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Inqie

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Posts posted by Inqie

  1. 3 hours ago, Galileo said:

    What are you talking about? I know what the mods do, and they are all separate... Kopernicus doesn’t use them. Planet packs may use them, but the devs have to implement the code. The dlls don’t do anything on their own. I would know, as I add the code for a couple of the dlls in a few of my mods.. so what about my statement wasn’t right?

    I'm not sure what the case is then, because some of those modules are doing things for me with no planet packs installed. It's possible Spectra might use them, but their page says nothing about the expansion pack and only the base mod. As such I didn't outright mean to say you were wrong, just that my experience differs greatly. 

  2. 6 hours ago, Galileo said:

    Because they are all separate mods. It’s modular.

    Btw, they don’t do anything on their own. Other mods must have the code implemented in order for the plugins to work.

    I don't think that's right, actually. The reentry module seemed to add reentry effects, Emissive Oceans seems to sometimes cause Kerbin's oceans to glow (fsr), and Animated Gas Giants seems to work fine. Not sure about the others, however. The only mod I have that might use them is the base Kopernicus.

  3. I noticed in the Kopernicus changelog for 1.4.2-1: 

    Added a way to deform rings, you can add two curves called InnerRadiusMultiplier and OuterRadiusMultiplier to the ring config

    I have no idea how they can currently be used but maybe I'll play around with it. 

    I'm also experiencing a problem where the atmosphere's of planets (and Scatterer/EVE effects) become invisible when looking through the ring.
    Edit2: Any rings after the first one in my config are causing no atmosphere to render behind them. I've swapped them, and it is always the first one in the config that continues to work while any others don't. 

    Spoiler

    Here, the outer ring is the first in the config. Using a test texture. qtTF7ZV.png

     

  4. On 04/04/2018 at 5:09 PM, ss8913 said:

    so.. the previous version did in fact work with 1.4.x ... the latest version does not... flat out incompatible.  I'm going to attempt a rebuild that restores compatibility, will let y'all know if that works.

    Yep, found this out when I launched my rocket a couple of days ago and realised I had no parachutes in my stage sequence. The parts are there but retain no functionality. I hope ferram4 can provide a solution, as generating .dlls from the source files is going to be a pain for many. 

    Edit: I did manage to get it to work via that method but it was kind of a hassle. 

  5. If you don't have the resources to create a proper tutorial, you could try reaching out to a Youtuber (such as Kottabos) to showcase it and embed that here on the topic. 
    And in terms of showing the deterioration of signal strength, (probably a bit of a stretch but) I wonder if you could somehow use the predicted-orbit from manoeuvre nodes to generate straight dotted lines. That, or you could play with the alpha or saturation of the lines and see if that is a viable way to represent strength. 

    Are plans still in place to add this to a future release of RemoteTech? Any estimated time frame?

  6. Thanks for all the advice @SuicidalInsanity. I was able to (mostly) complete a couple of parts and get them working in-game (still working on the node placement). I have started a thread [link] in the Addon Development sub-forum for this project.

  7. How many times has Bill come up to you complaining that there isn't enough snacks in the cabin? How many times have you had to tell him that Jeb ate them all?

    "Why not rectify this problem by adding more snacks where Jeb would never think to look?" Bill thought, and thus the Modular Mk2 Fuselage was born.

    2DuMVXa.png

    This mod features upper and lower Mk2 fuselage modules. By mixing and matching upper modules with lower modules, customized fuselage sections can be created.

    Features:

    - Mk2 Liquid Fuel Top Module

    - Mk2 Liquid Fuel Bottom Module

    Changelog:

    > v0.3 (25/10/15)

    - Mk2 Liquid Fuel Modules added

    To be developed:

    - Add other fuel type modules

    - Add Cargo Bay module

    - Add Science Bay module

    - Add Landing Gear module

    - Add Air Intake modules

    - Add Cockpit module

    - Improve Textures

    - Think of alternative models

    Known Issues:

    - Texture doesn't line up exactly between two modules (due to a problem with the location of tris)

    - Collision mesh of top module may cause problems

    Please delete your ModularMk2 folder in your GameData before installing a new version.

    Download: Available Soon

    This is a Work In Progress mod which means I will be updating it with new improvements and additions. Do not be surprised if you experience problems with an Alpha version.

    I am looking for people to help me manage this mod, as I may not always have the time to improve it myself, and do not have the most experience in making this kind of mod. Texturing and modelling help is welcome and suggestions are always appreciated.

