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  1. We should be able to control the individual position of the leading/trailing edges of the wing tip/root, instead of the edges extending outwards equally from the centre. This would allow for easier and more precise wing alignment and positioning. When trying to place 2 wings end on end, it is very difficult to get them to line up properly, and it involves going back and forth between the move tool, and adjusting the length of the root/tip until it looks good enough. This is also an issue when trying to judge how long a fuselage is, or when the exact centre of it is. being able to make the leading edge longer without it affecting the trailing edge would improve the quality of life when working with the procedural wings. Being able to edit the values manually would also help improve with designing wings. Similarly having units instead of the arbitrary number would make it clearer as to how big the wing is. Finally, being able to add multiple flaps to the wings is a much needed addition imo, as it can make larger wings look odd when the flaps deploy. The only work around is to place wings on the ends of each other, which as described before, can be annoying to get lined up. A simple slider that could even replace the control surface toggle, to control the number of flaps, from 0-4 or 5 could go a long way to improving aircraft designs.
  2. The parachute system in KSP 2 is kinda bad, so I have a solution: procedural parachutes! About the current situation; the parachutes have no cable within the parachutes are directly put on to the box! If we could make the cable shorter and longer in the VAB that would be awesome!
  3. Hey there, on the screenshot below: you can see "SM" type decoupler generates a procedural cone to the size of the smaller engine - this is not how it works on rockets - the KSP's decoupler plate is the base for procedural (idealy) cylinder to the part (fuel tank) that is _BEFORE_ an engine (which we hide in interstage for launch) on the stack. So the code should take a part to which an engine is attached and then attempt to cast procedural cylinder (ok, cone) to this part's diameter, and if it produces an error (say engine is attached to small ocagonal strut instead of a tank) either produce an error message or, which is better, attempt to find a "good" part up the stack to cast a cone to ...alternatively, it is possible to display a user-editable (shader-highlit) proposed cone\cylinder which turns red if some stupid combination is there (say, the player attempts to attach decoupler to an engine that is attached sideways to the fuel tank via octagonal strut) - in this case the player is presented with clear picture view why this wouldn't work to create an insterstage and optionally may elect to only use the decoupler plater (say by right clicking once to remove shroud depiction) for his\her radial decoupling needs
  4. Think about parts where this would be possible and helpful - for example methalox tanks or cargo bays with same diameter and design. Besides simplifying the parts list or limiting vessel part count, also think about gameplay elements - should the tech progression first unlock shorter tanks and limit access to longer tanks? Also think about the fact that having multiple parts allows for fewer clicks when building "round" objects (putting parts head to tail and rotating them).
  5. Right now the size and shape parameters of the procedural wings are controlled through sliders in the Part Manager. It would be great to be able to control them directly using gizmos that pop up when selecting the wing. Just like we have for position and orientation (which by the way.. I think the color coding should be different for rotation and position).
  6. ..why not? I think it's a game changer. Think of the incredibly creative sci-fi designs! PS: Hmm, I wonder if this could be done with wings containing fuel.
  7. About Planet 9 (P9) is a KSP planet pack that adds the theorized 9th planet of the solar system plus it’s moon system into Kerbal Space Program. However, unlike other planet packs, this pack is entirely proceduraly generated. This also doesn’t mean that the pack’s textures are pre-generated. Infact, the pack download comes with no textures in it at all. Instead, it ships with a custom application that you need to use before being able to play the pack, that proceduraly-generates a new set of textures and models, just for you. Everyone who downloads and plays this pack, will play using a completely unique system of moons around Planet 9. You can even customize your moon system inside the application, and create the perfect system for yourself. This is accomplished through my "ProceduralPlanet" procedural celestial body generation software library. Though it is intended for general use in game development, I am using it here to produce this proceduraly generated planet pack for Kerbal Space Program. Currently, this project is still only a proof-of-concept and will receive further development. Therefore, any bug reports and suggestions are greatly appreciated. However, please note that only the textures and models of the major moons are proceduraly generated. Their physical characteristics and orbits are fixed, though they were determined initially by an algorithm as well. Screenshots Note: because this planet