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Shammyofwar

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Everything posted by Shammyofwar

  1. This Open Alpha test will go on till July 29th 2024 - 0.7 release is planned for August 6th 2024.
  2. This is a remake/update of SciFi Shipyards By StarVision found here https://forum.kerbalspaceprogram.com/topic/34924-104-scifi-shipyards-discontinued/ and an Alpha release of https://forum.kerbalspaceprogram.com/topic/224484-scifi-shipyards-redux-06-beta-wip/#comment-4380724 I purposely left out the Phoenix, Enterprise, and Galileo Shuttlecraft as these ships are available in TrekDrive and are made well. I also left the "Photon Torpedo" as this will be released when I release the BD Armory integration. This is not just an update but an edit of all cfg files, updating them to 1.12.5 (will work on 1.12.3 too), and converting them to a modular system. All ships now have impulse engines and warp drives from TrekDrive.Each Ship is configured with an ability that no other ship in the mod has. This can be changed through the module system. What's changed from 0.6? All ships are now powered by new engines. Mod Dependencies changed. 7 Additional ships for the 0.7 release. All are functional and flying some may still need tweaked and are not optimized. 1 additional surprise ship early release ship- only available on Patreon to my members -planned for 1.0 release.. Includes USS Stargazer USS Voyager Borg Cube Doomsday Machine Tardis Flying Saucer UFO InvisoStruts - This Strut Connector is highly regarded by many spacecraft engineers as they help in constructing more stable spacecraft. Once both sides are connected, a structural beam is created to link both ends, allowing for sturdier (and heavier) construction without having visable struts. Republic Attack Ship USS Arizona -Excelsior Class KTagga Class Cruiser Klingon D32a Bird Of Prey Romulan Bird Of Prey The Federation Strike Fighter Galor Class Cruiser Some Flags And All 14 craft files with a Action Group set up for you AG # 1- Toggles Warpcore, and Bussard Collectors AG # 2- Toggles Impulse Engines (WarpDrive found by right clicking them click "Warptron 9000") AG # 3- Toggles Forward/Reverse Impulse engine translation mode. AG # 4 Toggles Landing/Take off Impulse engine hover mode. AG # 5 Runs Captain's log (Crew report) AG # 6 Opens Kerbnet AG # 7 Toggles Shuttle bay doors (Republic Attack Ship, USS Stargazer, and USS Voyager only atm) To Do: Ships are currently balanced with no uniqueness, this wil be adjusted to give each ship a unique niche- I hope to get feedback on how. Currently, ship customization via changing out modules is not available - this will be available for 0.7. The community Tech Tree patch isn't updated for the new ships. Known issues Doomsday Machine sometimes goes crazy and rolls around at launch but it is huge, easily fixed and control re-established by turning on SAS, RCS, and Impulse engine.- In rare cases, it explodes at launch please quickly save before launching this ship. I believe the issue is its size it's almost 1/2 the length of the level 3 runway and taller than all the buildings. Voyager is larger than it should be - If you want to shrink it use Tweakscale but you will need to use adjust tools in Editer as the Shuttle door and Nacelles won't line up right when shrunk. Tardis lights come on when charging warp coils - kind of a cool effect I think. Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path error has occurred a few times during Eva with SciFi Saucer - not sure if it my PC or the mod- please report it on the release thread if it happens to you. This is an Alpha Release and there may be other bugs or issues. If found please report them to me on thie forum post. The Federation Strike Fighter, USS Voyager, Flying Saucer UFO, and Republic Attack Ship landing gear must be assigned manually to the hotkey or gear button. Lights on/off must be assigned manually to the hotkey or lights button. Dependencies Click Through Blocker ToolbarController Module Manager Hanger Extender (It will operate without this but these ships are large) Recommended mods Any Planet pack- at warp speed quickly leaves the stock system. I use Galaxies Unbound Stellar Adventures but it's not available if you don't already have it TrekDrive Science - Full Transmit! (these ships can be tricky to land - Voyager and the Flying Saucer do have landing gear) Community Tech Tree (patch is included) BD Armory (integration coming soon) Hanger Conflicts None that I'm aware of. Credits Warp effects not showing up issue fixed by TheShadow1138.