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Everything posted by TiktaalikDreaming
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Wot Dr Jet said. Until then, all modded parts are using old textures and possibly slowing stuff down and hogging ram as per pre 1.0.
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TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Just a quick update to let people know that I'm aware this is all broken in v1.0. Unfortunately I have a job thing that I have to go to during the day, which usually requires subsequent drinking ethanol enriched beverages when I get home, which does eat into my modding time as well. I'm only barely getting to grips with some of the changes from a player perspective, having spent a good 20 min in game since the release of 1.0, so it may be some time before I fix up the cfg files, and probably longer before parts get the new texture format (which doesn't seem to be required at all, but hey, it looks like a damned good idea). AND These parts only make sense sitting on top of a 10m Orion, which currently doesn't seem to work and I don't know if I can swing my brain around to looking at that. Hell, the audit office asked me to audit the security of the electoral office while the electoral office is asking me to migrate their security, and the hell if I know what's the hell is going on, and spending time working that .... out while the audit office is still fighting with premier's over ownership of their firewall, and the auditor leaving for greener pastures makes me wonder if I should just look for greener pastures as well, and I haven't really considered where I'd start looking at the code to make an orion work. I think that's confusing enough that I side stepped any information disclosure limitations. I know it's confusing the hell out of me. -
Comprehensive Mod Compatibility List for KSP 1.0
TiktaalikDreaming replied to Master Tao's topic in KSP1 Mods Discussions
In case anyone cares; http://forum.kerbalspaceprogram.com/threads/112077-TD-Industries-Orion-bits-Alpha <--- needs updates, all parts too broken to use. which is basically a part pack for; http://forum.kerbalspaceprogram.com/threads/28428-Orion-aka-Ol-Boom-boom <--- which appears (I'm not the dev, so I'm not 100% on this) broken in v1.0 I'll update my bits, and maaaaybe have a look at Nyrath's, but I also have to audit the state electoral commission, so it might take a while. -
I know there's a few threads on "wot modz is ded when dey release 1.0???", which is, of course, unanswerable. But I wanted to know if SQUAD have mentioned any details that would help modders prep for 1.0. My mods are only part packs basically, but they are expecting a module from Nyrath's mod, and I fully expect that to be horribly broken. Plus, for parts, there's going to be some rejuggling for the aero and heat systems that 0.90 parts won't know anything about. Currently parts subject to heat (Engines) have an animation of emissive material values to show heat that's intrinsically ties to the part model, which suggests the question; do all parts now need that, or do none? I heard via a distant grapevine that texture formats will be changing as well. It'd be nice to know. Or, of course, I could drink some beer, read that book by Dyson, and relax until 1.0 arrives. mmm.... beer....
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TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
OK, 2 parts now have completed textures. http://imgur.com/gallery/KMnIR/ The main engine part has about 6 separate meshes, with many different types of texture, bump maps etc etc. Most of the remaining textures should flow fairly quickly after all that. -
W00T! I love that feature list. The mining ore>extract resources sounds simple, and there's mods that do that, but damn, that will be awesome!!!! I'm slightly afraid this will break most of my existing mod stuff. But that can all be fixed. I have hair left.
