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stock-revamp's Introduction

Ven's Stock Part Revamp
v1.9.5

INSTALL:
Drop the stuff inside the GameData folder into your KSP/GameData folder

stock-revamp's People

Contributors

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stock-revamp's Issues

Request: LV-1 without the thrust frame ring

Only if/when you have time, could you make an alternate model of the LV-1 without the ring? While that bulks it out to .625m, it's often used radially-attached, even on .625m parts...the rings, in that case, will hit each other and also extend outwards. Yes, I know the LV-1R exists, but that has a much different look to it, and is side-radially attached, not top-radially-attached.

Mk1-2 RCS thruster locations

It seems that the current thruster locations provide almost no pitch or yaw torque. Presumably the intention is for the thrusters to provide translation while the reaction wheels provide rotation, but I find that having RCS rotation on some re-entries is actually quite useful when the reaction wheels don't provide enough torque to get the angle I want (or just low on EC). It also matters in RO, where you don't have reaction wheels and thus are left with almost no pitch/yaw control.

The simplest solution would be to just move the reverse thrusters to the outer ring ... maybe replace the forward thrusters, since they don't provide much thrust anyway?

Missing textures for radial LF/LFO tanks

The textures were removed in f05d8a4, but the models still reference them

Texture 'VenStockRevamp/Squad/Parts/Propulsion/RCSTANKS_CLR 1' not found!
Texture 'VenStockRevamp/Squad/Parts/Propulsion/RCSTANKS-Bump' not found!

Upgrading to 1.0.5

I notice that the engine patches still think ModuleAnimateHeat exists, and are still creating those modules. In 1.0.5, we switched to using FXAnimateThrottle. Check out how the stock engine configs have changed; your patches to them need to be updated. :)
(note that the mu files did not change, it's purely cfg changes, so you can replicate them)

Structural Pylon patched twice

Once in the big MM file, once in ven.cfg in its own folder. They (EDIT) do the same thing, but twice, so one will fail to run.

Docking port with parachute does not have parachute staging.

The docking port/parachute combination fails to show up in the staging and causes collision issues when combined with the 2.5 capsule pod cover (it pops off with the cover when loading the vessel for launch). (I also cannot seem to select it in the action group assignment window.)

MK1 Inline Cockpit model - flag textureQuadName change breaks game

The flag texture quad in the new Mk1 Inline cockpit model does not match the textureQuadName from the stock CFG and model. This displeases KSP greatly.

Here's an excerpted log from when the game switches out of the VAB to launch. This is from a test install with only stock KSP, ModuleManager and Strock Revamp. The game throws constant NaN errors and the entire camera view "bounces".

[WRN 11:57:49.401] [FlagDecal Warning!]: Flag quad object is given as FLAG, but no object found in model with that name
[EXC 11:57:49.402] IndexOutOfRangeException: Array index is out of range.
    ModuleAnimateGeneric.OnStart (StartState state)
    Part.ModulesOnStart ()
    Part+��.MoveNext ()
[ERR 11:57:49.425] Scene::raycastClosestShape: The maximum distance must be greater than zero!

[LOG 11:57:49.425] Look rotation viewing vector is zero
[LOG 11:57:49.546] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 11:57:49.547] Loading Depletion Nodes
[LOG 11:57:49.548] DepNodeCount:  0
[LOG 11:57:49.548] Loading Biome Nodes
[LOG 11:57:49.548] BiomeNodeCount:  0
[LOG 11:57:49.549] Loading Planet Nodes
[LOG 11:57:49.549] PlanetNodeCount:  0
[ERR 11:57:51.802] Scene::raycastClosestShape: The maximum distance must be greater than zero!

