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[1.x.x] Kerbal Hacks: Wearable KIS Props


Enceos

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Fancy lights and animations on your Kerbals will make them look like a Christmas tree! Customize and make them shine with these glowing props during upcoming holidays and ever after.

Current parts:

  1. Helmet Lights for those times when you wanted to take kerbal selfies during nights.
  2. Cupola Helmet for better angle of view when playing with the Through The Eyes of a Kerbal mod.
  3. Jetpack Light, useful when your Kerbal doesn't wear the standard helmet.
  4. Omni-Tool, a fancy replacement of the screwdriver tool (left handed, so use the "H" KIS hotkey).
  5. Holo Goggles, brings diversity to Kerbals, has a Firespitter color switcher.
  6. Aviator Sunglasses,
  7. "Eyepatch" Holo Visor,  has an EVA propellant level indicator (male and female versions)
  8. Blinking Mic Headset
  9. Hard Hat (4 colors)
  10. Cowboy Hat (the hat color and the band color are changeable independently, 11 hat colors and 8 band colors)
  11. Fedora Hat (the hat color and the band color are changeable independently, 11 hat colors and 8 band colors)
  12. Academy Hat (animated)
  13. Walkie Talkie (couldn't make it work like an antenna, so it's gonna be just a vanity item for now)

 

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CKAN-Indexed-brightgreen.svg      SpaceDock-listed-blue.svg

Download from Spacedock

Requirements:

- Kerbal Inventory System

- Community Category Kit

The Holo Visor has an EVA Propellant indicator which is there for users of the Through The Eyes of a Kerbal first person view mod and requires the Indicator Lights core plugin for animation.

Suggested:

- Firespitter (for switching the color on the Holo Goggles)

 

License: ARR

Edited by Enceos
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5 hours ago, Bloody_looser said:

Finally, a mod crucial for my gameplay. Thank you, sir.

 

UPD.

@Enceos, Mic headset is missing a category in cfg.

My bad thanks for the report, but you can still find them all in the EVA category which comes along with KIS and Community Category Kit.

@Jaxx now available on CKAN.

Edited by Enceos
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@Enceos : First off - awesome ! When i saw it on spacedock i started reading the description, halfway through i had an idea to make this compatible/integrated with "Through The Eyes of a Kerbal" mod and that functionality was mentioned ofcourse right on the next line :)

Next: suggestions from "department of bright ideas" :)

Is there any chance to make a JSI-like system of HUD parts with functionality ? Is it possible to make a KIS inventory just for Kerbal's heads ?

If above is possible, then players could do gameplay immersion as follows:

1. Equip Kerbonauts with launch-phase head-gear

2. Kerbonauts can then change head-gear for class-specific, task-specific or mission-specific equipment

3.In first person view, headgear would provide required information to a player that is not usually accessible (look at point 2 for purpose).

 

Not all gear would be available on start of career mode, it would sit somewhere inside tech-tree.

 

Examples :

1. Engineer class may need welding mask to use welder, to permanently join two parts (to be used with RoverDude's Konstruction perma-join-Ports)

2. Scientist could examine surface samples in field through a vision-augmentation reticule, making detection of rare resources easier (or even possible, if currently no other means exist for direct observation)

3. Pilot can see in dark or fog to safely navigate atmospheres or through the void of space

4. Any of the above classes will need a gold-coated visors (in first person mode) to perform EVA tasks near Kerbol without being blinded

5. For tourist-class Kerbal, a pair of shaded/black glasses (same for space-tourists in mission control contracts)

6. Doctor/Biologist class field diagnostics for later treatment of injuries or ilnesses

New items suggestions:

-bandana

-WW2 pilot scarf with goggles

-earrings for females

-basic set of indicators that work with above additions specialist equipment : oxygen/supplies (for life-support mods), RCS, G-force meter, basic compass, high speed collision indicator (avoid bumping into parts on EVA)

 

Edited by fatcargo
minor spelling and fluency improvement
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@fatcargo Thank you for the list of good suggestions, sir! Many of the functionality type things you mentioned are possible to make with skills of an experinced programmer and around two weeks of his personal time, I am not a programmer of course. The KIS props are not usable in IVA, so tourists won't wear anything.

I didn't dig into RPM type stuff, but something tells me that if button colliders work outside of IVA mode it could be possible to take the RPM Hud out into the open.

It is possible to integrate some functionality of the Indicator Lights mod into the parts, instead of a led light an icon on the visor screen would appear. But the current Indicator Lights work only with emissive shaders, which lack transparency, I had to use the particle type shader to emulate the glowing hologram stuff. The particle shader uses a different color variable called "Tint Color", which also has RGBA parameters. If the Great and Powerful mister @Snark could provide support for this shader in his mod, It would be possible to add functionality to the visor screens and more :3

Here's the look of the "EyePatch" visor from a Kerbal's perspective.

EnLbE5F.jpg\

P.S. Bandana is available in the ProProps pack. I don't know how earrings should look on an earless kerbal head.

 

 

Edited by Enceos
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@Enceos For RPM : something could be done about it. RPM is built with extendability / accessibility in mind, so "under the hood" it's code may be open enough to be reviewed by coder for adaptation to the mentioned ideas.

What important questions are

a) if KSP allows attachments to Kerbonaut body - confirmed with KIS parts like hammer/screwdriver

b) if KSP allows clicks to parts of Kerbonaut body (attached or not) - currently unknown, i don't know of any plugins that do this

 

For now however, maybe a small mouse-over indicator of clickable area could be added behind Kerbal's head which allow access to all possible actions. By mouse-over i mean indicator that is displayed only when player moves mouse pointer over that area, so it does not add visual clutter and make Kerbal heads look strange while player does something else (similar to above idea of head-gear functionality, just for clicks)

 

Also, if possible please add to your plugin's API detection if Kerbonaut has helmet or not, so head-gear addon creators may write/design parts aware of this.

If RPM-like functionality may be added, imagine moving MFD-style reticule overlay to first-person view ! :P

Edited by fatcargo
clarification
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3 hours ago, Enceos said:

It is possible to integrate some functionality of the Indicator Lights mod into the parts, instead of a led light an icon on the visor screen would appear. But the current Indicator Lights work only with emissive shaders, which lack transparency, I had to use the particle type shader to emulate the glowing hologram stuff. The particle shader uses a different color variable called "Tint Color", which also has RGBA parameters. If the Great and Powerful mister @Snark could provide support for this shader in his mod, It would be possible to add functionality to the visor screens and more :3

Hm, interesting, you have my attention.  :)

IndicatorLights is currently joined-at-the-hip to emissive shaders only, but not because it particularly has to be-- that's just what was convenient for me when I was writing it.  If there are other standard Unity shaders to interact with (such as "tint color" or whatever), I suspect it wouldn't be all that hard to factor in some flexibility with IndicatorLights so that it's possible to do the thing with the other shader.  Need to look into this some more.  No promises, but if it turns out I can do some minor tweaking to enable your scenario, I will delightedly do so.

Discussion of details will likely involve extended back-and-forth technobabble that's probably not directly interesting to users of either your mod or mine, so I'll follow up with you in PM if I have questions.  Let me get back to you in a little while.

3 hours ago, Enceos said:

I don't know how earrings should look on an earless kerbal head.

How about Frankenstein-style neck bolts?  :)  (Their heads are already approximately the right size, shape, and color...)

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