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StarVision

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Everything posted by StarVision

  1. Currently You are required to put the docking ports on yourself, so they can also be used with other mods. There is no plan for a built-in port, as you can only have one per part. Because I'm going on Holiday for the next week, starting tomorrow, I've updated Voyager. The lights are much crisper (except for one distorted bit, I'll fix it eventually). I've also included the docking port and the Borg Cube I made a while ago. The way the download works is a bit different too. You'll have to download both the model and the plugin separately. This avoids any problems with having an outdated plugin in the model download. Also make sure to report any bugs as soon as you find them, because I'll be gone tomorrow and will be incapable of fixing them.
  2. around 4k tris, and from what I remember one of the stock engine is around 1.5k. Probably. I may scale it down a bit to fit Kerbal sizes. Here's the radial docking port part I was working on:
  3. Voyager v0.3 is up. This should fix some lag-related problems. It also adds a much newer version of the bridge, tactical systems, tractor beams, and some basic shuttles for testing. Download Have fun and remember to submit bug reports! The transporter system is experimental and a bit buggy, and I know you can see through the ship when clicking on Voyager's viewscreen, but report everything else!
  4. What's weird about the left wall? It might just be the view. The door is actually at the front, and it's not a perfect hexagon either, so it's kind of weird to work with. Also transferring models is really easy. Just look through the stickied post in this section. All you really have to do is install Unity and drag your models into it. I'm sure there's a video tutorial somewhere. Just look through the topic.
  5. The beams are sounding great. Also the explosion was pretty funny. I might have to up the tolerance a bit. So my thoughts: I'd say you've already got all the prime features planned out. A scanner would be cool, but that would be another dependency. Of course as you mentioned before, you said you could check to see if the KSPI plugin was installed, and I imagine checking for the SCANsat plugin would be no more difficult. Personally I've never used SCANsat or Kethane, so I don't have any specific ideas. I think Spork of Doom's idea for the transporter is cool. Basically just a rectangle and the x and y values relative to the origin of the shape would translate to coordinates on the planet. Although I know that's probably not the main priority right now. Take your time. I started on the actual internal for the TARDIS besides the console. It's around 4k tris. I might be able to use a normal map to cut it in half. We'll see
  6. I know, I was just remarking on the similarities. It heats the target part up, right? I'll start working on a proper shuttle at some point. Probably when I release the current Enterprise model and after Voyager is done. Also I did like that episode. I'm watching DS9 as well. It will be the first of the series I've actually watched from start to finish. For TNG, VOY, and TOS I've seen almost all of the episodes, just because I was watching them on TV and would sometimes miss one. I haven't started ENT yet, but I think my favourite now is a tie between TNG and DS9. It's not that I'm really lazy or anything, I've just exhausted all of my study materials. I'm not worried. I generally do good on tests. Mind you this is all Math and English. Science was last semester. I studied tons for that one.Also you're right Voyager can wait. But the TARDIS cannot. I've started on the internal. I've created an animation for the time rotor but I doubt I'll be able to activate it in-game. Maybe it can always be on or something.
  7. I did some work on the bridge. The consoles were pretty tedious but it's getting there. It's not 100% accurate, but I think it's recognizable enough. Also I have exams this and the following weeks, so I have to study at somepoint*. *I probably won't anyways
  8. That's pretty awesome and It looks a lot like the old Sunbeam mod. Also I'm glad the test parts are useful. I actually watched the episode you quoted while making them. So I was getting ready to release the mod for the hundredth time when I remembered how unoptimized the Tardis was. I've redone it in the style of the Third Doctor. Right now only the exterior is done but the interior shouldn't be too hard. As this is what it looks like. I kind of expected myself to redo all these ships eventually, so I'm glad I'm doing it now.
  9. Don't worry, I know that these awesome plugins come with a price, but I also knew that an extra 500mb or so of ram was a bit much. I wouldn't assume it was your plugin causing the lag without proof. I understand completely, and I know exactly what you mean when it comes to specific requests. Glad you found the big problem. Transparency isn't a big deal really compared to the issue. Also wow, that tractor beam is pretty awesome! I'll get on those testing parts tonight.
  10. Yea, just not for me, because I only have 4gb of ram anyways. Oh and yea, I can do those, just give me a few days to sort out these problems and release the complete mod. Edit: It's looking good in-game. I ended up just downgrading my copy of Unity to fix the issue, although I still can't seem to make the lights toggle-able like Voyager. Maybe it's because there's more than one emmisive.
  11. Ugh. I've run into problems on my end as well. I recently upgraded Unity to 4.3 to try out the 64 bit thing. But it turns out the emmisives system is sort of different. I thought I had figured it out but nothing happens in-game. Hopefully I can solve it using trial and error.
  12. I guess there's no harm done in converting them to .tga. All I have to do is change a little drop down menu in unity. You should completely get rid of any pre-existing SciFi stuff before installing Voyager. I'll upload the actual mod tonight, then there will be no incompatibilities. and everything will be using the same system. Adding the module to another ship is as simple as adding the following somewhere in the part.cfg: MODULE { name = StarTrekImpulseDrive RESOURCE { name = ElectricCharge rate = 0.1 } } In other news Kerbal chairs have really weird dimensions:
  13. I tried running some tests. I used of the stock planes and flew it to the island runway and by that point it had used 1.5 gb of ram. I then did the same thing but replaced one of the fuselages with an impulse module. by the time I got there KSP was using 1.8gb of ram. These were done on separate runs, so the only thing that should be changing is the plugin being installed. I hope this isn't too hard to figure out. If you want to try it out for yourself (because hopefully I'm actually wrong and this is just a simple mistake on my end), then I'd recommend just having task manager open while you run the game. Best of luck.
