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steedcrugeon

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Everything posted by steedcrugeon

  1. He has just recently returned from the Ulyseses, a Low Kerbin Orbit space station, having just finished and 80 day stint aboard. He is 'mildly' upset that an all female team of 3 rookies (at least in his eyes) were the first crew aboard the new Kerbin orbital station Vangaurd-1, leaving just hours before his arrival at the KSC.
  2. I see what your saying but generic station textures take time, I've already mocked one up for my own play purposes back in 1.2 and, knowing what I know now about texturing, I consider it hideous. Beale is somewhat of a perfectionist and so the creation of a Generic Station Texture would not be quick. your actually asking him to do the hardest part of the task, modelling the parts is easy, unwrapping is tedious but texturing (especially interiors because AO doesn't play nice inside) to a decent level on finish is hard. Have you noticed how we have lovely Pod IVA's but there is not one station part IVA?
  3. Take a look here, you could use the VA's IVA stuff (Texture_Alnair_General_1_Interior.psd) and the Tantares props as a start point, they are already available and you could build your IVA model based on that?
  4. Do you not yet realise? @Beale sustains himself on the tears of players who request IVA things! Sure everyone knows he can make an IVA with those delectable parts he's already done but that's exactly what they are appetisers! And now you too have fallen victim to him... But seriously, if you knew the amount of work he's put in of his own time for making the fantastic parts he has already and what's in the pipeline you might appreciate why IVA's play second fiddle here. Just look at all the pretty things you can build already! @spacecookie that station looks super busy with two shuttles, I love it!
  5. Is this your own model? or rather do you have access to the model you are building this with. I ask because the current 'lights on' for some stock parts is done by a sort of 'hacky' method. Usually you would have the windows manually animated, similar to the video tutorial @MeCripp posted but with the 'point light/spot light' element. The key thing is to change the _EmissiveColor properties which creates the appearance of light without actually generating light. Think of it this way, when you turn the floodlight on its changes from a grey to a white/yellow and spills a beam/circle/spot of light over the desired area (this is generating light) when you turn on the lander can lights, the glass changes from blue to white/yellow but doesn't actually cast light outward anywhere. This is a good thing because unity can only handle so many light sources at once before it starts 'dropping' them. As an example here is the MK1CrewCabin lights part of it's config: MODULE { name = ModuleAnimateGeneric animationName = Mk1Lights actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } Now some of the stock older parts never got this emissive animation when they were originally made so Squad got clever and made a workaround. The changes the window elements of there part's model (and a few other objects within the model here and there) from the normal Shader to one of their KSP Emissive Shaders. This meant that using ModuleColorchanger they could change the _EmissiveColor properties for that part. Its a bit brutish though and the code below will force all the emissive elements on that part to go whichever colour you have determined in the config (adjusting the redCurve, greenCurve and blueCurve will give different colours). The draw back to this approach is that if you play with @Snark's indicator lights there are additional implications (better explained at the bottom of this config here: IndicatorLights mk1 Lander Can config). MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.4 animState = true useRate = true toggleInEditor = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Lights redCurve { key = 0 1 key = 1 0 } greenCurve { key = 0 1 key = 1 0 } blueCurve { key = 0 0 key = 1 0 } alphaCurve { key = 0 1 } }
  6. Best person to help answer these sorts of questions would be @pizzaoverhead as he has done a tremendous amount of work with IVA and 'collider-ing' stuff on the internals. the reasons you can't select anything seen in an IVA view are because: a) Internal stock stuff doesn't have physics colliders so you are not able to interact with it directly. b) External part (whilst see-through) is still there and it's external physics collider is still the only thing you can interact with when you 'mouse-over' the internal that you can see. A sort of hacky way of doing it would be if you could 'toggle' the render queue for the items which are stored internally. At the same time you'd need to disable the external storage part's 'outer' physics collider. This would allow you the see the internal component through the external storage (like the current IVA overlay setup when toggled by the portraits) and at the same time would allow the internal components to be interacted with. A quick way to implement it would be that you have duplicate 'INTERNAL' models for each of the components which may be inside an external storage container, that way you can just toggle their visibility with he IVA stuff. You'd still need to disable the exterior Physics collider on the storage part for interaction though.
  7. That makes the most sense to me, plus it's easier to make that way? I have not had much luck with the Stock wheel colliders but KSPwheel seems to work fine. Your setup does look very cool!
  8. Will each leg be it's own part or are you going to use KSPWheel or similar?
  9. This is an superb find! well done, its right down in the weeds but there is indeed a discrepancy between the SHED agency configs, turn out neither were actually correct. for the interim please use this for the body of the SHEDAgency.cfg until I can push out updates: AGENT { name = Sphero-Hedron Engineering Dynamics title = #autoLOC_SHED_000 description = #autoLOC_SHED_001 logoURL = SHED/Agencies/SHEDLogoC logoScaledURL = SHED/Agencies/SHEDLogoC_SM mentality = Commercial 0.8 mentality = Economic 0.4 mentality = EasyGoing 0.2 mentality = KerbalMinded 0.9 }
  10. Hmm, interesting one. I have just had a look at the current versions for both (Localised) and there should not be a conflict. Where did you download from? Hmm that's definitely not right as @overkill13 wrote a really good TAC-LS patch which was incorporated into the current version. Can you tell me what version of REKT you have installed and where you downloaded it?