[LOG 11:57:51.803] Look rotation viewing vector is zero
[LOG 11:57:51.803] [AsteroidSpawner]: No new objects this time. (Odds are 1:2)
[LOG 11:57:51.841] [Progress Node Reached]: RecordsSpeed
[LOG 11:57:51.906] [PlanetariumCamera]: Focus: Untitled Space Craft
[WRN 11:57:51.961] [CurrencyWidgetsApp]: No live widgets to Despawn!
[LOG 11:57:52.146] Flight State Captured
[LOG 11:57:52.146] Saving Achievements Tree...
[LOG 11:57:52.148] Active Vessel is moving (sqrVel = 30469.3657932693). Cannot save.
[LOG 11:57:53.175] [Untitled Space Craft]: ground contact! - error: 0.038m
[LOG 11:57:53.176] Unpacking Untitled Space Craft
[LOG 11:57:53.186] nearestTT is NaN! t1: 0, t2: 0, FEVp: NaN, SEVp: NaN
[LOG 11:57:53.188] problem! 
[NaN, NaN, NaN]  -  [NaN, NaN, NaN]  -  NaN  -  [NaN, NaN, NaN] - 0
[LOG 11:57:53.189] problem! 
[NaN, NaN, NaN]  -  [NaN, NaN, NaN]  -  NaN  -  [NaN, NaN, NaN] - 0
[LOG 11:57:53.189] getObtAtUT result is NaN! UT: NaN
[LOG 11:57:53.189] getObtAtUT result is NaN! UT: NaN
[LOG 11:57:53.190] getObtAtUT result is NaN! UT: NaN
[LOG 11:57:53.190] getObtAtUT result is NaN! UT: NaN
[LOG 11:57:53.192] nearestTT is NaN! t1: 0, t2: 0, FEVp: NaN, SEVp: NaN
[LOG 11:57:53.192] problem! 
[NaN, NaN, NaN]  -  [NaN, NaN, NaN]  -  NaN  -  [NaN, NaN, NaN] - 0
[LOG 11:57:53.193] problem! 
[NaN, NaN, NaN]  -  [NaN, NaN, NaN]  -  NaN  -  [NaN, NaN, NaN] - 0
[LOG 11:57:53.194] getObtAtUT result is NaN! UT: NaN
[LOG 11:57:53.194] getObtAtUT result is NaN! UT: NaN
[LOG 11:57:53.194] getObtAtUT result is NaN! UT: NaN
[LOG 11:57:53.195] getObtAtUT result is NaN! UT: NaN
[LOG 11:57:53.195] problem! 
[NaN, NaN, NaN]  -  [NaN, NaN, NaN]  -  NaN  -  [NaN, NaN, NaN] - 0
[LOG 11:57:53.196] problem! 
[NaN, NaN, NaN]  -  [NaN, NaN, NaN]  -  NaN  -  [NaN, NaN, NaN] - 1.35999999999997
[LOG 11:57:53.197] [Progress Node Reached]: RecordsDistance
[LOG 11:57:53.205] nearestTT is NaN! t1: 0, t2: 0, FEVp: NaN, SEVp: NaN
[LOG 11:57:53.205] problem! 
[NaN, NaN, NaN]  -  [NaN, NaN, NaN]  -  NaN  -  [NaN, NaN, NaN] - 0
[LOG 11:57:53.206] problem! 
[NaN, NaN, NaN]  -  [NaN, NaN, NaN]  -  NaN  -  [NaN, NaN, NaN] - 0
[LOG 11:57:53.206] getObtAtUT result is NaN! UT: NaN
[LOG 11:57:53.207] getObtAtUT result is NaN! UT: NaN
[LOG 11:57:53.207] getObtAtUT result is NaN! UT: NaN
[LOG 11:57:53.208] getObtAtUT result is NaN! UT: NaN
[LOG 11:57:53.210] nearestTT is NaN! t1: 0, t2: 0, FEVp: NaN, SEVp: NaN
[LOG 11:57:53.210] problem! 

Issue with standalone approach

@VenVen digging deeper, it appears texture overrides will not work if the original texture was not loaded. That means that rather than merely pruning the old assets, when you keep the old model some (tiny) versions of the original textures must be kept.
There are two solutions here:

  1. Copy the Squad model and include it under the VenStockRevamp path Then it will work like the other cases. We can redistribute the mus, that's not a problem, and they're very lightweight, but it's maybe not an approach you want since it will look like they have new models when they don't.
  2. When pruning original assets, when the Squad model is kept, rename the mbms then copy over a 4x4 mbm placeholder for each mbm we prune.

