SpaceMouse Posted February 26, 2018 Share Posted February 26, 2018 I would also like to second the way cars are assembled bottom up isn't very intuitive. Took me a while to figure it out. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted February 26, 2018 Share Posted February 26, 2018 17 hours ago, blackheart612 said: Note that we're not using any special mods and these are fully stock so there's no special trick here. Your idea was good. The way you did things, this mod will probably go on forever without newer versions of KSP ruining it. It is no hassle to dock them outside. It would have been a hassle to have this stop working every time squad releases a new version. So it was a good choice. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 27, 2018 Author Share Posted February 27, 2018 @SpaceMouse You could technically build chassis or platform first. Just need to put a kerbal on the cabin in case it doesn't give you one due to it not being a root part. Quote Link to comment Share on other sites More sharing options...
kopapaka Posted February 27, 2018 Share Posted February 27, 2018 Quote Link to comment Share on other sites More sharing options...
Chrisbburn Posted February 27, 2018 Share Posted February 27, 2018 Seems the hitch parts are hidden behind "Coupling" tech is that correct? Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted February 27, 2018 Share Posted February 27, 2018 (edited) 14 hours ago, Chrisbburn said: Seems the hitch parts are hidden behind "Coupling" tech is that correct? I too get tired of looking all over for parts, be it with this mod's parts or others. What I usually do is to type in the name of the part creator (in this case, "kerbal standard") as depicted in the part description, right into the search browser above the parts list. It will then display all parts where the searched words appear, making it easier than going through command pods, then structural, then wheels, then utility etc. Edited February 28, 2018 by Daniel Prates Quote Link to comment Share on other sites More sharing options...
MaxPeck Posted February 27, 2018 Share Posted February 27, 2018 Love airplane plus, and now this is great. I like being able to build purpose-made vehicles and aircraft that aren’t just sideways rocket retreads. If I could make one tiny suggestion, purely for aesthetic purposes... could you consider implementing firespitters texture switch ability and offering us something other than schoolbus yellow? I get the stock-alike principle, but being able to put out some off-white and gray vehicles for use away from KSC would be awesome. I’m sure the warplay folks would love some OD and woodland or digital camo options too. Just a thought. Thanks for putting this together! Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 27, 2018 Share Posted February 27, 2018 (edited) On 2/25/2018 at 9:03 PM, Z3R0_0NL1N3 said: This is awesome! I absolutely adore vehicle packs for KSP! I really want to try this out, but I have a paper due tomorrow Are you going to have the stock vehicles in the pack? I know I can get them from Lack's stock expansion or KSOS, but if it's simple, having them all in one place would be nice, as would others like KSOS's, since the mod is barely supported any longer. One more suggestion, @Omega482 has a building pack as seen below, which has a set of some more like a forklift. Though these would require IR, it's an interesting idea. Reveal hidden contents I wonder what it would take to make parts like that compatable with @RoverDude's Construction mod. It can move things like that crane usefully enough. Edited February 27, 2018 by DStaal Remove Post Triplication. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 28, 2018 Author Share Posted February 28, 2018 @Chrisbburn If you're talking about where it is in the tech tree, yes it is where the docking ports are. Hitch Coupling isn't a tech available at start for balancing purposes. Otherwise, you can refer to Daniel Prates's post. @MaxPeck Let's see. I intended the mod to be perpetually up to date due to being like a stock part. Texture switch did cross my mind. I'm not sure whether I should include it or not. @DStaal I was very interested with Konstruction but never got to play around with it. So I'm actually not sure about the parts it has. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted February 28, 2018 Share Posted February 28, 2018 (edited) Fantastic! I can't believe I didn't see this until today - great job! EDIT: and yet another piece of SXT (the trucks) is replaced in my install. Edited February 28, 2018 by theonegalen Quote Link to comment Share on other sites More sharing options...
Eskandare Posted February 28, 2018 Share Posted February 28, 2018 3 minutes ago, theonegalen said: Fantastic! I can't believe I didn't see this until today - great job! I saw it on the dev chat for a while, @blackheart612 great job! I hope my trucks come out half as good as this. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted February 28, 2018 Share Posted February 28, 2018 Man, it's been so long since I've been in the dev chat. School and staying up late to work on KSP got me like . Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 28, 2018 Author Share Posted February 28, 2018 @Eskandare I saw your models. They're clearly better modeled than these square things. So I have no doubts! Quote Link to comment Share on other sites More sharing options...
Eskandare Posted February 28, 2018 Share Posted February 28, 2018 Just now, blackheart612 said: @Eskandare I saw your models. They're clearly better modeled than these square things. So I have no doubts! Eh, I suppose... I feel yours are more like the stock vehicles though, but I've been making some color choices to make them blend in. Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 28, 2018 Share Posted February 28, 2018 1 hour ago, blackheart612 said: @DStaal I was very interested with Konstruction but never got to play around with it. So I'm actually not sure about the parts it has. It's got a grab arm, a couple of magnets, a forklift, and some extending legs/wheels. (Relevant to this discussion - it has other parts as well.) It doesn't have that crane - but the abilities of that crane are clearly within what it can handle from the parts that it does have. I was more wondering what it would take to make the models work with the Konstruction DLL, allowing movement and use without going to IR. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 28, 2018 Author Share Posted February 28, 2018 20 minutes ago, DStaal said: It's got a grab arm, a couple of magnets, a forklift, and some extending legs/wheels. (Relevant to this discussion - it has other parts as well.) It doesn't have that crane - but the abilities of that crane are clearly within what it can handle from the parts that it does have. I was more wondering what it would take to make the models work with the Konstruction DLL, allowing movement and use without going to IR. While I entertained the idea of having FSTextureSwitch, depending on another dll is certainly not one of the ideas of making this mod. So there's that. But I'm not sure if Konstruction parts themselves could fit in the existing parts or parts to come. That way, you could just use it in harmony with it. Quote Link to comment Share on other sites More sharing options...