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TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Updated the 10m Orion disassembled mod. -
TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Uploaded another mod to hold my hacking up of Nyrath's 10m USAF Orion. - - - Updated - - - Well, I did a 100m, but you can't see most of the craft. You can kind of build a few bits on top of the middle of the craft, but it's pretty darn hard to do much of anything else with a 100m engine in the kerbal hangers. Also, using only those central areas to build the craft means no balanced stuff out to the edges, which means turning is a serious ...... In case turning something over a thousand tonnes wasn't going to be bad enough already. And I'm using the hanger extender mod. -
TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
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TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Added the 20m pusher plate edition of Nyrath's Orion mod to my mod collection. I made this to see if I could mess with the meshes etc and still have the module work. The answer was yes, which means it flys, but the stack nodes are not scaled, there's no texture etc etc. but a few people seemed a bit interested in it, so I uploaded it. The reason I wanted to see if I could mess with the meshes was to take Nyrath's 10m Orion and rip the top off it. Then add a teensy bit of internal detail, and provide pulse unit floor structures to cap it off with. The Orion designs included around 900 pulse units internally, at the top of the engine unit, not part of the magazine stacks that currently have all the units. So, I've been thinking about different ways of attacking the problem of adding an internal storage (these layers also held necessary gases and so on, and a complicated loading mechanism, plus of course the gas cannon to fire the pulse units. So, what I'm working on is a shorter engine unit with exposed innards and "upper floors" of loading mechanisms that will eventually be of differing "pulse yield". Oh, and a test case for an upper loader frame for fitting out your own choice of spine pieces. For all those like me who keep getting low on manoeuvring fuel. -
TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
The IVAs are all still just default squad things so far. -
TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
I take it those are items for integration with other mods? Realistically, the "Control" centre double size wedge should be more a comms centre and mission control, as it wasn't shielded, so it was never to be used when the ship was under "power". Not sure about converters. The "lab" space is in the Orion specs as "Workshop and Labs", with the expectation of extensive facilities for parts fabrication and replacement etc. I suspect what I need to do is figure out what you're talking about and add modules to the existing command and lab wedges, and maybe make an extra module for "converter". - - - Updated - - - Updated to include some side mounts, fixed up the escape engine, stiffened up the lower spine parts, and added a couple of cargo options (neither of which are particularly useful, but I'm testing animation, not making useful parts). For cargo, I recommend the side attachable 3.75m mounts and if you want it shielded, the mk3 stock cargo modules at the moment. -
TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
I've just updated the mod to include extra spine options. 3x replacement spine plus magazine frames. And a part to side mount payload. -
TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
The USAF (as opposed to NASA) targeted designs were different. These are from http://www.up-ship.com/eAPR/ev1n5.htm and are Lowther's work based on what he calls rough sketches and descriptions. Note, in that image there are 3 craft, with first the full craft with lofting rockets, then compressed (the pusher plate was compressed during lofting, and the "springs" provided separation), a cut-away view and an extended pusher plate view. Use of the space inside is speculative at best. The USAF designs have not been declassified/released. - - - Updated - - - On the side of the lower spine. see, -
[0.90] Working Multiple Star Systems(WITH PLANETS!)
TiktaalikDreaming replied to Duracelle's topic in KSP1 Mod Releases
This seems to happen with module manager 2.5.9. You have to use the module manager, which is in the download from this mod. (At least it was like this one month before) I had that too I'm getting a similar issue. Problem is I'm pretty sure I need the newer ModuleManager dll for some of the newer mods. So, what's happening with me is one of the following options; Run with MM2.5.10 -> Game works, no extra star/planet systems Run with MM2.5.4 -> Game never finishes loading (trust me, I've waited a LOOOONG time) Run with both 2.5.4 & 2.5.10 -> Game gets part way through loading, then crashes out The thing is, I thought MM was supposed to be backwards compatible, so this *should* work in the later MMs Anyway, not expecting a fix, just thought I'd put this up for reference for anyone else having similar issues. -
TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
I doubt I'll be giving up anytime too soon. My activity level may vary. Especially while I hurridly backup my HDD after getting scary notifications about SMART detection thingies. But, modular wedge things will help greatly for expanding into the 10m 20-Kerbal accommodations. Which I'm kinda looking forward to. -
TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Updated the mod on KerbalStuff to include the new modular cabins. -
TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
