Talisar
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Everything posted by Talisar
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That's what it's all about The new model has a more "streamlined" profile to the cockpit. I should have it updated in a day or so, and I think it's already looking a lot better. It's (very loosely) based on the concept art for the MTV Copernicus, as seen here: I actually went a little on the thicker side when making this model to give it a stronger look. Additionally, I included the basic truss without the arch in the interest of modularity. That's also the reason for it being open on both ends, so they can be stacked to make longer sections if desired. I initially had each truss section wider (in cross section), but the current width is pretty much in the sweet spot to where a standard sized tank can be moved in and out without having to increase the outer diameter more. Any wider and it would preclude being able to move large parts into the storage area. You have piqued my interest, sir!
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Here's something I've tried out and seems to work. Would people be interested in having the adapters and bases inherently compatible with procedural fairings? Just seems to make sense for launching... edit: wow, big screenshots. I'll downsize them next time.
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Hmm, just for clarity, you mean a set one standard size up? I tend to think in actual in-game (including the standard 1.25x rescale) sizes and always get confused when people talk about 2m, 3m, etc parts. If so, then a 4m part would actually be 5m in diameter after that standard rescale. If that is what you are looking for, that is a pretty simple addition. Just another rescale for most of the parts, and I'd have to cobble together an adapter to make it fit to current 3m parts (as there aren't many parts larger than that at the moment, besides procedurals), but I think that would be doable with the current meshes I have. The adapters are actually 3 different meshes welded using MODEL[] nodes, so I think I could put together an adapter that would go from the larger 4m (5m actual diameter) size down to 3m (3.75m actual diameter) current size of the largest stock parts using the meshes I currently have. If not, making another adapter mesh that stepped down 2 sizes is easily done as well.
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[0.23.5]Stockalike Aeronautics (2.0) New Engine, FX fix
Talisar replied to blackheart612's topic in KSP1 Mod Releases
Very nice! I can definitely find use for these. Especially the radials. -
On the other hand, just asking the question "How do I delete the Mun" kind of makes you sound like a Bond villain, so you have that in your favor
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The Open Part Mod - Week of 4/25 project started
Talisar replied to StarVision's topic in KSP1 Mod Development
Ack, ninja'd with a much better explanation. -edit 2: Doh, not even ninja'd. I just apparently don't know to check the next page of posts before I start writing. Just ignore me, nothing to see here -
I'm thinking of creating a part pack...
Talisar replied to Bearsh's topic in KSP1 Modelling and Texturing Discussion
As mentioned above, there are a couple of free options on modelling programs you can try out. Cpt. Kipard gives good advice on picking a project as well. Your best bet is to find something that isn't well represented yet (which can be difficult sometimes, but possible). I take it from your initial post that you are literally just beginning the process of modding, so my first suggestion would be to do a couple of relatively easy projects just to get a handle on the basics. Make a couple of fuel tanks (just cylinders with textures) and get them in-game. Post your work in a WIP thread and ask for feedback and advice on specific things that you are working on. There are a LOT of great modders that will be willing to help you like this if approached in the right way. Once you are comfortable with your chosen modeling program, then start coming up with ideas for a pack that you actually want to release. Keep a sharp focus on what you want it to be. It's very easy to just keep adding "one more piece" and having the whole thing get unwieldy (one of my biggest problems, personally) Above all, make parts that you want to play with. If you want to make the most spectacular looking fuel tanks in the game, do it, even if you are told that there are plenty of other mods that have them. If they truly are the best looking ones, you will get downloads. And lastly, have fun and good luck! -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Talisar replied to PolecatEZ's topic in KSP1 Mod Development
Looks great! I'll be following this one with interest! -
I use a similar method now. What I do is place all the models and their associated texture files (just one or two shared texture files, if I've planned properly) in their own /Models directory, then I have all the part configs in their own directories. It puts all my meshes and base textures in a centralized place, making it easy to call them using MODEL{} nodes, while still letting me split up the config files so people can easily delete parts they don't want (or retexture them). There was some discussion on why I did it this way when I first started, but I haven't heard any complaints since then.
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She flies! And kind of looks like the profile of an angry seagull in that last one . Thanks for sharing your pics, Gristle!
