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* FIX - SSTUResourceBoiloff poor handling of un-focused vessels; now simulate un-focused time with the last known effectiveness from an EC use perspective; this ignores solar-panel occlusion and distance, rtg/reactor decay, and pretty much all else.  If you had enough power when you un-focused the craft, it will simulate as if you had enough power the whole time when you re-focus the craft.
  * KNOWN ISSUE - only currently checks to see if you were at zero/low battery and uses last-available EC percent; should possibly switch it around to check for the total EC delta between updates, and simply use 'if stable or positive, simulate full EC charge'.  Might also just leave it as-is; it will be less error-prone and more forgiving in its current/new state.
* FIX - Improper volume calculation for ModelSwitch-RealFuels interaction; it should no longer be erroneously multiplying by an additional 1000, and report more sane values for RealFuels setups.
* CHANGE - Overhaul to animation handling system to make it even more generic; this was done to simplify the coding for multi-segment animated cargo-bays.  This also effects the existing SSTUAnimateControlled modules code, however it -should- have no noticeable effect on existing craft (it loads and saves the same data).  Please report any animation related issues you encounter, as they are likely related to this change.  The overhaul is not quite done yet as I learned a few new things in the process and need to apply them to the rest of the code.
* NEW PART - SC-GEN-HGA - High-Gain-Antenna from SC-B parts, made as a stand-alone part for general use.  Base config by JoseEduardo.  Note that the mounting orientation on it seems strange, as it is intended to be mounted on the -bottom- of a fuel tank rather than the side.
* NEW PROTOTYPE PART - SC-BAY-MCB-A - Modular Cargo Bay - Saddle Truss variant.
  * Works very similarly to the SC-MFT tanks for GUI controls and shares much of the same backend code.
  * KNOWN ISSUE - Untextured, and a few of the models' geometry is off a bit.
  * KNOWN ISSUE - No end-caps have been added yet; they will use the same nose/mount system as the MFT tanks and will be able to use any of the adapter/nosecone models in the future.
  * KNOWN ISSUE - They all have a set mass (0.5t at 5m diameter).  This will be adjusted in the future/before they are finished
  * KNOWN ISSUE - Surface attach on the interior of the cargo bay is... strange.  This is a stock limitation on the way surface-attachment calculates the attach axis.  You will need to manually rotate/translate parts into place after surface-attaching them.
  * KNOWN ISSUE - Using the stock offset tool with node or surfaced attached parts can have odd results when offsetting very far.  Some of this is due to incomplete parts (missing colliders), but most is merely stock quirkiness.  Apparently there are some new config settings that can be used to fix this but I have not yet investigated them.
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shadowmage45 committed Jun 11, 2016
1 parent 5708495 commit 7c3f862
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Showing 43 changed files with 1,381 additions and 405 deletions.
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96 changes: 96 additions & 0 deletions GameData/SSTU/Data/ModelData/ModelData-MCB-A.cfg
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@@ -0,0 +1,96 @@
SSTU_MODEL
{
name = MCB-A-0-5
modelName = SSTU/Assets/SC-MCB-A-0-5
volume = 0
mass = 0.5
height = 2.9
diameter = 5
fairingTopOffset = -0.2
defaultTextureSet = none
node = 0, 0, -2.4, 0, 0, 1, 2
}
SSTU_MODEL
{
name = MCB-A-1-0
modelName = SSTU/Assets/SC-MCB-A-1-0
