Don0303
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Posts posted by Don0303
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15 hours ago, EndAllFilms said:
Any possible discord server and perhaps a craft file?
not sure if enough is going on to make a discord server just yet, what kind of craft file would you be looking for?
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UPD8 0.4.2: Horizontal Gym
added a large gym for low/no gravity exercise! It's mostly used for freeiva fun, but some compatibility for training mods is on the way! -
adding a much-needed minor part to help me get back into the swing of things
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1 hour ago, Lonelykermit said:
@Don0303Hatch issue is fixed, do you know how to make ladders (in FreeIva)? I can't really find any documentation on the wiki.
the prop NF_RAIL_Ladder_Rung should work as a FreeIVA ladder, just need to place it and the mod will take care of the rest
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36 minutes ago, Lonelykermit said:
The other part is for sspxr im just testing to see if the hatch works properly, when i try it with the other internals i made it moslty works fine.
does the current version on GitHub have the issue? i think id need to have a look in-game to see what could be causing it
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is there a hatch on both parts or just on the other part?
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actually i should clarify the HatchConfig isnt always necessary, FreeIVA is able to assign hatches to nodes automatically, but using HatchConfig allows you to create some custom behaviours if you're doing anything more complex than having a hatch in the exact same place as a node
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46 minutes ago, Lonelykermit said:
@Don0303I'm a bit confused when it comes to the tube for the hatches, I'm planning on using one of the tubes already included with the FreeIva mod but i don't know if i have to place it in the hatch model itself or i just have to specify it in the config file. Could you clarify?
basically, you just need to add the hatch prop that comes with Freeiva, give it a HatchConfig module in the cfg, and then it will automatically create a tube to whatever it's connected to. beyond that id need to see more specifics about what you have and what you want to help out more
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this is such a simple and brilliant mod, great work!
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1 hour ago, Lonelykermit said:
After multiple unity and PC crashes I think I'm on course to adding IVA props and hopefully adding FreeIva support. @Don0303 I'll notify you if i encounter any issues or need help.
glad to hear! if you get really stuck the guy who makes FreeIVA is really helpful and helped me a ton as well
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2 hours ago, Lonelykermit said:
For the IVA's I don't think i'll be able to make it compatible with FreeIva, mostly due to my incompetence and lack of knowledge :p.
20 hours ago, Lonelykermit said:Currently tearing my hair out trying to get ksp parttools to add props. God i hate unity.
anything specific youre having issues with? ive plenty of experience with making stuff for freeIVA and would love to help!
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16 hours ago, Lonelykermit said:
Oh yeah i'm planning to add IVA's ASAP, I'd love to hear your suggestions since they're aren't many pictures of the interior of the original ESA concept.
i think good practice is to make a generic base, then fill it with props based on what you want the module to be for, possibly using an IVA switching plugin to allow for one part to serve multiple purposes. seems the proposed layout is 2 floors separated at the top of the airlock doorframe, though maybe having the second floor as a mezzanine on some variants could help with style, variety, and fitting large props
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oh i LOVE this! If you are looking to add IVAs id be happy to give some tips!
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On 8/20/2024 at 1:22 AM, Kimera Industries said:
This mod is a brilliant solution to the idea of converting an ET into a station. I will download this as soon as I can!
glad to see more people are finding this mod still! i hope you enjoy it!
On 8/21/2024 at 7:23 PM, AstroWolfie said:Getting some work done on the concept art Don!
brilliant!
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4 hours ago, WolfieKSP said:
Hi, thanks for the answer, I've got one more question: I have seen somebody ask a while ago for 1.84 sized Habs, and I just wanted to say that I love the idea too, it would help to create MOL like stations. Again thanks for the mod, either way it still will irreversibly change my and a lot of people's' gameplay!
1.85 is another thing that wil probably be left until far down the line, I had attempted it but couldn't get hab elements to fit in a reasonable way, but its still an eventual goal. I'm so glad that this mod is giving people such a good experience
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20 hours ago, WolfieKSP said:
Hi, first of all I wanted to thank you for this awesome mod! If you are still developing it, would you consider making the module floors/ceilings out of truss? Like on Skylab and in the converter modules.
im glad youre liking the mod! i am still developing this mod, but I don't have very much free time at the moment so it's relatively slow going. i did consider skylab-style floors as I do love the look of skylab as a whole, but I have decided against it for 2 main reasons:
- the transparent trusses look weird when stacked, and look really bad on the bottom/top of tanks as they just go out into open space
- conceptually the habs are all inflated rigid airmat sections stored in the converter, as was the original plan for the External Tank Station.
it may still be something I consider in future with alternative habs, but that would be a while away
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On 7/19/2024 at 2:29 AM, AMolecularMassofUranium235 said:
does this have kerbalism support?
