kerbmario Posted June 13, 2022 Share Posted June 13, 2022 1 minute ago, Forked Camphor said: I don't think that is possible. I mean making a curve pipe or "S" shape. Unless LGG can add kinda the same funcionality that mods like procedural parts or procedural fairings have to edit curves. a shape like this _________ / \ | | | | \________/ Quote Link to comment Share on other sites More sharing options...
Guest Posted June 13, 2022 Share Posted June 13, 2022 1 minute ago, kerbmario said: a shape like this _________ / \ | | | | \________/ Oh, that is totally doable, even with procedural parts. What I meant was something like this Spoiler The transition from the intake on the top to the exhaust on the bottom-rear is really smooth, no sharp angles. That type of shape are impossible to do in KSP, which limits a lot of creative designs, like those inspired by X-33 body, Rafale intakes, Dream Chaser, flying wings, or streamlined style in general Quote Link to comment Share on other sites More sharing options...
kerbmario Posted June 13, 2022 Share Posted June 13, 2022 Just now, Forked Camphor said: Oh, that is totally doable, even with procedural parts. What I meant was something like this Hide contents The transition from the intake on the top to the exhaust on the bottom-rear is really smooth, no sharp angles. That type of shape are impossible to do in KSP, which limits a lot of creative designs, like those inspired by X-33 body, Rafale intakes, Dream Chaser, flying wings, or streamlined style in general i think only cones or fairings are kinda able do this intake-to-exhaust transition, but it would look bad. we would need smooth curved parts for that Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted June 13, 2022 Share Posted June 13, 2022 3 hours ago, kerbmario said: When will we get more included Textures, like Turbofan inlets? Likely never from Linux, he's very busy I assume. You can make your own textures, which fills the need for custom textures. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 24, 2022 Author Share Posted June 24, 2022 On 6/13/2022 at 7:56 AM, kerbmario said: When will we get more included Textures, like Turbofan inlets? (I want to create engine 2 of a Klockhead K-1011 with the cool looking elliptical/tube shape, with CRFP) Never from me sorry. I don't do textures, graphics or models, it's bad enough when I try to do a button. However, if someone were to submit something for inclusion, I'd be happy to do so Quote Link to comment Share on other sites More sharing options...
ItsJustLuci Posted July 21, 2022 Share Posted July 21, 2022 would there be any way to get this to play nice with confirmal decals or is the geometry just too complex? Quote Link to comment Share on other sites More sharing options...
QubicQuantum Posted August 14, 2022 Share Posted August 14, 2022 i cant seem to open the configuration gui on the parts. ive used f, tried unbinding what was also bound to f by default, couldnt get rmb to work either Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 30, 2022 Author Share Posted November 30, 2022 New release, 0.7.0.4 Fixed path for loading images (broken by new launcher) Quote Link to comment Share on other sites More sharing options...
Captain_Gropius Posted December 4, 2022 Share Posted December 4, 2022 I've discovered this mod recently and I have to say it's fantastic, it allowed me to go beyond on my aircraft recreations, thanks @linuxgurugamer for maintaining and continuing the good of work of @CarnationRED A couple questions...is it possible to import the shaders of Textures Unlimited to have metalic textures of the same type? Would it be possible to have procedural air intakes in the framework of this mod? I always thought that it would be cool to have a procedural airIntake mod, so I created a part .cfg and modified the base .mu on blender to make it more like an intake to check if it's possible to do it without having to write new modules, but the new part only appears in the parts list, once loaded in a craft it takes the shape of the regular CRFP fuselage, I assume the module code reloads the basic shape from somewhere. Thanks! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 4, 2022 Author Share Posted December 4, 2022 4 hours ago, Captain_Gropius said: I've discovered this mod recently and I have to say it's fantastic, it allowed me to go beyond on my aircraft recreations, thanks @linuxgurugamer for maintaining and continuing the good of work of @CarnationRED A couple questions...is it possible to import the shaders of Textures Unlimited to have metalic textures of the same type? Would it be possible to have procedural air intakes in the framework of this mod? I always thought that it would be cool to have a procedural airIntake mod, so I created a part .cfg and modified the base .mu on blender to make it more like an intake to check if it's possible to do it without having to write new modules, but the new part only appears in the parts list, once loaded in a craft it takes the shape of the regular CRFP fuselage, I assume the module code reloads the basic shape from somewhere. Thanks! First, your welcome Second, I'm not the developer of this mod, just maintaining it. That being said, I don't think the shaders can be moved/imported to this mod without some work. Maybe if someone else gets the urge, but for me, this is in maintenance mode Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted January 18, 2023 Share Posted January 18, 2023 I downloaded the supported texture mods, put them into gamedata, and also have this mod installed, but I still cant switch the textures Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted April 20, 2023 Share Posted April 20, 2023 My Fillet>Camfer button broke, has that happened to anyone else? Logs pending Quote Link to comment Share on other sites More sharing options...
