gl0ryh0und
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Everything posted by gl0ryh0und
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SciTek Industries Parts development
gl0ryh0und replied to gl0ryh0und's topic in KSP1 Mod Development
I use THSS regularly, but the LLL I'm not familiar with I'll have to check it out. The Fusion engine I made has similar specifications.. 4500 ISP but also eats your power reserves.. adding to design requirements. At full thrust of 2000 it can eat up the largest battery charge in seconds. So there will be reactor parts in my future as well, generating power at the cost of Deuterium and generating Neutrons.. not sure how to accomplish that yet I'd like a 'kill zone' around the reactor or to do shielding but alas again I am no coder of plugins and if I went down that road this game might get done before me. Oh and just an FYI, I've done a lot of testing with OP edits and the ship size, fuels and requirements most useful ships come in at around 8 - 14 K DeltaV It was possible to build ships with 60+K Dv but it was basically a flying tank with a probe body and some solar. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
gl0ryh0und replied to Normak's topic in KSP1 Mod Releases
That is beautiful.. my hat is off you. you have skill. -
SciTek Industries Parts development
gl0ryh0und replied to gl0ryh0und's topic in KSP1 Mod Development
Yes they are common, and I could build adapters to match but I would leave those to last. Initially I just want to get my parts fitting right and mature the textures. That Superstructure is just a place holder for experimenting at the moment. My plans are going to be for 3.75meter scale parts and up. -
EDIT: I want to revive this idea, but I need help. An artist with strong texture skills/modelling and someone who could perhaps mentor me some with the more complicated Unity stuff. Any takers please feel free to inbox me. Hi all, UPDATE: Sept 10 2013 through extensive testing and trying to come up with a way to improve stability I've found that the ships have a really difficult time maintaining stable attachment node inside my meshes. Especially tanks, anything with substantial mass. I love the whole concept, but at this point I'm stuck at how to get tankage and modules with masses greater than the superstructure to be stable. They tend to want to break away from their attachment nodes, strutting helps but it takes so many it defeats the purpose. If someone would like to take a try at it, PM me and I'd be happy to supply what work I've done so far. I'm developing some parts for large scale space based ships, I'm going for a sci-fi looking theme. I know that is not what a lot of hardcore players want, my parts are somewhat unrealistic but I want to include them into the game in such a way as to add to it instead of ruin it or unbalance things. So Far I have modeled and built an engine, added Deuterium as a fuel. I've got an engine that uses ElectricCharge as a fuel along with the Deuterium and it works. The engine is designed to work only in space, any attempt to use in atmosphere simply dumps your fuel, although I'd like a way for it to shutoff automatically. If a coder would like to write a small plugin to accomplish that it would be great. I'm also working on a Superstructure parts pack of large ship structural parts that allow attachments not just outside, but inside as well. Ultimately the goal is provide parts for very large ships upwards to 1000+tonnes and engines to drive them. Obviously they would have to be assembled in space. I would be interested in feedback, anyone interested in such a parts pack? Current Parts List 2x12m Capital Core Super Structure Kit 6x12m Capital Core Super Structure Kit 2x12m Capital Core Super Structure Kit (Open sides) or Bays 2x12m Capital Core Bulkhead 2x12m Capital Core Engine mount assembly x2 large mounts for the 4M Fusion engine 4M C-01 Fusion Drive for Capital class ships Planned Parts List 6x12m Capital Core Super Structure kit (Open top/bottom) or Large drop bays 2x12m Capital Core Super Structure Crew Quarters Adaptable Tanks for LFO, Kethane, Deuterium, Antimatter 4x12m Capital Core Fusion Reactor - Burns Deuterium Large Plasma thruster system More to come.
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Perhaps it is the nature of a creator to be most critical of his/her own work, I really like your model, especially how you got the words on there without it being all distorted. whenever I try that it looks like a 2year old did it with crayons. You seem to have a better grasp on the UV mapping, my model has over a dozen objects and half a dozen textures, just so I could keep the UV Maps simple. I really needed to bring down the texture quality.. and the first time I did collider meshes.. lol well let's just say 1 part and like 2 frames a second. cheers
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KSP hangs on loading my engine?
gl0ryh0und replied to gl0ryh0und's topic in KSP1 Modelling and Texturing Discussion
I finally got past the hanging.. I deleted the CFG and rebuilt it and viola it worked, but for the life of me I'm still not sure what was wrong with the original. It's mystery that I need to solve.. -
KSP hangs on loading my engine?
gl0ryh0und replied to gl0ryh0und's topic in KSP1 Modelling and Texturing Discussion
So I tried reloading KSP and re-installing Unity. Seemed like a good idea at the time, but what ended up happening was I had No parts, none, zip , zero, nothin. :-( not even squad parts.. It seems that Unity screws with the paths for KSP somehow.. so uninstall unity, re-install KSP and boom stock parts are back. I guess I'll have to do some digging before re-installing Unity to see what the world went haywire. -
Shouldn't that wee ship get melted at that distance? Perhaps just add a thermal SOI around the sun say half the distance to it from moho where ships start take overheat. The mechanics are there for it in the game to make it work, then someone who inventive enough could engineer some kind of thermal solution to get close enough.
