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Everything posted by panzer1b
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@blackrack, do you have any suggestions for using the generator tool to tweak altitudes? im trying to (besides change atmo coloring slightly), get the atmosphere to be around twice the altitude it in in base scatterer. Ive figured out how to mess with colors to a degree (its not quite what i want end result but ive gotten something close), but what i cannot figure out for the life of me is the altitude tweakeage (if its even possible in scatterer at all). this is my xml output: <?xml version="1.0" encoding="utf-8"?> <config> <string name="Planet">Kerbin</string> <string name="Rg">6000000</string> <string name="Rt">6113206</string> <string name="RL">6115094</string> <vector3 name="BETA_R"> <x>0.002</x> <y>0.02</y> <z>0.045</z> </vector3> <vector3 name="BETA_MSca"> <x>0.004</x> <y>0.004</y> <z>0.004</z> </vector3> <string name="MIE_G">0.8</string> <string name="HR">10</string> <string name="HM">1.4</string> <string name="AVERAGE_GROUND_REFLECTANCE">0.1</string> <string name="atmosphereGlobalScale">1</string> </config> this is my kerbin.cfg: Scatterer_atmosphere { Atmo { name = Kerbin flattenScaledSpaceMesh = 0.600000024 experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 6113206 RL = 6115094 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.4 BETA_MSca = 0.004,0.004,0.004 m_betaR = 0.002,0.02,0.045 m_mieG = 0.8 rimBlend = 20 rimpower = 600 specR = 8 specG = 72 specB = 65 shininess = 25 assetPath = scatterer/config/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.230000004 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.230000004 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } this is what that setting looks like in the config tool: and this is what the thing look like in game (atmosphere is way way way too large now...) Is there any way to expand the size of the atmosphere at all in scatterer, or am i doing it wrong (i just took the default numbers from the generator tool and multiled the end digits by 2 to get twice the dia (in theory). Also, a bit unrelated, but i have 2 more questions since im working with trying to make my own scatterer atmo styles: If it possible to smooth out the abrupt cloud line at all when integrated with EVE? This isnt gamebreaking, but it would be really nice if there was some method to making it less blatantly stand out... Finally, i doubt the answer is yes, but is there any way to make scatterer render a "dark" side layer at all like it could be done with EVE mod? I know its not realistic, but id just absolutely love to make the backside of a planet glow black like in the following screenshot (this was done in the old version of EVE from like 0.24-1.something). Its an effect i would love to implement in my game (and i wouldnt mind using EVE to do it, but when scatterer cloud integration is enabled (something id love to be able to utilize), it doesnt differentiate between cloud and EVE based scattering fx layers (which are just a cloud layer with a blank texture set to be transparent). I dont quite have high hopes of pulling this off (while still being able to utilize scaterer's cloud layer color shifting), but if there is a way to exclude certain layers from rendering with scatterer specifically it could be possible to hack it together somehow (assuming there is no method to make the backside of a planet black in scatter itself).
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Very simple mod that will allow you to add some variety to the game by adding "dark" theme paint to most of the commonly used porkjet parts like wings, fuselages, bomb bays, ect. Download: https://www.dropbox.com/s/7pc9vmo2oq7n4wm/RePaint1.0.zip?dl=0 Dependencies: Im not going to include MM with this mod specifically, those that dont already have it (its pretty much needed for like 75% of all mods in KSP), can get it with this link. Liscense(also in download): For now i only included a "dark" theme, but i may or may not add more colors to match the other themes. If i do anything further it will likely be to expand this to a handful of parts i missed, and probably add grey/orange versions since thats unique enough to justify (black/white is sorta redundant when you can just switch some parts to white and some to black to achieve that). Finally, i strongly suggest that anyone who runs this get Restock mod, wich adds dark variants to pretty much everything else you could put on your planes/ships, not to mention makes the game look way prettier anyways and adds more variants on things in general for improved prettiness. Thats it for now, enjoy...
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Well, ive officially made my first ever SSTO dropship that im happy with... Loading tanks err armored cars... A bit too maneuverable (it is actually possible to tear it apart by pitching up max at very high speeds/low altitudes),but hey, i need every bit of that maneuvering since it can barely lift at all when you shove over 20 tons into the bay. Drag free payloads are fun (aero shielding isnt really realistic, but hey, its as close to sci-fi i can get in stock aerodynamics without excessive mods). Reaches Minmus, VTOLs, and can then refuel with IRSU... tanks deployed successfully (although i could easily have just refueled and probably landed on Duna (or maybee even send to Jool) with them (which i will have to try next)...