Structural Pylon

KSP logs no error on compiling the part, the final MM config is correct, but the textures are not applied. At this point all I can suggest is to just include the textures for now....also worth posting a question on the Addon Dev/ / Modeling subforum to ask if anyone else can figure it out.

Issue with "LV-N" Nerv Engine

Having a weird issue with the Nerv engine which I'm assuming has to do with this mod.

This is the engine without the mod enabled.

screenshot_2015-08-02--21-53-55

And this is what I'm seeing with the mod enabled. I couldn't even get the fourth engine on.

screenshot_2015-08-02--21-56-28

Let me know if there's any further debugging I can do for you.

Pegasus III Mobility Enhancer missing model

@VenVen The part "Pegasus III Mobility Enhancer" (LongLadder) is missing the model definition inside the new MODEL{} block:

+PART[ladder1]:FIRST {
@name = LongLadder
!mesh = DELETE
!MODEL {}
MODEL {
VenStockRevamp/Squad/Parts/DockingPorts/LongLadderRung
scale = 0.8,1.2,0.8
}
@title = Pegasus III Mobility Enhancer
@EntryCost = 750
@cost = 200
}

Missing INTERNAL defines

@VenVen you added the assets and patched the INTERNAL {} nodes on parts, but didn't actually add the cfgs that define the internals. So KSP dies whenever a changed-IVA part is loaded, because it can't find the internal of that name.
Is it supposed to be more or less the same as the old internal.cfg for each?

Docking port ring diameter

The newly revamped docking ports no longer match, in ring diameter, the unrevamped ones or the old-revamped ones (i.e. inline clampotron, let alone the Mk2 and Mk3 inline ones). This is a problem. :D The radial ones are no biggie because they can be arbitrarily scaled, but the inline ones can't be without changing the stack size. For that reason I would ask that the inner diameter of the ring on them match stock's inner diameter.

ParaDockingPortDual model missing

PartLoader: Compiling Part 'VenStockRevamp/Part Bin/ParaDockingPort/ParaDockingPort'

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PartCompiler: Cannot clone model 'VenStockRevamp/Squad/Parts/Dockingports/ParaDockingPortDual' as model does not exist

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Starting capital letters causes some engines to not load?

Rather odd issue, and I'm not sure if this is possibly OS-specific (case-sensitive filesystems, anyone?), so creating an issue rather than a pull request.

Some of the VSR engines didn't load on my copy of KSP (OS X 10.10.2), and seems that changing their names to start with a lowercase letter instead of an uppercase one allows them to load just fine.

The engines that I know of so far with this behavior are:

  • LV-1B (MicroEngineB --> microEngineB)
  • LV-909B (VenLV909B --> venLV909B)

I'm not really sure why this is, or if it even is an issue for most users, but thought you'd like to know.

Request: Inline RCS block transform change

@VenVen if you have a chance, could you change the RCS thrust transforms on the inline RCS block to be two per side and pointing 90 degrees opposed to the way they are now?

As they are now:

           ^
           |
         __o__
        /      \
   <--o|        |o-->
        \__o__ /
           |
           v

My request:

      <_____>
    ^  __o__   ^
    | /      \ |
    o|        |o
    | \__o__ / |
    v <----->  v

This would allow one to roll with RCS; it wasn't aligned like that on Mercury only because the pod itself had roll thrusters, but since the Mk1 pod obviously doesn't, I'd suggest taking the Gemini approach (the second illustration above).

To not double the thrust, since the number of transforms are doubled you should halve thrusterPower., to 0.25. Note that your HeavyRCS in fact has 4x the thrust of a single block, because it has 8 nozzles rather than 4, each producing 2kN, whereas the original has 4 nozzles at 1kN; this is the opposite of engines, where the stated power is the total power of the engine and it's apportioned amongst the transforms.

