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Everything posted by Kalzuron
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Yes, after the holidays I should be able put more time into this, the textures on the Science Cabin were ones I already had and I felt worked well for the time being. But I will be refining things in future updates, I need to replace some mesh colliders with simpler box ones and fix a few mesh issues, like gaps and what not. Also, please point out any problems with pics if possible and feel free to make suggestions.
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External modding program - What functions do you want to have?
Kalzuron replied to *Aqua*'s topic in KSP1 Mod Development
Don't know how complicated it would be, but the MM patch maker sounds helpful. It could pull up a listing of parts in your game and then you could choose from a list of part modules what you wanted to add, remove or alter. Kind of a MM IDE for KSP. -
I'm not sure which boxes you're taking about. If you're referring to the things on the walls, those are the launch clamps poking through, but if you mean the things on the table, they're science equipment I put there in game. Other than that, the model is the same as it is now except with different texture and airlock animation.
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You should check out the mod I'm working on, a thin hatch that fits between parts is going to be in the next update. Captain to the Bridge
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[KSP1.8] DMagic Module Science Animate V0.22 (11/2/19)
Kalzuron replied to DMagic's topic in KSP1 Mod Development
I know this mod wasn't made to do what I'm looking for by itself, but I figured since I need a better animation module it should be this one since, more than likely, the people who might use my part already have a lot of your science parts. I want to use this mod to run 4 separate animations on the same part so I can hopefully add more to the cfg without breaking the animations. As of right now its just a Mk3 cabin with working doors and you can surface mount experiments inside and out. I might have to settle for making the lab a separate part that can be placed inside as well, I was just hoping your plug-in could help with my cfg troubles. -
[KSP1.8] DMagic Module Science Animate V0.22 (11/2/19)
Kalzuron replied to DMagic's topic in KSP1 Mod Development
Help! I can't get this plug-in to play my animations. I have four animations on my part, one for each door, and when I use ModuleAnimateGeneric I can have all doors opening of closing without problems but I can't add much else to the cfg or the animations break. I want to use this module instead due to it incorporating science, because the part is a science cabin. My end goal is to make the part a functioning science lab and any kerbal activating the inner doors has their science collected, but I'm stuck just trying to get it play an animation. -
OK, the Mk3 Science Cabin is ready enough to be put out for testing. There are still a few things I'd like to polish up before an actual release, but I've spent enough time on this and now I need to go back and redo the Mk3 Bridge so I can add the Hatchway to allow you to move from the bridge to the cabin. The Hatches for in between parts should be up tonight, I need to swap out door animations to match. Also, All 4 hatches open and close via right click menu, but I couldn't add much else to the .cfg without breaking the animations and I'm having trouble using firespitter and Dmagic's animation module. I want to use DMagic's since it incorporates Science because I plan on making the hatches more than just doors, I also want them to take any data off a kerbal inside for storage. Anyways, here it is. Mk3 Science Cabin Please post any problems you find, I sadly don't have time to mod and play KSP right now so any feedback is appreciated. Enjoy
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Can an trigger be added that removes the helmet automatically via MM patch or would that need to be added to the source? I want to stimulate an atmosphere on a ship and I was wanting to see if your plug-in could help.
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Well that's good news, I guess I'll just have to make multiple seat variants until then Thanks for the quick response
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@MOARdV, I have a question. How difficult would it be to make kerbals visible in pods other than the active one? I know it can be resource intensive, but what if it's only the kerbal without any props and only they're on the same active vessel? I'm asking because I've made some Command Chairs that are actually Command Pods and use your plug-in to show your kerbal in the right place, but if I have two on the same vessel they can't see each other in IVA view. Here's the link to my project if it helps. Captain to the Bridge!
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Thanks for the encouraging words , I'm just trying to make things I know I want and have seen others ask for. I'll work on some gifs once I'm satisfied with exactly how the hatches open, as of right now though they just "slide" (they actually scale down so they don't stick out). The parts I'll put out will be their own and won't replace the originals, just alternate versions of them so you'll still have the original Mk3 Cockpit and Crew Cabin.
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Update: I remade the Mk3 Crew Cabin into a Science Cabin with a top level that can hold 14 Kerbals and a lower floor with 2 tables, the whole thing is surface mountable so you can put your experiments anywhere you want. It's twice the size of the original to make room for an airlock for EVA and the ends are open to work with the Airlocks and Hatches I'm making as well. I need to work a bit more on the textures they're kinda rushed and the airlocks and hatches have run into animation issues, but I should be able to finish them enough for a test release in a few days. Concerning the Airlocks and Hatches: I plan on making them more than just animated doors,once I find a plugin that can fit my needs. The hatches are thin so they can fit in between parts without affecting appearance. The airlocks will mount to the outside of a craft but a majority of the part will be inside the craft.