pack is proceduraly generated, the screenshots shown here only represent random examples of the generator's capabilities. Though the pack download does come with some default assets for Planet 9 due to technical reasons, none of the shown moons will appear in your game exactly as seen. As explained previously, your system will be completely randomly generated. Installation Planet 9 is a little bit more difficult install then your regular planet pack, due to the requirement of needing to run the procedural generator first. The download link below will contain a .zip file which, as you're probably used to, needs to extracted into your KSP install's GameData folder. This pack does require the "VertexHeightMap" Kopernicus Expansion from VabienArt’s fork of the Kopernicus Expansions, which can be found here: https://github.com/VabienArt/KopernicusExpansion-Continueder/releases However, a compatible build of this expansion should always be included with the download for this pack. Additionally, while this isn't a strict requirement, it is recommended to have OPM installed, simply so that Planet 9 actually is the 9th planet from Kerbol. You may also want to install an Orion Drive Mod. Just trust me on this. You will need it. Before being able to run your game, you need to run the procedural generation application to create the textures and models unique to your system. However, instructions on using the generator application would blow up this forum post. Instead, I have added usage instructions to the GitHub repository for this project, which can be accessed at this link: https://github.com/89Mods/Planet9/blob/main/README.md Please read the contents of this page very carefully! The generator application in a sensitive piece of software, and will not work at all if you do not follow the instructions to the letter! Visual mods This planet pack comes with scatterer configs for the two celestial bodies in it that have atmospheres. Otherwise, no other visual enhancement mods are utilized in this pack. Support If you have successfully ran the generator application, but cannot start your game, you must provide the Kopernicus log files, or I will be unable to help. If you are trying to run the generator application but get an error, you must show me the exact error message. If the generator application instead freezes with no error, ensure that you have correctly followed the usage instructions for the application. If you did and are still experience this problem, you can send me a message, and I will do my best to help. Licensing This planet pack and the generator application are published under the GNU General Public License v3. Download The current version of the planet pack is 1.2.0 for KSP version 1.12.x, and can be downloaded from the project’s GitHub page here: https://github.com/89Mods/Planet9/releases/tag/1.2.0 Please make sure to carefully follow the installation instructions above, as this is not a simple planet pack. Changelog Credits
  8. Procedural Parts, Tidal Stream Branch. Download Latest Releases for Procedural Parts Starwaster has not recompiled Procedural Parts for Kerbal Space Program 1.3.1 so it is marked as incompatible in CKAN. There was a pull request for this on Github but it has not been merged. So I decided to fork it and make the necessary changes. Full description in the original thread. It supports 1.3.1 and 1.4+ (1.4, 1.5, 1.6, and 1.7), and the releases are on CKAN so people can install it easily instead of having to do it manually. Licence Remains as CC-BY-SA 3.0 Unported.
  9. I am currently in version 1.11.1 in ksp using some mods one of them and the procedural parts, but every time I enter a sandbox save the procedural parts are limited to 1.6 meters. Does anyone know anything?
  10. Procedural Pods Tired of monotonous command pods in KSP? Want to go to space (or not) in style? Introducing Procedural Pods, your one-click solution to fancy Kerbal canisters! With Procedural Pods, you can create command pods of any shape and texture, as long as they are available for Procedural Parts. Use this to imitate real-life capsules, or create your own! Review by Kottabos Thanks a lot, Kottabos! Pictures Procedural Command Pod with airlock door by Tiktaalik's Airlock Collection A white procedural pod with decorative parts during propulsive landing VAB editor view These look normal... And safe... But you can do something whacky also! Alien egg with Kerbals?... ... Or a habitable apartment! https://imgur.com/a/w5PSL Dependencies Procedural Pods requires Procedural Parts to be installed to work. Recommended Mods Tiktaalik's Airlock Collection - for EVA capability. Freedom Textures - for more texture options. Other PP texture mods also apply. Compatible Mods (should have the same compatibility as Procedural Parts) Real Fuels (PPods is balanced for RF) Tweakscale Short-Term Plans - Dynamic crew capacity and dynamic SAS power relative to size - Procedural probe cores? Long-Term Plans - Custom textures - Dynamic IVAs Download https://github.com/MrrRoMe/procedural-pods License: MIT
