StarVision Posted June 29, 2015 Author Share Posted June 29, 2015 I did manage to get the Enterprise to work with a warp engine. So that was nice. I set it to 31.4x c warp speed, which is 1/10 of the max safe speed of the Enterprise (Old scale Warp 6). I had to remove the Impulse Power and replace it with more powerful RCS engines so that you don't thrust and warp with the throttle.I've basically done the same thing so far. The balancing is hard though. Since I made the ships heavier, I also need to make them more powerful, and then that leads to even more complications. I think I've got them balanced for stock, I just need to somehow find a way to get them to work with the warp plugin. I'm hoping I'll be done sometime tomorrow.Also the photon torpedo is really awesome with BDArmory now. Quote Link to comment Share on other sites More sharing options...
Whirligig Girl Posted June 30, 2015 Share Posted June 30, 2015 (edited) I've basically done the same thing so far. The balancing is hard though. Since I made the ships heavier, I also need to make them more powerful, and then that leads to even more complications. I think I've got them balanced for stock, I just need to somehow find a way to get them to work with the warp plugin. I'm hoping I'll be done sometime tomorrow.Also the photon torpedo is really awesome with BDArmory now.Would it not be possible to make the impulse engine a separate part? You could then separate their throttles. I suspect the high thrust from them would pull (push?) it apart unless you could somehow guarantee a perfectly solid connection.And please have some method of docking the shuttle to the Enterprise without an ugly docking port.I tried a claw, but then happened. Edited June 30, 2015 by GregroxMun Quote Link to comment Share on other sites More sharing options...
Guest Posted June 30, 2015 Share Posted June 30, 2015 Woohoo! I've got the TARDIS back!Fan-tastic! Quote Link to comment Share on other sites More sharing options...
StarVision Posted June 30, 2015 Author Share Posted June 30, 2015 (edited) Would it not be possible to make the impulse engine a separate part? You could then separate their throttles. I suspect the high thrust from them would pull (push?) it apart unless you could somehow guarantee a perfectly solid connection.And please have some method of docking the shuttle to the Enterprise without an ugly docking port.I tried a claw, but then happened.I guess I could make the impulse a separate part, but that would require editing the model and putting the whole thing through unity again. I'm kind of scared to do that because I've been using the same exported model for a really long time now, so I'm worried I'm going to break it if I change something. I suppose Voyager wouldn't have this problem, because it already has two big parts. I just have to use MODEL{} to put in a new thrustTransform, because the current one is designed for landing vertically..Something that might work though is to have just another engine on the part. That would mean two 'activate engine' things, but it would be pretty obvious which engine you activated by the presence of the giant warp bubble. There's still another solution to this though: obscenely overpowered RCS.On the topic of docking, maybe I can edit the existing docking port to blend in better, and barely stick out of the hull. Something like that would be a lot nicer. Or I could just create a new one entirely. Maybe it could have an animation that makes it invisible, kind of like the Tardis but even more so.edit: problem solvedJavascript is disabled. View full album Edited June 30, 2015 by StarVision Quote Link to comment Share on other sites More sharing options...
Whirligig Girl Posted July 1, 2015 Share Posted July 1, 2015 (edited) I guess I could make the impulse a separate part, but that would require editing the model and putting the whole thing through unity again. I'm kind of scared to do that because I've been using the same exported model for a really long time now, so I'm worried I'm going to break it if I change something. I suppose Voyager wouldn't have this problem, because it already has two big parts. I just have to use MODEL{} to put in a new thrustTransform, because the current one is designed for landing vertically..Something that might work though is to have just another engine on the part. That would mean two 'activate engine' things, but it would be pretty obvious which engine you activated by the presence of the giant warp bubble. There's still another solution to this though: obscenely overpowered RCS.On the topic of docking, maybe I can edit the existing docking port to blend in better, and barely stick out of the hull. Something like that would be a lot nicer. Or I could just create a new one entirely. Maybe it could have an animation that makes it invisible, kind of like the Tardis but even more so.edit: problem solvedhttp://imgur.com/a/G27pZAnd I am very excited to be able to use a warp engine without a noobish hack that I used. And for photon torpedoes.edit: I tried that docking port thing, but do NOT have any superhigh impulse power unless you want both the shuttlebay and the shuttle to fall off. No more than six gees of accelleration should be available to the Enterprise.Also, a bit of a request. It would be really neat if a more accurate simulation of resources was simulated. Deuterium+Antideuterium used to create Warp Plasma and Deuterium and Warp Plasma used in a warp engine, where Warp Plasma is massless (as the unheated material that becomes warp plasma never leaves the ship, it is just stored elsewhere), and Deuterium/Antideuterium has mass. Warp Nacelles that have bussard collectors (which are all of them in the mod so far) can constantly replenish Deuterium/Antideuterium, especially at higher warp factors.This is supposedly how Star Trek propulsion works.A request:Firespitter textureswap for renaming starships, including Kerbalized starship names. Edited July 1, 2015 by GregroxMun Quote Link to comment Share on other sites More sharing options...