- Thanks again. StarVision created the original mod. The Internal Enterprise was given to StarVision to put into the original mod by Boogaman. This mod uses source code from TheShadow1138's TrekDrive plugin for the Impulse engines This mod uses Interstellar Warp Drive standalone By linuxgurugamer integrated in for warp engines released under Interstellar License. This mod makes use of the module manager mod by Sarbian and Blowfish.. This mod uses F14D iva, unchanged, from Nice MKseries Body by Kernowden Kerbin released under CC by SA DEED license This Mod uses Spaceport IVA , unchanged, from Hanger By allista for the released under CC BY 4.0 DEED Attribution 4.0 International Excelsior, KTagga Class Cruiser, KTagga Class Cruiser, Romulan Bird Of Prey, Republic Attack Ship, The Federation Strike Fighter, Galor Class Cruiser, and Imperial Class Star Destroyer Avenger models belong to Skunkworks mods from StinkyAce and used with his permission. This mod depicts crafts from Star Trek and Dr Who. Ship likeness and names are their property. Many thanks to all these people for all their work and thanks to Squad for the game itself. Released under GPL 3.0 unless otherwise stated above. Scifi Shipyards Redux Roadmap Beta 0.7 – Adding 7 ships from outdated Skunkworks mods from StinkyAce with his permission. This will be released when all 7 additional ships are functioning and flying properly with no/very few known bugs Republic Attack Ship Excelsior KTagga Class Cruiser Klingon D32a Bird Of Prey Romulan Bird Of Prey The Federation Strike Fighter Galor Class Cruiser Beta 0.8 - Integrate BD armory modules (BD armory will optional but necessary for them to function) such as Integrated radars, AI Orbital autopilot, and weapons control. There are also a bunch of custom weapons created in Skunkworks mods from StinkyAce that go with the 0.7 release ships. I would also like to see a multiplayer server hosted for this mod at this release, but I have neither the funds nor the bandwidth to host it myself. I will be looking for a volunteer for this at that time. I think it would be a ton of fun! Beta 0.9 – Add a few more ships, a few new interiors and make all ships FreeIVA compatible with ASET functionality. Release 1.0 – All release files will be localized, and any known bugs corrected. This Open Alpha test will go on till July 29th 2024 - 0.7 release is planned for August 6th 2024. Sign up at my Patreon for free to download
  3. There is also a 7-crew Voyager bridge- You can find them both in use on my current release. I am designing 3 new bridges - the one attached to the above footage has 6 seat stations on the bridge and another 35 seats throughout. There is going to be a 12-seat that has 6 on the bridge and another 6 down the hall in the ready room, I have both of those rough models (I didn't design them just converting them) Both of these require a lot of work and you won't see them for 8+ months. Lastly, I have a 4 person tactical fighter bridge which will make its debut in 0.7 in the Federation Strike Fighter. To get early access and alpha test stuff as it's "Flying" Join my Patreon for free.
  4. I am going to do the Excelsior in 0.7 and plans for Enterprise D - Galaxy. I already got the model and a new bridge for it. It is also going to be the first model to use but unfortunately, I am limited by time and resources so it'll be a while . My coding/modeling PC died so I'm stuck with a Dell. I ever get the $ for a new PC Development will speed up lol
  5. I have got a programmer/Modeler friend of mine on board with me now, big things are to come! Join my Patreon for free for daily updates. Join for free
  6. This is a remake of and update to I purposely left out the Phoenix, Enterprise, and Galileo Shuttlecraft as these ships are available in TrekDrive and are made well. I also left the "Photon Torpedo" as this will be released when I release the BD Armory integration. This is not just an update to 1.12.5 (will work on 1.12.3 too), but converting them to a modular system. All ships now have impulse engines and warp drives from TrekDrive. Each Ship is configured with an ability that no other ship in the mod has. This can be changed through the module system. Includes USS Stargazer - An overworked, and underpowered vessel. It always seems to be on the verge of flying apart at the seams. This is the only craft that utilizes the best of both worlds warp 5 engine. USS Voyager - Voyager has not only a shuttle bay but landing legs for VTOL activities. Due to its time in the Delta quadrant, it has a 20GM antenna. that can reach Kerbin from vast distances. Borg Cube - Resistance is futile! 7 out of 9 Kerbals could not resist the urge to get. Features a built-in radiator to prevent overheating and a fuel cell for aux power. Doomsday Machine - Retired from its days of planet-killing. It's unknown how it works, but its unknown tech allows for infinite resources and warp 10. Tardis - An obsolete TT capsule used by the doctor. The chameleon circuit is broken, so it's stuck looking like a police box.It utilizes a "Phase out" invisibility. Flying Saucer - The truth is out there, so go find it! This craft due to its origins outside of Kerbin has all the scientific testing you need on board. InvisoStruts - This Strut Connector is highly regarded by many spacecraft engineers as they help in constructing more stable spacecraft. Once both sides are connected, a structural beam is created to link both ends, allowing for sturdier (and heavier) construction without having visable struts. Some flags and Every ship in Scifi Shipyards Redux is built with modules using Module Manager. This system allows you to modify your ships without ever touching a line of code simply by replacing a file in the ships module folder with a pre-written file. If you can move a picture from your desktop to your My Pictures folder you can create the starship of your dreams!