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Space Shuttle Pack for ksp 1.0.4 dev thread


Mike-NZ

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Mike do you think you could add Enterprise textures? That would be a cool little addition.

I will do my research and grab some textures. It may end up being part of the new texture pack however. Not sure hw long it will take but I have done some new stuff already. Going for high res. Get your graphics cards ready lol

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Looking forward to it all. Keep up the amazing work Mike!

Thank you. I do enjoy it

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Im thinking of making it a requirement somehow that you must interact with the new cockpit controls in order to launch. Activate engines. Gimbal test etc. Make it the most realistic thing in ksp. And most complicated lol

Anyone keen?

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I will do my research and grab some textures. It may end up being part of the new texture pack however. Not sure hw long it will take but I have done some new stuff already. Going for high res. Get your graphics cards ready lol

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Thank you. I do enjoy it

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Im thinking of making it a requirement somehow that you must interact with the new cockpit controls in order to launch. Activate engines. Gimbal test etc. Make it the most realistic thing in ksp. And most complicated lol

Anyone keen?

Requirement? No. The ability to do that? absolutely!! High Res textures? This shuttle should be all about payloads. The ISS probes, telescopes, etc. so the memory footprint should be low enough should we can enjoy other mods in conjunction with it. I say this for the people who don't have super computers lol.

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Im thinking of making it a requirement somehow that you must interact with the new cockpit controls in order to launch. Activate engines. Gimbal test etc. Make it the most realistic thing in ksp. And most complicated lol

Anyone keen?

Im gonna say bad idea. If people want the most realistic they can get they can do IVA missions. Most other people dont like it when you make them d IVA stuff.

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Pretty sure the Tail Control is backwards also. Right yaw should make the nose go right.

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Requirement? No. The ability to do that? absolutely!! High Res textures? This shuttle should be all about payloads. The ISS probes, telescopes, etc. so the memory footprint should be low enough should we can enjoy other mods in conjunction with it. I say this for the people who don't have super computers lol.

I think a high res textures are long overdue for the shuttle. The current textures were never really the best and its sad to see such a beautiful addon have such low res textures. But I agree, payloads should also be taken into account, since that was the Shuttle's job at the end of the day.

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I think a new shuttle that runs Dragon will have a higher resolution textures. Speaking of reality, do not overdo it guys, you first need to cope with all the problems that the Shuttle has today, then think about realism.

By the way, about the transparent windows.

8989435_m.png

8989438_m.png

I think something else to finalize and send it Mike.

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neither i have texture issues nor are the control surfaces mocking me during ascend...as long as you stay back swimming everything is fine:)

is DRE compatibility an option?

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Note about textures. Even lower resolution textures don't necessarily have to look as, well, poor as the CSS' currently do. The problem with CSS' textures is that they need to be cleaned up. It looks too much like it was ripped from a photo, which in turn makes the texture not look natural. While photo-realism can be nice when you have high resolution, at low resolution photo-realism isn't going to look natural.

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Such a step up from the current cockpit. Can't wait till you finish with it!

That should be around june 2016. I think I'm going to release the unlit version first. Afterwards I have to make all the text/buttons to emit via the light panel.

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Hahaha... right?

Also I think high res textures would be brilliant, something similar to the KSO in quality

I use agressive active texturemanagement so thats why it may look low ress if thats what you mean? The KSO iva aint really high ress.

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how to fix the shade in the cockpit http://s017.radikal.ru/i430/1506/76/6827f7475fd3t.jpg

Que?.

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Mike, how about the Canadarm? Can you finish it so it works and can graple things? Maybe you can use the RKE arm for reference on how that uses little docking ports as attachment points.

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Is it just me or does the body flap operated backwards? I put it on both ways and same result.

Firespitter codr should be used. It allows for inverted control

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Mike, how about the Canadarm? Can you finish it so it works and can graple things? Maybe you can use the RKE arm for reference on how that uses little docking ports as attachment points.

I have had literally no computer time at all yesterday but hope to get lots done today.

With docking ports you will have limited areas and angles that you can dock. But there are also magnet types...