    Installation:

    1. Download from the link above (available soon)

    2. Extract the .zip folders

    3. Merge the GameData folder provided in the download with the GameData folder in your KSP directory.

    *License: Creative Commons Attribution 4.0 International Public License*

  8. So I've done my best to come up with a few parts to start off with (Images here). Two nights ago I tried to test them in-game but they would not appear in my parts list. I checked in output.log and I've come across a 'Failed to read past end of stream' error, which suggests that the model file is incomplete. I did a thorough search for solutions and have been troubleshooting over the last two days doing things such as making sure I have a mesh filter, making sure the shader is assigned correctly, looking for rogue GameObjects or borked animations. None of these seemed to help. I'll post downloads to the models and textures below, and if anyone can get it to work, please tell me how you did so.

    Download here

  9. If you're building parts to an existing cross-section - like mk2 - you can just import an existing model ( with Taniwha's Blender .mu filter plugin ) and you've got a basic mesh to modify, which should help with your confidence a bit. You don't have to *keep* it in Blender once you've imported it, you can use it in another 3d package.

    That's exactly what I've done. Although I can't keep the collider mesh or set animations when I import it in, as it bugs out when I bisect the part. I'm planning to add a collider mesh tonight though, and finish texturing. Hopefully I'll have atleast one working part done by tonight, which I will add several variations of soon after and then post a download link here for feedback.

    Right now I have no idea as to how to make internal views for cockpits or allow cargo bays to work as intended, but I will play around with using the existing parts to make these.

    Those are definitely some interesting ideas as to how to connect them together. Unfortunately, the docking port idea I feel would cause too much lag at launch and would be harder to implement than other options. Although the 'frame' idea is rather interesting, I think finding a way to do it with standard assembly nodes would be better. I was thinking the nodes could work where the top half would be placed and then the bottom half placed underneath it, and to counteract the spaghetti monster you are bound to create, short 'bulkheads' (think Mk2 Drone Core) could be used. I don't know whether these bulkheads should be included in the top half parts or included separately. I need to think about how that would work though.

  10. Well, I'm trying to make some concept parts, but I've never really had the oppurtunity to create a model file for KSP. I'm fine with texturing and configs, but the modelling gets me. I've looked at some tutorials and gotten started, but it may take a few days before I have anything. In the meantime I encourage people to consider taking on this project.

  11. I actually think this is an awesome idea. The stock parts are quite limited and while mods like Mk2 Expansion and MkIV Spaceplane Parts are awesome, they too limit you to certain placement of parts.

    If we had Mk2 parts that were split longitudinally, there would be much more choice as to how we set up our spaceplanes.

    For example: You could have a cockpit on the top half and underneath it you could have an air intake, a radar, weapons (if it had support for BDArmoury), an autopilot module (such as MechJeb), in-line front landing gear or maybe even a science bay. In the middle of the plane you could have a fuel tank on top with a small cargo bay underneath it, or a set of in-line landing gear, or even a VTOL engine. Crew cabins could be put above cargo holds, or bomb bays below a fuel tank.

    Overall I think this is a pretty solid idea that would benefit a lot of people if it were developed in a similar manner to the other mods I mentioned. If any modder feels interested in this idea, please consider taking it on.

  12. You should include a license in your download, but I really like this idea. I would be happy to develop some crisp custom textures if you want to collaborate, just send me a notification if you are interested and I'll give you some examples. Either way, this is great no matter the texture, thanks for doing this.

  13. Stupid question, but I want to make sure: Do the hollow Mk2/3 hulls properly shield parts inside them from drag/heat under stock aero?

    Yes, they should. They use the stock cargo bay model because it blends well with other mk2/mk3 parts and because I don't know how to make my own models :P

    Edit: The drag cubes for the Mk3 cargo bay added in KSP 1.0.3 (and thus now added to the Mk3 hull sections) and the rebalanced max temperatures should fix any problems to do with heat and drag.

  14. New version - Stock Hull Sections v1.13 released, in this release I have made a more 'unique' Mk3 Hull texture look. If you would prefer one that looks more like the stock cargo bay either replace the texture with the included alternate texture or download version 1.12 (I would advise against doing the latter if you are playing in KSP 1.0.3).

  15. Since the Z-1k is half the height of the tank the combination could be:

    Mass = 0.25 Mg

    Fuel Capacity = 125 units = 0.5 Mg

    Battery Capacity = 1000 units

    Cost = 1380

    If the hybrid part is the same size as the original fuel tank, I would suggest cutting the mass to something more like 2.1Mg, the battery capacity to around 700ec and the cost down to about 1250. If it isn't the same size as the original, then that makes things harder.

    - - - Updated - - -

    Stock Hull Sections version 1.12 is out, with slightly different textures so you can tell them apart from the cargo bays.

    Remember to give Jeb his sandwich back, and enjoy.

  16. @Wolf Baginski - I'm unsure how to fix the open door problem, but I think you are right.

    Making a part fuel part battery part should be pretty easy. You need to reduce the liquidFuel resource and add a module for ElectricCharge. I might think about making it.

    Unfortunately what's more important is the texturing. If you have any ideas for how the parts should look, please express those thoughts. I will make some slight changes considering textures for the next update.

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