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Alskari

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Everything posted by Alskari

  1. Each transform needs a unique name. In the Unity example I posted above TF1, TF2, TF3.... are all individual game objects oriented with the z axis pointing in the docking direction.
  2. Hastily made late one evening after an unusual application of filters in gimp took a turn for the strange.
  3. Awesome album, the story was a great touch. I hope to see more from you as time goes by. (Loved Vessel View in the Talon IVA) You've already inspired a few new parts. I've been modeling a bit and have a few new pieces, and you've cemented in my mind the need for a 2m pod/command center. In order: - I have some segmented parts coming soon which should replicate the original to a fair degree. Also I think radial mounted command stations are more flexible, so I will be making those as soon as I resolve the last of the IVA rotation issues. (With radial you could configure a command area to your liking) - I am looking into this (especially after how good not-a-cylon's makeshift one looked) but I have concerns with how the NearFuture and Interstellar apply radiation. I am curious if shielding is a compelling concept or not. - I love the EternoRest 2000 as it inspired the 'Crash Couch' which could use a bit more detail. (I noticed the UV lines show up crooked, drives me nuts) Okay, on to my own stuff. I have decided that a weight rebalancing is in order. Things do need to get lighter. I have gotten distracted with lots of lofty coding ideas, and realized I need to refocus on getting everything I have to an acceptable point, make models/parts still missing, and figure out the IVA issues. Once that is done I'll be moving on to other things (like Extraplanetary Launchpad models and GravBoots). I've updated the album linked in the OP with a few pictures which include some of the new parts. Lastly I was going to make a flag last night from one of the screenshots, got derailed and then somehow made this... Which I feel was fairly representative of my mental state last night. (No ether though)
  4. Difficult for whom? Because 'proper game mechanics' don't just appear with a bit of wishful thinking. Additionally that is a pretty subjective way of putting things. InfiniteDice has proper game mechanics for what he originally set out to do. If someone else isn't satisfied it doesn't change his goals. God forbid a player actually contribute any effort to achieve the gameplay they want. As for actual games.... people sell those. It's one thing to moan endlessly to developers about a game you've purchased; it's another to keep demanding major changes to a mod that's been made in someone's free time.
  5. I definitely get a kick out of this mod. I, for one, would just host a shared KSP folder and take turns running the game. [RANT]I feel like people don't understand that you can follow self imposed rules or guidelines to enhance a game. It gets tiresome. Sometimes I want to point people to a required 'Imagination' download that is just an empty thread titled 'Imagine whatever you want in this space... now apply to mod in question'.[/RANT] One thing I think you need to do is put some scenarios (or just save files if scenarios are a pain, I have no idea) up for download in the OP. I would suggest also that you offer to include other player's challenges as well. Short term I think it would be good for your mod and help people get off of the 'must have multiplayer' mentality. Distant objectives for my mod include the distribution of unique scenarios; abandoned bases, lonely spaceports, unique parts not accessible in the VAB.
  6. Seeing not-a-cylon's ******ic carrier has inspired me to go ahead and brush up the 8m parts that I have sitting around. While none of them quite match the uh.... 'charm' of my very first parts, they are reminiscent. Also the 'OctoStarter' .blend file in the Custom Hulls download should make it easy to make sure your parts can mate with existing HSH stuff. Thanks for the flattery! And I do plan on whoring around pictures of this mod when I'm satisfied with it in an attempt to get a mod spotlight. Nice ship! I already have new ideas to make things work better. The cargo bay lag I thought was only associated with the first animation cycle, although I could be wrong. FAR + a bazillion surfaces also causes lag so that might also be an issue. I appreciate your experimentation and the reporting of results. I am glad to hear you had the same effect my attempts did. For now I think we're going to go to the mag boot method, as if we can't get kerbals to walk... as you see nothing else matters. I don't have a lot of faith in my ability to do that though. Wow these are amazing, I like the lighting as well. I eagerly await the full album. Also guys I'm not torn up about this mod, I'm just not satisfied yet. But I do like feeling awesome... EDIT: (org)apparently is a naughty word(asm)
  7. Hooligan Labs used to have a subsea mod. I suggest checking that out.
  8. 0/10 Should be named See-Sawence Remaining. (Seriously though I love this.)
  9. Interesting. I didn't notice the second picture until I quoted you. Honestly awesome spaceships are an endgoal of mine. For the moment I'm working through what I would consider the base and station portions of the project. As I get things done and more alternative parts to flesh out structures I'll begin working on hulls of the sort you linked. Well to be honest the .cfg balancing isn't something that I'm great about, and as I've developed this mod the scope has drifted. Perhaps I need to make an 'op as !@#' optional engine system or something. Regarding the airlock animation; you should know that this mod represents my learning process in a lot of ways. Some designs don't allow for reasonable looking animations, and I don't have the time/interest to redesign them. So for the moment it does have the simpleton animation. Yeah the animations are pretty intensive. One think I've come to appreciate is how much harder it is to make hollow parts. Not just the collision meshes, but also the modeling becomes a lot more difficult. I really ought to optimize my models, but for the moment I think they are workable. EDIT: not to mention the landing legs I have out right now are also awful.