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Very interesting, I think I just found a plugin to build a parts pack around. I've been feeling the game could use late game vessels of scale. I've been tossing around the idea of a Capital scale parts pack, your plugin would make them a much more practical, as I've been trying to figure out a way to make large ships that weren't all fuel tank and engines.. Using just chemical engines has a lot of problems, unless you unbalance the game, I have been working on a fusion based engine system that had great thrust and ISP without breaking the game, it's difficult. The only thing I might add to your idea is to limit the ability of the warp drive to operate in any SOI other than the Kerban Sun. So if your in a planetary SOI the drive won't produce useful amounts of thrust or simply not function. This would eliminate the overpowering effect it has once you, force your players to taxi out to a warp ship and back down from it. It would also make useful deep space space stations. or ports of call maybe? :-)
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KSP hangs on loading my engine?
gl0ryh0und replied to gl0ryh0und's topic in KSP1 Modelling and Texturing Discussion
I checked the KSP.log to see if it would give me any idea to what was going on.. I get the following. any ideas? I'm thinking something wrong with my scene or my unity install? 'SciTek_Industries/Parts/SciTek_CCengine/part/CCEngine' [EXC 22:03:01.642] FormatException: Input string was not in the correct format the next line is continually repeated until I terminate KSP. [LOG 22:03:10.913] Skipped rendering frame because GfxDevice is in invalid state (device lost) -
KSP hangs on loading my engine?
gl0ryh0und replied to gl0ryh0und's topic in KSP1 Modelling and Texturing Discussion
I couldn't find this thread after starting it, so a day or so ago I reposted.. sorry.. thanks for the info I'll try the suggestions As for the deuterium, I've already got engines working with it. my resource file is built and doesn't seem to be the issue. I'll provide an update shortly. UPDATE: Still Fails :-( I modified the cfg file as you suggested Nazari1382 but still hangs when loading my part. It does this before I even get to the start screen, hangs in the spash screen as the game resources are being loaded. The parts hangs if the mesh name is model.mu or CCengine.mu, doesn't make a difference. There are 5 different mesh objects in the part itself. The object is created with Wing3D but so have all of my parts and I have other parts made of multiple objects. I've delete and recreated the scene and rewritten the part.. still no joy. -
KSP hangs on loading my engine?
gl0ryh0und posted a topic in KSP1 Modelling and Texturing Discussion
I'm trying to make a new type of engine, I built the cfg around another engine model, got that all working. Now I've modeled my own engine to put to the cfg, annndd KSP hangs on my part when loading. Now prior to the .21 I had built and successfully loaded and used a completely custom engine. I can't seem to figure out why this one doesn't load. Iv'e downloaded the new .20 part tools and even wiped out all my old unity projects assets and created a whole new project. I've used multiple parts in the construction of the engine.. perhaps this is the difference or the number of textures, but I've seen other modded parts with many parts and textures. I am hoping someone here can see what I'm doing wrong. You can find the files here constructive criticism is welcome :-) Thanks Gloryhound -
[WIP Plugin] Extraplanetary Space Centers!
gl0ryh0und replied to skykooler's topic in KSP1 Mod Development
I finnally got something to spawn without an explosion, and noticed that what was happening is the ship spawned on top of my launchpad initially, then when the scene updated the game placed the spawned vehicle on the Mun surface.. under my launchpad, which as you can well imagine resulted in spectacular fireworks. but it did remove the one spawned onto of the pad first, so I'm just guessing from observation that the issue is not duplicate vehicles in the exact same space, but that when the vehicle mesh is spawned it shows on the launch pad and then when physics and game rules are applied it is placed on the planet surface, directly under the original spawn point. Or perhaps I'm wrong, just an observation I thought worth mentioning. -
[0.22] Extraplanetary Launchpads Legacy Thread
gl0ryh0und replied to skykooler's topic in KSP1 Mod Releases
Okay I'm sure I've seen mention of this before, but I've spent a couple hours looking and can't find any mention of it, so with out any further ado, I'll just ask. I've scanned and found ore and, I've landed a mining rig on the Mun, lots of power, no damage, lots of ore storage, but when I 'deploy' the ore drill nothing happens. Running latest Kethane and latest extraplanetary launchpads. also running a heape of part MODs and Mechjeb, quantum struts. Plus, I've seen notice of it on the Kethane forums but not sure if it's related that the grid map will vanish after a couple flights. I think it's getting worked on, but I saw a mention there something about drill depth has changed. Or perhaps I'm just doing something wrong? -
SPACE STATIONS! Post your pictures here
gl0ryh0und replied to tsunam1's topic in KSP1 The Spacecraft Exchange
I built a space dock / garage. Houses 8 kerbals, uses the RTG mod, Home, JARFR, SciTek (WIP), KW Rocketry, KAS. I think that is it, might have missed one. (Yup B9 Aerospace) SciTek Industries mod is a WIP I'm working on. Tanks, fusion engines, Plasma RCS thrusters, Large fusion reactors.