philotical

[1.0] LCARS Mark II - Dev and Support - Beta Release (29.04.2015)

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LCARS Impulse Drive is a Plugin, created to contribute to StarVisions SciFi Shipyard.

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http://angrycloudart.blogspot.ch/2013/03/star-trek-kerbal-space-program.html

===========================

LCARSMarkII is in progress

see here a preview: http://forum.kerbalspaceprogram.com/threads/86169?p=1425037&viewfull=1#post1425037

How to install LCARS: http://forum.kerbalspaceprogram.com/threads/86169?p=1669606&viewfull=1#post1669606

===========================

===========================

LCARSMarkII is in BetaRelease (29.04.2015)

Download it here: http://forum.kerbalspaceprogram.com/threads/86169-0-90-LCARS-Mark-II-Dev-and-Support-Beta-Release-%2824-03-2015%29?p=1878634&viewfull=1#post1878634

===========================

I allways felt the need to be able in KSP to recreate the flight behaviour of the Star Trek Vessels. As a fan of FractalUK's great KSPI addon, I had all technical things needed - but no way to recreate the flight behaviour of a shuttle with it.

This plugin solves this issue!

"LCARS Impulse Drive" is a standalone plugin, that adds a new way of propulsion to the game. Combined with StarVisions Star Trek Ships, it produces the no compromises Star Trek feeling within the game. Impulse vessels can fly like a VTOL or an airplane - are faster as a huge Rockomax and offer dozens of cool fetures..

Tutorials:

How to get into a stable orbit - StandardOrbit - StO:

How to land your ship:

Advanced Orbit Navigation - ATC, HSO, etc..:

Take Me To Target - TMTT:

MagBoots:

Fuel Transfer and FuelTanks: https://www.youtube.com/watch?v=cXaKw8VgM08

How to use the IFD to find ActionPoints:

History and Credits:

StarVision created all these wonderfull Star Trek ships - but KSP didn't let them fly as they should.

So I asked him if he plans to code a plugin for those ships - he said rather not at this time.

So, after a few days of thinking I decided to give it a try and contribute to his project.

For the existance of LCARS you have to thank StarVision more than me - without him, I would never have started this.

So go, and give the man some reputation points!

However: Now that a lot of user questions are comming up, we decided to seperate the support threads, so that his thread could continue to concentrate on his ships.

So - if you have questions, suggestions or problems with the LCARS plugin, the impulse drive or any other feature of it - ask here.

Thank you for your cooperation.

What the heck does LCARS mean?:

Library Computer Access and Retrieval System!

This is the name of the Star Trek computer operating system that can be seen in all films and series.

http://www.lcars.org.uk/

Fleet List (Mark II):

Well since several Vessels are in developpmen that plan to use or allready do use the LCARS plugin, here I will try to maintain a list of mentioneworthy mods based on LCARS.

Is your ship missing?

Admission rules:

Also you can get your ship on this list.

Please provide the following:

- a pic URL max size 150x150 pix

- Ship name

- Ship Description - short and meaningfull

- the URL to the download location, be it a post, a site or a thread.

Space Cruiser Aurora

Included in the download..

USS Voyager - by StarVision

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This is a precise and beautifull replication of

the Intrepid Class Starship USS Voyager NCC-74656

Status: Released

Download: http://forum.kerbalspaceprogram.com/threads/37908-0-24-SciFi-Shipyards

USS Enterprise - by StarVision

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This is also an awesome and beautifull replication, but this time it's the

Constitution Class Starship USS Enterprise NCC-1701

Status: Released

Download: http://forum.kerbalspaceprogram.com/threads/37908-0-24-SciFi-Shipyards

BorgCube - by StarVision

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A Borg Cube

Status: Test-Object

Download: http://forum.kerbalspaceprogram.com/threads/37908-0-24-SciFi-Shipyards

Daedalus - by mjy

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Daedalus from stargate

Status: WIP

Download: http://www.curse.com/ksp-mods/kerbal/222344-daedalus

Custom Shuttle Pod - by Philotical

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A versatile shuttle from the Merchant Fleet

Can be used for passenger transport or cargo.