volume = 0
mass = 0.5
height = 5.4
diameter = 5
fairingTopOffset = -0.2
defaultTextureSet = none
node = 0, 0, -2.4, 0, 0, 1, 2
}
SSTU_MODEL
{
name = MCB-A-1-5
modelName = SSTU/Assets/SC-MCB-A-1-5
volume = 0
mass = 0.5
height = 7.9
diameter = 5
fairingTopOffset = -0.2
defaultTextureSet = none
node = 0, 0, -2.4, 0, 0, 1, 2
}
SSTU_MODEL
{
name = MCB-A-2-0
modelName = SSTU/Assets/SC-MCB-A-2-0
volume = 0
mass = 0.5
height = 10.4
diameter = 5
fairingTopOffset = -0.2
defaultTextureSet = none
node = 0, 0, -2.4, 0, 0, 1, 2
}
SSTU_MODEL
{
name = MCB-A-2-5
modelName = SSTU/Assets/SC-MCB-A-2-5
volume = 0
mass = 0.5
height = 12.9
diameter = 5
fairingTopOffset = -0.2
defaultTextureSet = none
node = 0, 0, -2.4, 0, 0, 1, 2
}
SSTU_MODEL
{
name = MCB-A-3-0
modelName = SSTU/Assets/SC-MCB-A-3-0
volume = 0
mass = 0.5
height = 15.4
diameter = 5
fairingTopOffset = -0.2
defaultTextureSet = none
node = 0, 0, -2.4, 0, 0, 1, 2
}
SSTU_MODEL
{
name = MCB-A-3-5
modelName = SSTU/Assets/SC-MCB-A-3-5
volume = 0
mass = 0.5
height = 17.9
diameter = 5
fairingTopOffset = -0.2
defaultTextureSet = none
node = 0, 0, -2.4, 0, 0, 1, 2
}
SSTU_MODEL
{
name = MCB-A-4-0
modelName = SSTU/Assets/SC-MCB-A-4-0
volume = 0
mass = 0.5
height = 20.4
diameter = 5
fairingTopOffset = -0.2
defaultTextureSet = none
node = 0, 0, -2.4, 0, 0, 1, 2
}
21 changes: 20 additions & 1 deletion GameData/SSTU/Data/TechLimits.cfg
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Expand Up @@ -5,45 +5,64 @@ TECHLIMITSET
{
name = start
diameter = 1.25
//0 science
}
TECHLIMIT
{
name = generalRocketry
diameter = 1.875
//20 science -- huh? should maybe be advancedRocketry, 45 science node?
//why are these available so early, what relies on them that needs them unlocked at this point (when most haven't even gotten to orbit yet, which is quite doable with 1.25m stacks, ?)
}
TECHLIMIT
{
name = generalConstruction
diameter = 1.875
//45 science
}
TECHLIMIT
{
name = flightControl
diameter = 1.875
//45 science
}
TECHLIMIT
{
name = fuelSystems
diameter = 2.5
//90 science
}
TECHLIMIT
{
name = propulsionSystems
diameter = 2.5
//90 science
}
TECHLIMIT
{
name = heavyRocketry
diameter = 2.5
//90 science
}
//3.125m node
//possibilities are basically limited to the 160 science nodes, which are:
// heavier rocketry, precision propulsion, adv. fuel systems, specialized construction, actuators, supersonic flight, advanced aerodynamics, advaned landing,, specialized control, command modules, advanced exploration, precision engineering, advanced electronics
TECHLIMIT
{
name = largeVolumeContainment
diameter = 3.75
}
//300 science
//alternates: nuclear propulsion, large volume containment, advanced metalworks, composites, high altitude flight, heavy aerodynamics, heavy landing, field science, science tech, unmanned tech, electronics, high-power electrics
//custom alternative -- advanced heavy rocketry (custom SSTU node)
// TODO - how to optionally rely on that node only if it is defined?
// TODO - really need to test/figure out that bit of MM functionality
}
TECHLIMIT
{
name = veryHeavyRocketry
diameter = 10
//550 science
//alternatives should be any of the 550 / 1000 science nodes
//perhaps make the 5m be at the 550s, and the >5m/full-unlock be at the 1000 tech nodes
}
}
2 changes: 1 addition & 1 deletion GameData/SSTU/MiniAVC/SSTULabs.version
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Expand Up @@ -8,7 +8,7 @@
"MAJOR":0,
"MINOR":4,
"PATCH":31,
"BUILD":115
"BUILD":116
},
"KSP_VERSION":
{
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197 changes: 197 additions & 0 deletions GameData/SSTU/Parts/ShipCore/Bays/SC-MCB-A.cfg
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PART
{
module = Part
name = SSTU-SC-BAY-MCB-A
author = Shadowmage