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SSTOs! Post your pictures here~
panzer1b replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Made a new dropship, which thusfar actually "appears" to function properly... Its still a bit away from being able to actually drag armor to other planets, but i have acomplished 1000dV after dropping a jumbo32 and a large RCS tank (this is in total more then 20 tons of payload) into a 80km orbit. I think if i stick to smaller vehicles (say sub 10t), i can make minmus with this thing (and well then its just a matter of IRSUing to go farther). Obviously i need to optimize this moster a bit since its still somewhat unwieldy and the wing placement could use some alterations, but it works and has dragless payloads through clever abuse of aerodynamic shielding with those 2 MK-3 vehicle bays. Its not all that impressive payload wise compared to what quite a few others on here have done with SSTOs, but my number 1 biggest pet peve with larger SSTOs is that i couldnt for the life of me make something that was asthetically pleasing to me AND have it carry a vehicle thats too wide to fit a single MK-3 bay. While i do like the new aero, i always missed being able to just strap a tank under a dropship the old fashioned way with little regard for how draggy it would be. So yeah, its not perfect, but its the first double MK-3 dropship ive made for stock that i like the look of, that actually has enough dV to do something useful, and that isnt absurdly high on parts/engines (my last one ended up getting so overbloated with stuff that it ended up having like 20 rapiers and 10 nukes, and the sad part was that it couldnt even drag the same payload this one could into LKO... -
Well, i sorta revamped my earliest successful KSP creation i made ever. I guess i went masochist mode when i got the game, and was obsessed with SSTOing, so instead of like going to the Mun (or even achieving orbit), i decided to make a laythe capable SSTO. Made that around 1.0 initially, and believe it or not, with a few tweaks here and there, it still works in 1.10 despite the aerodynamics changing so many times. Havent tried to SSTO it to laythe yet, but im pretty sure it can be done with aerobraking since i got into LKO with 4600dV leftover in its nuclear engine. This was the old one... And this is what i finished revamping today... Same basic shape and design (although i made the rear a little bit different as i like the look of the new tail better and used the ram intake), and like the original, it does carry weapons too inside that crammed bay. Sadly, there was no way to achieve such range without clipping 30 fuel tanks into the bomb bay . I will defenetely give this another try with the new model (stripped weapons ofc as i need every gram of fuel i can drag up onboard this thing), since i havent actually done a SSTO mission in years ever since i got more into space combat then SSTOing. Might as well do one tomorrow if i get the time for nostalgias sake (and to see how much harder it is with aerodynamics being slightly less janky, not to mention actual heat effects so no more hitting laythe at 6km/s in retrograde orbit). And yeah, im starting to work on another graphics overhaul, SVE and SiFiVE are good mods, but nothing beat whatever mod pack i used since the 0.25 days, and i will do everything i can to make my newest version of SiFiVE look like that first screenie).
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Well, ever since i truly got back into KSP nowadays (hyperthreading can go burn for all i care, makes the game lag unmanageably badly), i have a bit of new vision for this mod, i will still keep the old version around for those that like it, but im 100% dead set on remaking this in the vision of the mod i used to run when i played KSP 0.25 or some ancient version (which was around until the EVE update shortly after 1.0 that killed the old rendering methods), basically found some super old screenies on my HDD and i just have to remake this to that standard! What kerbin looked like for me... Jool, i might make it a bit different then this, but defenetely alot of dark colors with just some brighter (albeit darker then now) stripes... Black side of laythe anyone. I know it doesnt look like anything anyone would ever see in reality, but it actually makes the planet look like its glowing blackness which is just super cool imo... Old shadow rendering. Im not going to add this as it looks really janky, but it was essentially a cloned black layer of the same cloud texture set to rotate at the same speed as the main layer. Rather ingenious actually for such an old mod... Again, cant promise anything since im not even sure if this sorta epic visuals can even be done anymore with the EVE changes done a bit after 1.0 hit, but im sure as hell going to try to do that as it just has such a nostalgic feel, not to mention its far more scifiy then what i made. Especially the amazing black glow on the back side of laythe, that alone is just perfect. i must have my black glow on laythe atmosphere, and ill see what i can do with scatterer to glitch it into glowing black...