Status: Released

Download: http://forum.kerbalspaceprogram.com/threads/86169?p=1329856&viewfull=1#post1329856

CardassianStation - by Philotical

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A huge Space Station with interior and hangar

The design is inspired by Cardassian Architecture.

Status: WIP

Download: Not yet..

The Belerophon - by Philotical

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Former Army Vessel, refitted as transport ship by the Merchant Fleet!

I've tried to set a standard for LCARS Ships - walkable IVAs,

interactive furniture and, in a Star Trek way, aesteticaly pleasing.

Status: Released

Download: http://kerbal.curseforge.com/ksp-mods/223823-lcars-ship-the-belerophon-walkable-iva

You are required to update the plugin to version 7.1 for this ship..

The QueenAnt - by Philotical

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The QueenAnt is a ship of the type RLCT!

That is "Rather Large Colonization Transport".

She is good at this task - but she can't do much else.

Status: Released

Download: http://kerbal.curseforge.com/ksp-mods/223864-lcars-ship-the-queenant-walkable-iva

(There seems to be a limit of 5 videos - so here are links..)

Transporter Demo:

Weappons Demo

Tractor Beam Demo

Download, Source, License and Wiki is all here:

https://github.com/philotical/StarTrekImpulseDrive/wiki

How to download the plugin:

1. on the Wiki page there is a link named: "DOWNLOAD: current version"

2. Click it and select the newest version in the list.

3. After that click on "Raw" to download the file.

What does the download contain:

- The Plugin and all files needed (sounds, icons, particles, etc)

- The Custom Shuttle Pod, ready to fly http://imgur.com/a/YvIAL

If you have feedback or problems with one of those, post here!

Other Ships (that are supported in this thread but) not included in the download:

-

A state of the Art ST-Vessel with walkable interior and a lot of eastereggs hidden in computer consoles.

Download at curse: LACRAS Belerophon

Download at KerbalStuff: LCARS Belerophon

-

A huge Vessel with walkable interior and a some eastereggs hidden in computer consoles.

It features a Turbolift and a deck train - it comes with an optional Cargo-Decks part.

Downloadat curse: LCARS QueenAnt

Download at KerbalStuff: LCARS QueenAnt

If you have feedback or problems with one of those, post here!

Other Plugins (that are supported in this thread but) not included in the download:

-

This is a plugin, that allows to spawn selected objects where ever you want them.

There are many plans for this - but currently supported are:

- IonStorm - has destructive forces

- Orbital Defense - weaponized satelites in hordes - also known as mine field

- several stations

- miss something? make suggestions below..

It's intend is to add some interesting Star Trek features to your game - you can create your own customized Star Trek Universe on the fly.

Fitting part contributions welcome!

Download: not yet..

More info: http://forum.kerbalspaceprogram.com/threads/93030-LCARS-Natural-Cause-Inc-The-Star-Trek-Universe

- LCARS MagBoots - Magnetic Boots that allow Kerbals to walk in stations in space. Also works on boats.

- LCARS EVA Ghost - adds stuff to kerbals in EVA

How to download the ship(s):

Go on the dev/release pages of those ships and follow the instruction there!

You can find some/most of the LCARS ships in the fleetlist below.

License: CC-by

Compatibility:

Tested with versions: 0.23, 0.23.5, 0.24, 0.24.1, 0.24.2

Edited by philotical
updated version

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YbGECqp.png

Daedalus from stargate

I got Daedalus to work with this pluging, it needs it as for its size.

Download up to v.5

http://www.curse.com/ksp-mods/kerbal/222344-daedalus-v1

next custom mod will be the spaceship for the Daedalus, can`t remember the name, fits in the cargo bay, next after it is a place to park my Daedalus in a space station. prob something along the lines of star trek one, not sure, debating on the ds9 and the other one

http://images2.fanpop.com/image/polls/438000/438531_1273404828252_full.jpg

or something like this?

http://th06.deviantart.net/fs70/PRE/f/2013/292/4/a/watchtower_class_ortho___starbase_pharos_by_unusualsuspex-d6r2pdt.jpg

v6 is out with new lower png textures, 1/2 of the mb as before and same size, it got a front cargo bay for capturing spaceships,asteroids. :)

Edited by mjy

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It would be nice if the speed and height commands weren't instantly effective. Some way to confirm the input would be appreciated.

