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TheShadow1138

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  1. TrekDrive v1.0.3a Hotfix v1.0.3a - Warp Drive Hotfix * Updated TrekDrive.dll * Updated the CheckStatus function to check if the minimum number of nacelles have been charged instead of all nacelles on the ship. Fixes an issue where embarked warp-capable shuttles prevents the mothership from going to warp. * Updated the warp coil code so that coils that are not charged will not try to drain themselves and prevent the ship from going to warp if the minimum number of nacelles are in fact charged. This is a quick hotfix that should solve an issue related to docking warp-capable craft with a larger warp-capable mothership (i.e. a Type-F shuttle in the bay of a Constitution-class ship). Thanks to @stormhawk427 for finding this issue, that thankfully had a fairly easy and quick fix (I literally changed one variable and added one extra condition). This should prevent this issue from popping up again. Let me know if any other issues, new or old pop up.
  2. I just did a quick test to make sure it is in fact working, and I was able to get the Constitution-class ship to orbit and go to warp. I think I have figured out what the problem is. I'm assuming that there was a Type-F shuttlecraft in the shuttle bay. Apparently, I overlooked something in the check status code on the warp drive. Instead of checking to see if the minimum number of nacelles are charged before allowing the drive to be engaged, it's checking to see if all attached nacelles are charged. I checked this by putting a Type-F shuttle in the bay and I could not get the drive to enter the "Ready" state until the nacelles on the shuttle had also been completely charged. This is definitely not an ideal situation. I'll have to change the code so that it only checks to see if the required number of nacelles are charged. So, if the drive is set up to have at least 2 nacelles, so long as two nacelles are charged, it should be able to enter the "Ready" state. Of course, that would technically mean that you could charge two nacelles on shuttles in the bay and be able to go to warp with the mothership. I'm not sure if there would be other issues with nacelles on shuttles while the mothership is at warp. I guess we'll find out. I may end up removing any warp capability from shuttles if it becomes too much of a hassle, but we'll see. For the time being (until I update the plugin) you'll just need to charge the nacelles of any Type-F shuttles on your ship before you can go to warp. It's not the greatest workaround, but it's what we have at the moment. Edit: Turned out to be a much easier fix than I thought. I already posted the hotfix.
  3. Happy New Year! v1.0.3 - The Galileo Seven v1.0.3 - The Galileo Seven * Added Type F Shuttlecraft (all parts have two texture variants) * Main Hull (crew capacity of 7) * Impulse Engine * Warp Core * Type F Warp Nacelles (Port & Starboard) * Added warpEffectParent.mu (an empty transform model) This model is in "TrekDrive/Generic" along with usage instructions * Added a WaterfallFX template for the TrekDrive warp stars effect to make it easier for others to add the effect to non-TrekDrive parts. * Added Mirror Universe texture variants and registry/name variants for the Type F Shuttlecraft. * Updated all parts with the SW_ModuleWarpGenertor module to have a warpEffectParent transform to standardize the transform to which the warp stars effect is parented. (Doesn't affect anything, all effects are intact and the same as before.) * Updated all parts with RCS thrusters to use LqdDeuterium, removing MonoPropellant entirely from the parts. To maintain propellant consumption rates all RCS thrusters' ISP were increased by a factor of 25. * Updated surface attach node on NX-class warp nacelles allowing for sane surface attachment. * Updated TrekDrive.dll to apply forward and reverse impulse thrust per-part instead of to the vessel as a whole (thrust vectoring still works). The update to the impulse engine code shouldn't have any noticeable affect on your ships. During testing of the Type F shuttlecraft it became apparent that for small vessels with warp nacelles mounted off-axis that as they fill with warp plasma the center of mass shifts enough that thrust vectoring may not be able to stabilize the craft. It seems that there is either a lag in the application of thrust at the COM, or the applyForce command doesn't actually update the COM every frame. Anyway, it works without issue, and as I said should have no noticeable impact on any other vessels.