  11. Procedural Parts and its supporting texture packs include a number of interesting textures that are unique in color or styling, or are simply different enough from the others that it can be difficult to use them seamlessly on your craft designs. This texture pack attempts to build sets of related textures around the unique ones, or fill in some gaps in the existing sets. Have you ever wished for more dark red textures to go with the default Mu texture? Or how about the set of assorted black & white blocks and stripes, except in navy blue and white, or soyuz green and white instead? Well, here they are. All textures are derived and edited from default Procedural Parts textures or other texture packages with permissive licenses. Credits for original artwork are as follows: Corestar - MainSailor Skylab - MainSailor Vanguard - MainSailor Charcoal - MainSailor Delphi - MainSailor SoyuzGreen - Chestburster GreySide - Chestburster RedstoneStripes - Chestburster TitanStripes - Chestburster PlainWhite - Chestburster Mu - Dante80 CryogenicOrange - blackheart612 StockEnd - Ancient Gammoner This texture pack is compatible with all versions of KSP that are supported by the Procedural Parts mod. Download from SpaceDock Installation: Merge the included GameData folder with the GameData folder in your KSP folder. These textures require Procedural Parts to function. MainSailor and blackheart612 texture packs are recommended. License: Creative Commons -- Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
  12. Seen in a few videos a mod in use which added rocks and trees and such on planetary surfaces. Unfortunately I can't remember what the mod was called or what the videos were, and Google (or forum) search is completely useless, indifferent of the search terms used it keeps pointing me to totally different topics (adding planets, or parts, etc). Can someone please point me to the mod in question, this is driving me crazy with frustration..
  13. Having a consistent issue with a certain rocket using modded parts (primarily Procedural Parts) that causes my game to CTD when moving to the pad from the VAB. Checked out the output log but unsure how to read it: https://imgur.com/a/aF8oy82
  14. Over the course of playing KSP I created numerous parts and patches for myself to improve the game experience. Time to start sharing. Ven's style Textures for Procedural Parts Credit goes to @Ven for his amazing artwork. I used his textures from the Stock Part Revamp to make these. Get Procedural Parts to use the textures. DOWNLOAD Ven's Style Textures for Procedural Parts Hazard Tanks Textures for Procedural Parts Procedural textures for tanks with hazards stripes. Give the badass look to your vessels! The play nicely with the Orbital Utility Vehicle by @nli2work Get Procedural Parts to use the textures. DOWNLOAD Hazard Tanks Textures for Procedural Parts Asphalt Tiles A useful set of three parts which are building bricks for offworld landing pads and roads. Made specifically for my Extraplanetary Launchpads base. Good for those who want to have the neat look of our KSC parking area even away from home. Works best when placed on flat area or welded with UbioZur Welding. Various pattern examples Easy to assemble in the field with KIS. Tiles can be attached to the surface. Luminescent stripes glow in the dark. Can be buit whole via Extraplanetary Launchpads. Archive contains an "Extras" folder with already welded examples (welded parts are independent from the UbioZur Welding mod). DOWNLOAD Asphalt Tiles Portable Science Crate Based on @RoverDude's part from the PackRat era. Useful for storing all the EVA gathered science on the fly. Can be sent back home on a probe without distracting the Kerbal from his other planetary activities. Serves the same purpose as the Stock Science Box. Great for rovers with External Command Seats and for small pods from other mods which deliberately don't have science storage in them. Requires KIS for the best experience. White texture available on demand. DOWNLOAD Science Crate Droptank "Wrapper" A curved wraparound droptank with an integrated decoupler. 4 way symmetry wraps perfectly around a 1.25m tank. Now has an aerodynamic nosecone. Now has its own thread Simple Mission Flags An assortment of flags to mark everyday missions. The archive contains the source .psd file for anyone who wants to roll his own shapes/colors. DOWNLOAD Simple Mission Flags _______________________________________________________________________________________________________________________________________________________ Stock 5m and 7m Fairing Looks like there are no bigger fairings in 1.1 for us. This patch adds a stock 5m fairing to the game. Made for those who love extra big launchers and stock fairings. Thanks to @Stone Blue for making an even bigger 7m config. Or download the ready config file and place it anywhere in GameData. DOWNLOAD The config for fairings. All content is under the Creative Commons 4.0 License More stuff in development
  15. Hello! I just had an idea recently : I use KSP with FAR, procedural parts and procedural B9 wings. What if, instead of using stock cockpits and cabins etc. , we use to design aircraft with our own cockpits and cabins? We choose the shape, the diameter, the length, the texture and eventually the resources of the procedural part. The program calculates crew and resources capacities following the dimensions. Maybe even choose between a general aviation, an airliner, or spaceship IVA? While asking about such a thing, why not a procedural unmanned pod? Oh, my God, I am so excited about this! I know it could be VERY, VERY hard to create such a mod, though.
