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PolecatEZ

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Everything posted by PolecatEZ

  1. It matches the B9 model it was derived from, that cockpit is the exact same way. If you double click on the windshield right in front of you while in IVA, you'll get a better view of the area.
  2. Yep, Curse hasn't "approved" me yet anyways. While this is beta, I'm just going to continually update the dropbox link. That's the purpose behind the GLADIUS and KUKRI engines I'm making now. Retractable dual-mode engines for compact designs, for landing horizontally in a variety of atmospheric/no atmosphere conditions. Snjo updated his FS plugin a bit to allow the GLADIUS to work properly, but we discovered there were other broken things so he's working on it.
  3. You can download and look No, nothing can break the game now. Squad knockout isn't implemented yet, but there are instructions on how to do it in the manual. Parts with X's in their part name can replace Squad parts, you just need to delete the X in the config and go delete the respective Squad part for now. Weapons are in their own folder (GameData/D12Battletech) and dependent on having Romfarer.dll installed. You can delete the folder or fail to get Romfarer, either way you won't see them. Delete anything you want out of the pack except the <64kb textures, as deleting those may cause your parts to look monochrome.
  4. An update for the Sunbeam HWTLaser is about 4-5 spots down on my list (I already have some very nice models made). The code is open source, I just need a coder to fix some minor things I found in it so it can work for something other than the specific part it was made for. --------------- Warning! Do NOT update to any pre-release version of Firespitter. Use the one included in the pack. The latest test/pre-release versions break mesh-switched things badly (most of this pack) so do not use until its declared safe. The version included in the download is safe to use. Thank you, that is all.
  5. All except the Aster, IRIS-T, and R-77 can already be made (though colors may be different). The JSOW is there, but the head and tail have a bad rotation that will be fixed soon. I just need to add 2 bodies for the IRIS and R77 (heads and tails are close to what is already in), the Aster I'll do a whole kit (head, body, tail) and include it in the construction kit. I'm also going to do a full Penguin kit. ---- The GLADIUS is done, I just need to figure out the config file and its off to testing.
  6. I have a thinner one already done (along with a 1.25m inline battery and decoupler), just haven't done the alternate textures for it. I was holding it for the Spacetech pack (post B9 update), but I can throw it in the next Aerotech update. ----------- But first...say hello to my stubby little friend. Meet GLADIUS. 1.5m long and 1m wide base, fits comfortably under any wing or hull type. She'll be in testing tonight - hopefully all goes well. Her friend KUKRI (smaller, side mount, rotating) is on the drawing board, but should go pretty quick also. I'm using a different animation technique than the docking port it was based on, so it shouldn't tear up your boat when it deploys.
  7. From this version on, part names won't change. Simple overwrites should be all that's necessary except when noted. A lot of parts were consolidated from early alpha versions, the file system changed a bit, and configs were re-written from the placeholders. Never trust a Wall Street banker, politician of any kind, anyone else over the age of 5, or preview/pre-Alpha versions of anything. There's a few things you can try: * Take a look at the files in here and see if you can find anything that helps: preAlpha * Page through the configs in the current version and remove any X's after the part names, these are Squad reference parts. * Remember always: ÃÂø шðóу ýð÷ðô! Backwards compatibility to pre-Alpha releases is the path to madness. ----------- version update - beta002 (won't break anything, same DL link) - * More types of missiles - you can still customize the look as you wish, but there are more types of stats: - Long Range SAM (russian SA-2 reference stats, 10m long, very dangerous to use, launch vertically or drop for best results) - SRAAM (AIM-9 Sidewinder reference stats, 3m long) - MRAAM (AIM-7 Sparrow reference stats, 3.5m long) - SR-AGM (Hellfire reference stats) - MR-AGM (Maverick reference stats) - coming soon (probably today): Bombs (500 and 2000lb) and cruise missile (Tomahawk or Sunburn reference stats, can't decide), graphic fix for JDAM model - coming later - switch from Romfarer to Skillful logic for missile performance/guidance. - Also taking wishlisting for more missile models to add into the generator. * Graphics reference for 3rd Droptank model fixed Yes, throw the .craft in a drop box and I'll put it in user-submitted craft. Try to include an info drive part with your name and anything else you want. And here I am just making boring F-14 variants...