Some Parts Not Being Replaced

These parts aren't showing their new models:
Linear RCS port
RV-105 RCS port
Rockomax Brand Adapter
Rockomax Brand Decoupler
Rockomax Brand Adapter 2
Tr18A Stack Decoupler
Circular Intake

Looking at the debug menu, they arn't being modified by MM.

Consistent version numbers

Hello @VenVen
Could you keep numbering your releases with "v" at the beginning like "v1.7.2" instead of "1.7.2"
There is nothing wrong with new version numbers but CKAN compare version numbers alphabetically so "v1.7.1" > "1.7.2". However if you prefer to stay with new system I can fix this in CKAN side but I think It would be less effort to rename your release/tag (not sure, I've never created any release on github) Whatever you decide it would be really good if you could keep your versions numbers consistent in next releases 😃

Thanks for your great work! 🚀

reference CKAN issue KSP-CKAN/NetKAN#924

KSP 1.0.5.

@VenVen as a minimal fix to get this working with KSP 1.0.5, I would suggest just temporarily removing the changes to the Wheesley. It might also be worth using the Whiplash model you made as a J57-like jet, i.e. an afterburning turbojet available early in the tree, rather than an afterburning turbofan like the Panther.

Also, there's an exception regarding animations for the 2.5m service bay. It looks like that may be missing an animation that the cfg expects.

prune and unprune scripts for OS X

Hi!

The new prune script (.sh) doesn't work on OS X. ren is not a recognized command on linux.
The old one used the mvcommand which worked.
If I did something wrong or oversaw something please correct me!
Thanks!

LV-1 Ant Engine bug - NullRefs and in-flight issues.

I'm experiencing an issue with the "Ant" LV-1 where it is throwing up:

Code: [Exception]: NullReferenceException: Object reference not set to an instance of an object
NullRefs

... in the VAB and then on launch the engine staging icon is not listed in the staging order. When launching a vehicle with an "Ant" LV-1 included the craft gets to around 300m/s and the camera zooms out and then this happens again periodically at higher instances of speed. The craft will eventually (around orbital velocity) instantaneously explode and accelerate up to crazy high velocity and sometimes the game will crash at this point. I've also encountered heating issues with craft that include this engine where parts around it will rapidly overheat.

The part in question is the "microEngine" and this was testing on a clean install with the latest build of VSR using commit 694e845 26th Aug and occurs running at x86 and x64.

To replicate this on a clean install I started a new Sandbox, then built the following craft, Mk1 Command Pod > FL-T400 Tank > LV-1 Ant Engine > TR-18A Stack Decoupler > FL-T800 Tank > LV-T45 Engine, with all the fire-able stages in separate stages.

Also note that I first noticed this issue/bug when using my heavily modded install so it seems the problem persists at the clean install level. I noticed in the config file that there is a fairing jettison module for this engine relating to a tankbutt but I am not sure if a tankbutt is included on this engine, could that be the module culprit? Anyway, would someone please verify this issue too?

Launch clamp tower transparency (NK may be an idiot)

EDIT: I may be an idiot.
I forgot I was not running in DX9 mode for this, so it may work fine in DX9 mode. Apologies!

Hitting an issue with these. They're blanking out some things but not others.
Example:

(Proc fairings shroud, proc parts tank, your AV-T1, SXT RD-180)

SkipperB model missing

PartLoader: Compiling Part 'Squad/Parts/Engine/liquidEngineSkipper/skipperLiquidEngine/engineSkipperButtless'

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PartCompiler: Cannot clone model 'VenStockRevamp/Squad/Parts/Engine/SkipperB' as model does not exist

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Missing models

When loading KSP with the latest commit (49d9550), I get the following errors:

PartCompiler: Cannot clone model 'VenStockRevamp/Squad/Parts/Command/CommandPods/1-2' as model does not exist
PartCompiler: Cannot clone model 'VenStockRevamp/Squad/Parts/Propulsion/LVT15' as model does not exist
PartCompiler: Cannot clone model 'VenStockRevamp/Squad/Parts/ISRU/SmallISRU' as model does not exist
PartCompiler: Cannot clone model 'VenStockRevamp/Part Bin/NewParts/SoftTanks/LVN-2' as model does not exist
PartCompiler: Cannot clone model 'VenStockRevamp/Squad/Parts/IVA/Props/MECO' as model does not exist

Releasing the 2.5m pod cover Explodes everything.