  16. So I've been playing a lot with procedural parts recently, and while researching how to properly use the procedural Interstage Fairings, I found out that those parts are NOT supposed to be used for engine shrouds. This explains a lot about the odd lack of an internal top node, and the placement of the decoupler. The only way I've been able to do it is to surface attach the engine underneath the tank to leave the tank's bottom node free for the Interstage Fairing top node. I don't think this technically shields the engine at all though, since it's not attached to an internal node of the fairing part. Also, I've been having weird issues with the fairing base jumps to odd positions when I try to use the whole launch vehicle as a subsystem. Usually, it jumps downward, leaving a big gap in the rocket, although this appears to be cosmetic only, the thing will still fly the same. Is there a more appropriate mod/part that I should be using for interstage engine shrouds? I'm using pretty large tank sizes, so even the 3.75 stock fairing is too small, and rescaling that part doesn't seem to rescale the fairing. Suggestions? Thanks
  17. In the last days I have been running around the forums searching for a way to add textures to the module TextureSwitch2 (Firespitter) to the fairings from Procedural Fairings parts.I found a very old mod from 1.1.x called Procedural Fairings for Everything, which main objective was to collect and merge different texture mods for fairings into one.I gave a look inside of the folder and it was quite a mess.I am trying to make a more polished version of it for myself but I can't get around a thing that is quite anoying: Some fairings have the "Payload Fairings - [...] [Procedural]" and some don't.Anyone has any idea where I can find the file that adds this thing?(So I can remove it and rebuild it to be more specific). On another side I would like this to become a thread on where to discuss the problem of textures for Procedural Fairings and to make a standard guide on how to make and plug them into KSP.
  18. By now there's multiple procedural parts generation mods that allow fully custom rocket and spaceplane designs. However, I'm yet to see one that tailors towards more graceful fuselage design for aircraft. I doubt I'm the first to think of this, but I haven't yet found any topics that discuss this. The would only feature one part - a regular procedural fuel tank. Users can edit the same properties that current procedural parts mods allow, such as textures, width, length, part type (fuel, structural, battery, etc), and so on. However, the following customisation options would also be included: Cross Section Type: Each fuel tank has a cross sectional shape that can be changed. Ellipse Rectangle Chamfer Rectangle (diagonal corners) Fillet Rectangle (rounded corners) Cross Section Dimensions: Each end of a fuel tank has tweakable geometric properties. These would be unique to each end. For example, you could have a fuel tank that starts as a tall ellipse and ends as a flat ellipse, or a square with small chamfer corners growing in size as you move down the tank. Section width Section height Chamfer size Fillet radius Cross Section Smoothing: Each end of a fuel tank has optional smoothing. What this means is that you can make a tank change shape smoothly, rather than instantaneously. This would allow you to have multiple parts inline that gradually change shape so that your fuselage doesn't have any jagged lines. This imgur link describes what I'm talking about. Section Offset: Each end of a fuel tank can be offset vertically and horizontally. This would allow you to create long and smooth tail/nose pieces, much like what we see in aircraft in reality. Is there anything already like this? What do you guys think of this?
  19. Essentially, it would be an extension of Procedural Parts. To prevent it getting overpowered, It would work like this: You enter size, propelant used, whether or not it requires pressurised fuel tanks (This would would be done with RF) Nozzle size, amount of time engine turns off and on (Or infinite) AND then using those calculations, it comes up with a range of thrust. You would select what thrust. Say, my pressurized, 0.5 meter, Aerozine and NTO burning engine has a thrust range between 5-20 KN (just an example) and I then select which thrust I want. from THAT, the computer figures out efficiency. What do you guys think? Can anyone make this? (preferably for 1.2.2, so I can use it with my RO save)
  20. Hi from the depths of Lag, i have a request for procedural parts to be revived and updated to ksp 1.2.2
  21. One thing that I really really would appreciate is the addition of moar procedural parts in the same vein as your fairings, like: Wings and Winglets, so you don't have to faff around with making your own wings by combining wings not designed to fit together. Fuel tanks, I just want more accurate lengths, and the ability to replace oxidizer with more liquid fuel for nervs. And a few misc parts here and there like langing legs/wheels, solar panels, and/or to some extent a few engines. I like the lego aspect of ksp but after playing for 1000+ hours, farting around with wings tanks and landing gear can become rather annoying if you know exactly what you want to make at what size but are restricted by the limitations of size set parts.