  4. The Orion capsule is 3.124m in diameter. It's a very non-standard size I know, but I based everything off of having the SLS Core Stage be 5m in diameter. I may be misremembering the reason as it's been quite a while since I made the model, but I'm pretty sure that's the reason for the size.
  5. The winter term has come to an end, grades have been submitted, and the shipyard has been at work. I give you the geometry complete Constitution-class Refit, my favorite version of the NCC-1701. Orthographic Views: I have begun unwrapping the saucer section with the goal being to have only three texture sets like with the released Constitution-class ship: one for the saucer, bridge, and impulse engines, another for the engineering hull, and the third for the warp nacelles and pylons. No ETA yet on the next release, or when texturing will actually begin but it will get done. This is a bit more daunting as I want to get it right.
  6. There is a User's Manual included in the download. You don't collect warp plasma, the warp core generates warp plasma from Liquid Deuterium and Antimatter. To generate warp plasma, activate the PAW on the part which contains the warp core (the saucer of the NX, the NX-Refit engineering hull, the warp core part on the Phoenix, or the engineering hull of the Constitution-class ship) and click the button next to "Warp Core Status" under the "Warp Core Operation" heading to activate the warp core. Assuming there is plenty of Antimatter and Liquid Deuterium the warp core will begin generating electric charge and warp plasma. To collect Liquid Deuterium and Antimatter simply activate the Bussard Collector by activating the PAW on the nacelle parts, and under the "Bussard Collector" heading click the toggle next to "Collector status". This should activate the bussard collectors, but the ship must be moving to collect Liquid Deuterium and Antimatter. I hope that helps, but if not just let me know.
  7. It stands for "After Action Report", at least that's what I think is stands for in general KSP context.
  8. I assume you mean the struts that are on the SRB decoupler models. Are you using the attachment nodes to attach the decouplers? I just did a quick check and the 4-segment and 5-segment SRB decouplers' modeled struts sit flush against the SLS core stage tank. Regardless, the struts modeled on the decouplers are cosmetic and do not actually serve a structural role. You will still need to use struts to prevent the SRBs from flopping around, but they can be placed so that they are not very noticeable. Now, if you're using the SRB decouplers on other tanks (stock or other mods) I cannot guarantee that they will sit flush and look as though they are connected to the tank since I modeled them with the SLS and External Tanks so that they would look right with them. Now, those tanks are 5m diameter tanks, so I suppose any 5m tank would work fine, as long as the decouplers are placed properly.
  9. To attach the Orion Service Module to the Exploration Upper Stage use the 5m Amun-Ra Fairing. It has three variants and nodes for attaching the SM fairing walls. It should be under "Cargo". To attach the SM fairing walls you need to attach them either to the SM decoupler (SLS Block I SM decoupler), or the 5m Amun-Ra Fairing Base. These two parts have three attach nodes for the fairing walls. Simply select the SM fairing wall, rotate it 180º, change symmetry to 3 (really anything other than 1) and attach to the node facing the camera in the VAB, and you should be good to go. As for the Launch Escape Tower, it is in two parts (the top with the jettison motors and the bottom with the abort motors and the boost protective cover). Attach the top of the tower to the CM first, so you will have a spire floating over the CM, then attach the bottom of the Launch Escape Tower to the upper part of the Launch Escape Tower. Hope that helps get you flying.
  10. Progress Update: We're still testing out the Type-F shuttlecraft. Some quirks were discovered in early testing that could make it difficult to fly. It seems that as the CoM changes from propellant usage/generation it can cause unwanted torques in smaller craft, which may warrant a small rewrite of the plugin's handling of impulse engine thrust. Once we get that all sorted out I'll release the Type-F shuttle. On another front, I've taken some time to start work on the Constitution-class Refit. I've gotten the Bridge, Saucer, and Impulse Engines pretty much geometry complete. Here are some screenshots of what I've got so far. Port Elevation Port Elevation (with schematic) Forward Elevation Forward Elevation (with schematic) Aft Elevation Dorsal View (docking port cutout visible) Ventral View
  11. ShadowWorks v2.0.5.1 Changes 2.0.5.1 * Re-added the Connected Living Spaces compatibility patch after accidentally leaving it out of v2.0.5 Changes 2.0.5 * Added Waterfall FX compatibility patch - converts all engines and RCS thrusters except for SRBs to Waterfall FX. * Fixed texture issue with the 5m Amun-Ra (SLS) Fairing. The texture will now appear correctly in 1.12+. * Updated the SSMEMount part to use transform-based attachment nodes. Just a quick update to add Waterfall compatibility for all liquid fueled engines, and corrected a texture issue with the 5m SLS fairing base.
