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Shammyofwar

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Posts posted by Shammyofwar

  1. 13 hours ago, jlcarneiro said:

    Hello, @Shammyofwar! At last I could test your suggestions!

    Based on what you said, I decided to DELETE the whole KSP directory :o and start over...

    Good news are: it runs smoothly, thanks! I searched the log files and found NO "ERR" strings and only TWO "ERROR" strings (below):

    ERROR: ld.so: object '/home/jlcarneiro/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
    ERROR: ld.so: object '/home/jlcarneiro/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.

    Do you know what they mean?

    I'll upload the two log files (KSP and Player). Maybe any of you can see something I didn't...

    Steam game overlay can't be loaded -I wouldn't  concern myself with it, and KSP is ignoring it too

    Quote
     ignored.

     

  2. Quote

    Cannot find a Module of typename 'DMScienceScenario'

    [ERR 10:46:26.202] ScenarioModule is null.

    [ERR 10:46:26.202] Cannot find a Module of typename 'KRASHPersistent'

    [ERR 10:46:26.202] ScenarioModule is null.

    [ERR 10:46:26.202] Cannot find a Module of typename 'KerbalConstructionTimeData'

    [ERR 10:46:26.202] ScenarioModule is null.

    [ERR 10:46:26.202] Cannot find a Module of typename 'HallOfFameScenarioModule'

    [ERR 10:46:26.202] ScenarioModule is null.

    [ERR 10:46:26.202] Cannot find a Module of typename 'UPFMData'

    [ERR 10:46:26.202] ScenarioModule is null.

    [ERR 10:46:26.202] Cannot find a Module of typename 'OSPScenario'

    [ERR 10:46:26.202] ScenarioModule is null.

    [ERR 10:46:26.202] Cannot find a Module of typename 'UnloadedResources'

    [ERR 10:46:26.203] ScenarioModule is null.

    [ERR 10:46:26.203] Cannot find a Module of typename 'DeepFreeze'

    [ERR 10:46:26.203] ScenarioModule is null.

    [ERR 10:46:26.203] Cannot find a Module of typename 'ScrapYard'

    [ERR 10:46:26.203] ScenarioModule is null.

    [ERR 10:46:26.203] Cannot find a Module of typename 'StnSciScenario'

    [ERR 10:46:26.203] ScenarioModule is null.

    [ERR 10:46:26.203] Cannot find a Module of typename 'Trajectories'

    [ERR 10:46:26.203] ScenarioModule is null.

    [ERR 10:46:26.203] Cannot find a Module of typename 'SnacksScenario'

    [ERR 10:46:26.203] ScenarioModule is null.

    [ERR 10:46:26.203] Cannot find a Module of typename 'BonVoyageScenario'

    [ERR 10:46:26.203] ScenarioModule is null.

    [ERR 10:46:26.203] Cannot find a Module of typename 'RmmScenario'

    [ERR 10:46:26.203] ScenarioModule is null.

    [ERR 10:46:26.203] Cannot find a Module of typename 'Data'

    [ERR 10:46:26.203] ScenarioModule is null.

    and 

    Quote

    [ERR 10:51:17.431] Cannot find a Module of typename 'CrewRandRSettings'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'DMScienceScenario'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'KRASHPersistent'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'KerbalConstructionTimeData'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'HallOfFameScenarioModule'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'OSPScenario'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'PlanetInfoScenario'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'UnloadedResources'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'DeepFreeze'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'ScrapYard'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'StnSciScenario'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'TRScenario'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'Tracking_Persistence'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'SnacksScenario'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'BonVoyageScenario'

    [ERR 10:51:17.431] ScenarioModule is null.

    [ERR 10:51:17.431] Cannot find a Module of typename 'RmmScenario'

    [ERR 10:51:17.431] ScenarioModule is null.