  8. Does it update the status when you save and reload, or vessel switch in the command center? ------- Also, does this mod cover all instances of KerbalSeat or just the one? The Escape Pod in the D12 pack uses the seat logic, and this bug sounds like it would make a nice feature actually. Even enclosed in the little cylinder with the glass door shut, they insist on leaving their helmets on. I haven't seen any documentation that allows them to take it off like you can with regular IVA's.
  9. Done. Give me 30 seconds.... ----- .pdf manual replaces powerpoint
  10. Optimizations are done! Beta 1 is on the front page...get it while its hot. Fully stable and now just 15mb. aaaaaaaaaaaand...I'm spent. Shorty and I need to go blow some *kerbal* up.
  11. At half-rez, loading might be a little harder because its trying to compress something. Also, you didn't give any mods list...do you have any that do anything with textures?
  12. And here I thought I would relax and play a bit...I got that model you see above modularly cut up to take advantage of the new tweakable engine, now I just need to do a battle royale with Unity to make it work...then do it for 5 more chopper engines.
  13. NICS adapter...I'd need to remember which one that is or if it was even meant to be in, I'll hunt for it. - Yep, it helps when you move the Exporter transform in Unity instead of the part transform when doing things in batches...fixed, I'll put up a fix in a bit. Cockpits weigh that much because they're designed to also go to space. This means reaction wheels and thermal resistance appropriate for SSTO's. Snjo's stuff is keyed only for lightweight aircraft, low resistance and minimal torque (or even mono if I remember). That being said, the values will be fine-tuned, and I may make more of an effort to differentiate between the two chopper cockpit styles. The command seat has a glass cover (and complex collider system) that I haven't put in the animation for yet. For now, you need to just scroll in really close and select the kerbal to get him back out (he can also collect samples and control the craft apparently). It was originally meant to be a simple escape pod/lifeboat, but others uses came out in playtesting (long-term cryogenic stasis, on chopper siderails as med-evac stretchers, bio-guidance system for kamikaze missiles, etc). Also, if it hits anything and explodes, the kerbal pops out safe and sound (bug! feature!). -------- I'll finish the texture optimization. The NCS cone is already fixed. Then I'll get this little baby in: And declare it full beta. There's still a few odds and ends I'd like to get in before Showcase release, I'll just slip them into the beta build as I get them done: - Turbo prop will be made dual electro/fuel, and implement the procedural engine system from the latest firespitter. - Some chopper rotors will get folding animations and some will get procedural stuff. - 2 VTOL rotating engines, Osprey style and Avengers jumbo jet style. - Landing gears (still not done...its like my personal Shelby Mustang). - VTOL engine for the MK2 fuselage (JSF style). - A lot more work on missiles, bombs, and guns. - 2nd pass at Ailerons, they were done before I had any idea what I was doing with Blender. - Original sounds for all engines. - 2nd pass at texture optimization to work with the updated B9 pack when it comes out.
  14. Mesh switching is like a drug. A drug that I now abuse - not just a little bit either, I mean like in a really creepy way. I don't think I'll ever be happy making just a single simple part ever again...must have variations! Even a simple turbo prop project exploded on me: Note that is 1 single catalog entry, 2 textures borrowed from elsewhere. 50 different combinations of looks and will be 2 different modes (turbo prop and electric). 500kb total on your RAM load. Preview the other 40-50 parts with even more combinations here. Yes, Virginia, its functioning in the game just fine. From my game designer point of view, this real magic of this is that it lets you standardize the stats a bit, while allowing near infinite possibility for the "look" of the user experience. Of course, I thought the same thing when texture switching came out...
