Paul Kingtiger

[WIP] Universal Storage

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Progress on the shroud family so far... finally coming together.

2yYyNUH.png

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difvLeB.png

Bit less grunge, and normal maps. I swear i've finished tweaking these things now :P 

dfXpA8n.png

1ycC53k.png

Edited by Daishi
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Just brilliant work. I want to be like @Daishi when I grow up

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Amazing...simply amazing!  I'm looking forward to seeing these in-game if I ever make it far enough in the tech tree.

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4 hours ago, Brigadier said:

Amazing...simply amazing!  I'm looking forward to seeing these in-game if I ever make it far enough in the tech tree.

Hah, they shouldn't be that far down. The idea is that each height is locked to a node so you progressively unlock multiple meshswitching variants as you go. Same idea with the wedge parts, making progressively upgrading a space station a possibility (take off the old smaller batteries from the trussing, replace them with the larger banks you fly up on a resupply mission, etc) 

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In game, with barely any performance impact (yet) :P

Will be converting the rest of the shroud variants over tomorrow, and start the setup and import of the wedge parts I've finished. Then bugtesting the plugin, fun fun!

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9 hours ago, Daishi said:
In game, with barely any performance impact (yet) :P

Will be converting the rest of the shroud variants over tomorrow, and start the setup and import of the wedge parts I've finished. Then bugtesting the plugin, fun fun!

Nice gif :cool: Will it be possible to open only the large hatches, only the small hatches, or only one hatch?

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1 hour ago, ev0 said:

Nice gif :cool: Will it be possible to open only the large hatches, only the small hatches, or only one hatch?

Yep - when everything's working we'll have the bay doors open independently of the smaller service doors. I couldn't really break it down to be more granular than that, without having to label what door is what (and that looked pretty ugly imho)

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12 hours ago, Daishi said:

 
In game, with barely any performance impact (yet) :P

Will be converting the rest of the shroud variants over tomorrow, and start the setup and import of the wedge parts I've finished. Then bugtesting the plugin, fun fun!

Bruh

Just had an aneurysm.  This is literally what I always hoped we could do with US.  Omg im so excited for thigs. AhHhh!

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23 hours ago, Daishi said:

 
In game, with barely any performance impact (yet) :P

Will be converting the rest of the shroud variants over tomorrow, and start the setup and import of the wedge parts I've finished. Then bugtesting the plugin, fun fun!

Are you a modelling Jesus or something? Because only a god can make models and textures THAT good!

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@cratercracker hardly! 

Edited by Daishi
Gifycat chopped my video in half :P
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Thanks guys!

Fixing up the inline\low profile 1.25m shroud structures, should have them in the game soon. 

xYxHCxb.gif

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@Daishi As far as I understand, the content that you showed is not ready yet? )) I'm preparing my kerbals for a mission on Laythe,  it will take a lot of water and food supplie. We will wait until the equipment is ready. :)

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Yeah this is all WIP stuff for a total overhaul of the current Universal Storage mod. Much easier on part count, with better customization, meshswitching, aero protection and general utility :) 

DUmcEZm.gif

Edited by Daishi
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It looks great and functional. I have a question, will you fix the compatibility of the modules with the KIS? I'm currently using KIS and Universal Storage, I re-written the code a little so that I could carry backpacks. In the mod something that does not work.

What is now there, EVA-X not displayed:

Spoiler

        MODULE:NEEDS[KIS]
        {
            name = ModuleKISItem
            shortcutKeyAction = drop
            useName = use
            usableFromEva = false
            usableFromContainer = false
            usableFromPod = false
            usableFromEditor = false
            stackable = false
            volumeOverride = 0
            editorItemsCategory = true
            moveSndPath = KIS/Sounds/itemMove
            equipSlot = jetpack
            equipMode = part
            equipSlot = <null>
            equipSkill = <null>
            equipRemoveHelmet = false
            equipMeshName = jetpack_base01
            equipBoneName = bn_jetpack01
            equipPos = (0,0,-0.06)
            equipDir = (0,0,0)
            carriable = true
            allowPartAttach = 1   
            allowStaticAttach = 0
        }

 

What I did, I do not know how correct this is, but it seems to work:

Spoiler

        MODULE:NEEDS[KIS]
        {
            name = ModuleKISItemEvaTweaker
            volumeOverride = 0
            carriable = true
            equipMode = part
            equipSlot = jetpack
            equipMeshName = jetpack_base01
            equipBoneName = bn_jetpack01
            equipPos = (0,0,-0.06)
            equipDir = (0,0,0)
            runSpeed = 0.9
        }

 

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9 minutes ago, Di-Crash said:

It looks great and functional. I have a question, will you fix the compatibility of the modules with the KIS? I'm currently using KIS and Universal Storage, I re-written the code a little so that I could carry backpacks. In the mod something that does not work.

What is now there, EVA-X not displayed:

  Hide contents

        MODULE:NEEDS[KIS]
        {
            name = ModuleKISItem
            shortcutKeyAction = drop
            useName = use
            usableFromEva = false
            usableFromContainer = false
            usableFromPod = false
            usableFromEditor = false
            stackable = false
            volumeOverride = 0
            editorItemsCategory = true
            moveSndPath = KIS/Sounds/itemMove
            equipSlot = jetpack
            equipMode = part
            equipSlot = <null>
            equipSkill = <null>
            equipRemoveHelmet = false
            equipMeshName = jetpack_base01
            equipBoneName = bn_jetpack01
            equipPos = (0,0,-0.06)
            equipDir = (0,0,0)
            carriable = true
            allowPartAttach = 1   
            allowStaticAttach = 0
        }

 

What I did, I do not know how correct this is, but it seems to work:

  Hide contents

        MODULE:NEEDS[KIS]
        {
            name = ModuleKISItemEvaTweaker
            volumeOverride = 0
            carriable = true
            equipMode = part
            equipSlot = jetpack
            equipMeshName = jetpack_base01
            equipBoneName = bn_jetpack01
            equipPos = (0,0,-0.06)
            equipDir = (0,0,0)
            runSpeed = 0.9
        }

 

 I wasn't aware there were issues, but we'll look into it and roll out a patch for the current mod for ya. @Paul Kingtiger you have been summoned! :)

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