Jump to content

-WIP- Cubeships dev thread


daniel l.

Recommended Posts

PuWPMDB.png

Bored of cylinders and spheres and radial attachment? want something new? THEN TRY THE POWER OF CUBE!!!

the Cubeships mod adds in several new blocks that are guranteed to make ksp more minecrafty,

Javascript is disabled. View full album

Download: http://www./download/poh83wlx993nchn/Cubeships_0.2.zip

Download for example ship: http://www./download/mf8wr0122iqivtc/Cubeships_0.2.5.zip

0.2:

Better metal texture

Better probe core texture

New name for probe core

removed wedges (They were ugly and useless, Unless soemone can send me a 3d model for one )

new colored lights

better glass texture

new power resource (Quantum Energy)

new fuel resource (Hextanium-793)

Renamed the power generators and capacitors

Ect...

In other words it is a complete overhaul.

0.1: Initial Release,

To Do:

Engines and Fuel Tanks,

Better wedges,

Better textures.

More Armor colors,

License: CC BY-SA

In all i honestly hope you guys like it.

Edited by daniel l.
Link to comment
Share on other sites

Well, since this is a pack about cubes, why not make some parts for the probodyne QBE, you know, as a stock-a-like expansion to the QBE (it's the only part of its kind in KSP)?

I might take a look at that but my cubes are a completely different size (1x1x1m) but i could make an adapter. :)

Link to comment
Share on other sites

Some Changes to 0.2 (Ignore the previous post,)

Better metal texture

Better probe core texture

New name for probe core

removed wedges (They were ugly and useless, Unless soemone can send me a 3d model for one :))

new colored lights

better glass texture

new power resource (Quantum Energy)

new fuel resource (Hextanium-793)

Renamed the power generators and capacitors

Ect...

In other words it is a complete overhaul. ;)

- - - Updated - - -

0.2 has been released!

I would appreciate it if anyone who uses this mod send me screenshots of whatever you build :)

Link to comment
Share on other sites

Sorry guys,

It turns out that my attempt at a custom model engine as failed. In fact im abandoning plans for it and just using a repurposed ion engine for now. If anyone makes one for me i will add it but for now, Just use the repurposed ion engne.

I also cant add complex shapes right now because of 3d model issues.

But i have added,

Repurposed ion as the new engine,

increased Quantum energys mass,

Fixed Z-fighting,

Increased capacity of the Battery.

- - - Updated - - -

0.2.5 has been released.

Link to comment
Share on other sites

I'm running some tests to see if I can get a pure-electric engine working. I think I figured it out.

EDIT:

There's a way to fudge it. You cannot have engines that run on pure ElectricCharge, because ElectricCharge does not have a density. So, here are the two configs I made.


PART
{
name = CubeshipElectricEngine
module = Part
author = InsertNameHere
mesh = model.mu
scale = 1
rescaleFactor = 1
node_stack_top = 0.0, 0.2135562, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -0.1872844, 0.0, 0.0, -1.0, 0.0, 1
TechRequired = ionPropulsion
entryCost = 16800
cost = 8000
category = Engine
subcategory = 0
title = CubeShip Electric Engine
manufacturer = Magical Dwarves Inc
description = Magical Engine-ery
attachRules = 1,0,1,1,0
mass = 0.25
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 2000 // = 3600
bulkheadProfiles = size0
MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = NanoParticles
rate = 10
}
}
RESOURCE
{
name = NanoParticles
amount = 0
maxAmount = 1
}
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = False
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 300
heatProduction = 0
PROPELLANT
{
name = ElectricCharge
ratio = 1
DrawGauge = True
}
PROPELLANT
{
name = NanoParticles
ratio = 0.1
}
atmosphereCurve
{
key = 0 100
key = 1 100
key = 6 100
}
}
MODULE
{
name = FXModuleAnimateThrottle
animationName = colorAnimation
dependOnEngineState = True
responseSpeed = 0.5
}
MODULE
{
name = ModuleTestSubject
environments = 15
useStaging = True
useEvent = True
}
}


RESOURCE_DEFINITION
{
name = NanoParticles
density = 0.001
unitCost = 0.1
hsp = 2010
flowMode = STACK_PRIORITY_SEARCH
transfer = NONE
isTweakable = false
}

The engine generates this second non-massless resource and stores it, so no holding tanks are needed. The main propellant is still electricity.

Edited by Starwhip
Link to comment
Share on other sites

I'm running some tests to see if I can get a pure-electric engine working. I think I figured it out.

EDIT:

There's a way to fudge it. You cannot have engines that run on pure ElectricCharge, because ElectricCharge does not have a density. So, here are the two configs I made.


PART
{
name = CubeshipElectricEngine
module = Part
author = InsertNameHere
mesh = model.mu
scale = 1
rescaleFactor = 1
node_stack_top = 0.0, 0.2135562, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -0.1872844, 0.0, 0.0, -1.0, 0.0, 1
TechRequired = ionPropulsion
entryCost = 16800
cost = 8000
category = Engine
subcategory = 0
title = CubeShip Electric Engine
manufacturer = Magical Dwarves Inc
description = Magical Engine-ery
attachRules = 1,0,1,1,0
mass = 0.25
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 2000 // = 3600
bulkheadProfiles = size0
MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = NanoParticles
rate = 10
}
}
RESOURCE
{
name = NanoParticles
amount = 0
maxAmount = 1
}
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = False
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 300
heatProduction = 0
PROPELLANT
{
name = ElectricCharge
ratio = 1
DrawGauge = True
}
PROPELLANT
{
name = NanoParticles
ratio = 0.1
}
atmosphereCurve
{
key = 0 100
key = 1 100
key = 6 100
}
}
MODULE
{
name = FXModuleAnimateThrottle
animationName = colorAnimation
dependOnEngineState = True
responseSpeed = 0.5
}
MODULE
{
name = ModuleTestSubject
environments = 15
useStaging = True
useEvent = True
}
}


RESOURCE_DEFINITION
{
name = NanoParticles
density = 0.001
unitCost = 0.1
hsp = 2010
flowMode = STACK_PRIORITY_SEARCH
transfer = NONE
isTweakable = false
}

The engine generates this second non-massless resource and stores it, so no holding tanks are needed. The main propellant is still electricity.

Looks great! Now if only there were more tutorials on making one with a custom model! :D

Link to comment
Share on other sites

  • 7 months later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...