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Ages ago ofc, but i still remember when i made my first true mission in KSP when i got the game, SSTO to laythe and then back. I had the super ancient visual mod with utterly AMAZING scatter effects that made the backside of planets glow black i dont even remember the name of, a mod that im just sad dissapeared from existence (and the current revamp of it i found somewhere doesnt do the old one any justice, and well it cant since EVE mod itself doesnt support the old rendering methods that made said mod possible). Its not "realistic" at all, but damn dat laythe looked amazing back in the day... Dat jool, i will never forget how amazing this game looked back with the old mods i ran. Nowadays we still have plenty of nice mods, scatterer is a huge improvement with ins sunflare, and arguably better atmo fx, and there are EVE packs out there that dont suck (like the one i made myself), but to this day no combination of visual mods/tweaks does justice to what was out there when i first started playing KSP! Ohh and i cant forget the first actually fully armored warship i ever made in KSP, I still have it in my saves even if its completely worthless given how the phys system changed in the multicore update making every single old warship crack in half consistently with just a ibeam projectile. Still, i was very happy with this when i made it since it was competively armored, had decent punch with its guns, and wasnt too bad with range (albeit that was a weakness since it was alot of armor panels atop armor panels). It doesnt look right at all with restock, but its the 2nd warship i made in KSP, and the first genuinely good one... And i cant forget the torpedoes this thing had, those iconic triple wheel torps that tore the largest warships apart despote weighing like 1 ton each! Inspired by drills with the 3 cutter design, they looked fierce and worked well, sadly, like most of my nostalgic stuff in KSP, they died with the multicore update which made them (and pretty much any other design based on the concept of wheels are warheads) completely irrelevant, but hey, we adapt and change, and make new weapons to destroy ships...
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Hard to say, but id say your pick of the following parts that i could easily do without: *wheesley/whiplash jets (for anything that isnt a SSTO its almost exclusively jumo-004 engines since i build in chibi scale almost exclusively to match my capital ship sizes, and SSTOs have no use for them as a rapier works better). *bacc, shrimp, mite (never launch anything that small to justify those, pathetic TWR for missiles, and the BACC is just one of those things thats overkill for weapons, and way too small to bother with for launch stages on anything ever since they released the long 1.25m booster and the larger 1.8/2.5m ones). *spider engine (i can count the number of things ive used these on on 1 finger, and that ship could have easily used any other engine, it was purely asthetic consideration and ive never relied on these engines for pushing anything, if it truly is a feather a single ant will do or ion engine, and if it requires multiple engines i use a 48-7s). *hubmax (with a few purely asthetic uses aside to finish out stations since it actually looks pretty with restock models, its never been balanced, is way too heavy, and the same result can be done with radial attach and offset tool use on a 1.25m fuselage) *fuselages with integrated intakes (aside from rare purely asthetic use, these have less fuel then normal tanks and air intakes arent really very useful anymore ever since they got rid of air-hogging in 1.0 (a single cone intake can fuel 2 jet engines easily, and you usually want a intake in front of each engine/fuel tank stack anyways). *large wheels (they arent useless, ive just never made anything big enough to justify wasting 1.25t per wheel, and they are really slow compared to the next smaller size). *shuttle cockpit (except for a single STS replica i made ages ago, ive never used this as its just massive and i prefer to make cockpits out of the smaller ones clipped into the top of the fuselage or even near the back of the craft). As for features: *not huge on the dV display (it was never in my opinion essential when it takes me 10 seconds to calculate dV of simpler single staged craft on a calculator, and i tend to overbuild my launch stages anyways so i dont worry too much there). That and it adds memory useage (its a bit emleaky), and eats a noticeable amount of frames for excessively complex ships to warrant disabling calculations entirely (its not a gamebreaking amount of lag, but id rather have pretty visuals and part counts if given a choice between them and dV). *Parachutes (again, they are fun and i did mess with them when released, but i just dont make anything that has actually benefited from them in my normal gameplay, and 90% of the time i crash a plane it is right into the ground where bailing out wouldnt even hellp anyone parachute or not). Really, i just wish we had a way to remove them from space anything since they break immersion, who the heck brings a parachute to the Mun in pure vaccum?). Also, worth noting one that quite a few people would mention that i use quite a bit is the micronode. Its actually an ok low powered warhead for anti-fighter duty and i can stack a stupid amount of them in a very small physical space unlike ibeams which take up alot of space (and the most i ca fit per hardpoint is 4 in a janky mount that occasionally misfires or ends up roasting adjacent sepatrons with the exhaust from firing).
