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ktosiu

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  1. If y'all play with frame rates limited for smoother experience but want loading times unaffected, normally I'd recommend FPSLimiter from Small Utilities: Alas, I'm 90% sure it's not compatible with the latest KSP. With 1.11.x I'm using a personal, trimmed (no GUI) version of FPSLimiter, hardcoded to 30 FPS but perhaps some of you know of a more user-friendly alternative we could use?
  2. First experimental download now available - https://github.com/Zorbaq/SVAS/releases/tag/v0.1.7788
  3. Inspired by the great works of our most prominent KSP modders, for the last few weeks I've been semi-secretly toiling away at a bunch of parts of my own. With enough content (and courage) to warrant a development thread, I present this mod under the working title of Some Very Alien Stuff (SVAS). Not surprisingly, the focus of this add-on is kerbalkind's discovery and utilization of various bits and bobs of alien origin. As of now, it is planned to depend on Angel-125's magnificent "Blueshift", as it reuses some of its assets, resources and anomaly spawning mechanics. Present Status of Mod is: Highly Experimental FULL ALBUM Currently available: Tetrahedron Scout Ship A variation of the Blueshift's Tetrahedron Anomaly; a two-seat, all-in-one part, controllable alien scout vessel. No IVA model. Uses WaterfallFX for its visuals (hull glow and exhaust). Powered by Blueshift's Graviolium (attitude control) and Electroplasma (very efficient non-atmospheric reaction engine). No RCS thrusters. Spawns as a rare class A space object/anomaly on a fly-by trajectory around a random body. Seize it while you can. There's not much else to it though, as this was a proof of concept intended to gauge my ability to get anything done in Blender and Unity. IMPORTANT: Dock with the anomaly (via a claw or a manually attached docking port of your choice) before boarding to convert it from a SpaceObject into a standard vessel lest the Kraken may disapprove! Alien Scout orbiting Kerbin More images of the scout: https://imgur.com/a/6cidRE6 Alien Excavator A surface attached alien drill. Small, light and efficient (200%/300%/300%), neither affected by heat nor generates any. Its planetary harvester runs on Graviolium and Electroplasma but comet and asteroid modules are (afaik) hard-coded to Electric Charge. Best mounted on an extendable arm. Beam and funnel made with Waterfall. Beam-based drill Alien Powercell A surface attached infinite source of Electroplasma to power the various alien gizmos. The hotter the surroundings, the higher its efficiency. Features a cliche animation (nothing says 'alien' more than a set of rotating rings) and a glowing blob of Waterfall effects. A powercell on a floating pedestal Tetrahedron Modular Ship An extension of the scout concept, this one has bits of mesh sliced off as separate parts for user customization. On a side note, aligning surface nodes on a triangular pyramid is not fun if you hate math. Modular Scout Ship with active Excavator Pylon Alien Pylons Attachable parts for the modular core: Blueshift FTL drive, Powercell, Antigravity generator, Excavator. There are also some other experimental/debug parts included but they should be hidden from view by default. In the works: Alien Fabricator An automated part printer. Requires one of the mods allowing for in-situ part creation (Simple Construction, Sandcastle soon and potentially OSE). The only way to produce new alien parts. Alien Tractor Beam Functions as a standard grappling claw but spurts Waterfall visuals. Alternate Chassis for the modular core: The result of "You discover Blender tutorials. Your blending skill increases by 2.3%". Plans, ideas and general direction: intended as overpowered endgame content for crazy fun and/or storytelling part names, prices, tech and resource requirements are far from intended values and subject to change alien parts should not be available in vab/sph, the only way to obtain them is through exploration and salvage (leveraging Blueshift's Anomaly Spawning system) or the Alien Fabricator ordinary (non-alien) parts should not be attachable to alien vessels add moar parts (isru, thrusters, alien death/heat ray, toggleable forcefield/collider, aerodynamic shell generator, alien themed fluff/fun props) and vessels! IVAs for the vessels rather unlikely? I'm relatively new to KSP modding (had a short stint in '16 but didn't progress very far). I have some coding and modelling experience but only as a hobbyist. Your constructive criticism is welcome and encouraged. Currently struggling at texturing to the point of passionately hating it. Hopefully for now, you will accept all materials as passable placeholders. Also if you happen to know a good tool for procedural textures with emphasis on hard surfaces - let me know. Generally I need something to cover for my utter lack of graphical sense and partial color blindness . And if you'd be willing to detail your workflows, that'd make me additionally happy. Just keep in mind that "I hand paint all my materials in mspaint.exe" is advice too exotic for me to follow. Downloads: Releases: https://github.com/Zorbaq/SVAS/releases Source: https://github.com/Zorbaq/SVAS Dependencies: Blueshift, Waterfall, Module Manager
  4. I'd love to! However the idea grew a little bit beyond the controllable vessel and now I have a small collection of alien parts under development. Expect a development thread sometime soon.
