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Prototype516

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Posts posted by Prototype516

  1. 5 hours ago, Tazius said:

    I've thought about creating separate contact packs that revolve around BDArmory because I love the mod. I've been toying around with the idea of 3 different mods:

    1) Manual Outfitting Combat Contracts:

    2) Orbital Strike Contracts

    3) Naval Mod Contracts (No Video yet)

     

    Let me know your thoughts...

    The concepts definitely look interesting, Specifically for me I think the orbital strike demo looked pretty cool. The outfitting one I am not interested in personally. It looks exhausting and time consuming, but I am only one voice among many ...and I think you're in the early stages, perhaps? Ultimately I guess it comes down to the final execution. I don't know what your plans are and how all of this will play out in the end, I may love it.  

    This mod is a favorite of mine too. I actually (feebly) tried to start making my own part mods for BDArmory, but couldn't get the project off the ground. I may try again someday soon as I still have the 3D models; couldn't get them into the game working. I just wish there were more mission packs out there to keep playing.

    Edit: A thought I had regarding the #1 mod. Having special made templates for crafts would be a another way about loading... granted it's not exactly "manual loading" anymore, but it's an idea I had. Might be relatively easy using stock parts without the need for any robotics.

  2. ***Update 24 August 2015***

    So, I managed to do a cheap workaround for my issue, only problem is the center of mass is off a bit now. But here are some images of one of the Drop Tanks in game.

    Further on down the road I may work on a way to eliminate the need for a decoupler, but at the moment this is the extent of my capabilities. Good ol' decoupler and fuel lines.

    0dd49184eab8db96eac2c61b8d466149.png

  3. Simplest way is to add a node_attatch_top with the x displacemnt equal to your part radius. I really like what I see but ideally these would be set to drain prior to the other tanks somehow

    I managed a workaround for my issue, but now the center of mass is way off, and thus issue still persists. So I may just do that, at least for the time being until I can figure this out and learn more.

    As for having them draining first, fuel lines do a good job of that for the moment.

  4. The way the thing surface attaches in the editor is determined by the presence of "node_attach = blahblahblah" in the config file. If you don't have one of those, the point the game uses for surface attachment is in the very center of the model (I think), or the position might be related to the origin point of the part in Unity. It *looks* like that's what's happening in the picture.

    Okay, so currently I only have node_attach. node_stack_top and node_stack_bottom are not in the CFG. I need those as well? I kind of thought that I need those if I want to actually stack parts via nodes as opposed to having it just be surface attachable only.

  5. The tanks look nice. Frankly, they made me think of the MAKS, just like _Augustus_.

    I honestly have never even heard of this until you guys mentioned it. I may give it a go after I figure these out. I'm struggling with this as is already.

    - - - Updated - - -

    ***UPDATE***

    So, I am hoping someone can help me out with this. I managed to get the model into KSP (Untextured), but it's attachment is all weird. Placing other things on it are not a problem , but when I place the tank, It's got some serious issues. I've fiddled around with the CFG, but for some reason nothing's happening. Should anyone know specifically what is causing this issue, can they direct me to it?

    P.S. It is not scaled properly at the moment. I aim to fix that in the meantime.

    bd0926a7bd74baf642f7962acff87ab1.png

  6. This here is a simple part mod that I want to create. Unfortunately, I have absolutely zero experience working in Unity... or with any sort of game development/ modding. So this is completely new to me. Nonetheless, I do have extensive experience with 3D modelling and Photoshop, and consider myself a pretty good modeler. I just struggle with texturing, but that I will overcome for this project.

    I spent a lot of time wandering around these forums and reading the guides to modding. So far I have created the models and downloaded what I believe to be the necessary tools needed to complete this project. Next is just implementing it...

    The story behind my inspiration is well... i'm tired of making drop tanks out of Oscar fuel tanks and want to have some nice looking tanks for once. I intended this mod to be especially suited to compliment BD Armory. These are roughly based off of real life tanks used by the F-16 and F-15. It was extremely hard finding good detailed reference material and images to go for a fully accurate reproduction.

    I just want to show you all what I have so far, as little as that may be, and receive some feedback.

    • Is quality up to par?

