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4KbShort

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Everything posted by 4KbShort

  1. Short update as it's been a bit. Life is hectic and I'm mostly an Let's Player rather than a modder. XD However, I have been poking at the mod some more and trying to design stock equivalent parts (1 man pod, 2 man, 3, man, mainsail, etc). So this mod will probably be slooooooow to update, but when I come up with new stuff I will absolutely post it! Thanks for keeping an eye out and if anyone is good at texturing and has a love for things brass and iron shoot me a message!
  2. Hey Nazari and Helldiver! Thanks for the excellent shuttle I love it! However, I and a few others have found a memory leak/issue with the mod where it begins to bog down KSP after only a short time of play. (This time is even sooner if there are other mods installed, but that's normal). I'm not sure what bit of code or mod extension might be causing it, but it does appear to be directly connected to the Mini Shuttle. Even completely new installs with no other mods starts to take a diver after only one flight. Just wanted to point it out as something to look into, but again thanks a bundle and super love the mod!
  3. Never been good at the whole texture thing. The best I can do is a mediocre UV mapping. So for now they're just basic textures and colors. Will probably work on the textures more in depth as I complete the whole set. Each model has been going through multiple states of broken as I learn Unity/KSP and fix errors or change little details.
  4. Interiors are still outside my realm for the moment, but some designs have been floated about for future development.
  5. It's a rare thing as most people go with the classic cannon/shell combo illustrated in "Voyage to the Moon" and never really expand to actual combustibles and the like. KSP's specific parts list and functionality give a bit of leeway in this area and allow for a more artistic design for parts not usually found in other games.
  6. Hey guys, There's been very little discussion about Kerbal Steam Punk which I find disheartening in many ways. So what I've done is learned a bit about modding and have put together some very few parts. These parts are untextured (mostly) and are using modified stock CFGs with LQD and OX fuel so it's mostly visual right now. Below you'll see some images as well as a list of current and planned parts. Here's a few images for everyone to enjoy: If you would like to texture some of these parts for fun please feel free to contact me. I'm currently concentrating on the 1.25m parts over the 2.5m parts. The speed at which the parts are made/perfected are really dependent on how lazy I'm being. Parts made: 1.25m Pod (Fixed hatch issue & mesh collider issue No internals) 1.25m Fuel tank 1.25m "LVT-45" style engine Small "PocketWatch" light (point light, needs emissive texture & lighting is imperfect) Medium "Tube" light (point, brighter, also needs emissive texture & lightning is imperfect) Parts needing redesign: 2.5m "Voyage to the Mun" command pod (3 man, better design) 2.5m Fuel tank (same as the 1.25m tank, but needs to be squatter) 2.5m "Skipper" style engine (gaps in the model mesh need to be fixed & needs more pipes) Parts planned: Stack decoupler Radial decoupler Radial engine (small) Small fuel tank (lander tank) Landing Legs Lander engine Parachute "Custom" struts For the gallery update I added some simple colors to the parts. It helps make them stand out a little better from each other, but are in no way good textures.
  7. Lots of love for this mod both the scope and the HDDs. Edit: Nope. No bugs. Just me being silly. Figured out how it works and am now like 300% more in love with this mod. It's super awesome! Thanks again!
  8. Hey Helldiver, sorry you're having so much trouble with getting this programmed out. I've been following your shuttle since very early on and if I could code even an ounce of KSP mod I would be all over this. Please don't give up and getting it complete as it's a super awesome and excellent design and it deserves to be added to the great list of "must have" mods. I hope if ZRM doesn't return you find someone willing to help out and get this candle lit.