Derb Posted May 18, 2023 Share Posted May 18, 2023 On 4/20/2023 at 10:52 AM, ElonsMusk said: My Fillet>Camfer button broke, has that happened to anyone else? Logs pending Same. It is just supposed to be click it to toggle, correct? Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted May 19, 2023 Share Posted May 19, 2023 On 5/18/2023 at 4:05 PM, Derb said: Same. It is just supposed to be click it to toggle, correct? It used to toggle back and forth for me, I think. Quote Link to comment Share on other sites More sharing options...
Swampycow Posted October 11, 2023 Share Posted October 11, 2023 Just wanted to say this is a really cool mod, thanks to @linuxgurugamer for maintaining it. Any demand for RSS/RP1 configs? If there's none already and some demand i can look into making some. Quote Link to comment Share on other sites More sharing options...
ctbram Posted October 30, 2023 Share Posted October 30, 2023 (edited) Can it be used with ksp 1.12.x? I am 7 years into a campaign and don't want to add a mod that [breaks] my persistent.sfs Edited November 2, 2023 by Vanamonde Quote Link to comment Share on other sites More sharing options...
ctbram Posted October 30, 2023 Share Posted October 30, 2023 On 10/26/2021 at 6:25 PM, The_Stinky_Broccoli said: This is basically the user friendly version of Procedural Parts, and I love it! Thanks again for bringing these mods back! "user friendly"? I am staring at a tube now for an hour trying to make it bend a little!!@!@! Maybe someone can make a video showing how "user friendly" it is because to me it seems you have to have a degree in quanatum-uclidean-pan-dimensional-physics and a minimum IQ of 3000 to use it Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted October 30, 2023 Share Posted October 30, 2023 (edited) 16 hours ago, ctbram said: "user friendly"? I am staring at a tube now for an hour trying to make it bend a little!!@!@! Maybe someone can make a video showing how "user friendly" it is because to me it seems you have to have a degree in quanatum-uclidean-pan-dimensional-physics and a minimum IQ of 3000 to use it It's simple enough once you get it. I don't use it anymore because there are some issues with Symmetry and the chamfers don't work anymore. Procedural Parts has hollow parts now, and Offset options. It's giving this a run for it's money. I was going to grab some screenshots for you but it seems my CRFP install is borked. I'll describe it, if it's of no help I apologize. If you're trying to 'bend' a pipe like, a corner pipe shape or something, I'm not sure that is possible. Creating a part is beyond me, never tried it. But using the menu to edit the part from the standard cylinder is easier. It's a cylinder by default, but the sliders let you change each corner from round to sharp. The green button will change the corner shape (when it works). The length option is further down the menu. Then below the length there's options like Run and Rise (IIRC), which offset up/down or left/right. There are also texture options within that menu, and an option to not use textures and use a solid colour instead. Edit: I wanted to clarify that making a single part in a pipe shape is likely not possible. But this mod can do that shape in a couple of parts because you can offset the axis bottom/top nodes. Meaning a couple pieces could form such a shape. Edited October 30, 2023 by ElonsMusk Quote Link to comment Share on other sites More sharing options...
fatcargo Posted January 21 Share Posted January 21 (edited) I'm just reporting a incompatibility for anyone else also stumbling on this issue. This isn't not a real bug report because i just rebooted my KSP1 playthrough after a long time and i'm not sure CC mod is up to date with KSP version. Alongside this mod, i installed also Allista's Configurable Containers v2.6.2.1 and main UI panel won't open. I found in log file a line with "Failed to add Resource [long integer number] to Simulation PartSet etc etc" It appears some resource is being removed while other parts/modules are trying to use it, and KSP isn't too happy about it. Edited January 21 by fatcargo Quote Link to comment Share on other sites More sharing options...
gilflo Posted March 23 Share Posted March 23 (edited) Hi, congrats for this mod This mod would be great if we could shape shields in order to adapt them on whatever re-entry shuttle!! Is it possible? Edited March 23 by gilflo Quote Link to comment Share on other sites More sharing options...
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