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Omega482

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Everything posted by Omega482

  1. On the topic of VABs; Here is another one, much chunkier this time. Let me introduce you to the SMAB. Again this is a building based on a real-life building at KSC Florida. Its officially called the Solid Motor Assembly Building (SMAB) and was constructed to be part of the Titan ITL complex. Recently the SMAB was repurposed as a payload integration facility by SpcaeX due to it still having usable cleanrooms.However I don't think it's being used by spacex anymore as the SMAB was damaged in Oct 2016
  2. First! Is it true some of these panels taste like Oreos?
  3. The flag is not my content and borrowed from the brilliant Cormorant Aeronology by @Pak. If you'd like to use it in your game, its included in his shuttle parts mod!
  4. Hello All, Here's some tasty development updates. This is the first vertical assembly building I would like to show you. The LC41 VIF This design is a kerbalised version of the Atlas 5 vertical integration facility, A real-life building at Cape Canaveral Air Force Station. This Is a small to medium size VAB, Its about 3/4 the height of the KSC lvl3 VAB.
  5. Thanks for writing those patches out! I'll include them and the KIS patch in the next version. You're right, it's better to have them as patches than in the configs.
  6. Thank you very much for that bug report @wlr2678! I think I have fixed it now. New Version Available Version 0.0.32 Changelog Fixed textures not showing up in part menus >>>>DOWNLOAD HERE
  7. New Version Available Version 0.0.31 Changelog S1 and S2 cabs now have headlights and cabin lights. Better Ladder and hatch colliders on S1 and S2 cabs. Wheel physics improved, no more infinite bouncing. Centre of mass changed for the Wooden Crates, Tool Cases and Fuselage Sections Wooden Crates and Tool Cases now have KIS compatibility. Utility Support Unit is now a high output electric charge generator. Minor fixes to S1 short flatbed attach nodes. Added descriptions in the config files for all parts. >>>>DOWNLOAD HERE
  8. Like so: Just paste them alongside Squad in your GameData folder. ^ You are correct about that. But best practice is to install like above. That way people can avoid duplicate installs.
  9. The landing zones are the only statics that are currently available. This is a development thread, the other statics are still in development and will be released when they are ready. Hi, what particular problems are you having? Which steps are too difficult?
  10. There wasn't ever a Dev thread. It was a side project, I fancied making something other than buildings! After OSUV has had a couple little fixes and tweaks I can get back to the KK statics.
  11. Hi Mister_Spaceman! I think that's what I'll be doing. From what Kottabos showed it's apparent that electric charge runs out quickly for the large vehicles with large loads. So I'll probably make the Utility Units auxiliary power units with bigger batteries and a higher EC output. So pretty much exactly what you suggested. It's just a constant EC output I think right now? I don't think it can be linked to wheel speed or throttle without a custom plugin. Thanks for the great feedback!
  12. Kottabos has some fair commentary. I should really make the decorative crates have more of a purpose. KIS integration would be great for this. I'll also add in working lights. Not sure if I'm convinced that I should do an IVA yet.
  13. As soon as I can figure out how to do that with part variants, I'll add it! Currently working in some changes to the crates, the centre of mass was off and lead to some strange behaviour!
  14. No. Because that would affect the steering portion of the chassis. I am not re-designing the wheels. I have already said no politely. Please go away.
  15. Here's a little behind the scenes picture of how I re-created the stock trucks. I just want to emphasize that these aren't copies of the models ripped from the game and so some of the proportions will be different to the ones you see around KSC. You're not actually allowed to just rip the models from the game and redistribute them as a mod. That breaks the EULA. It was a very simple process really. I used sketchup to draw out the correct size faces on the texture sheet. I then cut them out and started folding along the edge lines. It was much like origami or making a paper model. Once all the parts were "folded" I stitched them together. With a little mirroring of the pieces, you get the KSC trucks!
  16. Hi Kyklop! Let me address the concerns you raised about the wheel size! Firstly I'd like to say that this is such a minor visual thing, I don't really think it's worth changing. But let's go through why I won't be able to change it. This is a picture of the current chassis and wheel sizes. This is the actual size of them in the model, take a good look at the sizes. You might see a problem here, the wheel is actually too wide to fit inside the chassis wheel arch already! The wheel assembly is 0.45m wide. The Chassis wheel well is 0.40m wide! The wheel assembly only just fits inside the wheel well because I tweaked how it attached to the chassis. It was very tight and there is a little clipping. There really is no more room. Take a look at the middle picture. This is how the wheels are set up currently. I can't make the wheel suspension system any smaller either! The last picture, I made the wheel wider like you suggested. But as you can see, there is no room for it. SO it would stick out and be very ugly.
  17. Hi Sebastiaz, Short answer: This should work for 1.4.5. But won't work for 1.3.1. Long answer: This mod relies on the very new AdvancedTextures plugin, this was written by Ger_space for 1.5.1. I had a chat with him and he says that it should run fine on 1.4.5. For 1.3.1 it was before the changes to the texture system for part variants and so the plugin will not find the right textures for these parts. It would require recompiling the whole plugin. So sorry, no 1.3.1 unless that happens. Hi Kyklop. The kerbals can leave the vehicle, you have to hover over the cabin and click "crew hatch" and then click EVA. This is how the stock parts work. The wheels are maybe a little thin, but that shouldn't affect gameplay at all. I have no plans for telescopic legs or backrests (?), If you would like some extra parts please do try out Grounded by @blackheart612 As for the brakes not working when the engine is running. I will look into that. Do remember, if the vehicle is carrying a heavy load it will take longer to brake.
  18. Hey, so @Z3R0_0NL1N3 did a great job of explaining why crawlers aren't really feasible. It may be possible to have a moving crawler that isn't made with parts... KK does support animated statics! However, it would be difficult to make and likely would make the rocket that was sitting on it explode/slide off. Plus, If I did it that way, it wouldn't work with the track pieces, it would have to be one single section of track for the crawler to move on. Go ahead and check out my just-released mod OSUV, Its part versions of the KSC utility vehicles, including some crates and props! I thought that was better than just placable static vehicles because you can actually play with them! Yes! I will create a couple of bases that will ship with the mod, maybe three or four? But users will also be able to create and customise their own. I feel some players might just want bases that are ready to go rather than having to make them. While others like to build a base for themselves.
  19. KSOS and Grounded are both licensed under a no derivatives license. So thats a definite no for them. SXT can be used for derivative works but it doesn't sit well with me because Lack isn't around any more so I can't really ask for his permission. Another thing is, at the moment this is a lightweight mod with no textures. If I were to build a custom IVA it would mean id have to include a new texture sheet. Unless i can make an IVA out of squads textures. I may do it in the future, but probably as a optional expansion pack.
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