  15. Ok kids, this is the last alpha before full release. There's about 3 or 4 parts missing that will be in the final release. Textures are NOT optimized yet and this includes full-sized B9 textures. Some engine sounds are still dependent on Firespitter full pack, but be sure to install the latest included Firespitter thing. You can optimize yourself if you know what you're doing with the .cfgs. Yes, all cockpits that will be in the first beta are in. If you even want to see the missile system in game, you will need to find a Romfarer plugin, which he includes with all his stuff. The construction system works, but the stats will undergo some tuning later, as well as multiple re-sizes for different purposes. The one included is the generic sized "master missile." I hereby pronounce this as "close enough for government work" on most items. Before yelling "This no work! I wants my moneyz back!" 1) RTFM 2) This is alpha. If anyone wants to do a prop config for any of the cockpits, go ahead and do it and I'll include it in the beta release with credit. DOWNLOAD HERE - D12AerotechAlphaV3 Remember - ÃÂø шðóу ýð÷ðô! - Burninate all previous versions. -------------- There are about 60 new parts to play with, and almost 7000 variations you can make. About half can replace stock catalog entries. Still to come... 1) Fuel switching for drop tanks, and better models. 2) 1.25 intake bi-couplers (square and round in a single catalog entry) 3) Landing gears. 4) Missile differentiation. 5) Final pass on texture optimization. Final version will be about 8mb, not 90.
  16. I think its really close actually, though I can't speak for their schedule. I'm working a few more toys into the D12 expansion in preparation. D12 will be ready to go on the same day the B9 update comes out. They were nice enough to let me see what they were up to so the packs could be coordinated better. Snjo put in most everything on their wishlist so they could finish their work, including configurable fuel tanks, meshes, and textures for more variety and catalog/memory optimization. It will be a very merry Christmas for aircraft fans when it does hit.
  17. They were kind enough to let me preview what they were up to, and I only had to make a few minor adjustments. I did get some odd things finished in the last 2 days though. We now have a kerbal kommand chair in B9 style, a .625m kerbal escape pod (pretty naked at the moment, I might add a parachute), a float system that's working awesome (just a single part in your catalog does it all), some rotors were re-made, and a rover system that's basically a modular HMMVV construction kit (may not make it in this release) made to comfortably fit in M2 and S2 cargo bays. I did have an issue that they can't have internals due to a KSP bug that prevents hatches less than .5m from the origin point, but I'm going to switch it over to external seating and see what happens. Oh, and a full guide to go with everything. All that's left are tandem chopper internals (just need Unity setup) and two simple landing gears (tail dragger wheel that also fits with the floaties) and a stock-sized version of the existing gear. If they take more time before release I might finish off the rover parts and get the 45 degree side gear made. I'm still fishing for a fuselage standard for my cargo choppers, can't decide between S2, M2, or Mk3 standard, or make my own. I have some prototypes for each, but just not really happy with any of them.
  18. I was rushing to get something out, and then Snjo does it again with releasing new tricks to implement. Also, Bac9 and Taverius are working to get out a very refined B9 pack sometime very soon. I'm going dark until that happens, as I don't want to release anything that copies their things or breaks when they release their update. This also gives me time to work on more toys, and work some new tricks into the helicopter rotors (we now have configurable props/blades). Cockpits will also be done properly with lights and all as soon as I do the Unity downgrade. So, patience to everyone...theoretically in the next week or two it will be like Christmas in June. Bac9 and Taverius will be dropping big things under the tree and I'll bring the stocking stuffers. I haven't figured out a role for Snjo in this metaphor, I think he's Rudolph.
  19. I feel my love-hate relationship with Snjo kicking in again. I was literally about 2 hours of work away from a beta release of D12, and now he gives me new things to add. The parent B9 pack will benefit massively from this though...if I time it right now we can do simultaneous release (isn't that everyone's goal?). ----- Did I also read the github correctly that texture switching just changed format in the MODULE setup? *back to the salt mines* Any chance I could get either some documentation or sample configs for the following: - FSmeshswitch with fuel switching (integrated or separate MODULE?) - too easy - multiple prop setup - new FStextureSwitch formatting - looks like old way is still backwards compatible I'll hit you up for a unity config.
  20. Damnit, now I need to make a functional internal weapons bay. It also looks like K3 Chris is making an identical HL cockpit to the one I have in the to-do bin, so that's one big thing I can scratch off my own list. He also stated that the B9 team is implementing texture switching and mesh switching on the original B9 parts - combine with this and you'll have a very tidy catalog (and mods folder) and a LOT of possibilities.