- see the tutorial in the download. List of interchangeable modules Known Bugs Doomsday Machine sometimes goes crazy and rolls around at launch but it is huge, easily fixed, and control re-established by turning on SAS, RCS, and Impulse engine.- In rare cases, it explodes at launch please do a quick save before launching this ship. I believe the issue is its size it's almost 1/2 the length of the level 3 runway and taller than all the buildings. Voyager is larger than it should be - If you want to shrink it use Tweakscale but you will need to use adjust tools in Editer as the Shuttle door and Nacelles won't line up right when shrunk. Tardis lights come on when charging warp coils - kind of a cool effect I think. Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path error has occurred a few times during Eva with SciFi Saucer - not sure if it's my PC or the mod- please report it on this release thread if it happens to you. This is a Beta Release and there may be other bugs or issues. If found please report them to me here on this release forum post. Dependencies Community Resource Pack Module Manager Waterfall Core Hanger Extender (It will operate without this but these ships are large) Recommended mods TrekDrive Science - Full Transmit! (these ships can be tricky to land - Voyager and the Flying Saucer do have landing gear) Community Tech Tree (patch is included) BD Armory (integration coming soon) Conflicts None that I'm aware of. Credits Warp effects not showing up issue fixed and testing by TheShadow1138.- Thanks again. StarVision created the original mod. The Internal Enterprise was given to StarVision to put into the original mod by Boogaman. This mod has TheShadow1138's TrekDrive plugin integrated into it with permission to allow for warp and impulse engine functionality, and warp visual effects. This mod makes use of the module manager mod by Sarbian and Blowfish. This mod makes use of the Waterfall core mod by Nertea. This mod makes use of The Community Resource Pack mod by RoverDude. This mod depicts crafts from Star Trek and Dr Who. Ship likeness and names are their sole property. Many thanks to all these people for all their work and thanks to Squad for the game itself. Roadmap for the future Beta 0.6 – 6 original ships are functioning and flying properly with no known bugs. I will not be updating Enterprise or the Shuttle because you can get well-made versions of them in TrekDrive. - This is today's release. Beta 0.7 – Adding 7 ships from outdated Skunkworks mods by StinkyAce ,with his permission. This will be released when all 7 additional ships are functioning and flying properly with no known bugs Republic Attack Ship Excelsior KTagga Class Cruiser Klingon Bird Of Prey Romulan Bird Of Prey Federation Strike Fighter Cardassian Galor Class Cruiser Beta 0.8 - Integrate BD armory modules (BD armory will optional but necessary for them to function) such as Integrated radars, AI orbital autopilot, weapons control, and numerous weapons created by StinkyAce as well as a few that I will create. I would also like to see a multiplayer server hosted for this mod at this release, I think it would be a ton of fun! Beta 0.95– (may not happen) If I can get a coder and a modeler who wants to contribute I want to add a few of new interiors and make all ships FreeIVA compatible with ASET functionality. - I can not code or model anymore. Release 1.0 – All release files will be localized, any known bugs corrected and I will write an in-depth on how to customize all ships via the modular system (Already done) and post on GitHub a library of modular plug-in files (In download currently ) to make customization super easy. I am not going to assign any milestones to this mod as I did on Galactic Trading as this is something I am developing for me and am sharing it with the world. If you would like to contribute to the development of this mod please reach out to me. I hope you all enjoy it, I know I will! Released under GPL 3.0 License Download at Github Download at Spacedock Download on Curse Join my Patreon page for free to track my mod development with daily updates. UPDATE 04/20/24: We have developed an engine plugin called StarDrive exclusively for Scifi Shipyards Redux. It started out with source from TrekDrive By ShadowWorks1138's Impulse Engines and from Rover Dude's Standalone Alcubierre Warp Drive but it is getting features (like a P.I.D. Controller) added quickly the goal is to create something that resembles Lcars MarkII. Update 04/24/24: V0.65 early access Patreon member test release is almost ready -just to be 100% clear it will be free to get on Patreon just join my Patreon for free to download it. Update 4/26/24: StarDrive will now be a modular system utilizing 3 plugins. StarDriveImpulseEngines.dll, StarDriveWarpEngine.dll and StarDriveCore.dll .This will make it easier to make updates as needed, and add features.
