler) (3:1)
3.75m -> 1.25m x3 (tri-coupler) (3:1)
3.75m -> 1.25m x4 (quad-coupler) (3:1)
when in editor I can switch off decoupler option on lander cans, however I cannot switch it back on.
Base color was KW-Black instead of full-black. Fixed in dev, available with next update.
Should probably add them to the right-click GUI while I'm at it....
Need to fix the cylinder-edge-vertex offset that was needed for the old SCA/MSA parts.
The new procedural fairings do not need any such rotational offset as their normals are manually set/calculated properly for cylindrical shading.
Will require editing of the part geometry, UV, AO bake, re-export from blender, and re-export from Unity.
LC2-POD-IVA - Geometry, unwrap, AO and Shadow bakes done. Stock prop setup done. RPM prop setup done. Needs actual textures. Needs decals.
LC3-POD-IVA - Geometry, unwrap, AO and Shadow bakes done. Stock prop setup done. RPM prop setup done. Needs actual textures. Needs decals.
LC5-POD-IVA - Needs geometry, unwrap, AO and shadow bakes. Needs stock props. Needs RPM Props. Needs actual textures. Needs decals.
It does not work in editor if pressed, though the option disappears. If the craft is reloaded for some reason (revert, exit and re-enter), the panels are in-fact gone.
Probably a simple plugin error (not calling the jettison method in editor properly?)
Semi Procedural part. 8 fuel tanks of lengths between 5 and 40m in a single part using mesh/resource switching. Uses two 1024x textures for the entire set of tanks. The second texture could be mostly re-used for smaller diameter tanks as well (end-caps, piping).
See decoupler module for example
Will be increasing atmo ISP (and as a result, thrust); should help these parts serve their intended purpose slightly better.
Apparently I forgot to update the other sizes of tanks when I added in surface attach....
Just as the title says; need to come up with tank/nose/adapter configs for 0.625m and 1.875m stack sizes.
When loading the LC3 and LC5 craft in the VAB the previous craft will remain and attachment nodes will not work.
Need to investigate how to add particle effects/FX for solid rocket motors.
Was exported properly - current texture is just blank, needs finished
Likely due to constantly re-building the model. Need to check procedural parts / etc to see if they handle this, and how.
Might try just deleting and recreating the highlighter whenever part model is rebuilt.
Need to adjust positioning of bottom attach node.
Need to adjust both bottom fairing portions, increase in length
Need to adjust side fairing panels to increase in length to match bottom fairing position.
SC-B-HUS, SC-B-ICPS, SC-B-SM, SC-B-BPC?, SC-C-LM, SC-C-SM
Apparently modifying the part.mass field only works once, or ?
Need to find a way to properly set the mass/etc of the editor part list part.
Need to find a way to properly update the mass in-flight (set mass directly)
Weird, weird stuff going on. MJ properly recognizes part.mass updates while in editor or flight. KSP engineer report does not. I likely need to cache the initial weight, and use IPartMassModifier to update the editor statistics correctly.
KSP recognizes in-flight part.mass updates appropriately; I previously had conflicts of multiple modules trying to set the mass inappropriately that was causing me to think it did not work.
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