    #1 . I would start with a fresh install of KSP with no mods.

    if you still have issues then https://help.ubuntu.com/community/MemoryTest#:~:text=Turn On or Restart the,%2C memtest86%2B%2C if one exists.&text=Allow the test to run,and view the report results.   and https://www.cyberciti.biz/open-source/command-line-hacks/linux-gpu-monitoring-and-diagnostic-commands/

    if it does work fine use https://github.com/KSP-CKAN/CKAN/releases  for mod install uninstalls to avoid issues in the future with 16G of ram I suspect you should be able to run KSP with some mods without issues just don't go mod heavy. Your GPU isn't the strongest at  https://gpu.userbenchmark.com/Nvidia-GTX-1050/Rating/3650 so don't try to run high graphics -hope this helps

    BTW my good PC dies I am using a crap  bu from my closet

    Core I5 4750 

    10g ram

    RX580 8g 

    with Linux Mint I am running  

    [x] Science! Continued (xScienceContinued 6.0.2)
    4kSP_Expanded (4kSPExpanded 0.2.1.7)
    Abort Packs (AbortPacks 1.0.2)
    ASET Consolidated Agency (ASETAgency v2.0.2)
    ASET Consolidated Avionics Pack (ASETAvionics v3.0.1)
    ASET Consolidated Props Pack (ASETProps v2.0.7)
    Astrogator (Astrogator v1.0.0)
    AT Utils (AT-Utils v1.10.1)
    AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.6.1)
    BDArmory Extended (BDArmoryExtended 1:1.3.9.1)
    BDArmory Plus (BDArmoryForRunwayProject 2:v1.6.11.0)
    BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13)
    Breaking Ground (BreakingGround-DLC 1.7.1)
    ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21)
    Community Category Kit (CommunityCategoryKit v112.0.1)
    Community Resource Pack (CommunityResourcePack v112.0.1)
    Community Tech Tree (CommunityTechTree 1:3.4.4)
    Configurable Containers (ConfigurableContainers 2.6.2.1)
    Crew Manifest (CrewManifest 6.5.1)
    Crowd Sourced Science (CrowdSourcedScience v6.1)
    Custom Pre Launch Checks (CustomPreLaunchChecks 1.8.1.1)
    DE_IVAExtension (DE-IVAExtension v1.2.0)
    Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3)
    Editor Extensions Redux (EditorExtensionsRedux 3.4.5)
    ForScience! (ForScienceUpdated 1.6.0)
    FreeIva (FreeIva 0.2.18.4)
    Hangar Extender (HangerExtenderExtended 3.6.0.2)
    Harmony 2 (Harmony2 2.2.1.0)
    Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.2)
    Human Colored Faces (HumanColoredFaces 17)
    JxFab Utility Systems (JxFabUtilitySystems v0)
    Kerbal Attachment System (KAS 1.12)
    Kerbal Konstructs (KerbalKonstructs v1.8.6.1)
    Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-198)
    KSC Switcher (KSCSwitcher v2.1.0.0)
    KSP Community Fixes (KSPCommunityFixes 1.35.0)
    KSPBurst (KSPBurst v1.5.5.1)
    KSPCasher Continued (KSPCasherCont 0.3.0.2)
    Making History (MakingHistory-DLC 1.12.1)
    MechJeb 2 (MechJeb2 2.14.3.0)
    ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0)
    Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12)
    OrbitalColony (OrbitalColony 1:1.1.0.1)
    Physics Range Extender  (PhysicsRangeExtender 1.21.0)
    Pure Electric (PureElectricEngines 1:1.12)
    RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.13.4)
    Science - Full Transmit! (Science-Full-Transmit v1.1)
    Ship Manifest (ShipManifest 6.0.8.0)
    Simple Repaint (SimpleRepaint 0.4.2)
    Space Age (SpaceAge v1.3.8)
    SpaceTux Library (SpaceTuxLibrary 0.0.8.6)
    State Funding Continued (StateFundingContinued 1:0.6.18.4)
    TextureReplacer (TextureReplacer v4.5.3)
    Toolbar Controller (ToolbarController 1:0.1.9.11)
    Trajectories (Trajectories v2.4.5.3)
    TweakScale Rescaled (TweakScaleRescaled 3.2.3)
    TweakScale Rescaled Redistributable (TweakScaleRescaled-Redist 3.2.3)
    TweakScale Rescaled SafetyNet (TweakScaleRescaled-SafetyNet 3.2.3)
    WalkAbout (WalkAbout 1:v0.1.8.7)
    Water Launch Sites (Kerbal-Konstructs) (WaterLaunchSites 1.0.1)
    WaypointManager (WaypointManager 2.8.4.2)