  21. Weapons will be in their own folder so you can just delete the folder with no side effects, and most have external dependencies that won't be included for licensing reasons (like Romfarer or Skillful) - which means if you don't have those mods also installed, they won't show up in your game. Cool fighter aircraft just don't look right unless they have an entire salad bar under their wings. Its hard to look bad-ass tooling around with just your science pod shooting peace rays. Go ahead, turn debris cleanup into a fun game instead of a clicky chore. ----- I got back to work on cockpits. Missiles are as-is, they do the job but without pretty particles until I give it another go with downgraded unity or switch to ID Skillful code later. I couldn't get the typical B9 cockpit animation working in my Unity version, but I did the next best thing. You can now switch between glowing cockpits (multiple colors to pick) or default lights off. A few cockpits (like the Mk1) have several versions on a separate toggle to pick from.
  22. My train of thought is that KSP particle emitter being on a part won't even let it export in the version I'm using...and I can't make any emissive animations period. I'd love to do the signature glowy cockpits but currently can't, and my engines are restricted to those where you can't see the guts. My fear is that downgrading may break something that won't allow me to edit my old scenes so will slow getting this project out the door even more.
  23. I literally used his exact hierarchy as imported from a .mu. Like, took his stuff out of each tree component and put mine in. This was on my 3rd or 4th test case. Same effect. And you're waiting because I keep figuring out new things which improve quality, so instead of releasing a few half-assed things, I'll release many more 3/4-assed things. It may be time for the nuclear option. Time to downgrade Unity.
  24. Yes, I was in the middle of the Apache cockpit and I was like...I really need a turreted cannon under that with "look down/shoot down"...and some Hellfires...and these drop tanks could make really sweet bombs...and I got very very carried away. I spent about 2 days exploring the cannon option - the DYJ's GAU mod does what I want it to ballistically and with various models. I have a few machineguns and rotary cannons in my back stocks now. The HWST laser does exactly what I want with target tracking and turning...but it would require a full recompile and combination of the code. If it lacks exactly what its looking for, it doesn't work, and that includes turret setup and traverse ranges (hardwired), exact file names and locations, can only handle a single weapon per .dll, etc. I'll need a programmer if you want any fast progress on that. Yesterday I researched and then built missile components, thinking I could just dump them in the game and they would work...and the building system works beautifully. Tiny amount of catalog entries and infinite possibilities (and zero texture bloat). I'll have both ID Skillful and Romfarer versions of the config when its possible. However, issue still remains with particle FX - which will also impact when I start cracking engines soon also. Why do my missiles act like a Charlie Chaplin movie?
  25. I'm stuck on something...and was hoping it would be a little surprise with the beta release but it looks like I'll have to spoiler it. I've made a system for missiles on pylons that you can configure to your heart's content. About 6000-7000 different ordnance varieties are possible, and you can save your favorite ones as sub-assemblies. Bombs will get the same treatment, but 40 different missile parts in 6 hours was a quite a challenge. Currently they're powered by Romfarer's .dll, but I'll reconfigure them also for Skillful when he allows this, and probably a stock dumb version when I get around to it. The issue - Sound and particle effects won't trigger. Missile are dead silent when they fire, and no particle or smoke effects. They zoom around and track and blow up targets like they're supposed to, but no smoke or sounds. I've tried a few of the obvious things, but a few I wouldn't know how to troubleshoot. 1 - I looked at Romfarer's source code, and nothing jumped out that would hardwire sound/FX to his PartMissile type. 2 - I tried linking all kinds of triggers to a single effect, as well as changing out different stock effects, but nothing activated. 3 - Copied identical Unity structure and used directly Romfarer's part.cfg file with no effect. Romfarer's missile on the pylon next to it worked just fine. 4 - Alt-F2 debug just tells me "null reference exception" when I fire...nothing more verbose. I'm also looking for a coder to help me merge DYJ's rotary cannon code with the just the turret and tracking code from HWLaser. - The sources for both are fairly straight forward (and open license), HWLaser code is very hard-wired in the parameters and those need made "public" values so we don't need to make a new .dll for each weapon. ------- I'm missing a Unity component somewhere I think, but with no real tutorials or instructions on the subject this project is dead in the water.
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