  9. This is a great mod. I modded it by sticking all the modules into the part model for the Kethane eye scanner. All three scanners work fine when activated. Wicked sweet. I'll be using this a lot in the future and I'll be sure to toss out any bugs/glitches I find (though some may be my forcing a combo into one part, but it works so far)
  10. I've gotten a tech tree hammered out which includes stock parts and mods (don't want to post an image just in case there's some rule against it) and I'm finding that several of my nodes are not loading their parent property when being loaded by Treeloader. This causes the nodes to appear unlocked, but unresearched as soon as a new game is started. No matter how many times I adjust the properties this error occurs with the same nodes repeatedly. As I have a large number of nodes and a spiderweb of child/parent lines I'm wondering if I might be overloading the Treeloader plugin or if this might be a different error. As my tree also doesn't follow the standard tree setup (T0, T1, T2) nor does every item in each tier cost the same this may also be posing an issue. Any insight would be welcome and screenshots available upon request.
  11. Okay so I spent the day trying to hack out a personalized tech tree using one of the Treeloader trees as a base. I think I may have screwed up the tree a little by removing the "Start" node as the first node (felt redundant). Any tips or tricks on this? Or is there something special that the Treeloader does to the cfg file to make it run properly? I'm hoping to have a functionally modded semi-realistic tech tree in the works for an upcoming project. Without an easy fix for the treeloader I'll just have to keep hacking away at a manual text file writeup. Edit: Hammered on it a bit more and have found that while I can edit a tree (or add my own once a notree.cfg is loaded then edited to tree.cfg) it works until the R&D Facility loads then it flashes my completed tree list then loads only a single selectable node portion of the tree as visible. The initial parts are loaded into the VAB plus any configured for the default tree (with the TechID in their part.cfg) but they don't show in the R&D facility. Taking a look at the source code it looks like this is caused by an internal refresh of the Treeloader, but I'm unsure.
  12. Thanks R4m0n, this is excellent! I'm curious as I would like to smash a bunch of mods into the tech tree: Will TreeEdit be publicly available soon? Does it make creating a custom tree easier than text editing? As of right now it seems the best way to create a custom tree to is edit individual part.cfg files to include them in a tree then edit a tree.cfg file to include all the parts in the right location. Doable, but time consuming. Note: By the time this is answered I'll probably have my custom tree finished, but I'm super curious to know anyway! Thanks again!
  13. Thank you for the 0.7 update! Thank you, thank you, thank you! (Also, thanks for the original mod and idea and everything else) and a special thanks to R4m0n for being an awesome modder to help with the tech tree stuff. This is all great!
  14. I find some mods smack performance regardless of count. Fustek Station parts, certain B9 components, and the latest edition of the HOME module are all mods that, whether I use one part of one million, completely trash my framerate and physics calculations. In these cases I tend to take the few parts from the packs I want and dump the rest. Although sometimes it's the parts I want that cause the problem (B9 cockpits).
  15. Love the mod and have been using it for some time. Lately I've been running a permadeath series and altered the Kethane converters to produce oxygen. The problem I'm having now is building a small lander can type ship that can fly to a moon, drill for Kethane, and supply itself with O2 and fuel. I fixed part of this issue by changing the weight of the drills (1 ton for a single drill was a bit much), but what I'd really like to see is a set of "small" tools better suited for the smaller converter rather than the mid-range and newly added large drill or an even smaller converter of say 1.5m width. An additional drill made for in-line use rather than side mounted would also be excellent. Thanks again for a great mod!
  16. Replying to my own post, I know, but I did some testing and the issue is MechJeb is overheating at ~260C (I'm using Deadly Reentry) the problem with this is that MJ is collecting heat about 20x faster than all other parts of the ship. Including the engine. No idea what's causing it, but I guess it's a conflict between MJ and the Deadly Reentry mod although DE only reads the heat it doesn't alter it. Anyone know why MJ would be collecting massive amounts of heat going through atmo?
  17. Mechjeb explodes when I exit the atmosphere... By this I mean I reach 60+ Kilometers there's a "poof" sound and Mechjeb's entire case vanishes as if it broke off. If I put two on there they both break off, but the HUD vanishes for a second then comes back online even though both models are now gone from the ship. For a note: I changed the models that MechJeb uses from the default to the Kerbal Engineer model as I like it better, but I did not mess with any of the code and unless the model has something to do with the structural integrity of MJ I don't think it makes a difference. I'm also using the latest version of MJ and the latest version of KSP (0.21)
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