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Merge pull request #224 from ihsoft/next-1.0
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# Beta 11 (July 9th, 2018):
* [Fix] The parts, preattached to a winch in VAB, don't dock when the vessel goes in flight.
* [Fix] GUI crashes if RTS and winch remote dialogs are opened simultaneously,
* [Fix] TB-60 does lock.
* [Fix] Joint limit angles in TJ-2 and TB-60 are wrong: they remember the attach position instead of the "neutral" one.
* [Fix #220] KAS-1.0b10: Wrong max length on W-1.
* [Change] Rename W-1 winch to W-50.
* [Change] Use the 64-bit profile. The 32-bit game mode is no more supported!
* [Enhacement] Prevent KAS parts detaching from the vessel when the joint between the link soucre and the link target is broken.
* [Enhacement] Add HW-80 part.
* [Enhacement] All textures changed to make a distinguished look for the KAS 1.0 parts (even though many of them use the same models).
* [Enhacement] Huge texture optimizations for better quality, smaller sizes (when possible) and better loading speed.
* [Enhacement] Fully support localization in all the parts.
* [Enhacement] Make fun part descriptions.
* [Enhacement] Show the energy consumption and motor speed in the winch part info.
* [Enhacement] Load winch remote activation key from settings.
* [Enhacement] Add RU localization.
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ihsoft authored Jul 10, 2018
2 parents c6d39c3 + 01cac1c commit 344e9f8
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50 changes: 50 additions & 0 deletions GraphicsSrc/README.md
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# License

All the graphics source files are published under Public Domain License. You
are free to use them for any purpose you want.

FIXME: mention forum thread

# Applications and mods

All the sources are stored in the GIMP format (.xcf), it's a _free_ graphics
editor. Get the most fresh version to be able handling the files. It can be
downloaded here:

https://www.gimp.org/downloads/

In order to work with the DDS files (import/export), download the appropriate
plug-in:

http://registry.gimp.org/node/70

# Hints

* Avoid releasing textures in a non-DDS format. The game will have to convert
them anyways. It will take some time during the loading, but what is more
important, it can reduce the textures quality. By storing your textures in
DDS format, you ensure that in the game they will look exactly as designed.
* The DDS textures must be square (the width is equal to the height), and the
dimension must be a multiple of power of two. E.g. 16, 32, 64, 128, 256, 512,
1024, etc. Scale your textures before saving, or else they will be scaled by
the game with a quality you can't predict.
* When exporting the final DDS texture, make sure you've selected the
"generate mipmaps" option. __Never__ choose "use existing mipmaps" since your
changes may not get reflected in the scaled versions of the texture!
* Keep in mind that DDS textures are "up side down". I.e. if your source was a
PNG or JPG, then you need to flip the texture vertically before saving it as
DDS.
* Prefer DX1 format over DX5 when possible. The former takes much less space in
the video memory. However, if the alpha channel is more than a simple
"visible/not visible" bit, then DX5 is the only choice.
* In many models the alpha channel of the main texture is used to define the
material refelection ratio. If you see a texture with an alpha channel close
to 0, it's because the model's material is not supposed to shine as a mirror.
In GIMP you can disable the alpha channel to see the texture and comfortably
editing it.
* When a source file has a layer group "output", then this texture needs a
special attention when saved as DDS due to there is an alpha mask which
controls the reflections. You can disable the alpha channel when editing the
texture. Make all your changes in the layers inside the layer group. When
ready to export, merge the visible layers in the group, enable the alpha and
export. Make sure the merged version is not saved!
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4 changes: 2 additions & 2 deletions KAS-1.0.version
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Expand Up @@ -17,9 +17,9 @@
"NAME": "KAS-1.0",
"URL": "https://raw.githubusercontent.com/ihsoft/KAS/KAS-v1.0/KAS-1.0.version",
"VERSION": {
"BUILD": 41093,
"BUILD": 35927,
"MAJOR": 1,
"MINOR": 0,
"PATCH": 6713
"PATCH": 6764
}
}
1 change: 1 addition & 0 deletions LICENSE-1.0.md
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Expand Up @@ -5,6 +5,7 @@
- Winn75 ([email protected]).
- Shatten ([email protected]).
- Enceos ([email protected]).
- IgorZ ([email protected]).
- KAS 1.0 concept, coding, and maintaining: IgorZ ([email protected]).

