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ktosiu

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Posts posted by ktosiu

  1. If y'all play with frame rates limited for smoother experience but want loading times unaffected, normally I'd recommend FPSLimiter from Small Utilities:

    Alas, I'm 90% sure it's not compatible with the latest KSP. With 1.11.x I'm using a personal, trimmed (no GUI) version of FPSLimiter, hardcoded to 30 FPS but perhaps some of you know of a more user-friendly alternative we could use?

  2. Inspired by the great works of our most prominent KSP modders, for the last few weeks I've been semi-secretly toiling away at a bunch of parts of my own. With enough content (and courage) to warrant a development thread, I present this mod under the working title of Some Very Alien Stuff (SVAS).

    Not surprisingly, the focus of this add-on is kerbalkind's discovery and utilization of various bits and bobs of alien origin. As of now, it is planned to depend on Angel-125's magnificent "Blueshift", as it reuses some of its assets, resources and anomaly spawning mechanics.

     


    Present Status of Mod is: Highly Experimental

     

    FULL ALBUM

    Currently available:

    Tetrahedron Scout Ship
    A variation of the Blueshift's Tetrahedron Anomaly; a two-seat, all-in-one part, controllable alien scout vessel. No IVA model. Uses WaterfallFX for its visuals (hull glow and exhaust). Powered by Blueshift's Graviolium (attitude control) and Electroplasma (very efficient non-atmospheric reaction engine). No RCS thrusters. Spawns as a rare class A space object/anomaly on a fly-by trajectory around a random body. Seize it while you can. There's not much else to it though, as this was a proof of concept intended to gauge my ability to get anything done in Blender and Unity. IMPORTANT: Dock with the anomaly (via a claw or a manually attached docking port of your choice) before boarding to convert it from a SpaceObject into a standard vessel lest the Kraken may disapprove!

    Yj5EiXQl.jpg

    Alien Scout orbiting Kerbin

    More images of the scout: https://imgur.com/a/6cidRE6

    Alien Excavator
    A surface attached alien drill. Small, light and efficient (200%/300%/300%), neither affected by heat nor generates any. Its planetary harvester runs on Graviolium and Electroplasma but comet and asteroid modules are (afaik) hard-coded to Electric Charge. Best mounted on an extendable arm. Beam and funnel made with Waterfall.

    GR3OyK1m.jpg

    Beam-based drill

    Alien Powercell
    A surface attached infinite source of Electroplasma to power the various alien gizmos. The hotter the surroundings, the higher its efficiency. Features a cliche animation (nothing says 'alien' more than a set of rotating rings) and a glowing blob of Waterfall effects.

    RmvWgOZm.jpg

    A powercell on a floating pedestal

    Tetrahedron Modular Ship
    An extension of the scout concept, this one has bits of mesh sliced off as separate parts for user customization. On a side note, aligning surface nodes on a triangular pyramid is not fun if you hate math.

    HShig7Yl.jpg

    Modular Scout Ship with active Excavator Pylon

    Alien Pylons
    Attachable parts for the modular core: Blueshift FTL drive, Powercell, Antigravity generator, Excavator.

    There are also some other experimental/debug parts included but they should be hidden from view by default.

     

    In the works:

    Alien Fabricator
    An automated part printer. Requires one of the mods allowing for in-situ part creation (Simple Construction, Sandcastle soon and potentially OSE). The only way to produce new alien parts.

    Alien Tractor Beam
    Functions as a standard grappling claw but spurts Waterfall visuals.

    Alternate Chassis for the modular core:

    YHBgLVOl.png
    The result of "You discover Blender tutorials. Your blending skill increases by 2.3%".

    Plans, ideas and general direction:

    • intended as overpowered endgame content for crazy fun and/or storytelling
    • part names, prices, tech and resource requirements are far from intended values and subject to change
    • alien parts should not be available in vab/sph, the only way to obtain them is through exploration and salvage (leveraging Blueshift's Anomaly Spawning system) or the Alien Fabricator
    • ordinary (non-alien) parts should not be attachable to alien vessels
    • add moar parts (isru, thrusters, alien death/heat ray, toggleable forcefield/collider, aerodynamic shell generator, alien themed fluff/fun props) and vessels!
    • IVAs for the vessels rather unlikely?

     

    I'm relatively new to KSP modding (had a short stint in '16 but didn't progress very far). I have some coding and modelling experience but only as a hobbyist. Your constructive criticism is welcome and encouraged. Currently struggling at texturing to the point of passionately hating it. Hopefully for now, you will accept all materials as passable placeholders. Also if you happen to know a good tool for procedural textures with emphasis on hard surfaces - let me know. Generally I need something to cover for my utter lack of graphical sense and partial color blindness :D. And if you'd be willing to detail your workflows, that'd make me additionally happy. Just keep in mind that "I hand paint all my materials in mspaint.exe" is advice too exotic for me to follow.