Whirligig Girl Posted July 1, 2015 Share Posted July 1, 2015 Javascript is disabled. View full albumSome of my favorite Enterprise shots. Quote Link to comment Share on other sites More sharing options...
flori1994 Posted July 7, 2015 Share Posted July 7, 2015 (edited) hmm can i have the code for the phaser and the torpedo subsystem of the lcars mk 2 mod?? Edited July 8, 2015 by flori1994 Quote Link to comment Share on other sites More sharing options...
StarVision Posted July 8, 2015 Author Share Posted July 8, 2015 hmm can i have the code for the phaser and the torpedo subsystem of the lcars mk 2 mod??Why would you ask for that here? Anyways, as required by the forum rules you can look over Philotical's code if you want to, but you can't copy it or anything, as that would be stealing. His thread is here.In regards to my mod, I think the balancing update is good to go. I took the sort-of-easy way out for the warp drive. I just made a separate part for the module, so you can attach it to the current ships, which have had a node placed at 0,0,0 for you to place it into (except for the phoenix, which has it's own part as it should). I'm actually on holiday right now, but I might be able to get it uploaded later this week, after a bit more testing. Quote Link to comment Share on other sites More sharing options...
flori1994 Posted July 11, 2015 Share Posted July 11, 2015 (edited) i thank you have missunderstanded me. i want to make your voyager for me lcars ready with gunsbtw your pack is great Edited July 11, 2015 by flori1994 Quote Link to comment Share on other sites More sharing options...
StarVision Posted July 11, 2015 Author Share Posted July 11, 2015 i thank you have missunderstanded me. i want to make your voyager for me lcars ready with gunsbtw your pack is greatFrom what I gather, you just have to copy the modules from this post into Voyager's cfg (located in SciFi/_Voyager/Parts/voy_saucer/part.cfg)So basically just copy this code into the cfg somewhere before the final closing bracket and you should be good:MODULE{ name = LCARSMarkII engine_type = 0.1 // valid settings: 0.1,0.25,0.5,1,2,3,4,5 CrewQuartiers_MaxCrewSpace = 0 // int seat number; set to a reasonable value for this model // resource options max_resource_tanks = 1 // int tank number; set to a reasonable value for this model max_resource_amount = 0.5 // float in tons; set to a reasonable value for this model TractorAssembly_GameObjects = // a list of GameObects, that are actually present in the model. If you don't know the exact name(s), leave it empty.}RESOURCE{ name = CondensedDeuterium amount = 100 maxAmount = 500}and you'll have to change Voyager's current ElectricCharge resource to this (delete the old one and paste this one in.)RESOURCE{ name = ElectricCharge amount = 50000000 maxAmount = 50000000}Of course there are no guarantees this will work, but here's hoping. Quote Link to comment Share on other sites More sharing options...
flori1994 Posted July 12, 2015 Share Posted July 12, 2015 yes that have i already in the cfg but the ship says ingame that there are no phasers or torpedos Quote Link to comment Share on other sites More sharing options...
StevieC Posted July 12, 2015 Share Posted July 12, 2015 I'd like to see Great Fox and the Arwing made available. Quote Link to comment Share on other sites More sharing options...
StarVision Posted July 13, 2015 Author Share Posted July 13, 2015 yes that have i already in the cfg but the ship says ingame that there are no phasers or torpedosI think I know how to fix it. From what I can tell, the torpedoes and phasers are emitted from gameObjects which have to be specified in the cfg. In the LCARSMarkII module, after the line where it says TractorAssembly, paste this in:PhaserBanks_GameObjects = thrustTransformTorpedoTubes_GameObjects = thrustTransformIt's kind of a dirty way of doing it, but unless they need some sort of special of tag or collider, I don't see why it wouldn't work. Quote Link to comment Share on other sites More sharing options...
flori1994 Posted July 13, 2015 Share Posted July 13, 2015 (edited) that is not working. i have tried that in this way:MODULE{ name = LCARSMarkII engine_type = 5 // valid settings: 0.1,0.25,0.5,1,2,3,4,5 CrewQuartiers_MaxCrewSpace = 100 // int seat number; set to a reasonable value for this model // resource options max_resource_tanks = 6 // int tank number; set to a reasonable value for this model max_resource_amount = 1000 // float in tons; set to a reasonable value for this model TractorAssembly_GameObjects = BackLight,FrontLight // a list of GameObects, that are actually present in the model. If you don't know the exact name(s), leave it empty.PhaserBanks_GameObjects = thrustTransformTorpedoTubes_GameObjects = thrustTransform} Edited July 13, 2015 by flori1994 Quote Link to comment Share on other sites More sharing options...