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New WIP military focused stock fanfic im working on (KSP2 has been delayed long enough ill have more then enough time to play KSP1 for the forseeable future), based on what ive been doing in KSP on my main save the last few weeks with some story added to it. https://imgur.com/a/nFcPhyz Just the prologue/opening for now (no battles yet), but i will defenetely do at least 3 more scenes and after that ill see if i feel like continuing, i might make this a long term thing, i may not, only time will tell. In case you want to know whats next, i have a battle between the 2 sides pictured in prologue, a bit of a fiasco/launch gone horribly wrong at KSC, and another battle related to the KSC scene. Wont spoil anythingthough by going in too much detail... Also for anyone interested in some background, see the old fanfic i made around 1.0 or whatever update added the aerodynamics change with heating in atmo. The is a huge time gap between these 2 so alot of stuff is different (none of those old ships are even around these days cause they are all broken in current KSP and just outdated), but it gives you the sort of background as to what happened back in the day (current fanfic is taking place like a few centuries later in KSP time so alot has changed). Anyone know how to actually embed imgur albums? Itll look better then the single picture with
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Well i massively fixed my framerate issues by once and for all killing hyper-threading. Its not like i genuinely need 12 bloody cores for anything, and for whatever reason KSP seems to allocate resources to virtual cores horrendously badly... This launch went extremely smoothly for what is 700 parts... My newest BCorp styled warship, another in the "Warhammer" series (mark 4 to be precise), designed to replace the rather pointless previous models that didnt really do any role well. Hangar bays on a battlecruiser just arent worth bringing, and i took the saved parts to up the armor and add more guns. This thing is no AKS Dimension class cruiser, but its pretty much the best thing i made for BCorp thusfar while still limiting myself to technology theyd have in lore. The ship is my own design since i initially tried to make it a replica, but eventually made too many compromises for viability and gave up halfway. Still, the front should be dead giveaway what this was initially going to be replica wise, the backside less so (and i even ended up using completely unrelated Venator turrets from another replica i made back when on it cause i really liked the look of them and well i already had them built as a subassembly). And to top it off, made a new BCorp styled armored freighter thing to run alongside as the Warhammer mk4 is so bloody fuel hungry it needs its own dedicated tanker to do anything past LKO (its not so much that its dV is bad (over 1500), but it just eats so much fuel cause its over 50 tons of pure structure/armor not counting anything like pods/engines/weapons/fueltanks. Ohh, and to test the hyperthreading performance boost, i loaded up 4 ships (2 not shown as they are behind teh target), the Warhammer, a AKS Nebula, the fuel tanker thing, and a Drek 12P (which in total is around 2000 parts). Game does slow, but the mouse lag/stuttering is completely gone now which makes gameplay actually feel alot smoother despote being slow due to physics calcs bogging down. All in all, im very happy woith what i did today, made some neat ships, and managed to fix the number one pet peve i have with KSP, excessive lag issues (and im not talking about physics speed, the stupid mouse lagfest is unmanageably rage inducing with so many ships loaded and hyper-threading enabled)...
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More rebuilding old crap i had laying around on my drive that just isnt up to modern standards or has something i dont like about it. I think this one came out good looking enough to call a finished replica. Unlike the previous version of this (its not exactly the first time i made a Ha'tak), i used the gold tri-panels liberally (its rather heavy and laggy because of it and those alone at like 1/3 the part count). Also cut down the seaminess and general bleh around the wing based exterior paneling (the combination of weird angles and curves makes that particular section a nightmare to get right and even now its not truly 100%). Honestly, the only part i might still redo are the 3 main exterior tips since they dont quite look right. otherwise, fully capable with 1 medium port in the underside bay flanked by 3 small for storing fighter ammo or even smaller fighters, and 3 aux 0.6m ports in the exterior wing structure (hidden inside and mostly useless for anything but ammo storage/utility as its near impossible to get a starfighter inside to reach them). Havent armed it yet, but ill likely make a separate "armed" version that strips a few of the less essential asthetic crap like the bridge and uses the saved parts to add at least 4 quad SRMs which seems to be my favorite loadout right now on replicas as its plenty of ammo and isnt quite as OP as heavy torpedoes at instakilling targets. Still, as far as "unconventional" ships go, this is probably my best looking and most successful model.