    Waterfall, TrekDrive 1.05 , Scifi Shipyards Redux 0.6 , and Galaxies unbound stellar adventures and still get 60fps (restricted by settings) at 4k res -so  that is why I suspect a system issue with your system

  3. Sorry you're having trouble.The building at your base is a "buy only" building, meaning you can only sell goods to it. Missions have not yet been implemented. As for other locations in the "read me" folder of the mod you will find a waypoint manager cfg file . Import that into the waypoint manager and you'll have the 17 custom waypoints then turn on the stock landing sites for every trading post. Please note there are numerous stock easter egg sites I used as well . Not all posts sell or buy all goods. For your convenience here is the waypoint manager cfg

    Spoiler

    // Waypoint Manager Custom Waypoints File
    //
    // This file contains an extract of Waypoint Manager custom waypoints.

    WAYPOINT
    {
        name = Galatic Trading outpost
        celestialName = Kerbin
        latitude = 52.204557784113803
        longitude = -52.170919852400999
        navigationId = 4fc1d8aa-84b7-4c97-9026-e97ea5cf29e5
        icon = balloon
        altitude = 2.7498267005429398
        index = 0
        seed = 276
    }
    WAYPOINT
    {
        name = South Pole Outpost
        celestialName = Kerbin
        latitude = -82.161194347576398
        longitude = 88.430325080316507
        navigationId = db39d09e-542e-44f1-86a7-8c4d62eeae82
        icon = runway
        altitude = 1.5476400572806988
        index = 1
        seed = 890
    }
    WAYPOINT
    {
        name = Kerbin City
        celestialName = Kerbin
        latitude = -15.7906299670745
        longitude = -5.4021648485064304
        navigationId = 252771bf-91d7-4db6-b370-184a2e94fd49
        icon = seismic
        altitude = 2.7032835303108413
        index = 2
        seed = 747
    }
    WAYPOINT
    {
        name = Lost Isle
        celestialName = Kerbin
        latitude = -51.147267537566499
        longitude = -160.503684060117
        navigationId = 6c5993f1-ec25-48f5-9e8e-7b093e6a5157
        icon = runway
        altitude = 1.7630889693969891
        index = 3
        seed = 269
    }
    WAYPOINT
    {
        name = Mount Retreat
        celestialName = Kerbin
        latitude = -33.7847210286061
        longitude = 83.6189260512365
        navigationId = df171bbf-7bf1-4ae0-85d7-471348ea4ebd
        icon = runway
        altitude = 0.75783611240296977
        index = 4
        seed = 51
    }
    WAYPOINT
    {
        name = Jebs Sancuary
        celestialName = Kerbin
        latitude = 31.410746955613298
        longitude = 13.4957104301819
        navigationId = ff247a42-a5a2-4ba0-afb8-23d209c09c76
        icon = runway
        altitude = 1.0765845153948135
        index = 5
        seed = 269
    }
    WAYPOINT
    {
        name = Vals Isle
        celestialName = Kerbin
        latitude = -10.589257878484201
        longitude = -42.5718791061921
        navigationId = d9eb41a1-4aac-49f3-8d7a-0d9d4ae2ac25
        icon = runway
        altitude = 1.6908884007712857
        index = 6
        seed = 412
    }
    WAYPOINT
    {
        name = Bobs Rest
        celestialName = Kerbin
        latitude = -11.575337528660301
        longitude = 33.462984529564302
        navigationId = e3c9aa99-1962-4e01-834d-34b7bf1363f9
        icon = runway
        altitude = 2.6184285806937169
        index = 7
        seed = 91
    }
    WAYPOINT
    {
        name = Bobs Retreat
        celestialName = Kerbin
        latitude = 49.903531936487099
        longitude = -142.95095366572801
        navigationId = 752409d7-425a-4562-a21d-ff9fdf8f200f
        icon = runway
        altitude = -0.4223089778096778
        index = 8
        seed = 23
    }
    WAYPOINT
    {
        name = Tenbucktwo Ise
        celestialName = Kerbin
        latitude = 14.758591471448501
        longitude = 119.80068182913401
        navigationId = b264abe0-8dcf-4c2f-adf4-025faf30a7a1
        icon = seismic
        altitude = 0.21115756337501068
        index = 9
        seed = 187
    }
    WAYPOINT
    {
        name = Tranquility Outpost
        celestialName = Mun
        latitude = 14.758074609721699
        longitude = 119.801287619909
        navigationId = d2b106e8-4cbb-46b2-bb72-59177ad53fb0
        icon = runway
        altitude = -2.7284841053187847E-12
        index = 10
        seed = 426
    }
    WAYPOINT
    {
        name = Eagle outpost
        celestialName = Minmus
        latitude = 13.6952872900356
        longitude = 123.958606531889
        navigationId = 81cb91c0-1858-47f9-af3d-2a725a6b6af3
        icon = runway
        altitude = -4.5474735088646412E-13
        index = 11
        seed = 679
    }
    WAYPOINT
    {
        name = Cosmic Outpost
        celestialName = Eve
        latitude = 13.6951510578207
        longitude = 123.95877407623
        navigationId = 7281659c-90dc-4d25-9a85-fae6626aa8cd
        icon = runway
        altitude = 3.1832314562052488E-12
        index = 12
        seed = 398
    }
    WAYPOINT
    {
        name = Pirate Bay
        celestialName = Dres
        latitude = 13.9626581770497
        longitude = 121.126558340448
        navigationId = 4ae05a80-3fc5-4e82-9cb7-f098be441500
        icon = runway
        altitude = -3.637978807091713E-12
        index = 13
        seed = 890
    }
    WAYPOINT
    {
        name = Dreadpost
        celestialName = Moho
        latitude = -6.0805527691527397
        longitude = -145.305783807674
        navigationId = d17308f8-e832-4ad6-bad8-f76b42e95779
        icon = runway
        altitude = 3.637978807091713E-12
        index = 14
        seed = 822
    }
    WAYPOINT
    {
        name = Aquatica
        celestialName = Laythe
        latitude = -6.0804617588703902
        longitude = -145.30593641331799
        navigationId = 7bf76cbe-17a6-4bc6-9c8c-e6b99c22c9ae
        icon = gravity
        altitude = 0
        index = 15
        seed = 187
    }
    WAYPOINT
    {
        name = Kraken Outpost
        celestialName = Eeloo
        latitude = -6.0798943050480503
        longitude = -145.30589411383201
        navigationId = 5881c18d-0aab-4c7d-9438-6f8db070a700
        icon = runway
        altitude = -0.26179717655486456
        index = 16
        seed = 747
    }