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great, now we can post all kinds of ships :)

I got Daedalus to work with this pluging, it needs it as for its size.

link

http://www.curse.com/ksp-mods/kerbal/222344-daedalus-v1

next custom mod will be the spaceship for the Daedalus, can`t remember the name, fits in the cargo bay, next after it is a place to park my Daedalus in a space station. prob something along the lines of star trek one, not sure, debating on the ds9 and the other one

http://images2.fanpop.com/image/polls/438000/438531_1273404828252_full.jpg

or something like this?

http://th06.deviantart.net/fs70/PRE/f/2013/292/4/a/watchtower_class_ortho___starbase_pharos_by_unusualsuspex-d6r2pdt.jpg

Hey mjy, I need you to follow the admission rules, otherwise I can't put your ship on the list..

Admission rules:

Please provide the following:

- a pic URL max size 150x150 pix

- Ship name

- Ship Description - short and meaningfull

- the URL to the download location, be it a post, a site or a thread.

Sorry - but I have to be a jerk on this, or the list will never have pics..

I guess this will be negating my part pack...

http://forum.kerbalspaceprogram.com/threads/24967

not sure why you would say that.

What exactly does your impulse do?

Your thread lacks a descent explanation, video or anything..

Does it just produce EC? Does it produce thrust, and in what way.

What does it do?

Well - no matter what it does - KSP is big enough for both mods..

Don't worry..

It would be nice if the speed and height commands weren't instantly effective. Some way to confirm the input would be appreciated.

I see what you mean - I might change this in future versions..

Just need a good solution for the problem..

Progress report:

The shuttlebay works now somewhat . I can load ship and respawn them..

just some details in the way it works are not endorphin-inducing by now..

StarVision works his ass off to provide me with descent triggers in the test objects..

I appreciate his support - as soon as I get these details solved, you might get a beta7.

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Sounds good, objects made by StarVision download links are all the same thread and it's more a "hidden objects" game than get a download link. The download link there goes back to your github page. Could it be possible to get an easier download links please ?

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Sounds good, objects made by StarVision download links are all the same thread and it's more a "hidden objects" game than get a download link. The download link there goes back to your github page. Could it be possible to get an easier download links please ?

Thank's for the feedback - you might be correct - but there is not much I can do about it.

The plugin and StarVisions ships are WIP.

However - I updated the first post with additional info..

***

How to download the plugin:

1. on the Wiki page there is a link named: "DOWNLOAD: current version"

2. Click it and select the newest version in the list.

3. After that click on "Raw" to download the file.

How to download the ship(s):

Go on the dev/release pages of those ships and follow the instruction there!

***

I hope that helps untill an official release is available.

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It seems, the plugin works in 0.24 without issues..

..at least no new issues..

If you find any, be it old ones or new ones, please report them here..

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that is nice to know, I just got to find out how do I update my ship??, I click on my ship and it crash the game, it got animation on it, using 64 bit. wonder if I need a update on unity also, more stuff to check out today with that .24 update ksp

it didn`t need updating, I fix up the cfg, it had 2 parts on it I had left from pass built, bridge and control room and had taken out the 2 folder for it

Edited by mjy

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that is nice to know, I just got to find out how do I update my ship??, I click on my ship and it crash the game, it got animation on it, using 64 bit. wonder if I need a update on unity also, more stuff to check out today with that .24 update ksp

it didn`t need updating, I fix up the cfg, it had 2 parts on it I had left from pass built, bridge and control room and had taken out the 2 folder for it

Do you mean when you click on it in the VAB/SPH? Normally outdated cfgs don't crash the game.

Have you tried it without the plugin?

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no I mean my mesh was crashing the game, took out 2 pieces that were conflicting, now works

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how does this look :) at 17 k poly , its not bad at all, u will be able to attach voyager,enterprise, Daedalus to the pillars. took me all night to do it

http://img.photobucket.com/albums/v292/mightyjoe-y/1mjyds9.jpg

wonder if there is any cargo bay?? for a shuttle? if there is room I could slap one in there. but prob add a dry dock

Edited by mjy

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Do you mean when you click on it in the VAB/SPH? Normally outdated cfgs don't crash the game.

