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benjee10

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Everything posted by benjee10

  1. I might try and push through a truncated version of the update before the end of the year. There's a lot more I'd like to do which isn't really ready for prime time yet and probably won't be for a while.
  2. The new update is still under development so you will need to grab it from the GitHub repository by downloading the code there. Bear in mind that it is subject to change which may break craft files in the future so use with caution.
  3. I imagine this is caused by using the dev version of HabTech with the release version of FreeIVA (which is meant for the release version of HabTech). Changes have been made to some of the parts in the dev version that could affect FreeIVA compatibility, so either roll back to the release version of HabTech, or just live with it until the new update comes out & FreeIVA support is fixed. Third party mods tend not to support in-development work because of the compatibility/versioning issues like this that can arise.
  4. A few new parts now available with the latest GitHub commit: Firstly, a Destiny-length habitation module, an extra long hab/lab (based on the original Space Station Freedom module sizes), and an extra long Columbus laboratory (again based on earlier Freedom designs). The experiment mounting points on the Columbus labs are also now switchable so you can use either of them inline. Additionally I've added a couple of ISS cargo container parts: They share the same built-in docking port as the Quest high pressure gas tank. Makes for some nice greebling:
  5. Make sure you are using the latest commit of sharedAssets (i.e. download the code rather than the release). Revamped Cupola + new Space Station Freedom-style Cupola: They both come in the usual grey, white & shiny variants and the shutters can now be toggled off if you'd prefer.
  6. Others have experimented with it and been able to run them both so long as they don’t have the same effects enabled, so might not be worth totally writing it off yet.
  7. Not quite everything, it lacks screen space reflections (which you can see in my screenshots above, e.g. the kerbal reflected in the module panels), which makes a big difference to metallic surfaces. However I believe you can run both KS3P and TUFX at the same time, so you could use a normal TUFX config and then run a KS3P config with only screen space reflections enabled.
  8. Heavy WIP, but paste this into textedit/notepad and save as a .cfg anywhere in your GameData: https://pastebin.com/raw/m1AzLbqh You'll also need the latest unofficial beta fork for KS3P as the official version's SSAO/SSR don't work correctly with the current KSP version, and of course Blackrack's deferred rendering. As for TUFX, I can't use that as I'm on macOS, but as I understand it that doesn't have screen space reflections currently.
  9. Some new developments: Updated Quest module high pressure gas tank parts: Separated out EVA toolboxes: Updated JEM arm attach mount & exposed facility docking connectors: Also been playing around with Blackrack's deferred rendering paired with KS3P, which enables screen-space reflections that work very nicely with the new reflective variants: (these are raw photos straight from the game, no editing in photoshop or anything like that)
  10. The Quest module is updated but the toolbox hasn't been split into a separate part yet.
  11. Updated Kibo module, now with animated airlock: Still needs a little bit of work e.g. new mounting point for the robot arm and exposed facility. Also continued updating the other modules, including adding animated window covers. And the big 3.75m & 5m parts also now have shiny variants:
  12. Quest EVA toolbox: I also intend to pull this off and make it a surface attachable storage part. Additionally, I've been redrawing the main texture sheet to bring the modules up to par with the rest of the new parts and clean things up a bit. Here's how that looks so far: While I'm at it I'm also adding a new reflective variant using the mapped shader. Very WIP still but here's how that looks:
  13. They share a texture with the SSF propulsion/propellant modules, which are on propModule_diff and propModule_nrm in HabTech2/Parts/Trusses.