Code, binaries, models and textures are released under Public Domain license.
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5 changes: 3 additions & 2 deletions Parts/CableBrace/part_CH1.cfg
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Expand Up @@ -11,8 +11,8 @@ PART
category = Utility
subcategory = 0
title = #KAS_CH1_Part_title //#KAS_CH1_Part_title = CH-1 Cable Hook
manufacturer = #KAS_CH1_Part_manufacturer //#KAS_CH1_Part_manufacturer = KAS
description = #KAS_CH1_Part_description //#KAS_CH1_Part_description = Hook to attach cable bracing ends.
manufacturer = #KAS_CH1_Part_manufacturer //#KAS_CH1_Part_manufacturer = KAS Labs, Inc.
description = #KAS_CH1_Part_description //#KAS_CH1_Part_description = A hook that a cable can clip onto. It's the other half of the "keep-these-things-together" solution.
attachRules = 0,1,0,0,1
mass = 0.003
dragModelType = default
Expand All @@ -36,6 +36,7 @@ PART

// AbstractLinkPeer
linkType = SmCable
linkTypeDisplayName = #kasLOC_99001
attachNodeName = kasTgtAuto0
attachNodeDef = 0.0, 0.0453, 0.0, 0.0, 1.0, 0.0, 0, 0, 0, 0
allowCoupling = false
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12 changes: 7 additions & 5 deletions Parts/CableBrace/part_PCB1.cfg
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Expand Up @@ -11,8 +11,8 @@ PART
category = Utility
subcategory = 0
title = #KAS_PCB1_Part_title //#KAS_PCB1_Part_title = PCB-1 Portable Cable Bracing
manufacturer = #KAS_PCB1_Part_manufacturer //#KAS_PCB1_Part_manufacturer = KAS
description = #KAS_PCB1_Part_description //#KAS_PCB1_Part_description = It's basically a simple winch with a small reserve of a steel cable to anchor another part.
manufacturer = #KAS_PCB1_Part_manufacturer //#KAS_PCB1_Part_manufacturer = KAS Labs, Inc.
description = #KAS_PCB1_Part_description //#KAS_PCB1_Part_description = It's a simple manually-operated winch with a small spool of steel cable, which lets you connect things as long as they are not too far away. There must be a hook on the other vessel on which to attach the cable, however, so this winch only solves half the problem.
attachRules = 0,1,0,0,1
mass = 0.020
dragModelType = default
Expand Down Expand Up @@ -41,6 +41,7 @@ PART

// AbstractLinkPeer
linkType = SmCable
linkTypeDisplayName = #kasLOC_99001
attachNodeName = kasSrcAuto0
attachNodeDef = 0.0, 0.1191, 0.0, 0.0, 1.0, 0.0, 0, 0, 0, 0
allowCoupling = false
Expand All @@ -52,9 +53,9 @@ PART
// KASLinkSourceInteractive
sndPathPlug = KAS-1.0/Sounds/grappleAttachEva
sndPathUnplug = KAS-1.0/Sounds/grappleDetach
sndPathBroken = KAS-1.0/Sounds/broke
startLinkMenu = Link
breakLinkMenu = Unlink
sndPathBroke = KAS-1.0/Sounds/broke
startLinkMenu = #KAS_PCB1_Part_LinkStart //#KAS_PCB1_Part_LinkStart = Link
breakLinkMenu = #KAS_PCB1_Part_LinkBreak //#KAS_PCB1_Part_LinkBreak = Unlink
}
MODULE
{
Expand Down Expand Up @@ -91,6 +92,7 @@ PART
anchorAtTarget = 0, 0, 0.0422
minLinkLength = 0
maxLinkLength = 5
linkBreakForce = 100