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I need tips for building a munar base.
panzer1b replied to computercat04's topic in KSP1 The Spacecraft Exchange
While i havent built a mun base in a while (the last one has been sitting there for years with a few minor edits done as i wanted to add/remove stuff), the basic design i use is launch a massive cluster of parts in a single shot. I know i sound lazy to do it dis way but i play sandbox and i cant be bothered to do excessive number of launches especially when i have like 10+ modules to assemble on the ground. I probably could do it with some autopilot mod, but im not a huge fan of such things as it takes the immersion out of the game and i enjoy flying stuff myself, just not 10+ rockets to the same damn spot as thats boring for me. Anyways, onto what my monstrosity looks like: It has IRSU with power reactor, labs, command center, habitation area with observation deck, and a full on landing pad with klaw for transfering fuels and grabbing whatever ship i land there. Its more for looks honestly and its heavily based on ED tech from a RTS i played when i was a kid so its more "scifi military" then realistic, but hey, im not really into real life as i play games mostly to get away from reality. Assembly is done via a small rover not pictured as i actually crashed it into a rock and it broke (ill send new one next time i get any modules that need to be changed/added/removed). It attaches to the docking ports under each module and then pushes the modules into position, lining their mating side ports up then driving them together and letting the attraction force finish the dock. This is what the launcher system looks like, all the parts are docked together, and with some rotate/offset tool useage its actually balanced enough to allow engine to be directly below the command module. The blob of parts sits sideways in a fairing and gets launched to destination on a completely overkill rocket (realistically it would be done in single modules but again, im too lazy for dat). Once in orbit, i use whatevers left in the main stage to slow it as much as i can, and use the core unit to deorbit it (has enough fuel to land it and even make a quick hop if i dont like the initial position i put it in. Once dropped, the landing module uses whatever fuel is left inside to fly off and smash into the ground hard enough to explode itself. Not sure how much help this is, but the one most important trick (at least for me) is to arrange whatever you want into a rocket that has a landing module at its CoM and all fuel needed to land in only that module so its centered. that and bring plenty of RCS or wheels to rotate it. Anyways, just showing what CAN be launched to the mun in 1 shot (stock game with visual mods only and like 1-2 cfg tweaks allowing me to have larger radius fairings to cover that nightmare completely as drag is not possible to deal with on something that assymetric and oddly shaped). -
Well made some ground vehicle things... And a new command bunker thing... And a rather basic station thing...
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ill try and get u the new crafts over the weekend (too tired to do anything productive today). Still, in other news, i managed to overhaul my 1st truly competitive warship i 1st made in like 0.23 or some ancient version back when i got into KSP at all... Total damage after 16 direct hits from SRMs: bridge knocked off (diesnt matter as its got 4 probes inside), 2 secondary weapons shot off, 1 torpedo slightly damaged (it would technically still be able to shoot albeit with some offset thrust as its missing a few engines). Dat armor is insane, its triple layer, wings on outside, then structural panels, then MK-2 bays all ontop of a armored 7th gen ibeam core which itself has 1 more layer of armor surroiunding it (so technically 4 layers of armor if you dont count the core itself). The SRMs didnt even touch the inner 2 layers of disposable armor, and did nothing of any consequence to the ship. Not saying its invincible (ive not tested it against torpedoes yet), but sofar its didnt even take any damage from the initial barrage. If this core is as good as i think it is, i will take some time to remake the nebula series with thsi core and maybee fix its egine knocking out issue. Unless i come up with some major issues, dis one will also be added to the craft i submit (alongside its older cousin so you can pick whether you want it to be near indestructible or easier to kill depending on what you expect to win fight).