  10. I definitely wish these parts were better suited to spaceships. In my early modding days I had created a high mass gas core reactor which was made to be paired with very low weight nozzles. This would allow for flexible designs which could essentially power different nozzles for different situations, much like a VTOL. I have not dabbled into particle effects yet, and that would be required for a legitimate attempt at something like this. That is probably going to be one of the last things I work on. Perhaps in the interim I should consider making all of the parts act as heat sinks.... to at least make part packs like Interstellar interesting. My internals are not up to what I would like. The MFDs are an easy work around for me, and I wish I could slap 5 of them on the walled station without causing terrible lag. It is something I need to look into, but I just haven't yet because I still haven't solved the rotation issues and several other bugs. I'm sorry that this is 'immersion' breaking, because I want to offer the kind of experience you're looking for. In the mean time if you want to try mass editing the .cfg files I would recommend Notepad++. (It has a 'replace all' for all open documents that can be very handy) EDIT: Just saw your post. I'd be very curious to see either the craft file or screenshots so I can better grasp what you're trying to do. EDIT: EDIT: Perhaps you have a point on the weight of these parts. I was sticking to my guns because I'd done the balancing based off of steel, however aluminum is much lighter than I realized. That would require some substantial .cfg rework. (argh) I really need to rework things anyway.... looking at it in detail now. I feel the vessel would end up with a net increase in weight though.
  11. Previously I've pointed people to the Hybrid Engines mod, but that has since gone away I'm a bit at a loss. I have no desire to make this mod completely standalone... at least at this point. I don't know what to tell you other than that I'll help you get started on blender and Unity. I'm open to changes in .cfg edits, but 500 seems a bit OP. Generally my goal is to bring reasonably balanced parts to the table. Maybe I need to put this in the OP, but do not try to make planes that work with FAR using this mod. This mod will be a nightmare to use for planes with FAR, and even stock KSP makes for a mess. Hollow parts are just not an original design consideration, and as such not handled well. Yeah some of these parts are meant to be cosmetic only, add a bit of flair to common areas. KAS storage containers are probably more effective. Parts like these are for roleplay or cosmetic stuff. Obviously you don't need to enclose anything. Hopefully it isn't that difficult. I'm trying on the magnetic shoes, but I haven't had much time. Internals can be a pain to do and I feel like there are more important things to do at the moment. Original plans included many more MFDs but they cause some pretty substantial lag when used with the sfr/HSH internal modules. Also I have to consider that with the sfr/HSH internals you may not have functional IVAs as is. I'm placing that problem first. I thought this was already the case. I'll check that out. I consider these already extremely light. I can get sizable structures into orbit with extremely lazy lifters. Generally I would expect some additional trouble getting large structures to other planets. I held this one out for last. This mod is really just a cosmetic mod. The original scope of KSP did not consider hollow parts. As a result lots of things don't work quite right. The command pods, hab-cubes, and airlocks are really just to add to the atmosphere of the mod. I'm not sure what 'normal' use would be for any of these parts. These are definitely not the best way to do anything, and if you are looking for a mod to help you get to Eeloo easier I would never recommend this one. I would like to also mention the 'futuristic and advanced' comment. Bringing balanced parts to the game is hard; bringing OP parts is easy. If you want to have OP parts you can get there in a few minutes by editing .cfg files. No offense meant, I can understand what you want, but my point is that these parts are originally designed to add a new challenge to the game after you've already done everything else. If someone wants to create a set of OP configs I'll gladly post a link to the download. Lastly I want to really express that I do appreciate the feedback and the time you all take to play the mod. I know a lot of my answers seem to brush aside your requests, but I am trying to explain the current implementation and design intent behind it. I hope this doesn't come across as aggressive or unpleasant, but I just don't have enough time to do all the things I want, and as such I've got to stay focused. Currently there is a huge pile of things to do for this mod, so I'm more inclined to explain why I won't do something than just do it. Thank you again for the time you've taken here and I hope you stick around to see how this develops in the future. (Lastly, Lastly, if you want to learn how to mod I'd be glad to help anyone)
  12. Just shot a space station core up into LKO which was nice. I think I'm 95% of the way on SeaSickness, but I still have one frustrating bug. Haven't messed around with SQUID a bunch and my attempt at a single direction gravitating part caused a crash to desktop and kerbals getting sent into orbit. One thing I haven't really made clear on the custom rooms dl is that I've included Gimp files for the poster space on the back wall, bedding and picture frame, so all you need to do is download gimp, mess around a bit and then you can output a .tga to modify your own room. Blender and Unity is optional. I thought having a picture of your favorite creation in their rooms might appeal to you ahappydude.
  13. Exactly why I'm not sure if I can do it. I've made some enormous parts before and used the AR grav code before, I'm revisiting it now that I understand C# a bit better. I need to look into how KAS would handle that kind of behavior. I honestly have never messed around with that at all. And I would stop to play more, but I keep having ideas for new parts and I get sucked in lol.