Have you tried it without the plugin?

Off topic, hey Starvision. Do you plan on updating this at all? I still use it and I think it could use some love.

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Off topic, hey Starvision. Do you plan on updating this at all? I still use it and I think it could use some love.

If there's someone that wants it, sure. I'll do that right after I release Voyager, so probably tomorrow. Now that I've figured out animating it should be easy to create a folding flag, among other things.

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v6 is out with lower textures, will prob release the ds9 here also, good spot for it.it just need texturing and collision, should go fast, got all parts group as I want them

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Question: Is there a way to hide the LCARS window without deactivating the Impulse Drive? (I have an idea for a "First Contact" Scenario between Voyager and one of my ships and I would like to take a screenshot of it)

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v6 is out with lower textures, will prob release the ds9 here also, good spot for it.it just need texturing and collision, should go fast, got all parts group as I want them

Yes sure, you can releease here all impulse vessels - will test v6 today..

Question: Is there a way to hide the LCARS window without deactivating the Impulse Drive? (I have an idea for a "First Contact" Scenario between Voyager and one of my ships and I would like to take a screenshot of it)

no - I've added to my dev version the ability to minimize the GUI - but also then, a button would be left..

though - if you place that button in a corner with a one-color-background (space,water,grass) you can easely retouch it in a decent graphic/video editor..

maybe that helps.. - well - as soon as next dev release goes online..

Edit: Beta7 will include the ability to hide the panel completely by a hot key!

Edited by philotical

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that pluging is working good, any plans for future plugings?? like maybe contracts to gather resourses? anything in the water to gather? or maybe go cut wood, :) could built a few futuristic trucks. anything that could be made to make money to be able to built planes, rocket. Resourse gathering, like kethane, but more stuff and basic.

oh one thing that could be nice is to be able to have a house , hanger, and be able to make buildings [city] that u can make and drop ingame, furniture, or build planes,etc and have it like a business, and have a "thing"[like skyrim] that would calculate a price u make in a day, week, etc, small business would be fun. all in the name of having a income for building planes,etc

wohhoo, finally made a transparent part for my spacebase, was a pain, couldn`t figure it out, so used to flattening the textures , it can`t be flat, now I can finish up my base with a forcefield door

Edited by mjy

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Question: Is there a way to hide the LCARS window without deactivating the Impulse Drive? (I have an idea for a "First Contact" Scenario between Voyager and one of my ships and I would like to take a screenshot of it)

Newsupdate:

I've incliuded the ability to hide the panel now. Will be in the next release.

Also:

We have now a MODNJ

The "Main ODN Junction" allows to activate/deactivate and/or fix certain systems.

For example it is now possible to dissable the propulsion matrix without deactivating LCARS.

This will be used to simulate battle damage.

You will soon be able to target a certain subsystem like engines or weapns individually and they will break if the damage-threshold is reached..

Further: Since yesterday, I see light at the end of the Shuttlebay tunnel..

Positioning seems to be close to perfect now..

I have to create more parts with the needed setup to make test with multiple bays and multiple vessels..

To make the shullte bays work, you will have to setup your part exactly along the requirements. If something is wrong, the spawn will not work or the part will be misplaced.

For that purpose, I will have to create a little tutorial that exlplains you guys what to change on your part.

Are there some volunteers to make that tut - with pics and stuff?

If so, just hit me up.

that pluging is working good, any plans for future plugings?? like maybe contracts to gather resourses? anything in the water to gather? or maybe go cut wood, :) could built a few futuristic trucks. anything that could be made to make money to be able to built planes, rocket. Resourse gathering, like kethane, but more stuff and basic.

oh one thing that could be nice is to be able to have a house , hanger, and be able to make buildings [city] that u can make and drop ingame, furniture, or build planes,etc and have it like a business, and have a "thing"[like skyrim] that would calculate a price u make in a day, week, etc, small business would be fun. all in the name of having a income for building planes,etc

wohhoo, finally made a transparent part for my spacebase, was a pain, couldn`t figure it out, so used to flattening the textures , it can`t be flat, now I can finish up my base with a forcefield door

Yes I am thinking/planning some new mods..

not sure if any of it will be done - but my brain allready works on them in my freetime.