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totm june 2018 Work-in-Progress [WIP] Design Thread
panzer1b replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Made a new ship, a complete redo of the old Pulsar class frigate to try and make it both actually look good (i didnt really go woth part count efficiency dis time) and work well enough to use in battles. Looks amazing, flies amazing (for what it is), no major fuel feed issues (like quite a few of my pure LFO armored ships tend to have), massive bridge which is near indestructable despite being very easy to hit, but well.....dis happens every damn time a single SRM hits the top of the thing :(... Ill need to work on the armoring some more as i cant constantly have the ship going poof from a single salvo of SRMs... -
YES, I FIXED MY SHIP!!!! Luckily ive mucked enough in .craft files to actually de-kraken the battlestar i spent a whole 6 hours making :) Its so pretty even if it lags like mad with 4 vipers inside... Action stations! This is just so bloody perfect, finally a rather decently close replica that is actually "viable" in a real KSP scenario and not purely for show. Its armored, it nolonger corrupts save games (at least during an hour of testing thusfar), and its got enough firepower to at least make basestars rethink the point of their existence (albeit not much ammo capacity as i cant make the frames go to 2FPS). And ofc what battlestar is complete without its counterpart. Not a very good replica since its actually a SK-VIII Starlight class assault carrier and not a real basestar replica, but i sorta took the basic idea of 2 3 point stars attached together to make AKS's main true carrier ship (cruisers can also carry starfighters but not really dedicated for it). Maybee if i get some time (after making a few more QOL tweaks to the battlestar), ill make a real basestar replica and not just use something vaguel inspired by it (had to use it for the screenshots though as its the closest i got). So yeah, not entirely perfect, and ill work on it during weekend, but its there, it doesnt crash game anymore, and it looks insanely pretty given the fact that its stock and i had to cut a few corners to limit the lag issues.
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Well, the ktraken strikes again, and it just ruined such a beautiful warship :( Sadly, dis happened after attempting to dock a second viper, and it resulted in the entire save breaking (as in permanently corrupted, ship duplicated itself or some other BS kraken attack).... NOOOOOOOOOOO!!!!!!!! At least i managed to get a new desktop worthy screenshot of this thing before it bought the farm :)
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Made more progress on my pegasus inspired semi-replica... Hull is 100% done except for the very front and interior (its almost 100% hollow so i can theoretically put anything from fighters to ammo to kerbal crew stations in there). Ill likely end up making it into a hybrid crew/cargo space since there are gonna be 2 more hangars on each side obviously (as the Pegasus from BSG had). Hangars are gonna be the hardest part though since not only do i want them to at least vaguely resemble those on the ship from BSG, but they also need to actually fit my recently made viper mk2 replica which is perfect to go with this. I made a variant a few days ago, but as much as it was neat, i just had to scrap it since it didnt look right, and ate more parts then this monstrosity (which is already over 300 parts and ive yet to add hangars). So yeah, good riddance older crap replica, hello newer slightly less flawed replica
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totm june 2018 Work-in-Progress [WIP] Design Thread
panzer1b replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Well, made some progress on my Pegasus inspired ship... Its not going to be a true replica as impossible to make it both big enough (while keeping part count at least useable *its gonna be bad but not 800 parts bad, more like 600ish if im lucky). Engines are gonna be too small, ect and get the hangars to look right especially since i really wanted to get them to have a hidden interior section that allows vipers to fit in sideways (this way i can comfortably fit 6 inside the ship, 4 in side bays, 2 more in the center hull), but hey, its way closer to a battlestar. This shows the center corridor (which is the same size as the side bays), and the little crack allows crew to access the frontal and rear compartments which currently are unoccupied but if i can afford the part count will feature a fully fledged interior, or baring dat at least a few seats here and there to fit extra krew. Engineering sector (basically the rear of the 2 compartments). Not much to see, but it does house both the entire drive system, power gen, and the ship's root core segment encased in 1 extra layer of armor plating (that coupled with outer hull makes 1 shot kills near impossible short of extreme bad luck). And finally, view from engineering into the middle showing how the vipers will be able to fit in. Itll likely take me at least the next 2 days to finish (provided i dont have to do effin overtime at work or any other stupid crap), but ill actually have a ship to fit in with the viper replica i made this week. Who knows, if it comes out viable, i might even make a slightly more true replica (ill have to 100% omit all the internal details and the connecting hallway limiting me to 4 fighters max, but id get enough extra part count to maybee get the shape a tad closer to pegasus... -
Well since i found some of my super old pos BSG replicas, i decided to give them another shot (and this time in actual chibi scale as i do all my other craft (previous truly decent Viper replica i had was using 1.25m engines as the rear, this one used .625). Yeah, engines are the wrong color, but im so NOT making this thing ion powered as its already bad enough with part count as is (~100 parts). Did the best i could to put RCS in the proper spots it should be... You dont wanna know how long it took me to do those bloody intakes (and even now they arent quite perfect but i can at least live with it)... the weapons do actually shoot (which should be obvious since im pretty sure i havent made a fully "unarmed" vessel in at least 3 years of playing KSP , even my bloody freighters have at least a single shot weapon somewhere on em)... Now to remake my old galactica and pegasus replicas, this time hopefully i a way that doesnt require 900 parts and so they can actually fit these vipers inside them (hangar space was an issue with those things)...