  14. Great. I'm still working on other tasks at the moment but it is good to know the scope of my plans before I start. Also I had never considered putting .cfg files under any license, I should probably update my post and just blanket the whole thing w/ under CC-SA.
  15. Thanks! The right click menu is appearing due to the AdvancedAnimator module. I haven't experienced the lag you're describing. I honestly haven't been playing much as I'm spending most of my time fleshing out this mod. Message me if it persists... although my first suggestion would be to see if it goes away when you remove other mods. Excellent point. Over lunch I actually slapped together a combination of the SeaSickness code and the ARGravitatingPart for testing once I'm home. I should also look at SQUID. Maybe 'MagBoots' would be the easiest solution, or at least a good stopgap. Restricting the 'artificial gravity' to a single direction may prove to be more than my brain can handle. (EDIT: So looking at the SQUID code supplies me with everything I think I need to do the single direction floors I was originally thinking about. Woot.) Appreciating the feedback guys. Has anyone used the 'Custom Rooms' pack to make new textures or models? I've been too preoccupied with C# to write the how-to post.
  16. In the 'Ultralight Series' download? I didn't realize I'd messed that up. I'll add that to my list of things to do. I'm also going to switch everything off of the Vanguard plugin in that download as well. Warning the custom rooms download may also not access the correct module, I'm also swapping things over there.
  17. With your permission I'm considering making a series of models better suited for my hideously blocky mod. If you need help on 3d modelling let me know.(I do possess skills beyond just the hideously blocky) I'd like to see this do well either way.
  18. I'm not clear that a part, even in a 'Landed' state and applying force to a kerbal will allow for that. I've seen centrifugal force used to make a rover drive around a ring, but the game seems to handle wheels very differently. Also I think it will be pretty important to make the gravity fields apply force only in one direction and only on one side of the part. Another option is to see about applying force only to kerbals, so perhaps a 'magnetized floors' kind of effect.
  19. I'm probably going to take a look at some code which would offer that soon. No promises that I'll get it right though. Mod is updated. A few new parts added and some minor improvements made to the IVA situation. IVAs now locate on the correct part, but are still locked into the alignment of the root part. Lame, but progress. I'm switching over to the AdvancedAnimator mod from the Vanguard plugin, so that will likely cause a few issues with the alternative downloads. I'll sort those tomorrow.
  20. I already have a bunch of 8m parts made, but I didn't care for their look as much. Although an 8m cargo bay might be pretty cool... I'll make a separate download for the 8m parts. I'll include a .cfg for embiggened doors and cargo bays as well. Are there already mods that add suitable lighting (not disco, but just normal?)
  21. Modular was the new goal for these parts. A major reason why I just stopped and reworked the mod completely. I've made some headway in the sfr issues and will be moving to a plugin of my own, based off the sfr code. Rotations are still screwed if not in alignment with the root part. Code wise I'm going to still be focusing on the sfr problems, then I'll probably look at the SeaSickness mod. Eventually I will need to go through and clean up the sfr code. Other things I'm working on in no particular order: Cockpit - 2m Adapter - 1x1 resize rework (1x5 alternative) Science Lab - Probably an insert piece ... Maybe a few models with some Kethane, Interstellar, and Extra-planetary Launchpad .cfg options Elevator - Particularly an alternative to the 1m model currently in use. Stock Adapter - Further testing to see if the 2 arm method proves too difficult to use Inset Door - Testing today... hopefully done. Deck System - Purely conceptual at this point and probably reliant on part welding More flat plates for the 4m - 4x1m or 9x1m options Super SAS Rings - Like the old station rings but smaller... something to help manage asymmetric craft Spiral stairs / ramps - Not sure what I want to do here. Extra-planetary Launchpad Parts - Need to test for compatibility / potentially offer some alternative models Lighting Solutions - Stock lights are too big. Stuff I want from my mod users: Screenshots!!! I'm extremely curious how people are using this mod. It helps me get new ideas and improve designs. Opinions on what you think this mod is missing. Mods which cause problems (KJR for example) In particular I'm curious if KAS, Kethane, Extra-Planetary Launchpads, Near Future, KSP Interstellar, and Part Welder work. (I am still modelling and coding so my play time is limited.)
  22. Very nice. Expect the .23.5 update of HSH to utilize this in place of the Vanguard Plugin. I guess I'll have to go about finding some sounds I can use for my mod as well.
  23. You're stumbling upon more sloppy mistakes I have fixed in the next iteration. There was originally a larger pod which just didn't work out as well. I ended up completely redoing the pod, hence the name change. I had a cfg ready and everything, just grabbed the wrong one. Also those 45s pissed me off because they wouldn't snap, so I didn't bother making alternatives with different nodes. As for the sfr module, I kind of assumed everyone would want that, but yes removing it will make your game run faster. And yes very curious to see screenshots. Edit: The seasickness is more mess from when I was testing to see if that still worked. Edit Edit: I actually already seem to have cleaned up everything but the 45 degree adapter nodes. So spaceport is up to date enough for me not to want to mess with it.
  24. I looked at the provided source code and I didn't see anything to that effect. You might verify that behavior and ask Hooligan Labs directly about it.
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