Decoupling the 2.5m pod cover releases a lot of energy and results in everything flying of the 2.5m pod (this includes the heat shield and docking port), decouping the cover via the docking port has the same result. This seems to be unrelated to aerodynamic forces as it occurs inside and outside of the atmosphere.

1.25m Fuel Tank Scaling

I've noticed the 1.25m LFO tanks sometimes shrink when loading in flight. This may be due to the rescaleFactor not being set in the config files.

Automatic release builds

@VenVen would you be interested in a script that automatically built your release file whenever you click "draft a release" on github? Then you could grab that file and point curse at it, too.
(This will also make CKAN integration much, much easier, which was the original reason I became involved, aside from awesomeness of parts :D )

105-7P

I see no cfg referencing this model. Is it a surprise new part?

standardNoseCone

This doesn't seem to be textured; even after referencing what I thought might be the textures it should reference (noseConeAdapter's textures) it still doesn't....

Upgrading to 1.0

Some notes (only some may apply, but if you add new parts later...)

  • Emissivity, thermalMassModifier, etc for the new parts should be based on comparable parts.
  • wing parts need deflectionLiftCoeff assigned purely based on wing area, where the square SPP wing is 1.0 (that equates to 1/3.52 the m^2 area, I believe).
  • Control surface parts need correct values for ctrlSurfaceArea (the proportion of the wing surface that is the control surface)
  • Wing/surface parts need dragModel = none assigned.
  • The lifting modules have changed significantly. Make sure you check out a stock cfg before you clone it.
  • Intakes either need to have the insides slope inward, or a custom drag cube assigned, so you don't get a lot of flat plate drag (i.e. making a flat black inner 'cap' is seen as a flat plate, whereas clearly visually the intake is supposed to be hollow and keep going back...to get around this problem, you customize the dragcube values).
  • Hollow parts like decouplers or cargo bays need custom drag cubes.
  • Bulkhead profiles need to be added; they are the basic attach size profiles (size1, 2, mk2, etc) or srf.
  • Engine type needs to be added for the engine for the camera shake to work right (a bunch are supported in code, but really only liquid, solid, and nuclear are used in cfg IIRC, maybe jets too).
  • The old drag values (maximum and minimum drag, intake drag numbers, parachute drag numbers) do absolutely nothing.
  • Parachutes need dragmodifier modules applied (check the stock cfgs). These multiply the visual size of the canopy (at that state) to get a final drag amount, since drag is now based on visual size, not magic numbers (but they didn't make the chute canopies real sized, so they need insanely high modifiers).
  • Engine Isps on average are 85% what they were, and engines have more clearly defined types (lifter, sustainer, vacuum engine). Isp curves also continue down to near-0 Isp.
  • Engine gimbals have been increased significantly
  • Engine costs are relatively sane now, and entry costs are tied relatively directly to them.
  • Isps and TWRs have changed slightly to make later-tech engines strictly better, albeit not insanely so, than earlier ones.
  • The dry mass of solid rockets is higher than it used to be.
  • Multipart (i.e. not fully enclosed) fairings do not work right now.
  • The only drag occlusion is stack occlusion. So if the boost cover is mounted directly atop the pod, it will occlude the pod's drag; if you mount a docking port first, then the cover, you'll get essentially doubled drag (near full cross-sectional area from the pod since only the top bit is occluded by the docking port, then the same for the cover.

That's all I can think of for now.

I will be giving the cfgs a checkover to make sure the MM patch syntax is all correct, but the above stuff is balance related and therefore I'll leave it up to you to decide what to do, or is stuff I can't easily figure out without sources.

Small ISRU wrong model path

The part .cfg references the correct model name ("SmallISRU.mu") but with the wrong path to it ("VenStockRevamp/Squad/Parts/ISRU").

