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[WIP/Planning] - iLumination - Looking for help/CoDeveloper!


Wolfox

What do you think about these concepts?  

8 members have voted

  1. 1. What do you think about these concepts?

    • Good enough for standalone Mod.
      7
    • Not bad, maybe as a part of another mod?
      1
    • Nah, we already seen those/ donÃ?´t need them.
      0


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This Mod is in pre-aplha development (planning) state.

Introduction:

Hello fellow Kerbalnauts! I would like to present you my idea for a new mod, which would fill in the gabs I am missing in both stock game and modding scene. However, I lack experience with coding (only basics like script editing or simple lua coding), and I have very few experience with 3D modeling and texturing. I am willing to learn as much as I can about these, but still I can´t do this by myself, so I am
looking for a help
. If someone would be interested in those ideas, please feel free to comment in this thread or PM me.

If you are already experienced KSP modder interested in those ideas, I don´t have a problem to add those into your own mod, as long as you at least notify me.

Design Goals:

The iLumination mod should provide new ways how to enlighten KSP craft exactly to player´s liking, with more functionalities to offer than just light. Those would be:

  • Self-illumination beacons visible from afar, for easier navigation and docking. Various models, like illuminated docking ports, or extendable omnidirectional beacons.
  • Smart Light sensors, configurable to activate lights under specific circumstances automatically (Landing, Night, In the shadow of celestial body etc.)
  • Real-Time corresponding light meters/gauges, providing visual readouts (Canister fill level, Electric Charge, Part temperature readout...)
  • Other Mods Synergy - TweakScale, RemoteTech2, Antenna Range, Distant Object Enhancement, LightsOut, KIS+KAS...
  • RAM-Friendly. Keep memory requiements as low as possible: shared textures, usage of stock textures, simple models.
  • New types of lights: Headlights (long range, narrow cone), beacons, lightstruts.
  • More realism: lights consuming EC! (even stock, disableable feature)
  • Slider-controlled luminosity, and corresponding EC consmption, both in VAB/SPH and in flight.

Bez_n_zvu.jpg

I know there are mods that can provide similar functions (Aviation Lights, Surface Light), but those are tightly aimed toward specific light usages, while iLumination should provide wider palette of usability across many areas of KSP gameplay.

More details and concept art coming soon.

Also please excuse my bad english, it is not my native language, I´m doing my best.

Thanks for reading!

Edited by Wolfox
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The "Design Goals" section of the OP (Original Post) is a little confusing. Could you consider making it a little easier to comprehend? Correct me if I'm wrong, but from what I can get out of it, this mod will basically add Space Engineers-esque beacons?

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The "Design Goals" section of the OP (Original Post) is a little confusing. Could you consider making it a little easier to comprehend? Correct me if I'm wrong, but from what I can get out of it, this mod will basically add Space Engineers-esque beacons?

It is just list of things I am aiming to do, open for discussion (since I am not programmer, I´m not sure if they are even reacheable). Its planning phase, so I´m sharing my thoughts. You can also think of it as ToDo list :)

I never played Space Engineers, but I´ll take a look at them.

Edited by Wolfox
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I like it! Problem is i dont know how to do part textures or modeling. But i know hoe to do some MM patching.

Great! I would like to add (optional) ability to stock lights to consume (very low) Electric Charge, so that will definitelly be handy to know :) I will contact you as soon as there will be something to do with MM. However, I still need help of somebody experienced with making mods to get this started :-/

Edited by Wolfox
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I love the idea of the LDU, and I could really use this in my machines. Unfortunately it seems parts no longer block sun rays, and as far I know they've never blocked the electric lights.

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I love the idea of the LDU, and I could really use this in my machines. Unfortunately it seems parts no longer block sun rays, and as far I know they've never blocked the electric lights.

Thanks!

You are right, only celestial bodies and part angle relative to Kerbol seems to be relevant for photovoltaic panel´s "Sun Exposure". Thus the same would apply to LDU. When thinking about it, that would be actually better than otherwise, lights wouldn´t turn on/off spontaneously when your ship turn around and block LDU with, for example, solar panel, but only when ship goes over the horizon into darkness.

Actually, maybe (for the sake of functionality), optimal way might be making LDU omnidirectional, making even craft rotation irrelevant (for Persistent Rotation´s users happiness) and removing the need of placing several LDU´s to cover different sides of the craft, or bundling them together as a group to react on light conditions.

Edited by Wolfox
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