- Orbital Weapons plattform

Fully automated satelites, that start firing on you if you get too close..

Can be destroyed or used as flight training for fighter pilots. Can you evade torpedoes? :-D

Hint - impulse is faster/stronger than the torpedo propulsion - so you oght to be able if you want to call yourselfe Tom Paris.

I intend to have a Partless plugin, that allows to spawn several of them at once in random orbits around a selected planet.

So you can mine minmus or duna and you'll have to plan your descent while there's a gap in the defense or you'll be shot at.

- Automated airlock system:

If this works, it will alow us to have walkable ships with ease.

It will work like this:

you add a door, a door animation and two triggers inside and outside of the door.

if a kerbal walks in the trigger, the airlock will open and close automatically.

I will use this plugin for the custom starship parts that I am working on.

Each part will have airlocks at maching places - so you'll be able to walk through the ship to the bridge and take a seat in the cockpit.

Same for external airlocks - you walk to the ship, a gangway lowers and the airlock opens, you walk in, behind you all get's closed.

Walkability seems to be a major requirement for my ships. It just doesn't feel finished if that is missing.

Contracts:

As I said once before - I didn't "play" the game since several weeks(monthes?) - no time - I'm just coding each time I sit at KSP.

So - not one single contract was fullfilled by this lazy Kerbal here..

I don't even have a carrier game right now - so the last thing I could plan is a contract mod - never seen that stuff close up so far..

PS: MJY

would you share your findings with me?

I'd like to replace the hangar doors with forcefields for my parts..

You might just have what I need..

If so, hit me up by PM - thank's in advance..

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Edited by philotical

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Well you see. evreetime i click shutdown reactor. the menu goes away and i cant get it back. also i checked the wikki and i still don't understand how Lock acceleration works.

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Well you see. evreetime i click shutdown reactor. the menu goes away and i cant get it back. also i checked the wikki and i still don't understand how Lock acceleration works.

How to reactivate the reactor:

right click the ship and select "Activate Impulse Drive" from the menu

How to use Lock Accelleration:

1. Select the option "Lock Accelleration" in the panel

2. click any engine controlls like forward, up, left or right

3. the ship will constantly accellerate in the choosen direction with the chosen force setting.

I will add these to the wiki on the page FAQ.

HTH

if you have further questions, let me know..

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Well you see. evreetime i click shutdown reactor. the menu goes away and i cant get it back. also i checked the wikki and i still don't understand how Lock acceleration works.

the list of options i get when i right click the hull. its so long it goes beyond the screen. how do i get to it?

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the list of options i get when i right click the hull. its so long it goes beyond the screen. how do i get to it?

Is it really that long? I guess I'm to blame for that. Anyways, you can just middle click and drag to adjust the camera, that should do it.

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ohh great stuff, yes u got a few project to keep u busy for like 1000 years 0o, as for the spacestation I`m building , yes I got a forcefield, u don`t add a collision to the part, but I could if I wanted to like another mesh with a collision and a frame, so like click a button and u got a force field down, then click again and u got a force field up, would just need to animate the frame and collision, but I will just do a forcefield that u enter and go out,

for doing a transparent glass, not much tut is out there, so it seem like its very easy, it is if u know how. but the trick for me was to make a texture with alpha, I borrowed the glass in 1 texture for it with alpha and cut it to what I want, I could add whatever color, etc I need, just as long as I don`t click flatten texture, weird that u can use stuff that is layered like that, but my knowledge in texturing is basic, so now it was so easy to figure the mistake I was doing, so frustrating to see it was a simple DO NOT FLATEN IMAGE, lol. so anyway, next tut I will do is prob animate a leg gear for all my ships later, and when I do start to make. then, it will have to be a pack.

will prob finish up the star base tonight, getting the textures for the base is a pain in the arssss. but I do it the lazy way, takes prob more time then the right way. but very easy to do.will show pics later, was to tired yesterday to finish it off

Edited by mjy

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