I assume that this is an extra part, judging from it's placement inside the "NewParts" folder, so the correct path should be "VenStockRevamp/Part Bin/NewParts/SmallISRU/SmallISRU.mu".

Small ISRU missing model

The "1.25m ISRU Converter" is missing it's model inside the Squad/Parts/ISRU folder (SmallISRU.mu). I am not sure if this is a planned omission or an accidentally missing file.

Workflow

(making its own issue, and refining)
When adding a redone model

  1. Add a patch in the Part Revamp-MM.cfg file that points the model to the right place, and, if and only if texture rerouting is required (doubtful at this point) add texture = texturename, path/to/texture overrides.
  2. Add to the @part[*]{} patch in Part Revamp-PathPatches.
    • Copy/paste an existing @model,* node
    • change the first part of the path to the model's old path, i.e Squad/Parts/Utility/Foo1/model
    • change the second part of the path to the new path i.e. VenStockRevamp/Squad/Parts/Utility/AllFoo/model1
  3. Add lines in VSR_prune.bat and VSR_prune.sh
    • Copy-paste the lines from an existing part, then change the paths to the files your new part obsoletes.
    • You can check commit a5480b4 to see how I added pruning lines for the 0.625m engines.
    • Note that you need one line per file obsoleted, so if a part has 1 mu and 3 mbms, you need four lines.
    • Note that I had a bad experience with OSX/nix regarding using wildcards, so the .sh uses explicit renaming, and so the filename shows up twice, once in original form and once in new form; on Windows I got away with only typing it once.

New Models
Needs only step 1 above (adding the cfg). Since there is no old path to patch, step 2 is not required, and since there are no old files to prune, step 3 is not required.

Please ask any questions, and if it's too much of a pain let me know and I can do it some / try to make tools for you to automate ti. :)