    I hope this clears things up and I hope you enjoy the mod repost here if you have further questions.Thank you

  4. On 2/25/2023 at 8:57 AM, WhatALovelyNick said:

    Literally that.

    Since the development team would and will be focused at KSP2, could you give us the source code, so we might look at it and, maybe, fix some things in it to make KSP1 a better game.

    I'm begging you to do it. :wink:

    I totally agree but , I think they fear if they OS KSP 1 it will become way better than KSP 2 could ever hope to be!

  5. My coding computer died and my back up computer can not handle mod development. So  development of this mod has been suspended until I can get a better  computer - sorry

  6. My coding computer died and my back up computer can not handle mod development. So  development of this mod has been suspended until I can get a better  computer - sorry

  7.  

    On 4/24/2024 at 4:47 AM, Alpha_star said:

    I might be late but PLEASE DO BRING OUT THE ENTERPRISE! The Trekdrive one is detailed for sure but IT HAS NO IVA and star trek ships without bridge views are less than interesting.

    Do you have MOARdV Avionics Systems installed? Because the IVA in Trek Drive is awesome for NX 

    EKPM5Tq.png

    qHTHaDz.png

    DunXsLQ.png

    UamGVQh.png

    oiuYXdB.png

  8.  

     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.

     

    1wnbYxD.png

     

    f9DLJ19.png9rfcMwU.pngghVBpXn.pngSGx8wwn.pngMrS3dMU.png

     

    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

     

  9. 1 hour ago, Alpha_star said:

    Wow that's fantastic!