TechRequired = basicRocketry
entryCost = 16000
cost = 3280
category = FuelTank
subcategory = 0
title = SSTU - SC-BAY - MCB-A - Saddle Truss Cargo Bay
manufacturer = SSTU
description = SSTU - ShipCore: Bays - Saddle Truss Cargo Bay.
tags = cargo, bay, storage

MODEL
{
model = SSTU/Assets/EmptyProxyModel
}
rescaleFactor = 1

// nodes/attachment
// node position specification: posX,posY,posZ,axisX,axisY,axisZ,size
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
node_stack_top = 0,1,0,0,1,0,2
node_stack_top2 = 0,1,0,0,1,0,2
node_stack_top3 = 0,1,0,0,1,0,2
node_stack_top4 = 0,1,0,0,1,0,2
node_stack_bottom = 0,-1,0,0,-1,0,2
node_stack_bottom2 = 0,-1,0,0,-1,0,2
node_stack_bottom3 = 0,-1,0,0,-1,0,2
node_stack_bottom4 = 0,-1,0,0,-1,0,2
node_stack_interstage = 0,-1,0,0,-1,0,2
node_stack_dorsal = -1,0,0,-1,0,0,2
node_stack_front = 0, 2.5, 0, 0, -1, 0, 2
node_stack_rear = 0, -2.5, 0, 0, 1, 0, 2
node_attach = 2.5, 0, 0, 1, 0, 0
attachRules = 1,1,1,1,0

mass = 4.665
crashTolerance = 14
maxTemp = 2000
fuelCrossFeed = True
breakingForce = 2000
breakingTorque = 2000

MODULE
{
name = SSTUVolumeContainer
//default placeholder volume; set by MCB module below
volume = 100000
enableContainerEdit = true
enableFuelTypeChange = true
baseContainerIndex = 0
CONTAINER
{
name = Main Tank
percent = 100
tankageVolume = 0.15
tankageMass = 0.15
defaultModifier = standard
defaultFuelPreset = LFO
resource = LiquidFuel
resource = LqdHydrogen
resource = Oxidizer
resource = MonoPropellant
resource = Aerozine50
resource = NTO
resource = ElectricCharge
modifier = standard
modifier = lbo
modifier = zbo
modifier = light
modifier = structural
}
}
MODULE
{
name = SSTUModularCargoBay

currentTankType = MCB-A-2-0
currentNoseType = Mount-None
currentMountType = Mount-None
currentTankDiameter = 2.5

tankDiameterIncrement = 0.625
minTankDiameter = 0.625
maxTankDiameter = 10
topManagedNodeNames = top, top2, top3, top4
bottomManagedNodeNames = bottom, bottom2, bottom3, bottom4
techLimitSet = Default

TANK
{
name = MCB-A-0-5
}
TANK
{
name = MCB-A-1-0
}
TANK
{
name = MCB-A-1-5
}
TANK
{
name = MCB-A-2-0
}
TANK
{
name = MCB-A-2-5
}
TANK
{
name = MCB-A-3-0
}
TANK
{
name = MCB-A-3-5
}
TANK
{
name = MCB-A-4-0
}

CAP
{
name = Mount-None
}
}

//the end-cap/mount fairing module
MODULE
{
name = SSTUNodeFairing
diffuseTextureName = SSTU/Assets/SC-GEN-Fairing-DIFF
nodeName = bottom
snapToNode = true
snapToSecondNode = true
canManuallyJettison = true
canAdjustSections = true
canAdjustBottom = true
canAdjustTop = false
FAIRING
{
canAdjustBottom = true
canAdjustTop = true
}

currentTextureSet = Fairings-White
TEXTURESET
{
name = Fairings-White
}
}

//the cargo-bay fairing module
MODULE
{
name = SSTUNodeFairing
diffuseTextureName = SSTU/Assets/SC-GEN-Fairing-DIFF
snapToNode = false
snapToSecondNode = false
canManuallyJettison = true
canAdjustSections = true
canAdjustBottom = false
canAdjustTop = false
FAIRING
{
canAdjustBottom = true
canAdjustTop = true
}
currentTextureSet = Fairings-White
TEXTURESET
{
name = Fairings-White
}
}

//interstage node toggle module, for mounts/etc interstage node setup
MODULE
{
name = SSTUSelectableNodes
nodeName = interstage
startsEnabled = false
}

//airstream shielding; used by fairing and MCB
MODULE
{
name = SSTUAirstreamShield
//no default shielding, all defined through modules
//TODO verify that this is a valid setup for that module / fix it if it is not
}

}
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