I think TweakScale compatibility is simply a case of a config or ini file or something for TweakScale to know about the parts, but I'm not sure. The larger Orions were designed very differently though. I am intending to at least get to the USAF Orion Battleship design as well, which should scale upwards better. Although it'll be more made up. -
TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
I've been working on a few things. I haven't had much time recently, but I have the beginnings of a core+wedge system for the main compartments. The core piece is looking good, but only one test wedge so far, and I haven't tackled the multi-45-degree wedges yet. So not 100% sure how I'll do those yet. Also working on redesigning the lower engine plate for the escape vehicle. I'm thinking it has too many parts. At most, I'd like to see an engine plate,and engine and solid rocket boosters, then the decoupler. So I've been merging the lower engine plate section into the engine and rejigging some bits. Anyway, I think this shows the wedge system nicely; -
Normal maps giving me grief
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Modelling and Texturing Discussion
I've only ever used the autogenerated Bump maps for various uses and never actually known how they operate. That post, Winn75 is (contrary to your claims of confusing English) incredibly helpful and concise. It was exactly as much info as I needed. Now layering green/red multiply layers over backgrounds and getting annoyed at the distortion in my UV maps. So seems like I'm moving forward as well with bump maps as normal texture maps now. Cones don't UV map nicely. :-/ -
Normal maps giving me grief
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Modelling and Texturing Discussion
Awesome info. So, if my background doesn't match 128-128-255 then the angle of the piece in the UV makes a difference, which could very well be the cause. I'll check if this is the issue. The pieces showing very white are separate in the UV map with a 90degree rotation, so I'm hoping this is it. - - - Updated - - - 128-0-255 background for some reason. Reloading to check now. I'd just closed out of KSP and added all my mods back in. :-/ - - - Updated - - - AWESOME! Good news: Fixed it. Thanks a million. Bad news: No excuses to not texture my parts now. - - - Updated - - - -
Normal maps giving me grief
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Modelling and Texturing Discussion
Unity screen shots; And Which is basically what I'm after at the moment. What-ever's going on, it's going on after the part leaves Unity. I'll try removing the import material though. - - - Updated - - - Same stupid .... with a material created from scratch in unity. In case there's something glaringly wrong with the normal map, posting that here; Although, as a test map it's not really particularly detailed or prone to be causing the issues. Also, material set-up; -
I'm not completely new to normal maps, and I'm going via the grey-scale height map converted to normal in Unity. And, to a degree it works (although mostly just test cases so far). But every time I apply one, I get faces on my parts extremely white. They're always contiguous faces in the normal map. And usually end up forming white bands or vertical bars on my parts. I've looked at a bunch of different issues and I'm going round in circles. The same texture without any bump/normals appears just fine. There's no difference in the white faces and non-white faces in the map. Tried import/calculate/none for normals on my part with no difference (I don't really think this is related, but was mentioned in another post). Yes, it persists in this craziness outside the hanger areas. Yes, it's using a KSP material. In fact, when it's in blender and I use a Blender material, it works fine. Extra Info; Just checked. Looks fine in Unity using the material/textures. If I assign a non-KSP material in Unity, in KSP it shows as KSP Diffuse with no bump. Will try non-specular. Non-specular does exactly the same, but less specularly.
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TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Updated to include the RCS with a reduced thrust. So, the four-way RCS block is now half the strength of the stock Vernor thrusters, but in 4 directions. The 2 way dual is two nozzles each way with the same thrust as the vernor, so it's essentially double vernor thrust. Also, got around to indenting the solid rocket positions in the upper engine plate. And added an 8-man re-entry pod. Orion doco has very little info on the re-entry pod. It appears in some drawings with "8-man earth reentry vehicle" and it's drawn in at about a 4m diameter and about 1m height. Which doesn't make a lot of sense. This reentry vehicle is 4m diameter and about 1.6m tall. For anyone building Orions, it's drawn in attached flat face inwards up against the stacks of propellant magazines. 8-man pod subject to change without notice. -
For stock-like, just use the 3.75m parts from the engine to the 7.2m parts. Then probably 2.5m after up to the capsule. At the moment, I don't really have any plans to make 3.75m parts, or to do specifically stock-like parts. There's not really any need considering mods that let you scale parts how you want. I do intend to add in some adapters though. So you can add stock parts. The only adapter at the moment is the 3m to 2.5m emergency supply part with a shallow hollow at the top to take the navigation system. You'd find it in the Utility section. But I intend to make plain adapters with no other function, for the closest sizes above and below each of the part sizes I've been making. So, 3m to 2.5m or 3.75m and ditto for 3.2m. Maybe a 7.2m to 7.5m and 7.2m to 3.75m Alternatively you can skip all my stuff and just start building on top of Nyrath's engines and use some mod to rescale parts to be suitable.