On 7/19/2024 at 11:20 PM, Entr8899 said:You should instead ask in the Kerbalism thread, they're the ones who make configs for other mods.
ive had some people offer to assist with this, so its somewhat in the works, but if the people in the kerbalism thread are able to add it, that would be great, as it is not something I'm super familiar with
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1 hour ago, Entr8899 said:
@Don0303 This is an amazing mod and a really novel approach to an issue which has plagued me for a very long time. If I may make a critique, have you looked into using Benjee10's HabTechProps for some of the IVAs? https://github.com/benjee10/HabTechProps
Is there any chance you could add 0.9375m and 1.25m part switches for the docking port nodes so they can be used with APAS and CBN ports, and possibly use the lovely new endcaps Benjee10 made for Habtech? Also, would it be possible to fix the Z-fighting issue with the habitation unit when attached to a 5m External Tank (outlined in image below), and possibly add a switch for some sort of aesthetic hatch or connection or something so it doesn't look like the raceways just abruptly end (circled)?
ok lots to look at here so let's go
1: I'm glad u like the mod! honestly without people like you, this never would've left the early concept stage, I'm very glad people are liking it
2: I do actually have habtech props, but I avoided using them to try and avoid as many dependencies as possible, I am in the process of rethinking this
3: part switches are something I have quite a bit of trouble getting right, as are docking ports, most of whats in the mod so far has been added either with help or with heavy reference to how other modders have approached doing it, but I really do like this idea and want to give it a try because full compatibility with habtech and similar mods would be the dream
4: this z-fight has bugged me for a while too, from what I can tell the issue is with the ET model as the adapter is lined up right on other parts, but I will take another look into getting it sorted
5: I have 0 ability when it comes to making or modifying textures, so far all textures used in this mod have been Creative Commons assets from other mods used with attribution, to make a change like this I would need to find someone willing to join me in developing this mod, ideally id like this mod to eventually have all original textures
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hey guys promise im still alive, work on this has sadly slowed due to irl stuff, but getting ready to spin back up as long as there's still interest!
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some details pls
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3 hours ago, ninenineninefour said:
I did some testing, and it seems it's possible to connect regular habs by rotating them and connecting them to the sideways nodes, then rotating and offsetting them into place. I'm not sure if you'd consider this a bug or a feature, although personally I like it. Here's a link to some screenshots.
One possible suggestion I'd have is that instead of adding parts to a tank, you could use a parts switcher along with RevIVA to simply give the existing fuel tanks new variants with crew capacity and IVAs. One disadvantage would be that you wouldn't be able to customize the internal layout as much, but it would reduce part counts, fix the fuel tank usage issue, and make it a bit simpler and more intuitive to build with. I know that SSPx has containers whose resources can be switched, so maybe switching it could also remove the fuel storage?
Also, I spent a good amount of time designing a fancy rotating space station fully traversable in FreeIVA using the horizontal habs for the ring segments. I ended up scrapping it because it turns out FreeIVA doesn't support spin gravity using stock robotics like that, but thought it was neat:
i love this station! its exactly the kind of thing I hoped would be made with this mod!
i will say again that the top adapter should allow you to connect regular habs directly, so if this part isn't working please let me know
I've thought a lot about using revIVA, but the main issue is it wouldn't work with fuel tanks from other mods, and as you said it reduces customizability, I want to make sure that the mod is as versatile as possible
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3 hours ago, ninenineninefour said:
I've been wanting to build massive stations and bases traversable via FreeIVA, and I think this mod is perfect for that!
While I really like SSPX, none of the modules are designed to go sideways, so I need to build bases with tall towers, but this mod has some fantastic horizontal modules. Doubling as fuel tanks also makes transporting them a breeze.
I also like how they can be used separately from the fuel tanks entirely. They're genuinely good module parts by themselves. If you altered the undeployed appearance a bit you could even pass them off as inflatable modules!
My only inputs would be:
1. Add horizontal docking hubs that can be traversed in FreeIVA without needing to disable gravity
2. Add nodes to the top and bottom so it can be connected directly to regular modules
3. Add a module that's just unfurnished high density seating for transporting a bunch of passengers (like the plane cabins)
Thanks a bunch for posting this! If I knew anything about modding I'd help out. You may have just changed the course of my current interstellar career save
thanks for the input!
1. in the works! will likely be a walkway
2. there is an adapter part in the newest update that is designed to do this, due to the design of the mod it is not possible on standard parts
3. this is a brilliant idea and I'm definitely on itif you want to help I'm always interested in ideas for new habs, especially ones that people have a layout in mind for! even kind comments like this one help me stay motivated to continue work on the mod!
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15 hours ago, AbnormalVenegrade said:
Is it possible for this mod to work with spherical fuel tanks? Maybe ability to attach radially too, but inline ones like Cryotanks has would be nice!
a radially attached version would have to be placed in exactly the right spot, and wouldn't work with freeiva, inline ones could work but to my knowledge there's no standard size for spherical tanks so it would only work on whatever tanks I based it on
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6 hours ago, Shantaboy said:
Finally refound this, best image I've found of the SSE intertank layout. Note at the bottom how there is an extension on the interstage tube to connect it to the docking port that links to the ODS. It also demonstrates ladder and grapple fixture placement on the ET and the orbiter. Lastly if you look very closely in the center, you can see the hatch connecting the "intertube" to the forward tank. It looks like the same hatch the orbiters used on the middeck IRL.
sweet! from the looks of things my version is pretty close! didn't add the projector, may do that next update (also had to make the intertube bigger to fit kerbals massive heads) I'm pretty new to boldly going so any tips or references for the IVA are appreciated, I don't plan to make it 1:1, but a grapefruit-style homage
[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
in KSP1 Mod Development
Posted
can try and find the craft file I used, if you want it to look like the one in the pictures you'll need the ORANGES and SOCK mods