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Everything posted by dboi88
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
I'm pretty sure your hubs upside down -
I don't see why not. You can just remove the note once the PR is merged.
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Hmm, not sure on that one due to conflicts with MKS itself and people running into issues with the weight balancing of the MKS parts. But it'd be a simple MM patch to add to all tundra modules, just a couple of lines. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Yeah that's what i was thinking. I need some more parts on there otherwise the PAW will be too big on the freighter. So you'd pick the freighter. then pick from 8 or so panels to attach to the side. The panels will be what has the functions attached, so right click on a hab panal and you'd get the same hab settings as on an MKS hab module. The kontainers will just be normal MKS kontainers with an MM patch attached with 6 normal attach nodes on the big truss. So you could put what ever you wanted on there. -
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I'm going to write an update mostly just so i can get straight on where i'm up to. Ok I spent last night doing a lot of tidy up work on the model. I'm new to this and was learning long the way so there's lots of bits I've gone back and re done, as well as removed loads of random vertices and edges that were floating around. I also got rid of the cockpit, I used a model/tutorial to make it and it just wasn't in any similar style at all. I can probably make something that looks better now something square. So jobs to do model a new cockpit remodel the raised panels on the rear truss so they're a consistent size and shape model some new interchangeable side panels (more on that later) model the interior EVA spaces learn animations learn how to make things glow learn how to texture (honestly i don't even know which button in blender starts texturing, not a clue) There was a little voice in my head that was shouting "this isn't like lego! we like lego!" for the past 3 days. Having the hull one huge piece gives me loads of advantages in regards to the weight transfer mechanic and simplicity. But then we all play kerbal because we like building things don't we? So I came up with an idea last night. I was also very conscious of how big the PAW might get for the freighter and this fixes that issue too. Down the back side of the freighter that currently just has those ugly ridges i'm going to add 4 big attachment points for interchangeable panels. So the idea is that you'll be able to pick from a selection of panels which each have a different function to customise the freighter. The models for this will literally just be an outer panel with some detail on one side but the theory is that each panel is actually just the exterior and the 'useable' space for each module is actually the space inside the freighter. So if we had a hab module the panel would have some windows and vents and look like the area behind it is the Habitation space. Again i can make these use the weight transfer mechanic so there'll be no issues with balancing the engines. So we could have Hab Quarters - portholes, multiple windows Hab Common - big cupola style bay window & Canteen Recycler/Greenhouse - Machinery & glass windows to a greenhouse space Science Lab - a sticky out telescope and some science bays Med Bay - some windows and maybe an 'emergency dock' Power Station - some exterior machinery, nuclear symbols ect EL Workshop/Launchpad/OSE Workshop - some sort of crane or robotic arm looking thing on it Akademy I'm also toying with the idea of doing a smaller freighter without the rear truss that can be used as transport ships using the above parts when you don't want to transfer a boatload of resources. I think i'll also make a 3rd freighter hull with a stretched rear truss that will comfortable fit 6 of the big round fuel tanks instead of the Kontainers for @DStaal no sure which size yet though, will have to see what one looks like against the model in blender. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Yeah i don't see why with a bit of planning that can't work. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
No they are just attachment nodes so you can put anything there. Yeah i was thinking a small crew transfer shuttle with maybe one 1.25m container for some supplies. I'll have to see what reasonable fits inside the hanger. Yeah that's the idea. It'll only really be a cargo bay like any other with a crew hatch in it. Just like when you eva out the back of a cockpit into a cargo bay.. But it'll be set up as a room with doors that open to outside. Based on the fact it's only going to be a 20 part ship at most i'm thinking i can really go wild with colliders and polys. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Yeah i suppose. I was also thinking about it carrying a shuttle in the cargo bay. Maybe even a tug for the kontainers. But then i'd have to deal with docking and the weight transfer wouldn't work if. So probably a tug with a smaller Kontainer to take deliveries around. The kontainers need to be attached directly to the hull for the weight transfer mechanic to work. If it get's an IVA it'll be a straight drop in from somewhere else that is nothing kerbal like but might be quite amusing. Though i'm thinking of using the long truss on the back as part of the internal EVA space as a long corridor. Send your engineer down the tunnel to repaint the kontainers?? -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Yeah i agree. You will need almost no extra parts with this mod. My first reaction wheel setting was soo high if i span it at full speed the kontainers would spontaneously explode! The final settings will allow reasonable maneuverability with both reaction wheels and RCS thrusters for maneuvers and docking when fully loaded. I was thinking somewhere between 5-10 seconds for an about-turn fully loaded. Any exterior nodes will be there for a specific reason. I plan on having a little airlock/prep area inside a little cargo bay. So you'd come out of the hatch into the cargo bay, sort out your KIS gear (will have nodes for small KIS containers) in the prep area then open the airlock doors to exit the ship. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Ok what you're missing is that you don't 'scavange' from PL. PL is just a pull and push to and from warehouse enabled Kontainers to stop them getting full or empty. So you put an empty warehouse enabled kontainer on your base and it will pull from PL for no other reason than it is empty. There are no logistics consumers involved with PL. So it's telling you it has not X to take, because you have none in storage ON your base. Hope that helps -
You're right, that's some good advice, it could be a very tricky bug to hunt down. Not my idea of fun.
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@Rehpic are you running either of these two mods?
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Supplies work like any other resource. You should send a supply ship with more. Once docked with your KSS transfer supplies from the resupply craft into the tank on your KSS just like you would with fuel.
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Hehe unfortunately not many elements from this pic ended up in the model, I think they're all too far away from Kerbal like on this ship. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Yep that's the one. These should be on the USI-LS page as Home and Hab timers are part of LS not strictly MKS. I responded over there earlier today to confirm that the only other person to report confirmed that for them it was a mod conflict. So if you could reproduce in a USI+Stock only game and put a save onto the USI-LS page/github bug tracker that would be great. -
Dboi's Dev Thread This is where I will share updates of current development. As well as a cataloge of current and past projects. Cargo Freighter Licence- All Rights Reserved Reviews SketchFab Collection https://sketchfab.com/danielfay88 -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Cargo Freighter Original Concept Post
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See below. Looks to be due to a mod conflict.
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My new freighter now has engines and attachment nodes. https://skfb. https://skfb.ly/Zwo8