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totm june 2018 Work-in-Progress [WIP] Design Thread
panzer1b replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
well ive made some progress on my new "shatter resistant" G7g torpedoes. Looks really janky sincce its just a bunch of girders stuck together and ive found that fuel tanks are more lethal when they impact targets sideways so i made them face that way, but i guess its function over looks for now. Sofar the only AKS ship i have that can mount them is the Nebula class frigate (it has fully exposed torpedo tubes so no length limitations), but im hoping to make a few changes so that at least the Dimension class cruiser can mount these things (in theory if i rearrange its interior it should fit as-is). So yeah, aside from length issue, its about comparable lethality and part count to the older G7f (5 more parts mostly due to addition of 4 vernors for precision targeting and a SAS guadance thing as i couldnt fit a large probe core so i had to augment the aim at target feature to the smaller probe). Unlike the G7f, it doesnt shatter half the time and result in 0 damage (shatters 10-30% of the time depending on what armor style i hit and how high part count ship i hit since more parts = more lag which makes things less consistent). Im happy with it, but now to truly test how it works by setting up an actual battle and not just teleport ships into orbit and have them slug it out in controlled scenarios. -
Well, ive FINALLY fixed the bloody memory leak lagfest that has genuinely got me to take a hiatus for the last few months... Still laggy with so many massive warships (and i just refuse to go low on parts as i cant make anything armored enough to survive squat otherwise), but at least using this mod: I can now play KSP without having to quit after half an hour (seems that every single time i load quicksaves or change ships or do just about anything memory would go up until it goes from ~5gig or so to over 12 at which point the game takes 2 minutes to load a simple quicksave). Gonna hopefully get back into KSP again as the mod above seems to help enough that i can have KSP open for 2 hours straight without too much lag issues (and i can even reenable some of the QOL functions in KSP recently added that increase memory leakage like dV calcs since mod seems to just wipe mem every so often when possible to do so). So yeah, my next project: make a bloody guided missile that doesnt shatter on impact against any vessel that has a smidge of armor protection as all of the previous junk seems to do. I am almost 100% certain its the sheer amount of clipping most of my heavier weapons have, but i do need to maintain compactness or they wont fit into fully hidden bays (cant make the torps longer then a long mk-2 weapons bay). Still, if the game doesnt lag too badly from now on (memory fix mod should do the trick) i might be able to pull something off...
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sorry about lack of updates, ive been sorta dead recently from overwork (im in a job that doesnt get any breaks virus or no virus, and 55 hours a week is utterly murdering me physically and mentally, and i still have to survive at least another year before i start looking for another job :( ), and well i just have so little time let alone energy these days for anything... Anyways, i did manage a few updates to ships, mostkly in attempt to cut part count (thats always been an issue on my end as i tend to go fairly detailed and include prolly too much ammo for any real scenario). New broadsword mk5 new venator upgrade (added a bridge ontop and made the bridge to hull interface somewhat closer to the movie version (its still not perfect but better now). Parts did go up but i still have a low part bridgeless version (replaces the actual internals with just a stock bridge). Not sure how the heck i managed, but i have 2 of these loaded at a time (and 1 has a tie fighter inside it for extra lag). TIE replica from the newest star wars movie (that one the sith dude flew inside of, no clue what its called, assuming some sort of tie thing). No real use of this thing, just made it cause i could (it BARELY fits in the venator, and you need to actually slam into the door to get it through as itll get stuck if you go too slow). New HK-IIS model of Tri-Fighter. Less sleek then the older models, but i sorts wanted to make it as compact as possible while still having the armor/firepower/range of the previous model. less parts too not that that matters miuch as 90% of the parts come from the weapons, but its still nice to have less parts period. Not sure if you have any real use for civilian structures, this is the AKS type-I shipyard model with a docking module about to be connected (that shipyard has no docking ports on it as i made it ages ago and sorta keep it as it was to simulate weaknesses in tech from ages ago). You cant see it well, but it has 2 full interior rooms connected by a walkway made of crew modules (one of the internal spaces you can just see the slit (partway open cargo bay). different style shipyard (also AKS model). More AKS crap, HK-II phantom stealth fighter (internally mounted guns and pure ion drive), and behind it a spy station thats currently in low jool orbit. New SK-IV DImension-V, aside from slightly sleeker look, its got way more optimal guns, less SRMs (too many parts on those and arguably not very useful in a fight