  14. Do you definitely have the latest version? I made quite a few commits yesterday evening and thought this was fixed, but let me know if it persists (it's seems fine on my install). All parts except the in-progress SCRAM capsule are now using the new hatches: Also bumped up the normals on the spherical node to bring it more in line with the other parts: Yes, I've been thinking about improving the model on the airlock EVA toolbox and also separating that into a cargo part. Like this:
  15. Make sure you are running the latest version of htRobotics (here:https://github.com/benjee10/htRobotics/releases/tag/v1.0.1) and see if the issue persists - I made some changes to the Canadarm elbow join recently as the part was setup incorrectly. Also make sure that you are testing a new instance of the part (i.e. grabbed from the part picker in the VAB, rather than one on an existing vessel/craft file). If that doesn't solve it I will take a look further. Thanks for catching this - I am planning a science/career overhaul for the next update so I'll likely be completely changing these experiments anyway. I've been slowly chipping away at getting the new hatches added. So far all 3.75m and 5m parts have been converted, as well as a couple of the 2.5m parts & airlocks: These can be grabbed from the GitHub. You'll also notice that all 2.5m parts now have integrated trunnion pins as a variant, with four different styles to choose from. You'll need to update Benjee10_SharedAssets via the GitHub repo for this to work.
  16. Tracking dots maybe, unfortunately the switchable panel styles for the ISS modules themselves is not possible without a ton of work. Sorry, no plans for 1.875m parts in this mod. It's been requested a few times, I'll see what I can do. Out of action for a little bit as I'm moving house but here are some updates on the new hatches/airlocks: (I know the shuttle-style hatch is wrong for PMA, but in practice this will be covered up by the APAS port that has its own correct hatch, so I figured it'd be easier to keep them all consistent) And here is a video of the thermal cover animation: Not sure yet whether this will be purely an aesthetic thing or if it will actually toggle the EVA accessibility on & off. Will do some testing in game.
  17. Funny you should mention that... These new hatches are more low profile/inset so shouldn't clip other things so much. I'll also be redesigning the endocarps around them (and the airlock will get a nice animated thermal cover, WIP untextured for now) This will be a long term project as all the Unity files for the original HabTech parts were lost in the hard drive failure, so it's going to be a slow process of rebuilding each one and swapping in the new hatches.
  18. It's a total game changer for robotic arms. Part clipping is pretty much unavoidable but it doesn't bother me personally. Just a note to anyone else trying this out, in my experience it is best to keep traverse rate set to minimum (1) for all servos, increase damping to 200, and bring the torque limit down to about 10%. I'm currently testing out different settings and will likely make some changes to the stats of the robotics parts themselves to try to reduce wobble as much as possible.
  19. Ah, Gateway's panels will be part of Artemis Construction Kit, I've already got them mostly modelled: Size wise they are not much different from iROSA, just a bit wider. The truss sections on P6/S6 are not really able to be separated out into parts that would be useful on their own for a number of reasons. It's partly down to the mesh/textures just not being designed for it, and partly down to the original files being lost so not being able to make the kind of texture modifications that would allow it, but the long and short of it is this isn't something I'll be doing in the near future.
  20. This is just my barebones dev install, so not much going on visual mods wise really! No TUFX, just scatterer & planetshine with the intensity turned up. Right now I'm just focusing on filling out the part set by repurposing existing assets as much as possible, so probably not going to make specific ETS parts. The trusses in particular would be quite a lot of complex work for some fairly niche parts. By regular ROSA do you mean the one flown on shuttle? Probably not going to add fuel tanks to this mod in any major way but I'd like to add some more versatility to the hexagonal trusses. I'll have to see what's possible with the assets I have. Some new RCS blocks (pulled out of the Space Station Freedom propulsion module assets):
  21. A couple more parts in development: Half-length ISS solar array Standalone large sun-tracking ISS radiator Standalone medium non-tracking ISS radiator Short & long 1.25m->0.9375m adapters Inline 1.25m airlock Passive NASA Docking System port (part of Benjee10_sharedAssets) The radiators also have few different length/power variants - full radiator lineup below: There is also an experimental SystemHeat compatibility patch. All up on GitHub now for testing (warranty not included)!
  22. Congratulations Beale - there can't be many mods out there (for any game) still being supported by the same developer after ten years, let alone with new work actively being done on them!
  23. Yes, that's part of this mod. I think the custom category is not quite configured properly as some parts aren't showing up in it including this one, but it is present when you browse the regular part categories. There's a small, low profile docking port included that fits on top of the rover chassis & underneath the module base that you can use to connect them.
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