  5. Pretty moveable, I had one attached for the same purposes for a while.
  6. I've seen entries in my log indicating that during high time warp tetrahedrons can crash into neighboring bodies, especially in dense systems.
  7. However, a layman's cursory glance over the code reveals the following in KerbalKonstructs.cs: internal static string newInstancePath { get { return HighLogic.CurrentGame.Parameters.CustomParams<KKCustomParameters1>().newInstancePath; } set { HighLogic.CurrentGame.Parameters.CustomParams<KKCustomParameters1>().newInstancePath = value; } } Perhaps it is only a matter of appending HighLogic.GameSaveFolder to the path to have separate instances tied to each savegame? Looks straightforward enough but there might be more to it than it seems.
  8. Is it possible to have groups and instances of statics sperate per savegame rather than being global and shared between games? KK settings point to a folder holding the instance database but I assume this setting is also global and there is no way of having a different value in each savegame?
  9. Can I suggest something? Would it be possible to introduce individualized whitelists for the PrintShop module (as an editable .cfg property with a list of allowed part names, for example)? This way we can have custom, specialized printers with a selection of parts narrowed down to a predefined set.
  10. Blueshift uses Nertea's Waterfall for its visual effects. The WaterfallFX module state can be linked to (among other things) the throttle value of the vessel. I don't how how your other mod handles FTL velocity but if it's tied to throttle then it should be doable.
  11. Something's indeed afoot: [LOG 15:29:10.563] Unpacking Monty Kerman [WRN 15:29:11.108] [EFX] Unpack: kerbalEVAFuture (Monty Kerman) [LOG 15:29:11.108] [EFX] Contains() [ERR 15:29:11.109] Exception handling event onPartUnpack in class EvaController:System.NullReferenceException: Object reference not set to an instance of an object at MSD.EvaFollower.EvaContainer.Load (KerbalEVA eva) [0x00030] in <0e87f5b31a7e43afa0664eb60835ba4b>:0 at MSD.EvaFollower.EvaController.Load (Vessel vessel) [0x0003a] in <0e87f5b31a7e43afa0664eb60835ba4b>:0 at MSD.EvaFollower.EvaController.OnPartUnpack (Part part) [0x0002a] in <0e87f5b31a7e43afa0664eb60835ba4b>:0 at EventData`1[T].Fire (T data) [0x000b0] in <06f13185617646e5bc801baeab53ab75>:0 [EXC 15:29:11.111] NullReferenceException: Object reference not set to an instance of an object MSD.EvaFollower.EvaContainer.Load (KerbalEVA eva) (at <0e87f5b31a7e43afa0664eb60835ba4b>:0) MSD.EvaFollower.EvaController.Load (Vessel vessel) (at <0e87f5b31a7e43afa0664eb60835ba4b>:0) MSD.EvaFollower.EvaController.OnPartUnpack (Part part) (at <0e87f5b31a7e43afa0664eb60835ba4b>:0) EventData`1[T].Fire (T data) (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Part) Part:Unpack() Vessel:GoOffRails() OrbitPhysicsManager:LateUpdate() I'm on KSP 1.11.2
  12. A quick question: can a custom controller be hooked up to an animation module? The scenario is: waterfall effects on an active drill part.
  13. Alas, the article is a bit vague on the specifics of the positive energy bubble and the original paper is behind a paywall
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