  11. Does the Mini-AVC not ask for updates? I'd hoped that would do the Version Update checking bits?
  12. Well that's just weird, I have no idea why CKAN has done that, but then I don't really understand CKAN fully. I have not really offered proper support for it on that basis.I point to Github as the primary source for My Mods as it is always the most up to date, all SpaceDock downloads are derived from the Github master. At this present time 0.4.5.1 release on Github is the one to download, so I'd just skip the middle man of CKAN and grab it there. DStaal has done a lot of sanitising in readiness for the next release (the SHED Directory is due to undergo yet another overhaul) which will no doubt cause even more problems with CKAN. Form what I have read I was of the understanding that max and min compatibility was optional.
  13. I'm not sure how long it takes for Updates to permeate through to CKAN (I don't use it and have no direct influence over it). The main release .version file has been updated so CKAN should pick it up eventually? although that is still currently set to 0.4.5
  14. If you look in that thread the comments are pretty much still valid. the current version of KSP uses very different Config inner workings to the version that this addon was built for. It's unlikely that (without a recompile for the latest version of PartTools etc) this addon is only going to work with KSP 1.1.3, see this post:
  15. its a bit of a bodge but try: gimbalRangeXN = 7 gimbalRangeXP = 7 gimbalRangeYN = 7 gimbalRangeYP = 7 in place of gimbalRange = 7 and see if the problem persists?
  16. Not sure what you mean? The only pod that would work in another Mod is the mk1c (cryo pod). This has a very different design aesthetic to the DeepFreeze mod. If you want single pods then DeepFreeze already caters for it, if you want escape pods then that's what you get with REKT. if you want both then there's the Mk1c there's nothing to stop a player from deleting all the parts they don't want from either mod? @MaverickSawyer I have retraced my steps on how I resolved the inverted ailerons issue on my machine. Its quite tedious so I, you need to uninstall your current KSP 1.3 install. ensuring all traced of the previous version of REKT and RetractableLiftingSurface have gone. Then re-install 1.3 and the current versions of both mods. I'm sorry its not more helpful.
  17. The piggy back implementation was used to prove the concept, unfortunately there was insufficient feedback from the general community for fendrin to want to invest any more time in it (understandable really) as there wasn't any input on a a good way to Balance ShipYard/Spacedock against the more established EPL. Not quite sure what you mean about the "magician's bag". How KIS storage works you can't really put things inside a container that wouldn't fit them? If you can pull it off that would be quite something to see! I will follow the progress of your development.
  18. @Fendrin was working on a good compromise between KIS/VAB editor/Immersion breaking play with his ShipYards mod. It worked very well in 1.2.2 (I built many a thing in orbit). it doesn't get enough visibility in my eyes because he was not as established as other, more renown modders. I Built a couple of parts compatible with his plugin in SpaceDock but the simplicity of building stuff in an orbital dockyard was ace. I don't think it detracted too much from the gameplay either as you first had to get the parts up to the orbital shipyard (unless you used OSE which I wasn't at the time) before you could assemble the vessel. It also meant you could repurpose space tugs or unspent stages as vessel further down the line.
  19. You can animate a texture or rather in this case the UV map which is where you'll have your 'Alpha' mask which is the layer for the texture that allows emissive colour to come through, although from experience I found this sort of thing harder to setup than to have simple emissive controllers.
  20. Have you considered this: which is in the first post, as possibly being the cause of the problem you are seeing?
  21. I do not wish to sound derogatory in any way but if I were you, before I do a UV unwrap and texture on something complex like a lander can I'd go back and model yourself a very simple fuel tank (I think pretty much everyone how hasn't unwrapped a UV starts out with a fuel tank, I know I did). It may come across as something overly simplistic and you might think what the point of this, "I can just do a part I want to release" but I cannot stress enough how much you learn from doing the simple fuel tank tutorial. The model maybe 'simple' and the texture might be 'simple' and the UV might be 'simple' but you learn what 'workflow' will work for you. everyone makes parts differently. I've even changed how I've make mods mid project, partly because of new tricks I've learned and partly from advice from others. The UV unwrapping is often the most difficult part and many great models have not made it through to the game because their owners have not (for whatever reason) been able to unwrap the UV. which means no texture and ultimately no Mod. So set some time aside, grab a huge mug of coffee (or your other favourite beverage to aid with concentration) and learn the dark art that is UV unwrapping.
  22. as this is principally a parts mod it should be compatible with 1.3, although the localisation features won't be supported.
  23. this is my new station 'Ulyseses' and the first crew are arriving: It is comprised of a blend of Stock, NearFutureConstruction, Stock-A-Like Station Parts and Tantares.
  24. In a similar vain (giving example of the modularity of tantares) here is my Koyuz-2K_B "Shortbus" taking the first crew of a new station:
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