    Still, the original bridge model for the original Enterprise NCC-1701-Nothing is great. Hope you get that one working in-game soon.

    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.

  10. 2 hours ago, Alpha_star said:

    I might be late but PLEASE DO BRING OUT THE ENTERPRISE! The Trekdrive one is detailed for sure but IT HAS NO IVA and star trek ships without bridge views are less than interesting.

    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

  11. 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.

    Kw70zyq.png

    XMHzBvP.jpeg

     

     

    List of interchangeable modules

    Spoiler

    Explanation of available modules:
    ⦁    Electric charge modules simply change the electric charge (EC)  stored in the craft.
    1.    10kw: provides 10,000 EC storage to your craft
    2.    50kw: provides 50,000 EC storage to your craft
    ⦁    Active radiator modules :
    1.    10kw: provides 10,000 cooling to craft and consumes 20 EC per sec
    2.     15kw: provides 15,000 cooling to craft and consumes 50  EC per sec  
    ⦁    Direct transmission antenna modules
    1.    5m: provides a range of 5 million meters at a cost of 5 EC per packet. 
    2.    50m: provides a range of 50 million meters at a cost of 50 EC per packet.
    3.    2gm: provides a range of 2 gigameters at a cost of 100 EC per packet.
    4.    20gm: provides a range of 20 gigameters at a cost of 500 EC per packet.
    ⦁    Relay antenna modules have your  ship act as a relay satellite in orbit while you land with one of TrekDrive's awsome shuttles:
    1.    50m: provides a range of 50 million meters at a cost of 50 EC per packet.
    2.    2gm: provides a range of 2 gigameters at a cost of 100 EC per packet.
    3.    20gm: provides a range of 20 gigameters at a cost of 300 EC per packet.

    ⦁    Crew capacity modules change your ship crew capacity- please note that none of these are installed on preconfigured ships because the interior IVA will NOT match the capacity if changed and not all kerbals will be visible unless you right-click "transfer crew
    1.    20: overrides default and changes crew capacity of ship to 20 kerbals
    2.    50:overides default and changes crew capacity of ship to 50 kerbals
    3.    100:overides default and changes crew capacity of ship to 100 kerbals

    Fuel cell module gives you an auxiliary power source:
    1.    1kw: Provides 1000 EC  per second -uses Liquid Deuterium as fuel.
    2.    10kw: Provides 10,000 EC  per second -uses Liquid Deuterium as fuel and is less efficient than the 1kw variant
    3.    20kw: Provides 20,000 EC  per second -uses Liquid Deuterium as fuel and is less efficient than the 10kw variant

     Testing Module: When installed you will see Kerbal Expeditionary Group contracts asking you to test ships in career Mode.   

    Control Module: These provide SAS, reaction wheels, and command functions DO NOT change or remove them if you do your ships won't be controllable.

    Probe Core Module: Adds a probe core to your ship.

    Science testing modules: Adds science testing and science data container to ship

    1.    Basic: Adds Captain's log (crew report), KerbNet Access, and a science data container
    2.    All: As in the name add all science tests except resource scanning and mag boom plus a science data container.

    ⦁    Light switch moduleDo not remove this or you will not be able to turn on and off the lights.

    ⦁    Spotlight module: Adds a spotlight to your craft.

    ⦁    Impulse engine module: 

    1.    3-1.5: The Slowest but most fuel-efficient and controllable engine typically used on a shuttle with 45 degrees of thrust vectoring.
    2.    6-3:The standard star ship engine is less fuel efficient than the 3-1.5 with 15 degrees of thrust vectoring
    3.    10-3:Insane speed but the least fuel-efficient engine with 10 degrees of thrust vectoring

    ⦁    Warp Coil Module: in conjunction with the matching Warp core Module they determine your max warp speed
    1.    2: the most efficient warp coil that can reach up to warp 2.
    2.    5:Less fuel efficient than 2 but allows you to go up to warp 5 and more fuel efficient than the 8.5. 
    3.    8.5:the least fuel efficient but allows you to travel up to warp 8.5

    Would you like something that is not listed? Post a request by replying to this post.