  12. That sounds like a good idea, just not for this shuttle. I'd have to remodel most of the shuttle to get this one to have that customizability. I might be able to set up future shuttles to allow for this type of construction. I think the TOS Film-era and TNG type shuttles lend themselves a bit more to that type of construction, so maybe with the next iteration of shuttlecraft.
  13. Type F Shuttlecraft Texture Complete! There will be three (3) registry-related switches for this shuttle. The first is the "mothership", which will use the same textures for the Constitution-class registries (so no duplication of their textures), the second is the shuttle number (the number following the "mothership" registry), and the last will be the shuttle's name. The included numbers are 1 - 10 while the included names are: Columbus Conrad Copernius da Vinci Einstein Galileo Galileo II Heisenberg Kepler Nye Picasso Rembrandt Schrödinger Tyson von Braun I am also including a few starbases/stations as "mothership" registries: K-7, Regula 1, Starbase 1,6,9,11,32,4077,8063, and Starfleet Command Pics: Lighter gray with red bussards texture variant: Mirror Universe variant: (will use the Mirror Universe starship registries) The part breakdown will be: Type F Shuttle Main Hull, Type F Shuttle Impulse Engine, Type F Shuttle Warp Drive, and Type F Shuttle Warp Nacelle (Port & Starboard). So, that 5 parts total. These are warp capable and I'm thinking of having their maximum warp be Warp 2. It shouldn't take too much to get this in-game, so maybe (and I stress maybe) by the weekend there will be an update.
  14. I'd like to be able to use a texture atlas as a switch by simply changing the texture offset instead of either creating multiple textures, or using multiple transforms. Looking at the documentation there doesn't appear to be a way to access the texture offset properties in the TEXTURE{} node, I'd just like to confirm that this is indeed the case.
  15. Oh well. I was hoping that the one that used the thrust limiter might work, but I guess they specifically look for that maxThrust parameter.
  16. Awesome videos, as always. I think I found the mod I was thinking about that allows formation flying, it's called Burn Together. It's now part of the BDArmory Continued family of mods, so I assume it will work with 1.12.2, but I'm not sure. Download Link (from BDArmory Continued): https://github.com/PapaJoesSoup/BurnTogether/releases Original Burn Together Forum Thread: I did a quick check and @Grimmas is correct, Throttle Controlled Avionics does have a "squadron" mode and a "follow" mode. I'm not sure how well Throttle Controlled Avionics will work with TrekDrive if it needs the thrust values from the engines since the impulse engines are not using the "maxThrust" parameter of ModuleEngines. It's manual does say it uses the thrust limiter as well, which does work on the impulse engines, so there may be no issue at all.
  17. I hadn't thought about that, but you're right, that could make porting effects much simpler. Adding the plugin to a part is as simple as adding the module to the part CFG since it doesn't need any transforms specified. The only thing that needs a transform specified is the Waterfall FX definition. So, having a simple transform model that end users could add to a part through a ModuleManager config, and moving my warp stars to a Waterfall template (really probably should have done this already), would make it much easier to get the effect on any part on which you've put the module. That'll probably be in the next update: standardized transform on my parts to which I'll parent the waterfall effects, and a "blank" model for others to use to use to attach the waterfall warp stars effects on their own, or others' parts. Thanks for the compliment! It really turned out well, just as I had pictured it in my head. I'm currently working on the Type F shuttlecraft (the Galileo from the original series). This won't be a replica, since the Constitution-class isn't a replica, and I'm looking the way it looks so far: Once I move on to the Constitution-Refit, that will be a replica of the film Enterprise and the accompanying shuttlecraft will also be a replica of that era's shuttlecraft.