StarVision Posted July 16, 2015 Author Share Posted July 16, 2015 that is not working. i have tried that in this way:MODULE{ name = LCARSMarkII engine_type = 5 // valid settings: 0.1,0.25,0.5,1,2,3,4,5 CrewQuartiers_MaxCrewSpace = 100 // int seat number; set to a reasonable value for this model // resource options max_resource_tanks = 6 // int tank number; set to a reasonable value for this model max_resource_amount = 1000 // float in tons; set to a reasonable value for this model TractorAssembly_GameObjects = BackLight,FrontLight // a list of GameObects, that are actually present in the model. If you don't know the exact name(s), leave it empty.PhaserBanks_GameObjects = thrustTransformTorpedoTubes_GameObjects = thrustTransform}You could try removing the BackLight,FrontLight stuff, as that isn't supposed to be there. I'm not really sure what else to do. There must be some special thing in Unity that it needs.The new version is uploaded, and hopefully is bug free. Voyager can fly a lot better in atmosphere now that I've adjusted some things. No more flipping out (within reason). Everything in the pack has also been rebalanced, and should run a lot better. Anyways, try it out.And don't be afraid to tell me if something doesn't seem right or should be adjusted. That's one of the main reasons this update came out anyways. Quote Link to comment Share on other sites More sharing options...
Changestormer Posted July 17, 2015 Share Posted July 17, 2015 Oh, man, this looks sooooo awesome.. but I've had a truly insane day and this looks just too incredibly cool to actually work without me deleting, changing and tweeking for hours, and I'm just not up to it.But the gallery was worth viewing and was interesting, so thanks for that, and thanks for creating such a incredibly great looking mod. Quote Link to comment Share on other sites More sharing options...
VASMIR Posted August 1, 2015 Share Posted August 1, 2015 Can you add a 1:1 scale Normandy Sr2 or the Destiny Ascension in the next update? Not a request, but an idea. Quote Link to comment Share on other sites More sharing options...
crasher925 Posted August 1, 2015 Share Posted August 1, 2015 are you planning to make the NX-01 at some point? i dont have the skill to make it myself Quote Link to comment Share on other sites More sharing options...
TheREALJebidiah Posted August 18, 2015 Share Posted August 18, 2015 Could it be possible to add a different TARDIS interior? If you can't I understand. Anyways great mod all and all! Quote Link to comment Share on other sites More sharing options...
KerboNot Posted August 23, 2015 Share Posted August 23, 2015 Are we going to see a Defiant soon? It's the best ship! Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted September 8, 2015 Share Posted September 8, 2015 Here's a Module Manager patch y'all can use to let Kerbals "plant" the flag on the ground with KIS:@PART[folding_flag]{ MODULE { name = ModuleKISItem allowStaticAttach = 1 }} Quote Link to comment Share on other sites More sharing options...
Ogcorp Squirrel Posted October 18, 2015 Share Posted October 18, 2015 A TARDIS! now i need a doctor who IVA suit texture for a kerbal to be the DOCTOR! TEXTURE MUST HAVE BOWTIE, bowties are cool (11th doctor ) - - - Updated - - -I'd like to see Great Fox and the Arwing made available. That would be cool, but how would the arwing float? Quote Link to comment Share on other sites More sharing options...
Tweakk Posted November 5, 2015 Share Posted November 5, 2015 This might seem silly but I am having trouble getting the sci fi ship yards file to work. More specifically I'm trying to figure out where to put all the files so all the ships will work. Quote Link to comment Share on other sites More sharing options...
CommanderSonic Posted November 13, 2015 Share Posted November 13, 2015 (edited) This mod is amazing, I use it at least once every five times I play Kirbal Space Program. Could you take a kind request, about the refit enterprise from the original 6 movies? Edited November 13, 2015 by CommanderSonic Quote Link to comment Share on other sites More sharing options...
PhoenixStar117 Posted November 18, 2015 Share Posted November 18, 2015 Hey just curious to what happened to the old ship systems and such? You know when you could activate the impulse engines and there was hovering and phasers and such? Now it's just a bunch of ship models with overpowered thrusters. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.