// KASJointCableBase
cableSpringForce = 1000
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7 changes: 5 additions & 2 deletions Parts/JS1/part.cfg
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Expand Up @@ -14,8 +14,8 @@ PART
category = Structural
subcategory = 0
title = #KAS_JS1_Part_title //#KAS_JS1_Part_title = JS-1 Joint Socket
manufacturer = #KAS_JS1_Part_manufacturer //#KAS_JS1_Part_manufacturer = KAS
description = #KAS_JS1_Part_description //#KAS_JS1_Part_description = A socket for joint parts. Doesn't require tools to connect parts as long as the other part supports connecting.
manufacturer = #KAS_JS1_Part_manufacturer //#KAS_JS1_Part_manufacturer = KAS Labs, Inc.
description = #KAS_JS1_Part_description //#KAS_JS1_Part_description = This multi-purpose socket has a variety of features: it allows a firm connection and provides for the transfer of resources! A certified engineer with multiple years of experience is required to install this socket, but once attached, even a janitor can use it to connect vessels.
attachRules = 1,1,1,0,1
mass = 0.03
dragModelType = default
Expand All @@ -35,6 +35,7 @@ PART

// AbstractLinkPeer
linkType = MdStrut
linkTypeDisplayName = #kasLOC_99003
attachNodeName = top
allowCoupling = true
}
Expand All @@ -44,6 +45,7 @@ PART

// AbstractLinkPeer
linkType = MdCable
linkTypeDisplayName = #kasLOC_99004
attachNodeName = top
allowCoupling = true
}
Expand All @@ -53,6 +55,7 @@ PART

// AbstractLinkPeer
linkType = MdHose
linkTypeDisplayName = #kasLOC_99005
attachNodeName = top
allowCoupling = true
}
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20 changes: 11 additions & 9 deletions Parts/RTS1/part.cfg
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Expand Up @@ -11,8 +11,8 @@ PART
category = Utility
subcategory = 0
title = #KAS_RTS1_Part_title //#KAS_RTS1_Part_title = RTS-1 Resource Transfer Station
manufacturer = #KAS_RTS1_Part_manufacturer //#KAS_RTS1_Part_manufacturer = KAS
description = #KAS_RTS1_Part_description //#KAS_RTS1_Part_description = It transfers resources between the vessels.
manufacturer = #KAS_RTS1_Part_manufacturer //#KAS_RTS1_Part_manufacturer = KAS Labs, Inc.
description = #KAS_RTS1_Part_description //#KAS_RTS1_Part_description = This pipe allows for the transfer of resources between vessels. The diameter is not that impressive, but as a small green fellow once said, "Size matters not." Our patented technology allows the transfer of any number of things through it, including, but not limited to: rocks, fuel, snacks, and even kerbals. Warranty void in the latter case.
attachRules = 1,1,1,0,0
mass = 0.1
dragModelType = default
Expand Down Expand Up @@ -41,6 +41,7 @@ PART

