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Everything posted by benjee10
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That's an awesome little lander! Thanks very much, I will take a look at these. Thanks! I don't have any plans to do that myself, but if someone else wanted to create configs for it I'd be happy to the bundle them alongside the download. HabTech should have TAC support already. I will look into adding it for SOCK in the next update. Orion will be getting a revamp down the line so I would probably add TAC support as part of that. Thanks very much! I am working on CKAN implementation at the moment, so hopefully soon! Unfortunately I don't think there is a way to do this for the moment - stock behaviour has improved in the last couple of updates in that vessels without wheels touching the ground get locked in place after a moment or two though. RPM isn't something I plan to support myself, but the IVAs have been designed to allow someone to create configs for them quite easily. All of the MFDs, screens, even furniture etc. are prop based so can be removed and replaced very easily without needing access to the original models. A huge thank you to everyone who has downloaded the mod and shared their feedback so far - it really means a lot and it's great to see so many of you enjoying it! We've just hit 1,000 downloads on SpaceDock which is pretty insane in less than a week since launch!
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I’d like to avoid adding attachment nodes where there isn’t any visible attachment structure - especially on a cylindrical object where anything attached there would look like it was floating/not properly connected. Better to use the radial attachment part provided, or one of the stock radial attachment points.
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Since the modules themselves are mostly not command parts, you need a way of controlling them once they’ve been disconnected from the rover base (to raise/lower the hydraulic jacks etc). That’s why that part has a probe core, though it’s quite a weak one that’s really only meant for triggering animations and robotics parts. Not sure what you mean by the big docking port suggestion - could you elaborate?
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Thanks very much! That's a nice rover design! I probably won't be adding much more in the 0.9375m size range in this mod at least. There are some 0.9375m scale crew tubes in SOCK though. Nice! You can either use the KAL controller, or uncheck 'allow full rotation' on the parts in the VAB and set the allowed rotation to 0-90°. Then you can assign 'set max angle' and 'set min angle' to action groups to toggle between them easily.
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Hmm, I will double check this. Don't think it should matter too much, but worth making sure the dependencies are up to date. Thanks very much Nert, your work really inspires me to keep pushing the quality of my work further. Awesome screenshots! Thanks very much! I don't think a Discord would really be my thing! A tutorial video might be useful though, I'll see what I can do. Could you give me some more info on this? I'll definitely look into it! I'll take a look at this, thanks! Resource processors might be useful for sure. Thanks very much for the support & kind words everyone! It has been about 6 months since I started this project so it is really satisfying to finally see out in the wild. If I haven't like your comment yet it's because I've exceeded the number of likes per day...
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Planetside Exploration Technologies | V1.0.2 | Stockalike MMSEV & Surface Bases Planetside Exploration Technologies adds a suite of parts designed to support planetary surface operations, from small outposts to expansive modular bases in the furthest corners of the solar system. Key features include: PLANETSIDE EXPLORATION VEHICLE The Planetside Exploration Vehicle is a small, multi-purpose spacecraft which can be configured in two ways - as a surface exploration rover, or a free-flying deep space excursion pod. On the surface, Breaking Ground-enabled rotary wheels allow the vehicle to move in any direction, making docking & manoeuvring easy. In space, the craft can be fitted with a custom made monopropellant tank and a modular grabbing unit, making it ideal for exploring asteroids, or as a space station construction tug. PLANETSIDE BASE SYSTEM To accompany the rover, Planetside features a complete set of 1.875m surface base parts, including a science lab, habitation modules, and even a greenhouse. Combined with a set of adapters and ground platforms, the base parts are designed to fit together perfectly and provide a perfectly-aligned set of docking ports for the Planetside rover. Additionally, a set of hydraulic jacks make moving modules around easy - install a small docking port on the underside, raise the jacks, and drive an empty rover platform underneath before carrying it to its destination! All parts are designed with surface bases in mind, but would work equally well used on an orbital station or spaceship! 3.75m BASE PARTS Along with the 1.875m surface base parts, Planetside features colossal 3.75m, vertically oriented base parts, inspired by NASA’s Habitat Demonstration Unit modules. These parts offer huge amounts of living space, as well as an inflatable attic for storing naughty kerbals supplies. WIND POWER Unique to Planetside Exploration Technologies is a new way of generating electricity in Kerbal Space Program: wind power. Using a custom plugin, a complete set of wind turbines allow you to draw power on atmospheric bodies even when the Sun won't shine. Just make sure to pack the right one - turbines are optimised for different environments, so pick the wrong type and you may end up generating no power at all, or worse, destroying your precious turbines in high winds! Wind turbines come in three different types: Tracking - automatically track into the wind direction Static - Require manually pointing into the wind direction Vertical-axis - spin perpendicular to the wind direction The Planetside wind turbine plugin is simple but robust, basing power yields on atmospheric density, wind direction and a random fluctuation. Because of this it