    • Is this a mod that you guys want?

    • More styles?

    • Other Suggestions?

    • Etc.

    Based on reception, I may expand more and include tanks from different eras e.g. WWII

    lADD2Xxh.png?1

    Left to right: Center-line Fuselage Fuel tank (smallest), Mid capacity fuel tank, Largest capacity tank. Capacities are yet to be determined as I may find that I have to re-scale the models after implementation.

    They are intended to be larger than the .625 profiles, but smaller than the 1m profiles. That way it's not like just placing any old stock tank and should provide better spacing.

    ***I would like to note that the far left tank in this image is not complete***

    All feedback and recommendations are appreciated.

    ***Update 24 August 2015***

    So, I managed to do a cheap workaround for my issue, only problem is the center of mass is off a bit now. But here are some images of one of the Drop Tanks in game.

    Further on down the road I may work on a way to eliminate the need for a decoupler, but at the moment this is the extent of my capabilities... As little as that may be at this time.

    Good ol' decoupler and fuel lines.

    0dd49184eab8db96eac2c61b8d466149.png

  7. Oh, and a quick recommendation on how you've packaged it - instead of having a KoF root folder in your zip with instructions to put it in GameData/ContractPacks, include the full GameData/ContractPacks/KoF path in your zip file. That'll reduce the frequency of bad installs (which cause contract agents to fail loading, which cause contracts to not be generated, which cause people to come to my thread for support ;)).

    I actually was having this exact problem. Upon closer reading in the original post, I figured out why none of the contracts were working. Granted, I haven't had the opportunity to test it yet and see if it is fixed.

  8. I would say, yes, it is. And when it is different, it's only by a little and after I've attempted the Save and Reload method and it didn't go away. Most of the time when it does not go away it just spawns a different ghost ship, but sometimes it will just re-position slightly. Also, it's not always that thing that appears and not always there. Sometimes it's that starter plane/drone, or whatever it is. Other places I've seen it appear is right next to a ship in orbit about the same relative distance. Again I make it go away by saving and reloading. Although for some reason, it takes several more reloads to remove it in those conditions (4 or more).

  9. Any chance we could add a "favorites" or "following" column to CKAN? This way I could filter the list to just my favorite mods, whether or not they are intalled. This would be useful when one of my mods isn't compatible with the newest version of KSP, but I want to remember to load it once it is. Just a thought. Cheers!

    I would love for this to be made possible as well. At the moment I am using a screenshot of my preferred mods list from CKAN. :cool:

  10. Am I the only one that dislikes the barn because well, come on... It's a barn. I mean, it's a game in development, the quality that it showed at the time was to be expected, and people overreacted. To put it bluntly, and this may be harsh and get me some mean responses, but I just think it will be stupid looking. I appreciate the silliness in KSP very much so, but for me this is too far. I would never want to do careers anymore, and if I do, only to give myself enough funds so that I can skip right over that silly stage.

    So, I propose this: I am very welcome to the idea that maybe there's an alternate, abandoned, "origins of our space program," space center relatively nearby that you can visit. This is where you would see that barn and the whole idea that they showcased originally. Hey, maybe that can even be incorporated in to contracts. Pilgrimage sort of missions, maybe more, the potentials are limitless.

    Nonetheless, I just do not want that in my careers. My opinion has nothing to do with quality of assets. :cool:

  11. Maybe "Deadly Ferrem Entry Aerodynamics Research" bit of a mouth full but making the acronym "Deadly F.E.A.R." or "D-FEAR" is worth it. Kind of like Strategic Homeland Intervention, Enforcement and Logistics Division.

    but no having modular... mods... is better because you can create the game you want because someone might not... Oh wait the default heating sucks and its there now so I suppose you might as well combined the two.

    Although the stock aerodynamics are not terrible now in some respects and are a lot more forgiving so someone might want to just use Deadly Re-entry.

    This sounds awesome. I'm all for it.

  12. Has anyone else noticed that the textures seem to be a much poorer resolution?.... Or is this just me. I seem to remember things being cleaner and not as fuzzy, and It's really bothering me. Now granted, I have been really inactive with keeping up in the community and have only been reading the Devnote Tuesdays posts as of late.

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