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Alskari

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Everything posted by Alskari

  1. Confirmed! I appreciate the interest and wish you all luck. Apologies for being afk for 7 years lol Hey this is better than the last vestiges of files I had. FYI guys I lost all of the blender and unity files. Good luck and I hope it brings folks some happiness.
  2. A bug report would be awesome. Thank you for posting the DLs and feel free to leave them. I'm glad you're enjoying the parts. You may run into some issues resizing parts; the round adapters will be oddly sized now, and more importantly I think it may break some of the cockpits. I don't pretend to fully understand how KSP checks to see if a hatch is blocked, but I've done lots of testing, and that is part of what kept me at 1m base size. Honestly I still haven't downloaded .24 at all, so I make no promises on timeline. I will be swapping over to the JSIT module; if it doesn't require extensive model rework.
  3. So glossing over my extended absence... how is this working with the 64bit version?
  4. I would really love to help out on this. My original vision for HSH was something along these lines, however my modeling ability artistically was just not there. Now I'm at a point where I might be close, but multiple collision meshes per part and the tri count of my models is killing everything. The idea of reworking HSH is pretty daunting. If there is a way I could contribute let me know. I've learned a great deal over the past year and would enjoy contributing a few well made models with textures.
  5. This sounds very difficult and very laggy to me. However imagine how much fun a harpoon gun would be.
  6. Started playing around and ended up with this. A centrifugal smelter for low gee environments. Ideally I'd like for it to spin up while in operation creating the opportunity for some industrial accidents. Texturing, animation and such still needs to be done, mainly posting to gauge interest.
  7. Thanks for the response. I'm glad to hear about asteroid harvesting. I wonder if the base foundations aspect could be partially addressed by the in game planet editors. I really don't know much about them. Part of my reason for asking is that I would like to offer some new models eventually. Before I did that I was wanting to know the scope of the project. My mind immediately began thinking of ways to make the process more difficult. One idea I had involved additional parts beyond the existing infrastructure; requiring different parts for different kinds of production. An electronics and circuitry lab for probe cores, engine assembly, tank integrity testing, all required for assorted projects. Not sure if you're interested in anything along those lines.
  8. I'm guessing your cockpit is not oriented in the same direction as the root part of the vessel. This is required for the IVA to work while the HSH/SFR module is used. Otherwise the mod may be installed incorrectly.
  9. taniwha, do you mind outlining future plans you have for the mod if any?
  10. Ah well some people seem to have gremlins for reasons they can never describe and I can never recreate. IVA wise: Are you experiencing the error (orientation issues) I have described in the OP? Do you have a fresh (post 4/9/14) install of HSH? EDIT: I've slowed down a bit on modding as some RL issues are currently demanding more of my time and basically all of my energy. I'll try to get some of the simple stuff knocked out before the weekend, but all new models will be on hold through the weekend.
  11. Guys just so it's clear, it doesn't really matter how much RAM you have over 2Gb (except maybe a bit extra for the OS), since the program can also only use 2Gb. Also KSP is not multithread, so I'm wondering if some people are suffering there. Even my old CPU had about 1GHz per core. And for reference I play with Kethane, KAS, and this installed and usually get 30-50 FPS in standard flight. My end stage stations/ships usually have ~150 parts and w/lifters are usually ~200 parts. Obviously it drops much lower on vehicle load.
  12. Not sure what kind of setup you've got, but 2Gb RAM is probably a must. Other than that I suggest you reduce the number of mods you have installed or try the load on demand texture mod. Honestly my 2008 build ran this just fine. (Updated it last month)
  13. Two comments: - It has been confirmed that this mod causes my animated parts to lag terribly in the VAB until the animation has been cycled once. I haven't looked into your code, but I thought you'd like to know. I don't know if this is unique to my mod. - Would you mind adding an option to play an animation if the part is occupied? I may do this one myself, but I thought it might be best to keep it simple and just roll it into your mod. if ( playOnOccupy && part.protoModuleCrew.Count > 0 ) Although reversing the animation upon leaving the part might be a bit more tricky. Anyway I'll look into both of these but wanted to give you a heads up.
  14. The command chairs will look a bit different, and the first generation won't have animations, but I'm thinking I may go back and add that functionality, or talk to stupid chris about occupancy dependent animations. Also make sure you have Unity 4.2 or else animations won't work in KSP. I don't know why. (If you want the current chair I use I can send you a Unity asset of it) The texture reduction mod causes problems in some cases. I would look into the 'Load On Demand' texture mod.
  15. Why not very simple vessels? I feel like you could pretty easily avoid having a command-able vessel while still behaving properly.