// AbstractLinkPeer
linkType = MdHose
linkTypeDisplayName = #kasLOC_99005
attachNodeName = kasSrcAuto0
attachNodeDef = 0.0, 0.3573, 0.0, 0.0, 1.0, 0.0, 0, 0, 0, 1
allowCoupling = true
Expand Down Expand Up @@ -68,6 +69,8 @@ PART
// KASLinkResourceConnector
maxTransferSpeed = 20.0
autolSpeedTransferDuration = 4
rotatingWinchCylinderModel = *Winch*/Winch/Cylinder
cylinderPerimeterLength = 1
}
MODULE
{
Expand All @@ -76,19 +79,18 @@ PART
// KASRendererPipe
rendererName = mediumCableRenderer
pipeTextureRescaleMode = TileFromTarget
pipeDiameter = 0.035
pipeTexturePath = KAS-1.0/Textures/ProceduralSteelCable
pipeNormalsTexturePath = KAS-1.0/Textures/ProceduralSteelCableNRM
pipeTextureSamplesPerMeter = 10
pipeDiameter = 0.07
pipeTexturePath = KAS-1.0/Textures/hose-d70-1kn
pipeTextureSamplesPerMeter = 1
sourceJoint
{
type = Simple
}
targetJoint
{
type = ProceduralModel
sphereDiameter = 0.035
texture = KAS-1.0/Textures/ProceduralSteelCable
sphereDiameter = 0.07
texture = KAS-1.0/Textures/hose-d70-1kn
}
}
MODULE
Expand All @@ -99,7 +101,7 @@ PART
jointName = mediumCableJoint
anchorAtSource = 0, 0, -0.1490
anchorAtTarget = 0, 0, 0.1490
maxLinkLength = 10
maxLinkLength = 30
linkBreakForce = 1

// KASJointCableBase
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26 changes: 17 additions & 9 deletions Parts/TB60/part.cfg
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Expand Up @@ -13,8 +13,8 @@ PART
category = Structural
subcategory = 0
title = #KAS_TB60_Part_title //#KAS_TB60_Part_title = TB-60 Tow Bar
manufacturer = #KAS_TB60_Part_manufacturer //#KAS_TB60_Part_manufacturer = KAS
description = #KAS_TB60_Part_description //#KAS_TB60_Part_description = A simple solution to tow a vessel.
manufacturer = #KAS_TB60_Part_manufacturer //#KAS_TB60_Part_manufacturer = KAS Labs, Inc.
description = #KAS_TB60_Part_description //#KAS_TB60_Part_description = A simple solution for towing a vessel that cannot move by itself. If a simple rope were to be used, then the vessel under tow would likely impact the towing craft when braking or maneuvering, but with the towbar this is not the case. Moreover, it can assist in steering the towed vessel, if applicable. Be sure to keep the batteries fresh, else the active steering won't work.
attachRules = 1,1,1,0,1
mass = 0.08
dragModelType = default
Expand Down Expand Up @@ -44,17 +44,24 @@ PART
pistonModelRandomRotation = true
pistonDiameterScaleDelta = 0.1
pistonMinShift = 0.02
parkedOrientationMenu0 = 0,1,0,Up direction
parkedOrientationMenu1 = 0,0,1,Forward direction
parkedOrientationMenu2 = 0,-1,0,Down direction
parkedOrientation = 0,1,0
parkedOrientation
{
direction = 0,1,0
title = #KAS_TB60_Part_Park_Up //#KAS_TB60_Part_Park_Up = Park: UP
}
parkedOrientation
{
direction = 0,0,1
title = #KAS_TB60_Part_Park_Forward //#KAS_TB60_Part_Park_Forward = Park: FORWARD
}
}
MODULE
{
name = KASLinkSourceInteractive