  14. 1: Already fixed. I had just forgot to include a newer version in the download 2: --- 3: I've never got that, just a glitch? I think we're both kind of thinking the same thing now. I had planned to do something like that for the modular parts, but I guess there's no reason to wait until then. Also the nacelles only move when the ship goes to warp, so I'm not sure that would really make sense to have them move for impulse drive. I'm really liking what you've got so far. Maybe the mod can become more of a "super-futuristic KSPI" than a "mess around for a bit" type of thing. Do whatever you want right now regarding the plugin, "I will adapt".' Honestly I can't do anything about the textures. Unless you want even worse surface detail my hands are tied, although 700mb does seem a bit much. The folder only takes up 30-ish mb. I have no idea what's causing this and I admit I was getting a bit of lag too. Philotical, maybe there's something in the plugin that's causing this? I tried just putting the module on a regular fueltank and the lag persisted. It's like the game stops for a second, although this only happens after a little while of playing the game. My game went from using 1.5gb of ram to over 2gb in a couple of minutes. Could there be a memory leak? something that's not getting deleted? Edit: regarding the modular parts, I think I've found the perfect spot for ideas. If you search "Star Ship parts" on google images you get a whole bunch of stuff made for 2d kitbashing.
  15. Nah, that's just blender, but from what I gather, Philotical is planning on having a shuttlebay system not unlike extraplanetary launchpads. So I ran into tons of bugs when putting together the mod. Most of them are fixed now and I even fixed some pre-existing ones. I can definitely get it uploaded tomorrow though because I have the day after next off due to a teacher strike. I can still upload the Voyager beta though. I've replaced Xenon with Warp Plasma and I've also added Antimatter to be used for the Impulse Engines. Download Remember to give feedback/bug reports!
  16. That tractor beam is pretty cool. I also like the way you have the subsystems window, it's nice and tidy. I'll just upload the whole mod now, then I can include the Cube and the other ships no longer available on Spaceport. Also I downloaded the beta last night, so I'm not sure why it's not appearing on your end. Anyways, the plugin is starting to look really cool, and it looks as though it's turning into more of an LCARS plugin than an Impulsedrive one. Awesome work! My thoughts exactly. I'll release the SciFi Shipyards mod v1.0 as well as Voyager v0.2 tonight.
  17. I'm not really sure I want to do much with the cube. I only meant it to be a one night project. Creating an IVA and a cargobay would be a lot more than I'd planned and would probably take a while. I'd say getting that framerate with KSP while also recording is pretty good. Better than my computer at least. also, Philotical, what recording software do you use? I've tried several but I've never gotten really good results.
  18. That's what I was thinking of doing. Also I found a way to avoid stress on the pieces: Just don't have an enginemodule. Instead the ships could have the impulsedrive and KSPI warp, then they can be whatever shape they want. I had actually forgot about the sphere. This is what I have so far. The bump map is working well, and the Beta will just be in the main post.
  19. Speeding up the warp would be easy, but shouldn't you already be able to eva on the Enterprise? Modular parts might be hard, Just because there are so many different pieces. Suggestions are welcome for this. That's looking great! Also the cargobay you're suggesting makes a lot of sense. It would kind of be like extraplanetary launchpads. I'd love to make a video, but but my computer probably isn't good enough to handle it. I'll still try though. Also I think there will be plenty of people willing to test. No need, I'm going to just put it in Voyager v0.2. It'll also include the lights and possibly a version of the bridge.
  20. I am planning to have the enterprise be made of parts, so you could make whatever you want, so long as the thrust is balanced. I might make some moduler stuff eventually as well. Cool! Maybe that's something I can make before I re-release everything. It should be as simple as a cube with some indents and a bump map. I do not. Philotical is working on it. not me. It will be done when it's done. I got some more work done on the bridge. Now I just need to model the chairs and texture everything.
  21. So I only have 4g of ram, but my computer is 64-bit. Would I get any performance boosts from this?
  22. Not really. I got it into the game but it has no Airlock. I was actually just working on the IVA yesterday. Once I finish The bridge of Voyager I'll get back to it and then I'll release it. In other news, I've realized that all the mods except the Enterprise are offline along with Spaceport. I'm recompiling most of them into a big mod which i'll release on the Curse website. It will allow for people to install whichever ship they want. I'm including The Enterprise, The Phoenix, The Tardis, and the Flying Car. Everything else I'll put in a zip and upload it on Dropbox. Is there any small corrections or parts that people would want before I upload this? Nows the time to make a request. Keep in mind it should be small.
  23. I actually have enough ideas to keep me going. Added to that, I have watched neither of those shows. You need Raster Prop Monitor for the computers to work. Not currently, as I have not watched the show. Were you thinking of doing them? I don't mind if you are.
  24. I'll second this one. In fact any sort of plane nosecone would be nice. There is a shortage of them. Also I haven't said it yet, but I really like your plane parts, especially how easy to use the wings are.
  25. I don't think you have to include "texture =" or at least that's been my experience. Also as sumghai said, you need your cfg within "Part{ Stuff Here }" brackets for it to load in Gamedata.
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