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sstulabs's Issues

Ship Core - Custom Fuel tanks - Texture resets when tank mesh is swapped

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.

SC-B-SM - 'Jettison Side Panels' does not work in editor

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?)

Ship Core - Series B: New Part - SC-B-TANK (Progress Tracking)

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).

  • Geometry - Done
  • UV - Done
  • Animation - NA
  • Texture - WIP
  • Config - Done

New Parts - Ship Core A1, A2, A3, B - Fuel Tank End caps and Nosecones

Current intent is to add additional mesh-switch capability to fuel tanks to enable adding a nosecone or various adapters.

Features:

  • Integrated into fuel tanks - no additional parts required
  • Top and bottom switchable independently
  • Adds additional fuel capacity of the same fuel type as the main tank
  • Can move/remove attach nodes properly for adapter, multi-coupler, or nosecone use / drag considerations.
  • Independently configurable texture switch from the main tank; however top + bottom caps remain linked (limitation of transform-naming system; investigating solutions)
  • re-use geometry for top+bottom caps, auto clone + flip, rename to same mesh name for texture-swapping purposes

Todo:

  • textures - lots and lots of parts to texture - initial basic colors pass done, but needs attentive normals and spec work.
  • 3.75m attach node positions (whole config is borked at the moment)
  • investigate adding flag transform (on intertank?) -- could even be a separate always-present model

List of current nosecones; need textures finished

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)

SC-C - Entire series needs balance pass

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)?

New Parts: Engine Clusters for Ship Core

Features

  • One part per engine cluster / variant (implemented)
  • Layouts defined through config - no static models, everything is mix'n'match through config-based definitions. (implemented)
  • Ability to use stock/mod engines to create -new- engine clusters (config/patch based, not @ runtime) (implemented)
  • Uses model load-on-demand mechanics for optimization and clean implementation (implemented)
  • Allows use of animations, for extendable engine bells. (Not-Yet-Implemented)
  • Dynamic engine-mount/shroud swapping capability (with attach-node moving/part offsetting). No mount, per-engine mount, and single per-cluster mounts all valid options. (implemented)
  • Can scale mounts and engines independently of each other, and independent of the inter-engine spacing (implemented)
  • Can adjust engine spacing for specific mounts through mount-definition overrides (implemented)
  • Allows for easy adding of new / user defined cluster layouts. Layouts are defined as a simple as simple scalable positions which are then scaled for each engine-cluster layout depending upon its specific settings.(implemented)
  • Dynamic repositioning and adjustment of SSTUNodeFairing depending upon the config settings and current mount option.(implemented)
  • Allow use of stock / other mods' models to create new engine mount options, including height offset and inverting the model if needed. (implemented)

Models (engines, mounts, adapter plates):

Mounts:

  • None yet - coming soon

Engines:

Micro (<0.375m) :
  • None yet - NEED DATAS on micro motors
X-Small (<0.75m) :
  • AJ-10-133
  • RL10A3
  • AJ10-190
  • Merlin-1B
Small(<1.125m):
  • RL-10-a4
  • Merlin-1C
  • H1
  • Merlin-1B-Vacuum
Medium(<1.5m):
  • Merlin-1C-Vacuum
  • J2
  • RL10B2
  • Merlin-1D
Large (<1.875m):
  • LR-87
  • RS-25 (released)
  • RS-69
  • Merlin-1D-Vacuum
X-Large (<2.25m)
  • J2X
  • RS-69B
  • F1B
  • RS-68
XX-Large (<2.625m)
  • F1 (next for modeling/finishing)
  • RD-170
XXX-Large (<3m)
  • None Yet (NEED DATA/custom geometry)

sc-b fuel tanks - too low breaking force/torque

Would be good to increase them for big fuel tanks, since when they're not specified they equal 22. I guess 1000-2000 for the biggest tank would be enough:)
It would allow tanks to be used for mobile tanker:
GitHub Logo

SC- Custom Fuel Tanks - When root part, problems on revert/reload

[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 ()

Craft Loading

When loading the LC3 and LC5 craft in the VAB the previous craft will remain and attachment nodes will not work.

SC-B-SM - Cylinder edges do not line up

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.

New Parts: Lander Core - Skycrane Modules

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.

  • Basic Geometry - done
    • Needs gimbal and thrust transforms added
  • Animation - done
  • UV Unwrap - not done
  • Texture - not done
  • Config - not done

The landing Legs

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.

Ship Core - Series B: New Part - SC-B-SRB (Progress Tracking)

4 parts with a shared texture

  • 16m 2-Segment SRB
  • 22m 3-Segment SRB
  • 28m 4-Segment SRB
  • 34m 5-Segment SRB

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

  • Basic Geometry - WIP (need 2-segment built/exported/compiled)
  • UV - not done
  • Animation - NA
  • Texture - WIP
  • Config - WIP (need 2-segment)

New Part: Radial Booster Decoupler

Features:

  • Has scalable and movable geometry to form a surround ring for the booster
  • Has included SRB-based jettison motors.
  • Can move thrust transforms for the jettison motors along with the visible model; hopefully to allow positioning into realistic positions for the jettison motors.
  • Will investigate possibility to custom reinforce the joint.
  • Can adjust amount of jettison fuel / force in the VAB (Need to find a good way to do this, currently it is just the stock force, thrust, and fuel sliders).
  • Everything triggered as one action through staging - no special functions to learn. Use it just like any other radial decoupler.
  • Works properly with MJ/KER dV calc, and for MJ auto-staging

Progress:

  • Basic plugin code is complete and seems to be working good during initial testing.
  • Need to find best placement and orientation of thrust transforms -- should probably move them off to the sides of the decoupler
  • Should probably make geometry to represent the ejection motors?
  • Basic geometry for ring-style mount is finished, needs UV/AO/Tex - will likely use simple diffuse only, though may want spec/norm.

SSTUMeshSwitch - dry mass of tanks is not set correctly

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.

LC2, LC3, LC5 Pods, IVA is unfinished

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.

SC-B-SM - Solar panel clips into spacecraft adapter

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.

Lander Core - Unfinished Textures (progress tracking)

LC2 / 3 / 5 - POD IVAs unfinished.

Unfinished Textures

  • LC2-CRG
    • needs noise texture update
    • needs paneling or detailing on top+bottom
  • LC3-CRG
    • needs noise texture update
    • needs paneling or detailing on top+bottom
  • LC5-CRG
    • needs noise texture update
    • needs paneling or detailing on top+bottom
  • LC-MOD-LEG
    • needs re-rigged for more extension, and rebaked
    • case texturing is terrible
    • needs noise texture update
  • LC2-DC3
  • LC3-DC5
  • LC-DC (Procedural)
    • Needs new UV settings and the subsequent code to drive it
  • LC-ISA (Interstage Fairing)
    • Needs texture work - diff, noise, norm, spec

Upcoming Parts

  • LC2-POD-IVA
  • LC3-POD-IVA
  • LC5-POD-IVA
  • LC2-SKY
  • LC3-SKY
  • LC5-SKY
  • LC2-SRV
  • LC3-SRV
  • LC5-SRV

Finished Textures

  • LC2-FL Sections
  • LC3-FL Sections
  • LC5-FL Sections
  • LC-MOD-LEG-HVY
  • LC-MOD-RTG
  • LC-MOD-MP
  • LC-MOD-LADDER
  • LC-MOD-LADDER-HH
  • LC-MOD-DSP
  • LC2-POD
  • LC3-POD
  • LC5-POD

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