Jump to content

kerbalk

Members
  • Posts

    108
  • Joined

  • Last visited

Posts posted by kerbalk

  1. 16 hours ago, TheShadow1138 said:

    I'm slowly getting the screen textures done, but it is taking longer than I would like.  I've gotten 11 done, but I still have more to go.  I also haven't even started on the IVA for the shuttlepod.  So, here's what I'm thinking:  the NX and shuttlepod are working, although the docking rotation isn't ready, but the NX and shuttlepod can be used, and it wouldn't take much testing to be able to get it into your hands.  So, I'm thinking that I can release the NX without the IVA, and then release the IVA for the NX and shuttlepod as an update.

    That leaves one question that I have.  What planet packs do y'all use?  I thought that Galaxies Unbound (GU) would be the best one to test with, but I'm not sure which one(s) are most popular among the community.  I ask because I want to make sure that my warp factor formula is sufficient to allow easy travel to extrasolar systems in reasonable amounts of time.  I have never installed any mod that adds other star systems, and this is pretty much required with a warp 5+ ship because that's simply too fast for in-system travel, it is possible, just not necessarily advisable.  So, let me know what your preferred star system/planet pack is so that I can do the final testing to get y'all the NX.

    I personally just wanna warp around and build with NX parts, I think releasing IVA in another update would be a good idea, though its my personal opinion.

  2. 3 hours ago, TheShadow1138 said:

    All parts are in-game!!!!  Everything is finally in-game.  Still some small bugs to work out in the CFGs to make sure the stock behaviors are, well, behaving.  Now, I can begin work on the impulse engines.  In the meantime, here are some screenshots of the full NX-01 Enterprise in KSP!

    VdQ4pKF.png

    185Tp93.png

    ihTzX6z.png

    1S6PmXQ.png

    7gLGftL.png

    mwQs0rU.png

    Landing bay doors open revealing one shuttlepod in each.
    u4cf4RJ.png

    The NX-01 cheated into orbit
    5Kdg6JX.png

    1tK5RLe.png

    What the..! This is amazing! i want to watch Enterprise now! This is just... Jeez!

  3. Just now, TheShadow1138 said:

    Yeah, it really is just aesthetic since the drive just changes the position of the vessel, and I agree sometimes it's just nice to have a good looking ship.  I didn't set any kind of symmetry for the nacelles, so I'm not sure if setting the stackSymmetry in the nacelle's CFG would fix that or not.

    Progress Report:

    I have exported all of the NX parts from Blender into Unity and let me tell you I had a time getting all of the normals right, but I got it sorted out.  Getting the shuttlepod exported shouldn't be much of an issue, so I'm even closer to getting them in-game.

    Ooohhh, nice, is there a rough estimate of the Release date?

  4. 18 hours ago, TheShadow1138 said:

    I'm not planning on any weapons or shields, I've actually not modeled, or even placed on the textures the torpedo tubes of the NX.  Granted, the torpedo tubes are the only visible evidence of weapons on the NX, but I have no plans for weapons.  Shields would also be a bit difficult, I think, especially if I were to go for a show-accurate behavior.  Each shield would have to be 8 meshes, and I'm not sure that they could be easily scaled to fit a given ship, and would decrease the amount of customizability of the ships.  For example, an ovoid shield mesh that would encompass the NX, may encompass a variant with the nacelles mounted downward, or the four nacelle configuration, but may not encompass the refit configuration.  This would mean that the refit NX would require a separate shield mesh.  I suppose one could have a generic spherical shield mesh setup in generic sizes that might do the job for the most part.  You'd also have to be able to disable the collider(s) for the shield in flight, or else you wouldn't be able to dock with, or leave the ship.  I don't know if a shield has been implemented in the game, so I'm not sure if it can be done.  I'm not quite comfortable enough with C# and how to interface with the game though plugins to try and tackle that right now.

    As for other factions' ships, I hadn't given it much thought.  I'm certainly not against adding other factions' ships, it just may require more hands.  Others are more than welcome to create models of other ships.  I'm going to include a guide for other modders on how to setup their models so that they will work well with the TrekDrive plugin with the 1.0 release.  The biggest thing right now is what is necessary to get the glow on the nacelles during warp coil charging.  Other than that, it's really just a matter of adding the modules to the parts.

    Understandable, still a great mod nonetheless. Looking forward to possible Warbirds sometime, weather by you or someone else!

  5. 3 hours ago, TheShadow1138 said:

    I may have a solution for this, which doubles as a solution for getting the starships into orbit without cheating.