  22. Hello, people. I've tried downloading via CKAN, normal downloading, multiple versions, even those from early 1.0.5, I've tried deleting every other mod I had, I've tried everything I could and still, although Procedural Parts used to work on ksp 1.0.5, after I uninstalled it and reinstalled it, doesn't want to work in no way. I wasted a good two and a half hours on this damned mod, and still, the interface to change the size does not appear. Has anybody experienced anything similar?
  23. hi, I need help with installing or setting up procedural wings. i'm running KSP x64 1.1 and have two mods installed (mechjeb and Engineering redux). and that was with ckan and they are up to date. I've tried installing the Procedural.Wings.v0.11 and then the B9_Aerospace_PP-040 but cannot get them to work. i can see the parts and clip them to my aircraft but i cannot configure them (using the T, G, B, keys and mouse or right clicking or using the "J" key) after attaching the wing to my air craft. I've followed the install steps in the readme.md and .txt's, rebooted and even reinstalled the game completely. Yet i'm still unable to edit the wings after attaching. please help!? thank you!
  24. [Alert: long Reading] Hi everyone, im gonna request two things, this are not for novice modders because it can get pretty complicated pretty far, I will code it myself, but I dont know anything about mods, possibly many things I describe are impossible to do in ksp, but procedural have been proven possible First: "Procedural panels", something im surprised that nobody had done yet, this mod is a tool to help players to make bigger and simpler creations that before needed lots and lots of stock panels to made, this will improve performance when using such creations as also will make more easier to make them, with much better detail, as an example, the mod "WW2 warships" can use this mod as a base for its parts, making its big and heavy part-count ships a lot less lagI gy, making big ships battle much more easy for even low specs users (and easier carrier builds) ( if this becomes a reality and the owner of ww2 warships want this as a base for its mod, it should not be denied for the creator of this mod) The mod features should be: * Panels that can change not only on size, also they should change of form to any figure you may want, triangles, squares, hexagons, concave shapes, etc. The modder may want to limit the ammount of vertex than a pannel can have to a reasonable ammount, also if is based on the b9 procedural wings, and have same ui, it may be good idea to have a button to change the starter panel figure *The sides of the panels have to be resizeable to archieve the desired form * it may be compatible with Bahamuto weaponry, in this case, the thickness of the panel should be editable, making the panel more heavy, and harder to destroy, as well in collisions * "Procedural collision stress" what I mean is if (example) a car made of that panels crash, and have thin pannels, those panels may "unweld" easier that if the car is made of strong thick panels, this give another meaning to the thickness making the users think about where put thick panels, where put thin ones, not only work for tanks, also for big base foundations giving more strategy to the game And most important one *procedural skins*: pannels can be allowed to change of color from a pallette, so the user can take the one whatever it want, black, white, sky blue, Grey, any color or tone the user wants should be able to paint the panels, but also they can be "skinned" or "textured", for example the mod brings at default a desert camo skin, the user should be able to skin the panel an edit the way its placed, for example it can rotate the pattern and edit the proportion making a small patter that repeat itself a lot inside the panel or viceversa, also the mod shoul have the ability to add and use custom skins propotionated by the user This is to allow the users to make even beter creations *compatibility for: bahamuto weaponry, FAR, (possible: Procedural Weaponry) (optional) the ability to add a sticker, and edit it size and rotation independently of the texture placed, also needs to be able to add custom ones I know all of this will be difficult to make and will need a lot of time to make, if at the start the panels editable shape and thickness is done as well as the procedural welding stress, it will not matter if the skins and colors are not ready, the compatibility with Bahamuto must be done at release And now the interesting part, the reazon why I dont make two request post is because both mods are thinked to be one for eachother, if any moderator thinks I should split them, I will dont worry about it, also its able to split itself if he/she wants to. "Procedural Weaponry" This mod consists on begin able to edit the weapons for they own benefits, for example: We chose a part called "Procedural cannon" is a fixed-mount cannon, that can be edited in many ways, you can change its caliber, it can be 20mm (minimum), it can be 75, 110, even 500 (excessive, still it will be interesting to have a bigger cap for the maximum) When you change it all the cannon grows in size, still you can modify its barrel length, making