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Update: Ok so, Mk3 crew cabin is delayed since while I was starting on it I realized how much unused space there is, so I'm going to remodel it into a crew cab / science lab which will take a bit longer. Also, I decided to make a universal airlock that will work with parts from other mods out there that have open spaces.
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[SOLVED] "pressurized" cargo bay to make a ship's bridge
Kalzuron replied to Mister Dilsby's topic in KSP1 Mods Discussions
I'd like to see this done, it would come in handy for the project I'm working on, Captain to the Bridge . I'm looking to give the kerbals a pressurized cabin so they can keep there helmets off unless an outer hatch is open and this sounds like a rather viable option. -
Thank you, I'm currently working on the Mk3 crew cabin, It'll be ready in a few days. I managed to fix the black back ground issue on the MK3 bridge and will upload it tonight possibly. I'm going to make the fake hatches that connect internal spaces real so you can move from one IVA to another and try to find a way to see props in IVA since currently you only see props of the pod you're in or if you're in EVA. Also I'll try to throw a little tutorial together for those of you that want to make your own. This is just a different way make an internal space so anyone can make one or convert an existing one I haven't delved into the coding aspect of mods yet so there are a few things I'm sure I'm going to need help with, like moving kerbals to a different layer so they show up when you are in 1st person IVA and Props that you can use in EVA, so any ideas are welcome. Yeah, I saw that mod when I was searching to see if this had already been done, very inspiring. pizzaoverhead has some good ideas that I'm looking into myself. Oh, Legendary Emu, love the laughing Data.
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Ha its 7, just with all the fancy covers removed. Frees up RAM and I'm busy looking at what is in the window more than what is covering it anyways
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A view of the Mk3 Bridge brought to you by Bob on EVA inside The Mk3 Bridge is ready enough to throw out here and I also made four version of my Command Chair with exits at the front, back, left, and right for finding the right fit or preference. I'll be posting how to make your own when I have time after work either today or tomorrow. Until the I hope you enjoy this little project of mine. And feel free to post any issues or suggestions http://kerbal.curseforge.com/projects/captain-to-the-bridge
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Well thank Jeb for that. Don't push yourself to hard, you and the other contributors to this thread have done a lot already. Thanks
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I'll try to send the links to you if I stumble across them, no sense in you being the only one hunting them down
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I don't know about everyone else, but I really want to get out of my Command chair and stretch my legs during a long flight. Currently the only way to do this is to leave your ship (at least so far as I have found) even though some pods are quite roomy. This project is aimed at remedying this problem and hopefully adding some interesting new parts. What I've done so far: The Command Chair Basically, this is a very minimal command pod. Still working out the black background in portrait cam. Mk3 Bridge conversion The Bridge is a hollow probe core so you can leave your seat without losing functionality of your ship. The Command Chair uses RasterPropMonitor's transparent pod so you can see the kerbals. If anyone wants the blender or unity files to take a look or offer help on this project let me know. Update: Just uploaded the Mk3 Bridge and Science Cabin as well as the 4 command chairs, a hatch that fits in between stacked parts and an airlock that can be added to any hollow structure. I can't seem to get Open broadcaster to work, so if any one wants to post a video of them trying it out I'd really appreciate it. Kerbal Stuff: Captain to the Bridge Curse: Captain to the Bridge This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. Future Plans: Rotating Command Chair: I want to make the chair one part instead of four with unique exits. I haven't decided on whether to have the exit point rotate or the whole chair (part will require Infernal Robotics) New Hatches: After looking at Free IVA I'm working on Hatches that will work kind of like my airlock and let pass in to the next cabin even though there is a collider in the way. I also want to make a plugin, or use an existing one if I can find it, that will make the game think that ship has an atmosphere and it's safe for kerbals to remove there helmets while inside, unless an outer hatch is open. Kerbalevator: Haven't looked to see if this has been done yet, mostly just a thought in my head right now. But basically, I want to try to combine Struts and a Command pod so you can place Exit/Entrance (A) at one point on your ship and place Exit/Entrace (B) elsewhere and travel between the two.
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What are the best practices for contributing to mods?
Kalzuron replied to Goddess Bhavani's topic in KSP1 Mods Discussions
You know, I don't think I've seen a thread where people can offer or request assistance, at least not stickied anywhere. I think it would be awesome to have a "contribution request" thread where people can link their project thread(if they've started one) and ask for volunteers to help in the work. And there can be a list in the OP of people who don't mind being asked directly to write some code or model a part.