    Downloads:

    Releases: https://github.com/Zorbaq/SVAS/releases

    Source: https://github.com/Zorbaq/SVAS

    Dependencies: Blueshift, Waterfall, Module Manager

     

  3. 6 hours ago, Ghostshark27 said:

    So weird question, slightly spoilerish, hence the tags... 

      Hide contents

    Are the anomalies movable? I had plans on my kerbals grabbing one around the Mun and bringing it down to an orbital station for "scientific research."  

     

    Pretty moveable, I had one attached for the same purposes for a while.

  4. 38 minutes ago, Caerfinon said:

    This is correct.

    However, a layman's cursory glance over the code reveals the following in KerbalKonstructs.cs:

    internal static string newInstancePath { get { return HighLogic.CurrentGame.Parameters.CustomParams<KKCustomParameters1>().newInstancePath; } set { HighLogic.CurrentGame.Parameters.CustomParams<KKCustomParameters1>().newInstancePath = value; } }

    Perhaps it is only a matter of appending HighLogic.GameSaveFolder to the path to have separate instances tied to each savegame? Looks straightforward enough but there might be more to it than it seems.

  5. 2 hours ago, Puggonaut said:

    There is another mod out there that has a FTL Engine , I simply want to add the effects of the Warp Engine to that . 

    Blueshift uses Nertea's Waterfall for its visual effects. The WaterfallFX module state can be linked to (among other things) the throttle value of the vessel. I don't how how your other mod handles FTL velocity but if it's tied to throttle then it should be doable.

  6. Something's indeed afoot:

    [LOG 15:29:10.563] Unpacking Monty Kerman
    [WRN 15:29:11.108] [EFX] Unpack: kerbalEVAFuture (Monty Kerman)
    [LOG 15:29:11.108] [EFX] Contains()
    [ERR 15:29:11.109] Exception handling event onPartUnpack in class EvaController:System.NullReferenceException: Object reference not set to an instance of an object
      at MSD.EvaFollower.EvaContainer.Load (KerbalEVA eva) [0x00030] in <0e87f5b31a7e43afa0664eb60835ba4b>:0 
      at MSD.EvaFollower.EvaController.Load (Vessel vessel) [0x0003a] in <0e87f5b31a7e43afa0664eb60835ba4b>:0 
      at MSD.EvaFollower.EvaController.OnPartUnpack (Part part) [0x0002a] in <0e87f5b31a7e43afa0664eb60835ba4b>:0 
      at EventData`1[T].Fire (T data) [0x000b0] in <06f13185617646e5bc801baeab53ab75>:0 
    
    [EXC 15:29:11.111] NullReferenceException: Object reference not set to an instance of an object
    	MSD.EvaFollower.EvaContainer.Load (KerbalEVA eva) (at <0e87f5b31a7e43afa0664eb60835ba4b>:0)
    	MSD.EvaFollower.EvaController.Load (Vessel vessel) (at <0e87f5b31a7e43afa0664eb60835ba4b>:0)
    	MSD.EvaFollower.EvaController.OnPartUnpack (Part part) (at <0e87f5b31a7e43afa0664eb60835ba4b>:0)
    	EventData`1[T].Fire (T data) (at <06f13185617646e5bc801baeab53ab75>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:LogException(Exception)
    	EventData`1:Fire(Part)
    	Part:Unpack()
    	Vessel:GoOffRails()
    	OrbitPhysicsManager:LateUpdate()

    I'm on KSP 1.11.2

     

     

  7. After updating to the latest version, I'm noticing a steady rise of the number of A and B-class unknown objects in orbit of all planetary bodies (even Minmus). Currently at 129 and counting. Anyone else seeing this?

    My log says its the Tets and Jumpgates spawning en masse. So, an alien invasion? ;)

    [LOG 07:14:30.099] [WBISpaceAnomaly] - vesselNode: 
    {
    	pid = 80d16cf63a51490eaba68660ad4bcd75
    	name = UNK-IEP-480
    	type = SpaceObject
    	persistentId = 3543396830
    	sit = ORBITING
    	landed = False
    	skipGroundPositioning = False
    	vesselSpawning = True
    	landedAt = 
    	splashed = False
    	alt = 413116960.28770608
    	lat = 0.00017861327102679491
    	lon = -22.63297229347187
    	hgt = -1
    	nrm = 0,1,0
    	rot = 0.0303219482,-0.630748272,-0.714377999,0.301498264
    	met = 216832764.49311778
    	lct = 216832764.49311778
    	root = 0
    	PQSMin = 0
    	PQSMax = 0
    	altDispState = DEFAULT
    	ORBIT
    	{
    		SMA = 413413728
    		ECC = 0.00031389080686494708
    		INC = 0.00031247449805960059
    		LPE = 0.99978029727935791
    		LAN = 1.0003602504730225
    		MNA = 1.0003031492233276
    		EPH = 1.0003986358642578
    		REF = 30
    	}
    	PART
    	{
    		name = wbiAlienJumpGate
    		uid = 0
    		mid = 0
    		persistentId = 4082632836
    		parent = 0
    		position = 0,0,0
    		rotation = 0,0,0,1
    		mirror = 1,1,1
    		srfN = None, -1
    		connected = True
    		attached = True
    		state = 0
    		temp = -1
    		mass = 250
    		expt = 1
    		RESOURCE
    		{
    			name = ElectricCharge
    			amount = 50
    			maxAmount = 50
    			flowState = True
    			isTweakable = True
    			hideFlow = False
    			isVisible = True
    			flowMode = Both
    		}
    	}
    	ACTIONGROUPS
    	{
    	}
    	DISCOVERY
    	{
    		state = 1
    		lastObservedTime = 216832764.49311778
    		lifetime = 1.7976931348623157E+308
    		refTime = 1.7976931348623157E+308
    		size = 1
    	}
    }
    