    It may be possible to give the impulse engines a "Takeoff" and "Landing" mode that will gently lift off the ground vertically, and softly land the same way, unless of course you've run out of propellant.  I would set it up so that the CFG defines a "hover altitude" and maybe a "takeoff time", so you could say 1000m in 20 seconds, or something like that.  So on the takeoff mode, the pod/starship would lift off the ground automatically once the impulse engines were staged/activated, and would, in theory hover at the altitude designated in the CFG.  All you would have to do is to throttle up the impulse engines to gain more altitude.  I may have to designate a cutoff altitude that would also be configurable that would render the takeoff and landing modes inoperable.  I would use whether the vessel is in atmosphere, but obviously that won't work on airless worlds, so a set altitude would be needed as a cutoff.

    This solution would mean that if one went to land the shuttlepod without switching modes, there would be a resistance to flying below the "hover altitude", but switching to the landing mode would allow the ship to gently lower to the ground.  This is, of course, assuming that I can get the behavior to work in-game.  Once the parts are all in-game, the impulse engine code is the next thing on the list.

    Wow, very ambitious, i love it! Can't wait for that.

    Edit: Are there going to be Weapons, like Photon Torpedoes, Phasers, and Disruptors?

    Also, will there be other factions ships, like Romulan? And will there be Shields? Lots of cool stuff!

     

  6. Just now, TheShadow1138 said:

    Shuttlepod Complete!!!  Just need to do the landing bays, which shouldn't be too difficult as they don't need to be much more than boxes with textures.  Then I can really get down to getting everything in-game.  There are, as you can see two stripe color variants.  I'm still thinking about registration markings.  I could set it up so it uses the same name and registration textures, then it would need secondary pod numbers, or seal(s)/flag(s).  I'm going to look at the decals mod to see if it would be a good solution, maybe not only for the shuttlepods, but also the NX and future starship classes.

    E0QEMqe.png

    gOa2Zfk.png

    IDP0QSU.png

    M9KNp2v.png

    Oohhhh, nice! Will it be able to land, like a VTOL? Looks great!

  7. 17 hours ago, TheShadow1138 said:

    The NX is a little over 157m long and the saucer is about 93m wide, but as I said it'll only be about 7 parts so hopefully not too much of an issue FPS-wise

    Another cool little ship, you're using the Phoenix parts in many ways to create your own warp-capable fleet.  Once the NX gets released you will be able to build out another nice fleet I think with custom names.:cool:.

    Woah, that's HUGE! I can't wait to make the next generation of custom vessels!

  8. 14 hours ago, TheShadow1138 said:

    A nice little pseudo-Enterprise.  The next ship I'll be tackling, after the full 1.0 release will be the NCC-1701.  I've been saying that I'm going to do the version from Star Trek: Discovery, but I'm thinking of doing a slight re-design.  I'm thinking of using the design of the saucer section from the DISCO version, with minor modification, and modifying the design of the film version engineering hull to provide more continuity between the TOS and film version without just copying the Phase II engineering hull.  I'll use the nacelle pylons, and probably the neck design from the DISCO version and then do the nacelles using TOS, DISCO, and the NX-01's nacelles as inspiration.  The overall idea is to not copy just one version of the Enterprise, and to modify it enough so that the film refit isn't an almost complete re-build, and is more of a refit.

    That thing must be really huge to take you down to 2 fps.  What's the part-count on it, if you know.  I ask because judging from the Phoenix nacelles, there's a chance the NX may be close to this size, but it'll only be 7 parts, if I remember correctly.

    Parts: 434 (Without docked ship)

    Width: 53.4M

    Length: 92.4M

    Height: 25.3M

    The 3 tubes on the side are living spaces.

    I like the refit instead of a brand-new ship, i can see some cool combinations with that.

    Oh, and here's that docked ship, called the U.S.S. Caldrius.

    SkCjMX4.png

    yPcVEQn.png

  9. 23 hours ago, TheShadow1138 said:

    NX-class Textures are Complete!!!!!

    sLUmwQt.png

    aYWgKhD.png

    xLUjkhj.png

    yI2ngr0.png

    NiLEisy.png

    AjodtQP.png

    7OzB3JB.png

    I6jcHUv.png

    This is a big milestone, and I'm so pleased with how well it's turned out.  You'll also notice that the NX-02's larger, more rectangular deflector dish has also been modeled, as promised.  I now need to set up the mesh(es) for the name and registry, and then any geometry for the shuttle bays, which I still haven't settled on a solution for at the moment.  Once that's done I can get the ship into KSP to begin testing/balancing.  No ETAs on when the ship will be released in a WIP release, but we're definitely a lot closer now.

    Holy crud dude! I can't imagine how much hard work is put in to this! It looks simply phenomenal! And also, it is on CKAN now, so thank you for that. Really looking forward to new ships!

     

×
×
  • Create New...