  18. Like I said, I haven't used TweakScale before, and I don't know what you're doing to add TweakScale to my parts. I quickly installed TweakScale and wrote up a MM patch and tested it out. It seems to work in my really quick and dirty testing. Here's the patch I wrote up: @PART[SWNX*,SWENT*,SWConstitution*]:NEEDS[TweakScale] { MODULE { name = TweakScale type = stack scaleFactors = 1.0, 2.5, 3.75, 5.0 scaleNames = 1.25, 2.5, 3.75, 5.0 } } If you have a MM patch you're using for TweakScale you can add this to it. If you don't have a MM patch just open a blank plain text document in Notepad (Windows) or TextEdit (macOS), I'm not sure what the default text editor is on Linus. Then paste the above code into that file and then save it as something like "_TrekDrive_TweakScale.cfg" and put it in your GameData folder. This will give you up to a 5m scaling. I did this to test because the docking ports on the NX and Constitution-class are scaled to 1.25m and these scale factors keep that in line with the stock size points. You are, of course, welcome to add any other scales you wish, but I tested the above and it worked on my install. I make no guarantees that the warp stars effects will scale appropriately, but the parts will scale with TweakScale using the above patch.
  19. I am on macOS Mojave and I was following tutorial on "Creating Fonts for Localization for a possible addition to one of my mods. I've installed the most recent PartTools, am using the recommended version of Unity, and the recommended version of TextMeshPro. I was able to follow all the steps to where I need to click "Build as Font". When I click this button I get the following: Building an AssetBundle for target 'WindowsStandaloneSupport' is not allowed because the required module is not installed. UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget) KSPAssets.Editor.AssetCompiler:BuildAssetBundles(Boolean, Boolean, String, String[]) KSPAssets.Editor.<BuildBundle>d__6:MoveNext() KSPAssets.Editor.EditorUtil:UpdateCoroutine() UnityEditor.EditorApplication:Internal_CallUpdateFunctions() It seems somewhat clear that it is trying to build for Windows, or is trying to build for all platforms but can't find WindowsStandaloneSupport. How would I go about getting the asset to build. I tried changing the build targets for the KSPAssetCompiler to just be macOS, but after applying the change and trying "Build as Font" again, I get the same error. I do get a message that it "Finished building 1 asset bundles", and the AssetBundles directory is created as expected, but no asset bundle is actually generated. So, it seems to be failing, but the "finished" message seems to print to the console anyway. I've searched and found no satisfactory answers, or the problem was related to TextMeshPro itself, which does not appear to be my problem. I realize that there probably aren't a lot of modders building asset bundles on a Mac, but any help or insight anyone can give would be greatly appreciated.
  20. TrekDrive v1.0.2 - Release Lots of things added in this update, the Constitution-class starship and all of the Mirror Universe texture variants. A full breakdown is below in the change log. I've also included the Textures Unlimited patch that Puggonaut created, and I contributed to, just to fix the registry meshes. This patch is in the Compatibility folder of "TrekDrive" and the Mirror Universe content is encapsulated within the "Extras" folder so that it can be easily removed if you wish. v.1.0.2 - The Original Reborn * Added Constitution-class Starship (all parts have two texture variants) * Bridge Module (crew capacity of 6) * Saucer (crew capacity of 30) * Impulse Engines (includes a docking port) * Engineering Hull (crew capacity of 20) * Navigational Deflector * Nacelle Pylons (two variants: flared and straight) * Warp Nacelles (Port and Starboard) * Starship Registry Variants (present on Saucer, Engineering Hull, and Nacelles [port & starboard] * USS Bonhomme Richard (NCC-1731) * USS Cassie (NCC-1711) * USS Constellation (NCC-1017) * USS Constitution (NCC-1021) * USS Defiant (NCC-1764) * USS Eagle (NCC-956) * USS Emden (NCC-1856) * USS Endeavour (NCC-1895) * USS Enterprise (NCC-1701) - The Default * USS Essex (NCC-1709) * USS Excalibur (NCC-1664) * USS Exeter (NCC-1672) * USS Hood (NCC-1703) * USS Hornet (NCC-1708) * USS Intrepid (NCC-1631) * USS