    [LOG 07:14:30.104] [WBISpaceAnomaly] - vesselNode: 
    {
    	pid = 48c1716e197842c69910cf3b77bbe8f3
    	name = UNK-RQX-161
    	type = SpaceObject
    	persistentId = 2267031599
    	sit = ORBITING
    	landed = False
    	skipGroundPositioning = False
    	vesselSpawning = True
    	landedAt = 
    	splashed = False
    	alt = 494022.44716924743
    	lat = -0.00043266740022041423
    	lon = -171.04327410936264
    	hgt = -1
    	nrm = 0,1,0
    	rot = -0.501748383,-0.483019412,0.644273937,0.315993547
    	met = 216832764.49311778
    	lct = 216832764.49311778
    	root = 0
    	PQSMin = 0
    	PQSMax = 0
    	altDispState = DEFAULT
    	ORBIT
    	{
    		SMA = 795032.4375
    		ECC = 0.0022895303554832935
    		INC = 0.00052558589959517121
    		LPE = 1.0005099773406982
    		LAN = 1.0003840923309326
    		MNA = 1.0005109310150146
    		EPH = 0.99932634830474854
    		REF = 10
    	}
    	PART
    	{
    		name = wbiTet
    		uid = 0
    		mid = 0
    		persistentId = 1535625452
    		parent = 0
    		position = 0,0,0
    		rotation = 0,0,0,1
    		mirror = 1,1,1
    		srfN = None, -1
    		connected = True
    		attached = True
    		state = 0
    		temp = -1
    		mass = 324.100006
    		expt = 1
    	}
    	ACTIONGROUPS
    	{
    	}
    	DISCOVERY
    	{
    		state = 1
    		lastObservedTime = 216832764.49311778
    		lifetime = 86400
    		refTime = 1728000
    		size = 0
    	}
    }
    
    [LOG 07:14:30.400] [WBISpaceAnomaly] - vesselNode: 
    {
    	pid = af8d9273e62c409cb2712301b18b2486
    	name = UNK-ESY-550
    	type = SpaceObject
    	persistentId = 2891627930
    	sit = ORBITING
    	landed = False
    	skipGroundPositioning = False
    	vesselSpawning = True
    	landedAt = 
    	splashed = False
    	alt = 380997.8631302719
    	lat = -5.5442470004779666E-05
    	lon = -118.67372170457413
    	hgt = -1
    	nrm = 0,1,0
    	rot = -0.319021791,-0.830423415,-0.0557543039,0.453335851
    	met = 216833064.49311778
    	lct = 216833064.49311778
    	root = 0
    	PQSMin = 0
    	PQSMax = 0
    	altDispState = DEFAULT
    	ORBIT
    	{
    		SMA = 439901.96875
    		ECC = 0.0025777893606573343
    		INC = -0.00023156753741204739
    		LPE = 1.0001161098480225
    		LAN = 1.0009503364562988
    		MNA = 1.0007261037826538
    		EPH = 0.99952298402786255
    		REF = 3
    	}
    	PART
    	{
    		name = wbiTet
    		uid = 0
    		mid = 0
    		persistentId = 3965997832
    		parent = 0
    		position = 0,0,0
    		rotation = 0,0,0,1
    		mirror = 1,1,1
    		srfN = None, -1
    		connected = True
    		attached = True
    		state = 0
    		temp = -1
    		mass = 324.100006
    		expt = 1
    	}
    	ACTIONGROUPS
    	{
    	}
    	DISCOVERY
    	{
    		state = 1
    		lastObservedTime = 216833064.49311778
    		lifetime = 86400
    		refTime = 1728000
    		size = 0
    	}
    }
    
    [WRN 07:14:30.635] [F: 51000]: Vessel UNK-ULF-666 crashed through terrain on Vall.
    [LOG 07:14:30.635] [Vessel UNK-ULF-666]: Vessel was destroyed.

    I'm running OPM and suspect this might be of some importance. Plock is looking particularly interesting :)

    3JZbp1f.jpg

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