its shell faster, more powerful, you can modify its breech length making (hipoteticaly) the shell casing more long, making your shell even faster and powerful, with higher recoil, and also you can edit the traverse and elevation limits, with a maximum of 180°, 90° respectively, traverse speed is procedural based on the weight and size of the gun, it can be added an Armour panel if is desired to protect its crew from MG or cannon fire (thickness editable), other option is a radial cannon, a gun mounted in a "manlet" When editing you will be able to see important information about the gun, like its size (long x wide x tall), mass, traverse speed (degrees) and Ammo size as the velocity of the shell The ammo size is the main parameter to separate the ammo of one gun from another, if you have two 110mm cannons, but one have a smaller breech, then they will not be able to share the ammo (if they have the same breech but diferent cannon lenght, they can share it) For this is needed a procedural ammo rack, an item capable of hold a type of desired ammo depending on its "length" and the desired caliber specified, if the breech have a length of "11", the rack will need to have a lenght of "11" to be able to hold the ammo for the desired weapon, if the gun caliber is 110mm, it will have to be specified in the ui, the wide and tall of the rack will determine how many ammo will hold, it will be cool to have the feature of begin able to double the ammo count adding twice the length of the breech, but it will enter in conflict with other guns if is there another gun of same caliber but double size breech, so if you want to double, add another rack (other option could be preselecting the gun for each rack) Also there are turrets, they can be edited in different ways as well, they cannons have the same edit logic as normal ones but they come in a rotative turret with editable shape, first you will be able to chose 1 or 6 cannons on it, up to 10 if it have MG caliber (14mm or less), when adding more and more cannons, it will make the turret bigger and wider, you can change the slope of its sides, and the thickness of its Armour, it will have a minimal size depending on the size and lenght of the guns, also the ammount of them in the turret, it maybe will be capable of add a sub caliber coaxial gun if the turret have one cannon, maximum elevation of the gun is 180 degrees, minimum will be 20-25 degrees The rest of the ordinance can remain normal as they need a feacture implemented in skillful weapons mod, that it would be capable of begin reloaded-replaced when in-game using the kerbals, clicking in the "mounts", a really important feature, it may work selecting what payload you can load in each mounts and then edit them, but it will far more easy to have no editable payloads, and will may add unnecessary complexity Now there is a more important point related to the guns, the mod is thinked to simulate the "penetration" of the guns, as well if it will ricochet or not, this will have to use the procedural panels mod to do so, using them as armor plates, the panels can be used like the real life, making the exterior Armour of a tank, letting us to put kerbals inside using the seats, if the shell "pen" the Armour, then it will follow its path and damage anything on it, the ksp stock parts, kerbals and the panels should have "life points", once they reach "0" it gets destroyed, some items can get pen and get some damage but not destroyed instantly, like panels, it should have a lot of life, enough to get pen a lot of times destroying anything behind it before geting destroyed itself, kerbals should die pretty easy, ammo racks too (protect them obviously), fuel cells can explode like fuel tanks, but only with a chance, cells will have a chance when on, fuel tanks will get increasingly depending on how much fuel it left (less will have more), tanks with fuel-oxider explode instantly when penned, batteries will not longer function as well as cannons, etc Guns can use AP,aphe and HE shells, HE shells will not have a pen value, but they do a lot of life damage in a radius on detonation, if they take half the life of the Armour plate, it will considered a penetration and damage the inside, if its not, it will be absorbed by the Armour, but still will aply force to the vehicle (not too exaggerated still can unweld something, kick kerbals from their seat) APHE shells will pen the armour (reduced value) and if its successful it will explode dealing life damage in a radius determined by the size of it,inside the vehicle making an expansive force (lower than HE shells of same size) bombs, he rockets and any explosive payload will act like he shells Compatibility: FAR And thats pretty much it, it have missing details but I maked it too long, comment any ideas or suggestions to make our modders inspire, also your opinions, mine is it will too complicated, the procedural guns most of it, the pannels are quite dificult but somewhat they have Been done before, only with quadrangle shapes Thanks to get this far XD (you not cheated right?) please be polite in the comments, if you have a negative opinion is well received always if is not offensive
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