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Procedural Start This is a simple set of MM configs that make all the parts and sizes from Procedural Parts available from the start of game. Kinda cheaty, but fun! (If you use this, your secret is safe with me! ) Requires: Procedural Parts (obviously) Module Manager DOWNLOAD To Install: Once you install the required dependencies, just drop the ProceduralStart folder anywhere inside of your GameData folder. License: Open Domain
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I think procedural command parts would be incredible for those of use that love the building element of the game. Examples: Pods - Pick a diameter, slider for height, slider for top node diameter. Makes anything from dragon to fuji possible. To go above and beyond, add curvature sliders to make soyuz and vostok style pods. Probes - Pick a shape and height Rovers - I'm not sure how to do this one Cockpits - mkI or mkII shape, then window style, and length/curvature of the nose Hitchhiker cans - Diameter, height, maybe shape Inflatables? - Please How many kerbals does it fit? - Have the game calculate the maximum sized cuboid that the shape can contain, then calculate how many whole kerbal sized cuboids can be sardined inside that. How much does it weigh? - Use a density for each command type part for the volume - cuboid, then + weight of kerbals Doors, windows, and more. - Make these parts radially attachable. This would open the possibility for built-in containers that can be opened by kerbals, cargo holds, multiple hatches, windows. Think parts like ladders are now. Would this sacrifice IVA? Most likely. But we would still have the old parts for those. Although, procedurally generated IVAs could be done, may not always look great though.
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- KSP2
- command pod
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MainSailor's Procedural Textures (for Procedural Parts) *Requires* Procdural Parts to work. (Obviously.) Imgur links (since apparently that's broken since the last time I've been here): Download from SpaceDock DOWNLOAD (Dropbox - Alternate) Beta Build (Most current build of textures) 2.0 now includes all of the beta files. Currently eight thirteen a bunch of tank textures included: Gamma Series: LongCore - Designed for tall prime booster tanks. Designed to work with the IUS and Gamma styles. It works well at 3.75 x 13 or 2.5 x 10. IUS - Upper stage tanks. Black and white versions. Gamma - An upper stage tank. Interstage - a basic, structurally ribbed texture for making tapered transitions, boattail tanks, or intertank separators. Black and white versions. SRB-X - a dedicated SRB texture complete with explosive warning, a generic 'loaded' icon, and racing stripes (makes them go faster, don't cha know?) Nosecone - designed specifically for nosecones complete with a reinforced carbon-carbon tip to provide more heat protection (disclaimer: it doesn't.) I suppose you could use it as a tank texture too if you wanted. Black and white versions. Utility/Service Module - Has vents, panels; does things. TPS Tiles - Beta version brought into main release. Historical Series: Checker - Like the Bumper V-2's. Stock pParts already has this, but this shading matches the rest of the pack. Corestar - Body details like the Juno/Thor/Jupiter rockets. Diamant - That hot red stripe adds 100 dv. Europa - Shiny metal and zebra stripes. Completely fashionable. Jebstar - That classic Juno v-stripe. Redstone - Again, just one that matches the rest of the pack Skylab - What Skylab would have looked like if those panels hadn't fallen off. Soyuz - Make some conical boosters already. ThorAble - Fully wrapped stripe. Vanguard - Guaranteed to get at least 3 out of 11 launches into orbit. Essentials: Interstage - White, Dark, and Striped Charcoal - Just a darker grey than pParts. Plain Ringed - A white base with details to match the historical pack parts. Fairings: Still included, but just go get Procedural Fairings for Everything, instead. Due to the completely new folder structure with 2.0, completely remove your MainSailor folder and update with the new version from the zip file. The new release is COMPLETELY MODULAR. Don't like one of the packs? You can delete the folder (other than essentials, which contains the end textures.) Changes to 2.0: Added Historical Pack Moved Interstage and common end texture into Essentials folder, and added Striped Interstage Added new fairings and incorporated Gamma fairing into main release. Fairings now use single model file for reduced memory usage. Small updates to Gamma textures to reduce overall file size Gamma definintion file updated with new file locations. Known Issues in 2.0: Hex Tile tank looks 'grainy' at certain zoom levels, feedback on other graphics configurations and resolutions is requested. Not sure if it's a mipmap issue moving to DDS or a wonky normal map. Europa metal texture is still WIP. Edge wrapping doesn't match up. TPS Tile texture tiles funny on heatshield. Looking into ways to redesign this texture for that application. Future Ideas: Consider this a legacy pack as I don't plan updates to it moving forward (and I've lost the source files anyhow.) Any future plans would probably be creating SSTU tank textures, or some form of textures that can be readily customized using Textures Unlimited. Now licensed under CC4:
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- textures
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So I downloaded Procedural parts, however I have come across an issue. lets use the fuel tank for example. it has a default size of 1 meter. I can barely get it to fit the most basic, early-game parts, and therefore it's not very flexible. it seems to cap out around 1.15 meters maximum, and that same 1-meter-wide width you start with at a minimum. it's also very inflexible length-wise, barely able to change length as well. i'll attach pictures of the minimum and maximum fuel tanks, to give you a better Idea what i'm talking about. I have tested this on career and sandbox modes, and with other mods present (the one most likely to cause errors would be Near-Future Construction, or ProceduralDynamics (Procedural Wings)). can't figure out how to attach screenshots from my computer. oof.