Kearsarge (NCC-1733) * USS Lexington (NCC-1709) * USS Porthos (NCC-1712) * USS Potemkin (NCC-1657) * USS Ticonderoga (NCC-1714) * USS Yamato (NCC-1716) * USS Yorktown (NCC-1717) * Added two (2) new registries for the NX-class and NX-class * Cassie (NX-11) * S.S. Cassie (NX-11) * Porthos (NX-12) * S.S. Porthos (NX-12) * Added Mirror Universe Kerbban Empire Content in "Extras" (content is encapsulated and may be easily removed by deleting either the "Extras" folder, or the "MirrorUniverse" folder inside "Extras") * Kerbban Empire Texture Variants to the following parts * NX-class Saucer * NX-class Engineering Section Refit * NX-class Warp Nacelle Refit (Warp 7 Nacelles) Port and Starboard * Enterprise-era Shuttlepod fuselage * Constitution-class Saucer * Constitution-class Engineering Section * Constitution-class Warp Nacelles Port and Starboard * Kerbban Empire Registry variants for all currently available registry variants on the NX-class and Constitution-class ships * Flag of the Kerbban Empire * Added Textures Unlimited patch - authored by Puggonaut with "excludeMesh" statements provided by TheShadow1138 so that registries appear correctly with this config. A Note on Progress: Progress on the Type-F shuttlecraft and Constitution-Refit will likely be even slower than the just released Constitution-class parts. I'm a part-time teacher, and I have a class starting this coming Wednesday (October 20), so I can't say that progress updates will come with regularity. I know that progress updates kinda come in spurts as it is, but I want y'all to know that even if there is more radio silence from me over the next three months, well until December 12, not to worry. The next immediate project is the Type-F shuttlecraft for use with the Constitution-class, but again, not sure about when that will get done, but it is coming.
  21. Great to hear that it's working so well for you. I took a lot of inspiration from Roverdude's Alcubierre drive. Obviously, without seeing the kinds of ships you were building with his mod I can't accurately comment, but I know his code specifically had a portion that would destroy parts outside the warp bubble. Anyway, ships breaking apart was a big concern for me, and I fully expected the NX to fly apart dropping out of warp the first time, but when I did and it stayed in one piece, even with a shuttlepod docked inside, I was ecstatic. I'm also glad it's not devastating your frame rate, I guess because I use Waterfall instead of having my code handle the warp effect, but I dunno. For images, you could also just add the image file extension and then press "Enter/Return". So, if your image is a PNG, just paste in the Imgur link, then type ".png" so that it becomes ".../IT7Ax5I.png", then hit "Enter/Return" and the image should show up just fine. That is one interesting looking ship by the way. On the TweakScale issue, what exactly isn't working? From what you say, it seems that some parts are working fine with TweakScale, but others aren't, so if you could tell me which ones aren't working, or what isn't working as expected in general, we might be able to figure out what's going on. I've never used TweakScale myself, but I'll do what I can. The warp effects are tied to specific transforms on the part models, which would be why you aren't able to see those effects when adding the TrekDrive modules to other parts. In order to get the same warp star effects on non-TrekDrive parts, you'd have to set up the Waterfall configs yourself. The warp effects are not essential, obviously, to the workings of the drive they're just nice little custom Waterfall effects to give some visual indication that something is running and the ship is moving. Even if I used a standardized transform in the model to serve as the parent object for the Waterfall effect, that transform would not be there on others' models, nor could I guarantee that it would be oriented in the same manner. So, unfortunately there really isn't a way (that I can think of) for me to simplify copying the warp stars effect to non-TrekDrive parts.
  22. The Constitution-class starship is officially in the game, and in testing. Here are some screenshots. USS Enterprise (NCC-1701) alongside Atlantis (NX-05): There will be twenty (20) registry variations, some canon, some not:
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