  16. Really like these. I'm going to point people to these when they ask for ultra OP scifi stuff to use w/ my mod. EDIT: Just to be clear I'm not demanding they be super OP, but I'll probably make a 'reactor core' or some part in my mod to make them extra sexy.
  17. I'm wondering if the lag seen is just representative of what you'd see on launch because animations are now available in the VAB. I need to check this out. I apparently didn't drag over the new 'Spaces' folder before zipping things up because that has been fixed for a long time in my local copy. (Need to get more organized) I'm 99% sure this is a result of the IVA prop models not being designed for rendering in the normal game. More on that later. I'm lazy. Maybe I should do this tonight since it will take 5 min. If you want to get Notepad++ and go to town I'd be tickled. My mass calcs were originally done using steel, then calculated for a hollow, walled 1m cube. I compared the masses I got at 4m(I think) to a cube made from stock structural panels and they sorta lined up. I then did something weird and redistributed the weight between the frame and the walls so that the frames would be disproportionately heavy as compared to the walls. The goal was to make craft easier to stabilize, and allow for a bit more asymmetry. However, what I haven't really considered previously was that the structural panels in KSP are totally out of balance with any of the other parts in terms of weight. The point of that rambling story is that I need to go back and look at the whole thing again. Once I figure something out (probably volumetric) then I'll shoot you a message. If you are still interested. Originally it was a 4x multiplier because uh... 'honeycombing' and otherwise my parts got too heavy too fast. Right now I'm going back and trying to rewrite the plugin as an extension of the Internal module rather than a completely new module. (This will take time.) Thanks! I'm glad you see my vision! I agree about the double edged sword, and originally I was going to put all of my more 'purpose oriented' parts into the Hulls download, but I haven't been doing that. Perhaps I need to reconsider how I organize things. For example when I was building the ship featured in the Fear & Loathing picture, I decided I didn't like any of the 1x1 adapters and made that one which happened to fit together very neatly, then I made an inset 1x1 as well. Then I haphazardly dumped them all into the main DL and wandered off. In terms of visually matching I really need a good texture artist if I want to blend with the stock stuff better. Maybe I need to look into skinning Pwings to match.... Anyway thanks a ton for the feedback.
  18. I like this idea a bunch. I would love to have empty HSH space stations spawn with resources inside them that had to be accessed via an EVA kerbal. It would require KAS as well obviously. Also regarding asteroid spawing: I'm sure you've seen this. Lastly I've sub'd to 'The Open Part Mod' and will do my best to not only learn but also help some new kids. I appreciate the initiative.
  19. That isn't cool. I like the AdvancedAnimator for a number of reasons. I will be sad if it causes problems. I thought I'd show what I have so far on the 2m pod. The 'Command Desks' and 'Pilot Chair' you see internally (although included as part of this pod) will also be coming along individually as radially attachable command pods. So now you can makeshift an area into a command center.
  20. Please check to see if it still occurs after cycling the animation once. Supposedly that helps some people. I'm also wondering if it is a side effect of the AdvancedAnimator plugin.
  21. That is the Legacy stuff I believe, not the Ultralight series. Legacy doesn't have IVA of any kind. I think when you say you couldn't EVA your kerbals you mean that you couldn't click on their portrait in the lower right? You can also EVA kerbals by clicking on the hatch for the command pod, and this is what you'll need to do for these parts. When I made those parts the Hitchhiker can didn't have an IVA either so it was more common. FYI - I'm not planning on doing anything other than .cfg updates to the Legacy series. I lost all the Unity prefabs and have no interest in recreating them. I was about to point you to the 'Compilation' thread, but I see you posted their earlier. You will need to leave the rescale factor = 1. Otherwise your nodes will be all funky. Then just change the scale = x,y,z. Look at my .cfg files where I use the same model to create multiple sizes as an example. (Not sure if you realized but you can put multiple parts in the same .cfg file) I've been meaning to do a walkthrough for the Custom Rooms & Hulls stuff but I just can't find the time.
  22. Same issue when trying to update thread title.
  23. Perhaps something has been lost in translation, but if you don't like the appearance of the parts I can't help you. In a situation like this, if you don't like what is offered you need to create it yourself. Otherwise check back in 3-6 months and see if the mod is more to your liking. Lag is an unfortunate side effect of so many collision meshes. Until KSP goes 64 bit I don't think there is a solution, except maybe part welding.
  24. Added a few structural parts I've made. I have a bad habit of building a ship, getting frustrated, then going and modeling the exact part I want. This is how you get an unwieldy mod. Anyway, pretty minor update, but I thought I'd put it out since the mod is getting some unexpected attention. Mass balance is probably next (if you feel like helping message me), along with the 2m pod. A coding fix for the IVA is going slowly.
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