Paths for updated pruners

Squad/Parts/Aero/HeatShield/Fairing.dds
Squad/Parts/Aero/HeatShield/HeatShield1.mu
Squad/Parts/Aero/HeatShield/HeatShield2.mu
Squad/Parts/Aero/HeatShield/HeatShield3.mu
Squad/Parts/Aero/HeatShield/heatshield.dds
Squad/Parts/Aero/aerodynamicNoseCone/Nosecone.dds
Squad/Parts/Aero/aerodynamicNoseCone/model.mu
Squad/Parts/Aero/basicFin/BasicFin.dds
Squad/Parts/Aero/basicFin/basicFin.mu
Squad/Parts/Aero/fairings/FairingBase.dds
Squad/Parts/Aero/fairings/fairingSize1.mu
Squad/Parts/Aero/fairings/fairingSize2.mu
Squad/Parts/Aero/fairings/fairingSize3.mu
Squad/Parts/Aero/fairings/fairings_diff.dds
Squad/Parts/Aero/protectiveRocketNoseMk7/model.mu
Squad/Parts/Aero/protectiveRocketNoseMk7/model000.dds
Squad/Parts/Aero/wingletAV-R8/model.mu
Squad/Parts/Aero/wingletAV-R8/model000.dds
Squad/Parts/Aero/wingletAV-R8/model001.dds
Squad/Parts/Aero/wingletAV-T1/model.mu
Squad/Parts/Aero/wingletAV-T1/model000.dds
Squad/Parts/Aero/wingletAV-T1/model001.dds
Squad/Parts/Aero/wingletDeltaDeluxe/model.mu
Squad/Parts/Aero/wingletDeltaDeluxe/model000.dds
Squad/Parts/Command/Mk1-2Pod/ladder.dds
Squad/Parts/Command/Mk1-2Pod/mk 1-2 external shell Variant-Hatch NRM.dds
Squad/Parts/Command/Mk1-2Pod/mk 1-2 external shell Variant-Hatch.dds
Squad/Parts/Command/Mk1-2Pod/model.mu
Squad/Parts/Command/Mk1-2Pod/walls.dds
Squad/Parts/Command/Mk1-2Pod/window.dds
Squad/Parts/Command/advancedSasModuleLarge/model.mu
Squad/Parts/Command/advancedSasModuleLarge/model000.dds
Squad/Parts/Command/advancedSasModuleLarge/model001.dds
Squad/Parts/Command/cupola/ksp_l_cupola_diff.dds
Squad/Parts/Command/cupola/ksp_l_cupola_normal.dds
Squad/Parts/Command/cupola/model.mu
Squad/Parts/Command/cupola/window.dds
Squad/Parts/Command/externalCommandSeat/model.mu
Squad/Parts/Command/externalCommandSeat/model000.dds
Squad/Parts/Command/hitchhikerStorageContainer/cabin.dds
Squad/Parts/Command/hitchhikerStorageContainer/cabin_n.dds
Squad/Parts/Command/hitchhikerStorageContainer/model.mu
Squad/Parts/Command/hitchhikerStorageContainer/window.dds
Squad/Parts/Command/inlineAdvancedStabilizer/model.mu
Squad/Parts/Command/inlineAdvancedStabilizer/model000.dds
Squad/Parts/Command/inlineAdvancedStabilizer/model001.dds
Squad/Parts/Command/inlineReactionWheel/model.mu
Squad/Parts/Command/inlineReactionWheel/model000.dds
Squad/Parts/Command/inlineReactionWheel/model001.dds
Squad/Parts/Command/inlineReactionWheel/model002.dds
Squad/Parts/Command/mk1LanderCan/ksp_s_landerCan_diff.dds
Squad/Parts/Command/mk1LanderCan/ksp_s_landerCan_normal.dds
Squad/Parts/Command/mk1LanderCan/model.mu
Squad/Parts/Command/mk1pod/hatch.dds
Squad/Parts/Command/mk1pod/ladderrung.dds
Squad/Parts/Command/mk1pod/model.mu
Squad/Parts/Command/mk1pod/outer shell NRM.dds
Squad/Parts/Command/mk1pod/outer shell.dds
Squad/Parts/Command/mk1pod/window.dds
Squad/Parts/Command/mk2LanderCan/ladder.dds
Squad/Parts/Command/mk2LanderCan/model.mu
Squad/Parts/Command/mk2LanderCan/outershell.dds
Squad/Parts/Command/mk2LanderCan/outershell_n.dds
Squad/Parts/Command/mk2LanderCan/window.dds
Squad/Parts/Command/probeCoreCube/model.mu
Squad/Parts/Command/probeCoreCube/model000.dds
Squad/Parts/Command/probeCoreCube/model001.dds
Squad/Parts/Command/probeCoreHex/ksp_m_hexProbe_diff.dds
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Squad/Parts/Utility/landingLegLT-5/leg.dds
Squad/Parts/Utility/landingLegLT-5/model.mu
Squad/Parts/Utility/landingLegLT-5/model000.dds
Squad/Parts/Utility/largeAdapter/model.mu
Squad/Parts/Utility/largeAdapter/model000.dds
Squad/Parts/Utility/largeAdapterShort/model.mu
Squad/Parts/Utility/largeAdapterShort/model000.dds
Squad/Parts/Utility/launchClamp1/model.mu
Squad/Parts/Utility/launchClamp1/model000.dds
Squad/Parts/Utility/launchClamp1/model001.dds
Squad/Parts/Utility/launchEscapeSystem/LES_Diffuse.dds
Squad/Parts/Utility/launchEscapeSystem/LaunchEscapeSystem.mu
Squad/Parts/Utility/linearRCS/model.mu
Squad/Parts/Utility/linearRCS/model000.dds
Squad/Parts/Utility/linearRCS/model001.dds
Squad/Parts/Utility/parachuteMk1/model.mu
Squad/Parts/Utility/parachuteMk1/model000.dds
Squad/Parts/Utility/parachuteMk1/model001.dds
Squad/Parts/Utility/parachuteMk12-R/model.mu
Squad/Parts/Utility/parachuteMk12-R/model000.dds
Squad/Parts/Utility/parachuteMk12-R/model001.dds
Squad/Parts/Utility/parachuteMk16-XL/model.mu
Squad/Parts/Utility/parachuteMk16-XL/model000.dds
Squad/Parts/Utility/parachuteMk16-XL/model001.dds
Squad/Parts/Utility/parachuteMk2-R/model.mu
Squad/Parts/Utility/parachuteMk2-R/model000.dds
Squad/Parts/Utility/parachuteMk2-R/model001.dds
Squad/Parts/Utility/parachuteMk25/model.mu
Squad/Parts/Utility/parachuteMk25/model000.dds
Squad/Parts/Utility/parachuteMk25/model001.dds
Squad/Parts/Utility/radialAttachmentPoint/model.mu
Squad/Parts/Utility/radialAttachmentPoint/model000.dds
Squad/Parts/Utility/radialAttachmentPoint/model001.dds
Squad/Parts/Utility/rcsBlockRV-105/model.mu
Squad/Parts/Utility/rcsBlockRV-105/model000.dds
Squad/Parts/Utility/spotLightMk1/model.mu
Squad/Parts/Utility/spotLightMk1/model000.dds
Squad/Parts/Utility/spotLightMk1/model001.dds
Squad/Parts/Utility/spotLightMk2/model.mu
Squad/Parts/Utility/spotLightMk2/model000.dds
Squad/Parts/Utility/spotLightMk2/model001.dds
Squad/Parts/Utility/stackBiCoupler/model.mu
Squad/Parts/Utility/stackBiCoupler/model000.dds
Squad/Parts/Utility/stackQuadCoupler/ksp_s_quadCoupler_diff.dds
Squad/Parts/Utility/stackQuadCoupler/model.mu
Squad/Parts/Utility/stackTriCoupler/model.mu
Squad/Parts/Utility/stackTriCoupler/model000.dds

