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Everything posted by Alskari
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
I'm glad you're enjoying the mod. Hope you don't mind if I add a few of your pictures into the thread. I need to figure out how to insert an entire imgr album. Funny you mention the plugs, they are already fixed. Also check out the bulkhead doors. What size spacer were you thinking? -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
A decoupler or just a spacer? -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Thanks! And I don't know what the issue might be with the 'Crew Cap 2m' but I know the crew deck was a bit narrow, and some colliders were turned on that shouldn't have been. It's been widened. Also mod is updated! Thinking of moving it to released before long, so any small problems would be welcomed! -
Thanks! This is very helpful. Not sure if anyone is interested in some screenshots, but I thought I'd share. Proper orientation for KSP: Selected part object to show orientation. Notice this object has the PartTools script. Selected dummy 'orient' object to show orientation. Notice this object does not have the PartTools or Props scripts. Orientation if the dummy 'orient' object is not used. First off sorry about the pictures, didn't realize I had exported all that empty space out to the side. Important points you may have understood but I'm going to repeat for clarity: - The 'Ultralight_Vulture' object is the model, collision meshes, lights, animations, and nodes for the part which appears in the VAB. It is the source of a .mu file via the PartTools script. This .mu goes in the 'Parts' folder and is called by the part module in the .cfg file. - The 'Ultralight_Vulture-Orient-IVA' object does nothing except make it easier to understand where your various IVA objects are going. It does not output anything useful to KSP and is purely there for convenience. - The 'Vulture-IVA' object is the model, lights, IVA cameras, and kerbal positions for the IVA mode which appears after you have launched the part. It is the source of a .mu file via the PartTools script. This .mu goes in the 'Spaces' folder and is called by the internal module in the internal.cfg file. - The 'VultureProps' object is the placeholder for the various props used in the IVA view (Navball, buttons, and such). It is the source of a .cfg file via the PropTools script. This .cfg file provides the PROP {} values for the internal .cfg file in your 'Spaces' folder. Lastly, I believe the interal.cfg files could be rewritten to look more like the .20 part.cfg files. I have not experimented. Also, if I am doing something poorly let me know, this is just how I do it and not guaranteed to be the best.
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Snjo might be a person to get a hold of. Firespitter does sounds controlled by throttle even. The thread.
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Can you share the crash log or post what the error was? I'm assuming you have the latest version of KSP installed? -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Small patch. Feedback would be appreciated. I will work on IVAs and textures when I get back in late August. -
[WIP ]KSP part.cfg file writer script for unity
Alskari replied to DSSP's topic in KSP1 Mod Development
Wow my parts might actually have accurate descriptions and such now. Awesome. Definitely not working correctly for me. What version of Unity are you using? -
[WIP] Foldaway Elevator - JonzCo Mobility Equipment
Alskari replied to Jahulath's topic in KSP1 Mod Development
Very nice! -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
I'm not planning on doing 1m parts, they'd be too small to move around in. Kerbals are about 1m tall. Even w/ a first person view your camera would be clipping through the sides all the time. Sorry. If you did learn .cfg edits, you could easily modify the sections to any scale you'd want. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
I happen to have a brief lull in the madness and as such will attempt to pump out a few parts. Improved texturing and IVA are not on the table at the moment. I'll look into the cinema 4d, but doubt it will be something I actually try to use until September (after honeymoon). Right now I'm going to try to rough out: - 3 or 4 cockpits (no IVA) - A single 2m to single 4m adapter - Quad adapters - 90 degree elbows - Perpendicular variants of the 4x Hull section I can model things very quickly, so if someone wants to make a request I would be willing to model it if they will help out on the .cfg end. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Well I'm getting married in a month, so a ton of my free time is going to that right now. I've been meaning to make a cockpit w/ IVA, but I need to just kick something out w/o IVA. The stock seats have a kind of wacky ejection mechanic, which I thought I'd resolved w/ the built in seats. Part of the problem is that I have 0 time to play KSP these days, and usually just do a very cursory inspection of parts before release. So specific lists of issues (as Benie provided) are a godsend. The VG-Plugin is the Vanguard Plugin and is needed for all of my animations in order for them to be usable in EVA. If it's not included in your folder then the .cfg file points to a non-existent module. RadiatorArray - Have you read through my previous comments on issues with nodes? Is it affecting all of the parts or just the various 'hull sections' which have more than 2 nodes? -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Sorry guys, I've got a bunch of stuff going on so I haven't had a chance to work on it lately. I will say however that the node restrictions are a part of the KSP code which I can't change. Only two nodes can be used as 'root' points. These two nodes are the last two listed in the .cfg file. I'm not sure how familiar you are with it, but it would be fairly trivial to copy the parts you're missing and re-order the nodes. A bit of simple research will get you there, and if not feel free to message me and I'll provide specific examples. I don't have a bunch of varieties for the node placements, because I don't want to duplicate a ton of parts. Also the Lazor mod has a first person POV option I believe, however I find that zooming in usually is better since you are less likely to get disoriented. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Blender. If you're referring to the current pictures I have up, the latest release has 'Edge Split' turned on for a number of the sections which looked a bit blobby. If you've got some advice I'd be glad to hear it. I know I really ought to do some more work on the textures, but I still don't have all of my baseline parts out yet. -
I think this should be considered a request, maybe even put it in the add on requests. I'd suggest you do some research about what mods are available before asking for something not even remotely supported by vanilla.
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Whoa there cowboy. I'm thinking it will be quite a while until I get gravity worked out. I'll add it to my list though. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
These are fantastic. I appreciate you sharing the pictures of your creations. I'll look into the door issue. I've decided to make them toggle open/close rather than cycle them. Also I'm going to be adding lights to the main hall sections. Additional suggestions welcome. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
I can create a spherical gravity field which will make your kerbal drift up against a wall. I need to look into the SeaSickness mod and see if I can get that working in conjunction to allow for walking in space. For the moment I'm working on putting in lights, a few additional hull sections, and experimenting with command chairs and IVA. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
This reminds me.... I need to add built in lights. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
I've been using blue, but that's just because I thought it looked nice. I'll take any help I can get! -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Thanks amigo! I always enjoy your creations! -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Thanks! My 3-D modeling experience comes from my engineering work, so I don't have a clue about how to make stuff pretty. All advice is welcome. - My method is to completely model something in Blender and save a copy. Then break out smaller sub sections as needed to maintain an accurate collision mesh. I then drag all of the blend files into Unity and assemble them. The sub sections for the collision mesh are then set to transparent. - I do use GIMP but I'm excessively lazy when it comes to UV meshing and such. It's on my list of things to get better at, but honestly I can model things so much faster I've been focusing on adding 3D bits and bobs. I need to get better at splitting up models to make my life easier. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
I updated the old .cfg files and tweaked the Remora so it should be less deadly. I'll put all that in under a 'Legacy' this weekend sometime. It's been such a long time since I released anything I sorta wanted to put my best stuff forward first, since most of these people probably don't know about the old parts. I also have a number of new station pieces, but I'm still not satisfied with the hull sections yet and want to knock those out first. PS- Link me some of your seats if you don't mind, variety is the spice of KSP. ;D I originally chose the greys to match the stock I-beams. The blue was just an impulse addition. Some of my parts would be easier to change over than others. All of my texture files are .png, so they should be easily editable if you care to try it out. I'd be glad to see what you come up with. -
This was one of my first obstacles. You can certainly change an engine fuel type using the .cfg file. I would recommend looking through other mods to get a sense of what you can do with a .cfg file.