MaxPeck Posted February 28, 2018 Share Posted February 28, 2018 (edited) 54 minutes ago, blackheart612 said: While I entertained the idea of having FSTextureSwitch, depending on another dll is certainly not one of the ideas of making this mod. So there's that. But I'm not sure if Konstruction parts themselves could fit in the existing parts or parts to come. That way, you could just use it in harmony with it. Yup.... Konstruction has a forklift, a crane and a few other nifty articulated parts. They’re all KSC yellow too, so they blend in pretty well with yours. One thing Konstruction doesn’t have is a lot of choices as far as the platform you mount it’s things on, so your mod actually checks that box nicely. 54 minutes ago, blackheart612 said: While I entertained the idea of having FSTextureSwitch, depending on another dll is certainly not one of the ideas of making this mod. So there's that. But I'm not sure if Konstruction parts themselves could fit in the existing parts or parts to come. That way, you could just use it in harmony with it. I noticed your mod came packed with Firespitter, so I assumed there was some kind of dependency. Regardless, can’t you make FSTextureSwitch an optional “if has” as opposed to a “must have”? I feel like that would be a MM thing? I don’t really know a whole lot about the nuts and bolts of KSP coding so I’m just making educated guesses. Edited February 28, 2018 by MaxPeck No idea why it’s quoting you twice. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted February 28, 2018 Share Posted February 28, 2018 (edited) 3 hours ago, blackheart612 said: While I entertained the idea of having FSTextureSwitch, depending on another dll is certainly not one of the ideas of making this mod. So there's that. But I'm not sure if Konstruction parts themselves could fit in the existing parts or parts to come. That way, you could just use it in harmony with it. Have no worry, I've got plans to use RoverDude's construction plugin in a couple of parts in my truck mod. I'll see about making it interchangeable. I'll have it use the :NEEDS[MOD] MM line in the part. Additionally, I'm starting to incorporate interstellar fuel switch into my mods for the texture switching and animated cargo containers, so maybe, and with your permission, I can later add a couple of additional textures based off of your truck texture and use an MM patch in my mod for your trucks. With that, the "Super Carrot" Heavy Drill is being towed off to the painter. Edited February 28, 2018 by Eskandare Quote Link to comment Share on other sites More sharing options...
BelfastBrawler Posted February 28, 2018 Share Posted February 28, 2018 Interesting mod. It would be cool to see some bigger payload parts in the future. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 28, 2018 Author Share Posted February 28, 2018 @MaxPeck A firespitter in the zip?! Must be a remnant of AirplanePlus It's not dependent with any. But I did think at some point to add textureswitch. @Eskandare If you're going to customize the configs, just make sure to ask for a written permission before using them, just to have it if asked (because of strict licensing), though I just give away permissions once asked almost all the time, as long as there's proper crediting. If you're going to use MM configs, then that's fine any time @BelfastBrawler There's a little bigger, parts on my head right now, but really huge parts aren't on my plans. Quote Link to comment Share on other sites More sharing options...
Chrisbburn Posted February 28, 2018 Share Posted February 28, 2018 7 hours ago, blackheart612 said: @Chrisbburn If you're talking about where it is in the tech tree, yes it is where the docking ports are. Hitch Coupling isn't a tech available at start for balancing purposes. Otherwise, you can refer to Daniel Prates's post. Ok I'll take a look. They are not showing up in the tech tree that's what confused me. In sandbox they are there in the parts list. I'll unlock miniaturisation and see. Quote Link to comment Share on other sites More sharing options...
MaxPeck Posted February 28, 2018 Share Posted February 28, 2018 1 hour ago, blackheart612 said: @MaxPeck A firespitter in the zip?! Must be a remnant of AirplanePlus It's not dependent with any. But I did think at some point to add textureswitch. I stand corrected - I just went and re-downloaded it to check and there is no FS in the zip. Still, I would think it wouldn't be that hard to put a MM config together to allow texture switch if FS is installed, otherwise, not. That way it's not a dependency, but still available? (says the guy who couldn't write a MM config with a gun to his head) Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted February 28, 2018 Author Share Posted February 28, 2018 @Chrisbburn I actually forgot where exactly I put the coupling tech... It's completely possible I mistakenly put the category on the tech unlock... I'll go check soon and patch it ASAP if it's the case. @MaxPeck Two have a texture switch, you need to make another texture, not just a config Nevertheless, I'm still interested. We'll see what happens in the future. Focusing on adding parts at the moment. It's actually more complicated than planes... Quote Link to comment Share on other sites More sharing options...
MaxPeck Posted February 28, 2018 Share Posted February 28, 2018 4 hours ago, blackheart612 said: @MaxPeck Two have a texture switch, you need to make another texture, not just a config That seems like the easy part... put the texture in photoshop, play with color, resave it. I mean compared to the rest of what you’re doing, modeling parts with the whole tongue-in-groove system you’ve got going on and making them fit together perfectly is no small task I would imagine. Quote Link to comment Share on other sites More sharing options...
YoloT47 Posted March 1, 2018 Share Posted March 1, 2018 So THIS is what you've been working on! Quote Link to comment Share on other sites More sharing options...
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