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About StarVision

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  1. Okay, been a long time, but I've essentially removed the previous license, and 'formally' discontinued this. Apologies for taking so long. I feel bad enough bumping this thread to the front when there's nothing new, but it seems others have been doing that anyways. I kept thinking I was going to get back to this, but clearly not. I don't have any of the unity files anymore, but I don't know if those are needed to update to the current version. I haven't played in awhile. Anyways, hope someone can make use of this license change. At the very least it's not holding anyone back now.
  2. Can i redistribute your mod to 1.3.1? Of course im gonna give credits, i updated it, but now can't publish it because of the license :(...

    1. bjornadri


      yeah tough luck he is never ever going to reply cause he's a thieving scumbag pile of ass who doesn't give a toss about his fans

  3. @StarVision i am begging you


    begging you to either change the licence of scifi shipyards or update it....

  4. Hi Starvision,

    I just wanted to ask you if there are any possibilities that the scifi shipyards will be updated anytime soon... without your amazing mod my game feels empty...

    if you see this, i wanted to thank you for all the amazing work you've accomplished.



    a big fan.

  5. Hi

    I would like to update the cfg of the legacy pod to ksp 1.2.2. is it okay if I redistribute it afterwards? with full credits of course? its a great pod!



  6. You could try removing the BackLight,FrontLight stuff, as that isn't supposed to be there. I'm not really sure what else to do. There must be some special thing in Unity that it needs. The new version is uploaded, and hopefully is bug free. Voyager can fly a lot better in atmosphere now that I've adjusted some things. No more flipping out (within reason). Everything in the pack has also been rebalanced, and should run a lot better. Anyways, try it out. And don't be afraid to tell me if something doesn't seem right or should be adjusted. That's one of the main reasons this update came out anywa
  7. I think I know how to fix it. From what I can tell, the torpedoes and phasers are emitted from gameObjects which have to be specified in the cfg. In the LCARSMarkII module, after the line where it says TractorAssembly, paste this in: PhaserBanks_GameObjects = thrustTransform TorpedoTubes_GameObjects = thrustTransform It's kind of a dirty way of doing it, but unless they need some sort of special of tag or collider, I don't see why it wouldn't work.
  8. From what I gather, you just have to copy the modules from this post into Voyager's cfg (located in SciFi/_Voyager/Parts/voy_saucer/part.cfg) So basically just copy this code into the cfg somewhere before the final closing bracket and you should be good: MODULE { name = LCARSMarkII engine_type = 0.1 // valid settings: 0.1,0.25,0.5,1,2,3,4,5 CrewQuartiers_MaxCrewSpace = 0 // int seat number; set to a reasonable value for this model // resource options max_resource_tanks = 1
  9. Why would you ask for that here? Anyways, as required by the forum rules you can look over Philotical's code if you want to, but you can't copy it or anything, as that would be stealing. His thread is here. In regards to my mod, I think the balancing update is good to go. I took the sort-of-easy way out for the warp drive. I just made a separate part for the module, so you can attach it to the current ships, which have had a node placed at 0,0,0 for you to place it into (except for the phoenix, which has it's own part as it should). I'm actually on holiday right now, but I might be able to get
  10. I guess I could make the impulse a separate part, but that would require editing the model and putting the whole thing through unity again. I'm kind of scared to do that because I've been using the same exported model for a really long time now, so I'm worried I'm going to break it if I change something. I suppose Voyager wouldn't have this problem, because it already has two big parts. I just have to use MODEL{} to put in a new thrustTransform, because the current one is designed for landing vertically.. Something that might work though is to have just another engine on the part. That would m
  11. I've basically done the same thing so far. The balancing is hard though. Since I made the ships heavier, I also need to make them more powerful, and then that leads to even more complications. I think I've got them balanced for stock, I just need to somehow find a way to get them to work with the warp plugin. I'm hoping I'll be done sometime tomorrow. Also the photon torpedo is really awesome with BDArmory now.
  12. I think it is still using old wing parameters, so that's probably it. Should be working fine by the end of the week. There's no special way to do it. Just radially attach a docking port or something. Yep.
  13. 1. The ships definitely don't explode as often now, and I think I messed with the thrust values a bit for the new update. I will however later this week actually go through everything and balance them out. Hopefully some level of consistency can be reached. 2. Fixed. That was an issue with the new node system. In the new system nodes can only face one way (to prevent placing parts inside of each other) so I had to go through all the parts and make the nodes face the right way. 3. That was something to do with texture formats I think. I haven't had any of those issues so far, although I also ha
  14. You are correct. The blueprints I was using placed it on the wrong side. I'll see if I can move it. I have not actually seen Firefly (nor do I plan to in the upcoming future). I tried watching it, but I just couldn't get past the western music. Anyway, That's besides the point, as I'm not really doing any more big things. Also my computer is actually fine, and it has been for months. The thing holding me back right now are Exams (almost over), and the Crimson Pig. I've tried everything but the wings always seem to explode when loaded. I'm not sure if it's related to the new aerodynamics, or
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