Releasing a build

@VenVen would you mind if I released a build via github? There's been a lot of fixes since the last one.

Mk16 parachute not working

The Mk16 parachute isn't working, it doesn't get the parachute icon thingy in the staging sequence, and you can't manually deploy it either.

RealChute is installed, as well as a couple of other mods such as KER and RPM. The problem starts when installing StockRevamp, and is resolved by removing it, so it probably is somewhere in here.

1.0 compatibility

Does not work with 1.0 (no parts are overridden).

I know it will probably take a while to make it compatible, but I just wanted to create an issue to reference.

Decoupler model missing

PartLoader: Compiling Part 'Squad/Parts/Structural/Size3Decoupler/part/size3Decoupler'

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PartCompiler: Cannot clone model 'VenStockRevamp/Squad/Parts/Engine/Decoupler' as model does not exist

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Eletrical-prune.sh filename

This is only a very minor issue but I noticed that the filename for the Eletrical-prune.sh pruner file was incorrectly spelt "Eletrical" rather than "Electrical". Caused me about 5 minutes of confusion in terminal trying to figure out what I was doing wrong.

Suggestion: Oscar-G Fuel Tank

I found myself in need of an absolutely tiny fuel tank (<1t craft intended to be recovered from Minmus), so since you've already expanded the Oscar series I thought it would make sense to also go in the other direction.

The end result would likely just be a half-size fuel tank for "baby spacecraft" and "hobbyist applications". You could even opt for a third-size tank instead of half-size, but 22 doesn't evenly divide by 3 so I doubt you'd actually do that.

Overlapping textures on the MK 1-2 CM

I've used this mod in the past, but since the update, I've gotten this strange quirk with the texturing of this command module.
screenshot from 2015-12-11 10 31 20
screenshot from 2015-12-11 10 31 28

I don't know what I've done wrong to get the textures to appear to overlap on the old model, but it's there. Any clues onto how I can fix this?

Prune without breaking stock model mods

If instead of moving stock bits to .bak, how about moving them to .bak, moving the revamped files into the stock locations, and pointing the configs to them instead? It would save ram, as well as automatically revamping a piece that borrows a stock model or texture.

NRE's with XXL Chute Docking port

Adding to the other issues with it, I was getting spammed NRE's with the docking port in both the editor and in the flight scene.

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