anyway unless you bring 100 parts worth of ammo), 2 more heavy torps, and 1 more drone. Also made the forward firing SRMs actually look cool as they are in a shrouded turret like thing that just looks really way better then having them strapped undeneath in a lame rectangular box. Bridge of said ship, i have a bridgleless version which gets rid of this somewhat part count heavy thing (its around 20ish parts ontop of the base model), but it cant be beat from a cinematic standpoint if you want to make the ship feel like its actually manned and not just a boring stock pod. More civilian crap, AKS Skytower on duna. yeah, i totally didnt steal the look from HL2 citadel whatsoever.... Mass effect replica, albeit is tiny scale (this would be like 2 orders of magnitide larger if i scaled it to a starfighter). Pirate outpost in my game, not sure if random stations are something you need though. Another pirate station, this one is much smaller and has a small shipyard attached to the side. One of the many generic refineries i have sitting around that i recently refurbished and made work in game. AKS vertical stack base on Duna. Doors animated, and it has full mining+IRSU capability albeit slow as its a single drill. So yeah, i got quite a bit of random crap if you are interested, just tell me which ones you want and i can upload just those (if you still need random crafts). Cant be bothered to upload everything i have as there is too many ships (and i need to make export friendly models with at least the purely asthetic parts stripped off), but they are here if you want them...
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although i am a fan of "creative" anti-piracy concepts, in practice all anti-piracy stuff requires verifying its not pirated, and thus required DRM which is one thing i absolutely hate in anything that isnt pretty much exclusively multiplayer (which has to be connected to net anyways so who cares). I really love the fact that KSP is one of those games that ican buy legit and just use how i want, copy it to different drives, keep old versions around, mod the living crap out of it if feel like it, ect. That is unlike many other great games, all of the DRM ones ofc i had to install hax for since i refuse to be forced to connect to the internet when playing non internet games (good example would be steam stuff, i have quite a few SP only steam games which i have no desire to run steam during gameplay even though i own them all legit, i dont support or do piracy, but i also wont have my SP games require internet to run). As for stuff like serials, well i dont really care aslomng as it doesnt require internet, besides being spotty connection where i live, id rather not have anything phoning home as im somewhat a privacy nut (theres a reason i have all 3 of my firewalls set to block KSP from connecting to anything as i dont agree to analytics spyware, and since its singleplayer only i dont see the harm in blocking all connections). That, and DRM doesnt even work, pretty sure that every game out there has been pirated by someone and im pretty sure that 99% of pirates would just never play the game had there not been a pirated version available (most are likely kids with no income)...
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Well found my old craft repository (when cleaning my HDD from various crap), and i then spend a bit of time revamping my old crafts. Made a really sloppy suit texture to fit AKS faction (stock lacked anything blacking/greyish (and the hexagon patten adds some variety. Wish we could have edited the normal map (and even moreso the glow stripe locations), but i did what i could without that ability... This thing brings back memories, my attempt at making a HL2 styled citadel thing... Not really old or anything but i installed a stripped version or restock (that works in 1.10, just had to ditch anything that required the plugin which wasnt updated correctly), and well made a few adjustments to my Dimension cruiser (the bridge actually looks right with those truss styled panels thanks to restock). Now dis is a bridge, no more boring stock command pods, custom internals ftw. Vaguely based on normandy bridge, commander sits on elevated platform in the back, and the rest of the crew are in side seats to operate the various subsystems. Pilots are spread out and sit in 3 separate bridges for maximum redundancy (not that its all that essential given the armor plating). Relaunched Omega station as the old one exploded itself for some reason when i brought a ship into load range. Not really sure what the hell i did differently (same method of setting up the asteroid field around the station), but this time it doesnt seem as explody. Spend a good 30 minutes shifting this thing's orbit (with 1 spark engine) as it somehow got flinged out of kerbin by a mun encounter (i dont even entirely know how something that didnt intersect the Mun's orbit could get gravity asisted, perhaps i left it too close to the mun and it eventually got caught but it). Attempted to land a tank at this facility to defend it, misjudged dV requirements for 20t, and it exploded horribly in a crater nearby And finally deployed a refinery to Duna orbit ready for landing the next time i load up the game... All in all, got quite a ton of stuff done in KSP given the weather is garbage and i cant even leave my room since its the only room with AC in it and its 34 effin degrees outside :(