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Yarbrough08

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Posts posted by Yarbrough08

  1. Yeah, sliders would require a plugin.. Which is out of the question, at the moment, for me. Even though that is a really cool idea.. I'd add it to my wish list for RPM (along with MNODEDV as a %, and animation states boolean variable)

    What I could do is just have it cycle colors (off->red->green->blue->off), or I could include separate animations tied to multiple props(switches) for basic colors. These animations could also be tied to a variable, so that you would have different colors in different situations (Landed = Green, Flying in the atmosphere = Red, Orbit = Blue).

  2. If you can make them optional, us users can choose whichever version we like. That'd be cool

    Simple enough.. I'm not entirely happy with them either, which is why I changed their color. I'm just not sure what I want to do with them.. Easy solution for now, maybe I can improve them to the point where everyone is happy with them..

    User select-able will win the day...

    H'mm, maybe color selectable also... red for night vision....

    Color selectable could be included in this optional install.. additional colors?

  3. Recent additions toward A0.4

    The first pictures shows a new monitor and the panel lights new color. The second demonstrates that the new monitors are animated with both swapping positions. It also shows the panel lights in the off position.

    I produced this new "slide out" monitor to include Global Buttons, and additional information. As you can see, I have used the target menu with it..

    The last picture is a GIF demoing the animations. It is not time sync'd, I was just mashing F1. The panel lights animation is really two times faster than the monitor animation.

     

  4. Ok, here are how things are going on development:

     

    Created some bar style pixel art to create some of the boxes and borders. They are displayed on the screen as text fonts.

    The information comes into, and out of view as it is normally needed. Prevents overload of information, and is kinda easy on the eyes. Only a few more things left.....

    Temp, by the way, is pod temp; I might should annotate that.. It only displays while in the atmosphere.

  5. MNODEDV should be displayable as BAR or 0%; just a matter of formatting.

    Ok, this type of formatting eludes me. I will admit that string.format isn't my strongest area, I have very rarely used it in my limited knowledge of C++ for parsing strings. Could I bother someone for an example?

    EDIT: Nevermind, it was just too simple. It didn't even occur to me that you could just plug it in to BAR.

    EDIT: Or so I thought, BAR stays at 100%... I thought I had something, as the bar at least displayed..

  6. The textures (both base interior, and exterior) needs some love, and I realize that. It has been my plan, however; to finish all of the functioning of the pod first before I spend my time polishing it up to make it look "pretty."

    I have the model where I'm pretty happy with it, but I want to wait to send some of that love to the textures. (kinda like normal game dev: function comes before graphics)

    I love to play IVA, so RPM interior was a focus for me from the start. I want to finish that first, then dive into the textures. Which is why I started everything here on the development thread. Once I finish the RPM interior; I want to call it a beta release until the textures are produced.

    @DGatsby: I have not been around since the days of Apollo, only the beginning of the Shuttle era (I do remember seeing the white fuel tank on TV!). I'm just a space enthusiast, so I know a lot of useless information about NASA.

    @Akron: The trim is actually the same color as the rest of the control panel, it emits blue light. In the RPM version I'm creating you can toggle it on and off. I understand though, that in stock you can't do that. Since we already have lights in the interior that can't be toggled off, I guess I could just leave it off for stock.

  7. That looks pretty good! Also, would rastor prop monitor support be in the works at all?

    Yeah, maybe.. :cool:

    Still early, but I'm doing what I can around my schedule..

    Just wanted to say thanks again for making this neat pod. It reminds me of a planned Apollo craft that was never made: Apollo Direct 2-Man

    I've enjoyed making it, I think I've enjoyed it more than just about anything else I've modeled (First started in the days of Gmax and an early milkshape3D).

    The Apollo 2-man pod is awesome, I never knew about it. I knew about an Apollo Direct mission that was scraped, but I did not know it was a 2 crew pod.

  8. I assume you were inspired by the screens in SpaceX's Dragon 2, no? It looks phenomenal, I can't wait to use it!

    Actually, I was unaware of the interior for the Dragon 2. I just was modeling something that I though would look good, but I will say that SpaceX came up with some beautiful screens now that I've actually looked them up.

    Pilot's view, looking very slightly downward to get the whole monitor in view. Includes an almost finished "Flight" tab, and I've already added sounds to the buttons too.

    a7Laf3u.png

    Still to do in this pic is adding TWR, adjusting size of orbit icons, and arranging the Vel. and Alt. positioning to a more aesthetic arrangement.

  9. Had to redesign to instrument panel to accommodate a RPM monitor that I have recently modeled.

    The trim is panel lights emitting. The new top is a metal black and angles up more, as well as out to the side of the kerbal; leaving more space in the center of your FOV.

    1W18lxm.png

    If anyone has info they would be willing to share on throttles (I know, they are suppose to be simple), please send me a PM. I have a fully modeled and animated throttle I would like to get in the game. I'm fairly certain I followed the hierarchy correctly; but I'm unsure about animation names, or which object the animation component is added to, etc..

  10. I have a list of nice additions that could make it really good design:

    OK, let me take this one line at a time lol..

    Throttle controlled monoprop thrusters for helping reentry (shares with translate forward ports.)

    I think that you can already get this feature using MechJeb? Throttle controlled rcs when out of fuel..

    Additional battery life and monoprop compared to stock pod.

    Someone has already complained that it has too much monoprop as it is, I will looking into balancing it, however I do not play stock.

    Built in heat shielding for DRE users (I'm not one of them, but I know that there are plenty of DRE users that would like the feature.)

    Already a feature.

    Alternate IVA layout for RasterProp users.

    Currently in development.

    As of providing landing engines, it would be best to add a paired service module that would contain more standard dual-fuel engines, fuel, additional monoprop, additional battery life and a set of integrated RCS thrusters.

    Not going to be including a landing engine at this stage. Maybe after I finish the pod...

  11. @bs1110101: Yeah, I know LoD has issues with a texture's alpha layer. I want to love those mods, but I want my textures working too..

    Really liking this. Have you considered making an aero shroud with room for a) a docking port on the pod's 1.25 end, and a launch escape tower? Like the SDHI service module one.

    Thank you, and yes I have considered it. I was contemplating a parachute/docking port combo, but I haven't given any thought to an escape tower. Anything like that currently has to wait until I finish the RPM interior, as I am deep into creating props for those at the moment. I do want to get to them though, my eyes are almost growing tired of looking at the interior.

  12. Why use planet names? Like us we have in our history named things (mainly early Roman gods) after heavily bodies.

    Except that we named the heavenly bodies after Roman Gods.

    I agree with you that Kerbin needs cities; as well as a weather system. Can't wait to see what you come up with.

  13. I already have read through the documentation repeatedly. The specific reference that I have been engaged in is HERE

    I did see this:

    ButtonSpeedMode/ButtonSpeedModeState -- Toggles the speed mode between orbital, surface, and target. The button is 'on' at all times.

    However this only cycles through the 3 options. I want to directly specify which one of these three to toggle instead of rotating through a queue.

    Is there a method for doing this that I have missed, or is it not an option at the moment?

  14. Is there a method for directly altering the speed mode? I would like to create separate ORB, SRF, and TGT buttons..

    I already can toggle (cycle) between them, but I would like to change a MFD to specific pages along with these speed modes.

    Example: A surface oriented page when I click to enter surface mode, but if I click on an orbit button, it changes speed mode to orbit and swaps pages to an orbit oriented page.

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