I have written everything down guys so I will work through it all

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As my GCSEs are now complete I have all the time in the world to help with the project. I will literally do anything you want me to :P, apart from coding that is. Happy to do config files and texturing too. (since I live in the UK I'll be asleep during your daytime :P) Tell me what to do and ill have a look at it, I'm happy to work on the ISS as I have experience fixing broken mods...

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My guess is you simply have to change the tailflaps orientation in unity. Thats a known solution to that kind of problems.

Are you talking about how it starts on uts side so you have to rotate it? I thinj its always been like that haha. Yes I will reorientate it thanks

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As my GCSEs are now complete I have all the time in the world to help with the project. I will literally do anything you want me to :P, apart from coding that is. Happy to do config files and texturing too. (since I live in the UK I'll be asleep during your daytime :P) Tell me what to do and ill have a look at it, I'm happy to work on the ISS as I have experience fixing broken mods...

I have some work if anyone is keen...

1. The fsanimate code in the cargobay cfg. It has been bypassed for now and I have used moduleanimategeneric instead.. if someone wants to get that // disabled code working I would be happy

Also if someone can fix the crewcabin textureswitch. I think I made a typo in the code or linked it incorectly to the cabin or texture location.

Then there is the firespityer code to put into the tail flap and body flap ro invert it.

Firespitter have a guide on making this online.

I am at work for nexr 10 hours and will geat back to the css after that.

Thanks all!

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Are you talking about how it starts on uts side so you have to rotate it? I thinj its always been like that haha. Yes I will reorientate it thanks

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I have some work if anyone is keen...

1. The fsanimate code in the cargobay cfg. It has been bypassed for now and I have used moduleanimategeneric instead.. if someone wants to get that // disabled code working I would be happy

Also if someone can fix the crewcabin textureswitch. I think I made a typo in the code or linked it incorectly to the cabin or texture location.

Then there is the firespityer code to put into the tail flap and body flap ro invert it.

Firespitter have a guide on making this online.

I am at work for nexr 10 hours and will geat back to the css after that.

Thanks all!

Well I think that fixes the problem so you dont have to use firespitter.

Match the orientation with that of the wing ailerons.

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I got all the texture switch stuff working but only by switching it to firespitter code ill post the files if anyone wants them.

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Even got the Crew Cabins RCS tiles on a switch.

Does any want the old textures still? I will trim the folder down if not.

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I got all the texture switch stuff working but only by switching it to firespitter code ill post the files if anyone wants them.

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Even got the Crew Cabins RCS tiles on a switch.

Does any want the old textures still? I will trim the folder down if not.

Thanks buddy.

I still cant fet firwspitter texture switch to work for me so I used bd. Even in my bew install....

That crew cabin had complete retexture textures that changed more than the rcs tiles didn't it?

Im sorry if I didny get your booster switch working. I thaught I did?.... I must of iverlooked it my bad.

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Well I think that fixes the problem so you dont have to use firespitter.

Match the orientation with that of the wing ailerons.

Minf all my typos im doing all this on cellphone.

Do you mean match orientation of body flap with wing flaps?

Also if we can get that cargobay firespittet going it gives the ability to slow down the animation so it opens slower like it should.

Wuyh my new wheels I slowed the anination too. Id did work for that. Also time delay between animations is super high giving the effect you cannot retract them. It works...

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Yes and the crew cabin textures dont include the RCS textures or the Nose Textures. All of them are on different dds files. Maybe that is something we can look into. Re do the UVs and textures for your one piece crew cabin so its all on one texture instaed of 3.

Before installing these files MAKE A BACKUP OF YOU CSS FOLDER AND PUT IT SOMEWHERE SAFE!!

Click Here for new and old textures

Just overwrite the old files

Click here for just the new ones

Delete the BoosterPack, CSSCargobay,CSSCrewsection, CSSEngines, CSSTail, and CSSWings folders and drop these in CCS/Parts folder

Some notes with this one i changed the OMS models to the proper ones for Left and Right. but the effects stay when throttled up even if out of fuel. (Mike can you look into that?)

Also I removed the new booster decoupler and the booster with it built in.

Just make sure you back up you CSS folder before using this pack !!

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Oops there is a problem with the cargo bay config file. I will put a link to fixed versions.

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