    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

    1. Republic Attack Ship

    2. Excelsior

    3. KTagga Class Cruiser

    4. Klingon Bird Of Prey

    5. Romulan Bird Of Prey

    6. Federation Strike Fighter

    7.  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.

    1.png?token-time=1715299200&token-hash=5

  12. 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!

    Spoiler

    Explanation of available modules:
    ⦁    Electric charge modules simply change the electric charge (EC)  stored in the craft.
    1.    10kw: provides 10,000 EC storage to your craft
    2.    50kw: provides 50,000 EC storage to your craft
    3.    100kw: provides 100,000 EC storage to your craft
    ⦁    Active radiator modules :
    1.    10kw: provides 10,000 cooling to craft and consumes 20 EC per sec
    2.     15kw: provides 15,000 cooling to craft and consumes 50  EC per sec  
    ⦁    Direct transmission antenna modules
    1.    5mm: provides a range of 5 million meters at a cost of 5 EC per packet. 
    2.    50mm: provides a range of 50 million meters at a cost of 50 EC per packet.
    3.    2gm: provides a range of 2 gigameters at a cost of 100 EC per packet.
    4.    20gm: provides a range of 20 gigameters at a cost of 500 EC per packet.
    ⦁    Relay antenna modules have your  ship act as a relay satellite in orbit while you land with one of TrekDrive's awsome shuttles:
    1.    50mm: provides a range of 50 million meters at a cost of 50 EC per packet.
    2.    2gm: provides a range of 2 gigameters at a cost of 100 EC per packet.
    3.    20gm: provides a range of 20 gigameters at a cost of 300 EC per packet.

    ⦁    Crew capacity modules change your ship crew capacity- please note that none of these are installed on preconfigured ships because the interior IVA will NOT match the capacity if changed and not all kerbals will be visible unless you right-click "transfer crew
    1.    20: overrides default and changes crew capacity of ship to 20 kerbals
    2.    50:overides default and changes crew capacity of ship to 50 kerbals
    3.    100:overides default and changes crew capacity of ship to 100 kerbals

    Fuel cell module gives you an auxiliary power source:
    1.    1kw: Provides 1000 EC  per second -uses Liquid Deuterium as fuel.
    2.    10kw: Provides 10,000 EC  per second -uses Liquid Deuterium as fuel and is less efficient than the 1kw variant
    3.    20kw: Provides 20,000 EC  per second -uses Liquid Deuterium as fuel and is less efficient than the 10kw variant

     Testing Module: When installed you will see Kerbal Expeditionary Group contracts asking you to test ships in career Mode.   

    Control Module: These provide SAS, reaction wheels, and command functions do NOT change or remove them if you do your ships won't be controllable.

    Probe Core Module: Adds a probe core to your ship.

    Science testing modules: Adds science testing and science data container to ship

    1.    Basic: Adds Captain's log (crew report) , KerbNet Access, and a science data container
    2.    All: As in the name adds all science tests except resource scanning and mag boom plus a science data container.

    ⦁    Light switch moduleDo not remove this or you will not be able to turn on and off the lights.

    ⦁    Spotlight module: Adds a spotlight to your craft.

    ⦁    Impulse engine module: 

    1.    3-1.5 : The Slowest but most fuel-efficient and controllable engine typically used on a shuttle with 45 degrees of thrust vectoring.
    2.    6-3:The standard star ship engine is less fuel efficient than the 3-1.5 with 15 degrees of thrust vectoring
    3.    10-3:Insane speed but the least fuel-efficient engine with 10 degrees of thrust vectoring

    ⦁    Warp Coil Module: in conjunction with the warp core it determines your max warp speed
    1.    2: the most efficient warp coil that can go up to warp 2.
    2.    5:Less fuel efficient than 2 but allows you to go up to warp 5. 
    3.    8.5:the least fuel efficient but allows you to travel up to warp 8.5


     

     

  13. 19 hours ago, Shammyofwar said:

    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

    I am still trying to get this resolved but HUGE shout out and thank you to  TheShadow1138 who is also investigating this.

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