// AbstractLinkPeer
linkType = MdStrut
linkTypeDisplayName = #kasLOC_99003
attachNodeName = kasSrcAuto0
attachNodeDef = 0.0, 0.0362, 0.0, 0.0, 1.0, 0.0, 0, 0, 0, 1
allowCoupling = false
Expand All @@ -66,9 +73,9 @@ PART
// KASLinkSourceInteractive
sndPathPlug = KAS-1.0/Sounds/plug
sndPathUnplug = KAS-1.0/Sounds/unplug
sndPathBroken = KAS-1.0/Sounds/broke
startLinkMenu = Attach to a vessel
breakLinkMenu = Disconnect vessels
sndPathBroke = KAS-1.0/Sounds/broke
startLinkMenu = #KAS_TB60_Part_LinkStart //#KAS_TB60_Part_LinkStart = Attach to a vessel
breakLinkMenu = #KAS_TB60_Part_LinkBreak //#KAS_TB60_Part_LinkBreak = Disconnect vessels
}
MODULE
{
Expand All @@ -78,6 +85,7 @@ PART
jointName = activeJoint
minLinkLength = 0.7827648 // see: minLinkLength in logs
maxLinkLength = 1.683894 // see: maxLinkLength in logs
linkBreakForce = 600
sourceLinkAngleLimit = 60
targetLinkAngleLimit = 60
anchorAtSource = 0, 0, 0.1254
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31 changes: 22 additions & 9 deletions Parts/TJ1/part.cfg
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Expand Up @@ -13,8 +13,8 @@ PART
category = Structural
subcategory = 0
title = #KAS_TJ1_Part_title //#KAS_TJ1_Part_title = TJ-1 Fixed Telescopic Joint
manufacturer = #KAS_TJ1_Part_manufacturer //#KAS_TJ1_Part_manufacturer = KAS
description = #KAS_TJ1_Part_description //#KAS_TJ1_Part_description = A simple telescopic pipe to rigidly connect two vessels.
manufacturer = #KAS_TJ1_Part_manufacturer //#KAS_TJ1_Part_manufacturer = KAS Labs, Inc.
description = #KAS_TJ1_Part_description //#KAS_TJ1_Part_description = This simple telescoping strut can rigidly connect two vessels. The maximum connection distance is fairly short, but its strength is adequate. The design was inspired by a selfie stick Jeb bought at a thrift store.
attachRules = 1,1,1,0,1
mass = 0.08
dragModelType = default
Expand Down Expand Up @@ -44,17 +44,29 @@ PART
pistonModelRandomRotation = true
pistonDiameterScaleDelta = 0.1
pistonMinShift = 0.02
parkedOrientationMenu0 = 0,1,0,Up direction
parkedOrientationMenu1 = 0,0,1,Forward direction
parkedOrientationMenu2 = 0,-1,0,Down direction
parkedOrientation = 0,1,0
parkedOrientation
{
direction = 0,1,0
title = #KAS_TJ1_Part_Park_Up //#KAS_TJ1_Part_Park_Up = Park: UP
}
parkedOrientation
{
direction = 0,0,1
title = #KAS_TJ1_Part_Park_Forward //#KAS_TJ1_Part_Park_Forward = Park: FORWARD
}
parkedOrientation
{
direction = 0,-1,0
title = #KAS_TJ1_Part_Park_Down //#KAS_TJ1_Part_Park_Down = Park: DOWN
}
}
MODULE
{
name = KASLinkSourceInteractive

// AbstractLinkPeer
linkType = MdStrut
linkTypeDisplayName = #kasLOC_99003
attachNodeName = kasSrcAuto0
attachNodeDef = 0.0, 0.0362, 0.0, 0.0, 1.0, 0.0, 0, 0, 0, 1
allowCoupling = true
Expand All @@ -69,9 +81,9 @@ PART
// KASLinkSourceInteractive
sndPathPlug = KAS-1.0/Sounds/plug
sndPathUnplug = KAS-1.0/Sounds/unplug
sndPathBroken = KAS-1.0/Sounds/broke
startLinkMenu = Attach to a vessel
breakLinkMenu = Disconnect vessels
sndPathBroke = KAS-1.0/Sounds/broke
startLinkMenu = #KAS_TJ1_Part_LinkStart //#KAS_TJ1_Part_LinkStart = Attach to a vessel
breakLinkMenu = #KAS_TJ1_Part_LinkBreak //#KAS_TJ1_Part_LinkBreak = Disconnect vessels
}
MODULE
{
Expand All @@ -81,6 +93,7 @@ PART
jointName = fixedJoint
minLinkLength = 0.8027648 // see: minLinkLength in logs
maxLinkLength = 2.164459 // see: maxLinkLength in logs
linkBreakForce = 600
sourceLinkAngleLimit = 91
targetLinkAngleLimit = 91
anchorAtSource = 0, 0, 0.1254
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