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- procedural parts
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Hi @pap1723, hi forum I started a new RSS + RO + RP1 career on KSP 1.6.1 recently and followed the installation description for RO / RP1. They suggested, amongst other mods, RO Tanks. The RO Tank I should have max 560~ liters. When I downsize the diameter to 400mm, the maximum length of the tank i can setup is 600mm which is about 46 liters. Is it as intented to have that ratio? Thanks and kind regards PatSch
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MODS: KSPIE, KJR, Space Y, B9+legacy packs, SVE, scatterer, navhud, kerbal engineer, procedural parts, procedural wing, nebula decals, kerbal foundries continued, simple construction, TAC fuel ballancer, TAC life support, hangar extender, distant object enhancer, DiRT (for changing the skybox get it!)
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- interstellar
- simple construction
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I really want to use procedural parts, but I can't find a download for a version compatible with 1.6. Can someone please give me a download link, and if possible, a BDB-alike texture pack for it? Thanks!
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So I recently updated my mac to MacOS Mojave and realised that my KSP game stutters like crazy, with black lines appearing everywhere. Some helpful guys in the forum advised me to use the "-force-openGL" command to restart the game, and it worked! However, the sad part is that I am running KSP realism overhaul with real solar system and the whole mish mash, and every-time I created a ship and tried to launch it from the vehicle assembly building, it just gave me the black loading screen with the planets rotating icon in the bottom right. It never tends to get out of that position and gets stuck there. I managed to isolate the problem a bit, as only when I used any of the procedural parts, this problem occured. Oddly enough, it's not the same for some of the stock FASA craft files like the Saturn V. They work just fine, along with other normal KSP installs (unmodded) with open-GL. Can somebody help me with this problem, as it's gonna be a while until I get a windows dedicated gaming laptop, and I have to work with my mac in the meantime. Thanks in advance:)
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- ksp
- realism overhaul
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So, I've got an insanely modded version of KSP with procedural parts as one of the mods that's been installed basically since the beginning. Recently it stopped working. Like, the game doesn't even load past it. All data is here. I've also got an issue put up on github here. Please help.
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- procedural parts
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Hi guys. This is my first post, as I made my account specifically to ask about a big issue I'm having with this mod. (Note that this is technically my 2nd post, since I already posted this without the Log on this page) First of all, I'm playing KSP 64bit on OSX and recently managed to install CKAN using Mono. Procedural Parts is really what got me hyped up for KSP again. Its my dream mod. I've successfully installed many mods using CKAN and also tried to install this mod on KSP Version 1.3. However, my game freezes in the loading screen every time I try to use procedural parts (It happens when I want to launch a rocket after assembling it using procedural parts). The game doesn't crash, it freezes and becomes unresponsive, which forces me to force quit the app. I've tried to find people having the same issue online, but can't seem to find anything. I've tried to launch the game with only this mod installed and it STILL happens.. on version 1.3, as well as 1.3.1 (I used this version of the mod for 1.3.1). All tries were done with a clean install of the game. I just don't know what the issue could be. It would be greatly appreciated if someone could help me out here!! You would really make my week Thanks in advance! Unity Log: https://www.dropbox.com/s/pe2l5fkdp3i7oeb/Player.log?dl=0
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- procedural parts
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If Anyone would be willing To Give Me A List Of All The Procedural Parts Mods That Would Be Nice
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Hello! Today I encountered a weird issue when using RSS Textures, RSSVE and Real Solar System along with Procedural parts. This is all using KSP 1.2 So I downloaded a newer version of Remote Tech which came with ModuleManager.2.8.1. The game loaded fine, then I noticed there were more procedural parts than I usually notice, RCS tanks and other parts. These I had never seen, so I am assuming the new modulemanager triggered all of the parts to work. The only problem now is that even when using older versions of modulemanager with the 2.8, RSS texture do not load, and I'm stuck with the default Kerbin textures. Has anyone else experienced this at all? am I missing something super obvious? Thank you!
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- procedural parts
- rss
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Is there a patch or something?
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Hi from the depths of Lag, i have a request for procedural parts to be revived and updated to ksp 1.2.2
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- procedural
- parts
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Update 1.1 is here Changelog: >Version 1.1 >Codename "Rainbow Update" >New textures: Orange, Yellow, Green, Indigo, and Violet Metals, and Gay Pride Texture >Updated to KSP 1.1.2 Pack Download Textures My YouTube
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- procedural parts
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Hello, people. I've tried downloading via CKAN, normal downloading, multiple versions, even those from early 1.0.5, I've tried deleting every other mod I had, I've tried everything I could and still, although Procedural Parts used to work on ksp 1.0.5, after I uninstalled it and reinstalled it, doesn't want to work in no way. I wasted a good two and a half hours on this damned mod, and still, the interface to change the size does not appear. Has anybody experienced anything similar?
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- procedural
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Hey everyone, I am playing KSP on 1.12 with about 100 mods and it runs great (only about 55 add parts, and most are slimmed down). However, I have a problem with procedural parts. Every part in the pack appears in the editor and performs as advertised with the exception of the Procedural RCS tank. The RCS tank will not even appear, in sandbox or career mode. I thought it might be because real fuels is blocking it? There is the file in Procedural Parts which gives the liquid fuel tank the parameters it needs for real fuels, but I didn't see anything for the RCS tank. Any ideas on why this is happening? Thanks.