  7. The mod is complete I'm testing it a bit more, If all goes well 0.6 beta will be released tomorrow.
  8. Huge Thank you to TheShadow1138 for the fix to warp fx. Mod to be released very soon!
  9. Thanks to my smart and beautiful wife for making this mod's trailer.
  10. DEV Update on Modular ship system. Still writing the tutorial but I now have all the modules that will be available in 0.6 beta release and their explanations. Every ship in Scifi Shipyards Redux is built with modules using Module Manager. This system allows you to modify your ships without ever touching a line of code simply by replacing a file in the ships module folder with a pre-written file. If you can move a picture from your desktop to your My Pictures folder you can create the starship of your dreams!
  11. I am still trying to get this resolved but HUGE shout out and thank you to TheShadow1138 who is also investigating this.
  12. As announced I am working on It is a complete re-make and update. I plan on 2 more ships other than the ones announced bringing the total ship count to 13. May I please have some suggestions?
  13. Update - All 6 ships for 0.6 release look and fly well with Warp drives and Impulse drives.May still need future warp speed and or resource adjustments. Only have 1 known bug with warp stars effect that I am working to resolve then I'll release 0.6 Beta. More pictures
  14. Scifi Shipyards Redux Roadmap Alpha 0.5 – This is where I am right now 6 ships from original mod Voyager Borg Cube Tardis Stargazer Doomsday Machine Sci Fi Saucer All load correctly, are modular, have functional impulse, and warp engines from TrekDrive but not all fly well. I need to fine-tune performance and fix a few ongoing bugs then I will release 0.6 Beta. Beta 0.6 – 6 original ships are functioning and flying properly with no known bugs. I will not be updating Enterprise or the Shuttle because you can get well-made versions of them in TrekDrive. Beta 0.7 – Adding 7 ships from outdated Skunkworkscommand mods. This will be released when all 7 additional ships are functioning and flying properly with no known bugs Republic Attack Ship Excelsior KTagga Class Cruiser Klingon D32a Bird Of Prey Romulan Bird Of Prey ???? Suggestions Please ???? Suggestions Please Beta 0.8 - Integrate BD armory modules (BD armory will optional but necessary for them to function) such as Integrated radars, AI autopilot, and weapons control. I would also like to see a multiplayer server hosted for this mod at this release , but i have niether the funds nor the bandwidth to host it myself. I Will be looking for a volunteer for this at that time. I think it would be a ton of fun! Beta 0.95– (may not happen) If I can get a coder and a modeler who wants to contribute I want to add a few of new interiors and make all ships FreeIVA compatible with ASET functionality. - I can not code or model anymore. Release 1.0 – All release all files will be localized, any known bugs corrected and i will write an in-depth on how to customize all ships via the modular system and post on GitHub a library of modular plug-ins plug-in files to make customization super easy. I am not going to assign any milestones to this mod as I did on Galactic Trading as this is something i am developing for me and am sharing it with the world. If you would like to contribute to the development of this mod please reach out to me. I hope you all enjoy it – I know I will!
  15. The initial beta will have 13 ships in total Original mod: Voyager Borg Cube Tardis Stargazer Doomsday Machine Flying Saucer Ships imported from SkunkworksCommand Republic Attack Ship Excelsior KTagga Class Cruiser Klingon D32a Bird Of Prey Romulan Bird Of Prey ???? Suggestions Please ???? Suggestions Please
  16. More Pics Just got permission from StinkyAce AKA SkunkWorksCommand to use his ships so this will be not only a Redux but an expansion as well. Any Requests?
  17. Small update I am restructuring all ships in this mod to be 100% modular using Module Manager. This will allow a high degree of customization and ease of update/expansion. Example - The Voyager hull cfg You'll notice there are no resources, engines, science etc. It's all Modular and being added by MM Example - control Opinions/feedback?
  18. Correct it uses Enterprise by StarVision and Boogaman. I can not model anymore so got to use what's available to me. It has no EVA or interior issues with it and expands crew capacity to 8.
  19. I recently said I was going to update/remake because I have already some of the parts updated for my personal use. I have obtained permission from TheShadow1138 to use his code from So thought I'd drop an update and some pictures. Gallery here . I have a fully functional USS Stargazer, USS Voyager, Borg Cube, Doomsday Machine, TARDIS, and Flying Saucer that all use impulse engines and warp drives from TrekDrive. There are still bugs and tweaks to be made before I can publicly release the Beta and it may take me some time because I am limited on time to test and fix. Just wanted to let you all know it's a WIP. If anyone wants to help PM me.
  20. Ty corrected spelling and pushed V1.1
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