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The Open Part Mod - Week of 4/25 project started
Talisar replied to StarVision's topic in KSP1 Mod Development
It looks like you and I are running plays out of the same book, Moon Goddess -
Hmm, you mean like the S-IVB stage on Apollo 7, where they were hinged and stayed attached? If so, that would be a very cool effect. It would lead to a couple of design questions, however: - Attachment method. Would it be a one shot (for example decouples whatever is mounted at the side opposite the hinges when it opens to expose the cargo. I believe this would be closest to the design used for Apollo 7) or reusable (would require a framework inside the fairings similar to the open frames I have now in order to support structure above the top of the fairings. This configuration would also preclude being able to spin the capsule and dock with the payload in the same manner as Apollo 7, due to the hard-mounted framework. It would basically just be a cargo bay that had a very distinctive opening method, which isn't a bad thing) - Length/diameter. Diameter isn't really too much of an issue. My initial thought would be to have the "hinged fairing" section be a modified version of the current separator that I have now. Length would be more of an issue, as it would restrict modularity a bit, and I want to avoid the part bloat that could start by adding several different lengths. Perhaps a consensus could be found about the most useful length could be found.
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Another very minor update. I made the arched frame pieces (both with and without side mounts) surface attachable. Additionally, I added the stock mk1-2 pod internal to my test pod as a placeholder IVA. First post updated with download and changelog. @blackheart612 - I was actually just looking at your service module extension mod. I haven't tried it because I don't really like the mk1-2 (which it seems to be built around), but I'll take a look and give you my thoughts. I actually use both your texture pack and the KW procedural fairings, but I'm guilty of just being quietly happy instead of giving feedback on them
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The Open Part Mod - Week of 4/25 project started
Talisar replied to StarVision's topic in KSP1 Mod Development
If I'm correct, the stock animation module won't allow it. However, I believe that the FSAnimateGeneric from FireSpitter will. Additionally, I think the animation modules recently put out by stupid_chris and BahamutoD probably will to, but I haven't played with either of those too much yet, so I could be wrong. -
His comment probably wasn't meant to come across rudely, and I honestly don't take any offense. I actually shouldn't have even addressed it in the manner that I did. From what I've seen, Cpt Kipard is consistently offering helpful feedback in many different threads, and as Starwaster points out getting any feedback at all can be a trial sometimes. And on that note, I haven't actually been playing much KSP lately (and probably won't until .24 is released), but I will download your pack and give it a spin to let you know what I think of it.
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Hmm, the base is 2.5m right now, so you mean basically a cylindrical module with an elevated "bridge"? Ouch, don't hold back, how do you really feel? I agree actually. It looked better to me until I started playing around with it in game. I plan on giving it some more angle and smoothing the harsh corners a bit. My ultimate goal for this part is a capsule that looks consistent with being the bridge of a ship (partial success, thanks magnemoe!) but could still be used as part of an orbital crew transfer or small lander. I'll keep refining it. I was already thinking I should move the hatch to one side so it would make more sense if used in a horizontally configured lander, like a shuttle. In any case, that's why it's WIP, to get feedback just like this. I appreciate it, and any further comments/suggestions for any parts I put up.
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I'll add those in on the next version (probably later today) Yeah, it does seem to only be tentatively related to cargo at best, doesn't it . I figured it would be better to add it into here than start a completely new thread for it though. Good point on the dummy interior, I'll have it borrow the mk2-1 on the next iteration. For the time being, you can directly click on the hatch (on the ventral side) to EVA kerbals.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Talisar replied to Paul Kingtiger's topic in KSP1 Mod Releases
I used Model {} nodes to assemble several meshes in different part configurations in the mod I'm working on HERE. I made the meshes specifically to be able to easily put them together in different ways. One of them has animation, but at the moment it's just a single mesh for that part. You're more than welcome to pick it apart if you like, and I'd be glad to offer any help I can. -
The Open Part Mod - Week of 4/25 project started
Talisar replied to StarVision's topic in KSP1 Mod Development
I don't see why not I can always find space for more useful doodads hanging off the sides of my rockets. -
Updated the pack to v0.2.0. The only change is that I added a 2.5m command pod designed to be equally useful for horizontal and vertical applications. No internals, the texture still needs work, and no animated lights yet. I'd appreciate some feedback on how it works for you. Main post updated with current version, and more pics in the imgur library.
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The only thing that closes is the cargo bay. The open framework parts are just structural. If the cargo bay isn't working for you, likely you are missing the firespitter plugin, which you can get from the pack HERE. (You just need the plugin folder from the download, but I recommend the whole pack if you have the space)
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I think it would be cool to have the failure rate be affected (not necessarily determined by, but modified) by the stupidity characteristics of the crew members. On the assumption that less stupid kerbals would do more preventative maintenance.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Talisar replied to Porkjet's topic in KSP1 Mod Development
If you have B9 and ModuleManager installed, you can make up a config with the following inside: @PART[mk2Cockpit] { INTERNAL { name = B9_Cockpit_MK2_Internal } } This will make Porkjet's model use the B9 internal, and make the portraits work. -
I didn't put surface attach nodes on them, but it would be an easy addition. Do you mean so they could be attached at the back of the arch, with the open side facing outward?