will work out-of-the-box with any planet mod. Planetside also offers difficulty settings to configure the wind turbines to your liking, such as disabling breakable turbines or adjusting the frequency of power outages. A UI toggled in the Part Action Window helps to align wind turbines with the wind direction. FULL INTERNALS Every crewable part is just as detailed on the inside as the outside! USER SCREENSHOTS (may feature other mods): DEPENDENCIES Planetside requires B9PartSwitch, ModuleManager, HabTechProps, and Benjee10_sharedAssets to function, all of which are bundled in the download. Rotating wheel mounts & wind turbine servos require the KSP Breaking Ground DLC. Support is provided for TAC Life Support. In theory this mod should be compatible with previous KSP versions going back to 1.8.0, but please backup your saves before you try it! DOWNLOAD (SPACEDOCK) DOWNLOAD & SOURCE (GITHUB) CREDITS Art by @benjee10 Plugin by @ValiZockt Huge thanks to Vali for making this possible & creating an awesome plugin that brings something really new to the game. Big love <3
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Historical Kerbal Suits adds a selection of custom-made space suits utilising the stock suit switching system. Each suit is a complete retexture, with custom normal maps and a very high level of detail. Historical Suits also adds a selection of wearable props using the stock inventory system to allow you to further personalise your spacesuits, and replicate real-world designs. Wearable props can be enabled simply by placing the parts into your Kerbals' inventories. FEATURES Custom suit textures based on six real-world suit designs: Apollo A7L, A7LB, Sokol (Soyuz), Strizh (Buran), ACES (in orange & blue variants), EMU (in four colour variants), and Orion Crew Survival Suit Wearable Props integrated into the stock inventory system - the ACES Space Helmet (with working sun visor) and EMU Helmet Light (with working lights) IVA suit replacement via a custom plugin, so you actually get to see the suits in IVA! This can also be applied to your own custom suits - simply use the IVA{} block in the suit combos to define your IVA textures. The EMU suit uses the ACES orange suit as an IVA texture. COMPATABILITY Historical Kerbal Suits REQUIRES KSP version 1.10 or later, but wearable props will only function with 1.11+ as they require the revised inventory system. If also using Texture Replacer, you MUST turn off 'PERSONALISE SUITS' in the Texture Replacer settings in the Space Center menu, or personalised suits will not display correctly. Two of the included suits, the Apollo & Sokol suits, are also bundled with Bluedog Design Bureau and Tantares respectively. To avoid duplicated suits in the astronaut complex, you can remove the appropriate 'Suits' folder from any of the three mods. IMAGES DOWNLOAD (SPACEDOCK) DOWNLOAD & SOURCE (GITHUB) Recommended mods: Texture Replacer Historical Kerbal Heads CREDITS Art by @benjee10 Plugin by @ValiZockt
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Yup! Big fan. Best way of doing that would be to import the .mu file for the shuttle cockpit into Blender (there are a few addons for this), then model the shutters so that they line up with that. Then give them an animation & textures and export just the shutters as a .mu, either via Unity PartTools or the blender .mu import/export plugin. Then you could use a ModuleManager patch to add them to the shuttle cockpit part with an additional MODEL {} node and a ModuleAnimateGeneric to control the shutter animation. That way you don't need to directly modify/redistribute the original files at all and all the new assets can be stored in a separate directory. With a bit more work you could add a b9PartSwitch to toggle the shutters on/off. If you have some existing 3D modelling/part modding experience it shouldn't be too difficult. Thanks for flagging this, I will take a look into it.
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I was hoping 1.11.2 would fix the issue with EVA constructing docking ports but it doesn't seem to have - wondering if the culprit is either B9partSwitch or something about the colliders themselves. Needs more testing to figure it out. Minor update is up on Git + SpaceDock. Have patched the inventory so that it only shows up on 1.11+, hopefully making it more backwards-compatible. Also transferred the waterfall configs to a MM patch so the horrendous stock plumes will be used as a fallback if waterfall isn't installed. Also just a gentle reminder that I do this for free & only because I want to make things that other people will enjoy. If you have a problem with an update or want to request a feature, please do so politely
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The issue is with EVA construction, not docking - they dock fine, just using EVA construction on a docking port seems to instantly destroy your kerbal/craft in some situations. This happened with stock docking ports too in testing, so for safety I just removed EVA construction from the CBM & APAS ports.
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So I am thinking about the future of this mod and want to sound out my ideas. There is a lot I want to revamp (eventually) and as part of that I want to modularise reDIRECT a bit more so it is less of an amorphous blob of (huge) textures. This will give users more control over what they want or need and also make the actual contents of each mod a little clearer. So I intend to split off the various different bits of reDIRECT into a few different, smaller mods: - reDIRECT. Just the shuttle tanks & DIRECT Jupiter proposals. - Orion. Revamped Orion spacecraft. - SLS. Dedicated SLS core stage/ICPS/EUS parts. - (maybe) Ares. Ares I 3.125m tankage etc. Maybe Ares V too. For reDIRECT itself, various parts will get a revamp. Probably not the huge orange tanks unless I am feeling particularly masochistic, but certainly the Jupiter linear engine mount, the decouplers, Jupiter upper stage and fairings (probably migrating to SAF). I’d be interested to know what people’s thoughts are on this, and anything they’d particularly like to see. This is fairly long term stuff, so don’t expect anything soon, but it’s good to have these things in the pipeline at least.
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