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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)


Alskari
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I am having some trouble with IVA orientation, I searched the forum and can't find a solution, so I'll post here and hopefully someone knows a fix.

I understand that the cockpit needs to be the root part of the vessel to correctly orient, is there a way to have multiple cockpits in different directions on the same vessel?

Also, when I EVA and return, the internals turn invisible and all that shows is the RPM monitor and switches, does anyone know a fix?

Thanks

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  • 5 weeks later...
I am having some trouble with IVA orientation, I searched the forum and can't find a solution, so I'll post here and hopefully someone knows a fix.

I understand that the cockpit needs to be the root part of the vessel to correctly orient, is there a way to have multiple cockpits in different directions on the same vessel?

Also, when I EVA and return, the internals turn invisible and all that shows is the RPM monitor and switches, does anyone know a fix?

Thanks

When you have several command modules or cockpits, you just rightclick in the one you want to use as reference and click "control from here" As for the JSI fix, it may be just because its outdated.

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+1 for asking if this is still being worked on or at least recompiled for .90. I just got back from a 9month long hiatus from playing KSP and have been itching to make some cool things now that the welding tool and tweakscale have been integrated well. I would like to be able to continue my dawn carrier story!

Speaking of tweakscale, it might be easier for the mod if it used tweakscale instead of having a bunch of parts sized differently.

come back Alskari pleaaaaaaseee :) if you don't have time to really work on the mod (real life can do that heh), could you at least re release the mod so we can keep a community version alive?

Edited by not-a-cylon
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First: Please Forgive any Failures in Grammatic or Speech, English is not my natural Language.

I LOVED this Mod, i made myself a lot of Work to use it furtheron.

For the 1.05 Version of KSP, I used Node Manager to fix the Node Connecting Issues and the Direction of the Connectors. I made LARGE Constructions and managed to "Weld" Parts with the Welding Mod. I managed to simplify the Parts and made them Scaleable with Tweak-Scale, so the Game hadn't to load Three different Parts, when One is enough. Why did i mention that? Because when I had done all the Above and sat on the Mun, planning my Base, it became a Philosphy Problem!

1. The Surfaces are looking Ugly, when Scaling Parts too big

2. There are (Sometime very tiny) Gaps between some Parts, when constructing

3. So you have a Base of, let's estimate, 50 welded Parts, a really large Construction. But what now ?!

For me, Number 3 was the biggest Problem! The Kerbals can't (without cheating) remove the Helmet, so they walk (In my Case) through Corridors, up Ramps, through Airlocks, and that's all. Yes, all! You could also walk through the KSC with more sugar for the Eyes, because of the better Textures!

 

To REALLY Revive this Mod (and also Bavaria here, which fits very nice with Hollow Structures:

or this, which gives more parts for Kerbals to use:

 

Following Things would be necessary, in MY Opinion in this Order:

1. Someone has to create "Useful" Equipment, for example Seats, which count for a Base/Station/Science and so on for the Career System, or Equipment which gives Bonus for Mining/Steering/whatever, you know what I mean. In the Moment, the Equipment is only a toy. Don't misunderstand me, I appreciate the Work and the Knowledge of the Creators and love their Mods, but a bit more "usefulness" for the advanced Players would be nice. To compare, think at Lego. With 3 or 4 Years, Lego Junior was Fine, but with 6,7,8 Years, Lego Technic becomes more interesting and you want to do more with the Parts.

2. A Texture Beautification

3. Rework of the Parts, for Example the Airlock. When Scaling to very Large Proportions, the difference between the inner Surface of the Airlock and the Mun's Surface (for Example) becomes too big. Yes, you can use others Parts, for example the Stock Plate, to compensate, but it looks ugly. Also, the Switch for the Airlock Cycle looks and seems "Too high" at the Wall.

Yes, Yes, I know, these are all Minor Problems, but when I tried to work up the Mods, it seems in the sum too much work for me alone.

Also, nobody wrote here for years, so i thought the Mod is Dead and gave up Hope, because some parts feel not finalized.

If there's someone who is willing to revive these mods (and I think of ALL of the above!!!), I can offer my help with scaling and scripting and I would also diving in Module-Scripting, because in RL my work is similar and I think we can manage this. So message me, if you're interested, even if you only want ONE of the above to be Improved!

I can offer a private Teampeak Server, experience in playing Games, Unix, Linux and 45 Years of Life Experience and Leading Teams. I have very little experience with Graphic Programs like Blender (for example) and my Time is limited because of my Family. I work the whole week but i would spare Time for a project like this. I'm also playing other Games where Building and Creating are a Big Part.

 

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Unfortunately this thread got too old and the author hasn't shown around for more than 18 months. In the meantime, downloads sites went offline so can't even find if there was a license with them. Sure can't see one in the OP (mandatory under Add-On Posting Rules now, but wasn't when the OP was written); no license means we have to consider it released under All Rights Reserved (ARR) to make sure the author rights are not trampled. Which effectively blocks any chance to publish a derivative work on any of Squad services (primarily this forum).

@eckithebull: believe better to open a new thread with your proposal, Add-On discussions seems a more fitting place (of course you may put there a link to this). This one can't be kept open while the author is MIA for further discussions that may well stray away from the subject.

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