Jump to content

retrofuture [1.1.3/1.2]


amankd

Recommended Posts

  On 3/9/2019 at 8:18 PM, PDelta41 said:

Okay, I've got into this some, and have the initial framework coded. Do you have any idea which parts should go in which nodes? Or for that matter, a parts inventory so I can cross-check?  Let me know your thoughts.

Expand  

Not really, I haven't done anything with this mod yet

Link to comment
Share on other sites

@linuxgurugamer

1) Thank you very much for picking up this mod, I didn't get much use from it before it went dormant which I kind of regret so I'm glad to see the legendary linuxgurugamer getting involved. I know better than to ask "when will it be done?" but I do look forward to seeing forward progress in the hopefully not to distant future.

2) How the HECK do you manage to keep all the mods you support active and up to date? Especially given some are as large as Lack's old STX mod?

Mad respect to you my friend.

 

 

 

Edited by Star-Eagle
Link to comment
Share on other sites

  On 3/9/2019 at 8:18 PM, PDelta41 said:

Okay, I've got into this some, and have the initial framework coded. Do you have any idea which parts should go in which nodes? Or for that matter, a parts inventory so I can cross-check?  Let me know your thoughts.

Expand  

Here is a CSV file, listing the part file, part name and part title:

  Reveal hidden contents

 

Link to comment
Share on other sites

For all interested, I have a beta available of this mod updated for 1.6:

https://github.com/linuxgurugamer/RetroFuture/releases/tag/b1


The AlternateStockalikeScheme replaces some textures to make the mod look more stockalike.  Read the instructions in the zip file

  • Requires the following mod:
    • Firespitter Core
  • Recommends the following mods:
    • SmokeScreen
    • TweakScale
  • Suggests:
    • Tweakscale
    •  Ferram Aerospace Research

I need feedback, even if it's to say all is good.  No feedback will mean a lack of interest, and i may not continue beyond this.

Edited by linuxgurugamer
Link to comment
Share on other sites

Okay, gave it a bit of time tinkering with the RF parts.

Fiddling with this mod is like hanging out with a dear old friend. I love the form-factor / cross sections and really over-the-top chunky/low-tech awesomeness. It's not quite Kerbal aesthetic overall, but still really fun.

  • The part textures are starting to show their age / sure, they could use some refinement at the joins here and there. I haven't yet plugged in the alternate textures.
  • I didn't attempt to attach/build everything, but some parts like the booms (long, skinny ones) and the wing adapter pods seemed to be oriented the wrong way when placing into the scene. The booms also have something weird going on with the attachment points. I wound up attaching them "backward" clipped into the adapter, then manually tweaked them around.
  • Some of the prop engines had some amazing temperature/heat effects. I didn't encounter them with my little test flight, but assume some of these might still happen?
  • The textures on the Retro-Future pwings were ridiculously fun/cool. I can't remember if there was an emissive/light-up texture, but it was something along those lines. Anything still in that pwings.zip file to play with?
  Reveal hidden contents

 

Link to comment
Share on other sites

  On 3/24/2019 at 9:08 PM, Beetlecat said:

The part textures are starting to show their age / sure, they could use some refinement at the joins here and there. I haven't yet plugged in the alternate textures.

Expand  

If someone wants to work on those, that would be great, but I am not.

  On 3/24/2019 at 9:08 PM, Beetlecat said:

I didn't attempt to attach/build everything, but some parts like the booms (long, skinny ones) and the wing adapter pods seemed to be oriented the wrong way when placing into the scene. The booms also have something weird going on with the attachment points. I wound up attaching them "backward" clipped into the adapter, then manually tweaked them around.

Expand  

If you could be specific as to which parts, that would help.  This is a big mod (lots of parts)

  On 3/24/2019 at 9:08 PM, Beetlecat said:
  • Some of the prop engines had some amazing temperature/heat effects. I didn't encounter them with my little test flight, but assume some of these might still happen?
Expand  

One can hope.  I haven't done anything to them in that area, not sure if the effects will continue since they were made for an older version of KSP

  On 3/24/2019 at 9:08 PM, Beetlecat said:

The textures on the Retro-Future pwings were ridiculously fun/cool. I can't remember if there was an emissive/light-up texture, but it was something along those lines. Anything still in that pwings.zip file to play with?

Expand  

Nope. Just there since I had no where else to put them

Link to comment
Share on other sites

  On 3/24/2019 at 9:42 PM, linuxgurugamer said:

If someone wants to work on those, that would be great, but I am not.

If you could be specific as to which parts, that would help.  This is a big mod (lots of parts)

One can hope.  I haven't done anything to them in that area, not sure if the effects will continue since they were made for an older version of KSP

Nope. Just there since I had no where else to put them

Expand  

Cool --

I'll have a more time tomorrow evening, and make a better point of IDing parts and quirks/errors.

The part I was having the most fun/trouble with was the "Structural Boom" (in Aero/tailBoom). Turns out it has two attachment points due to two part size variants (via firespitter?). It still doesn't like being attached in a rear-facing manner, preferring instead to be clipped entirely through a craft instead. Maybe the attachment point is inverted.

I'd love to learn more about this stuff. Is that controlled in the cfg, or in the mu itself?

Link to comment
Share on other sites

  On 3/24/2019 at 10:22 PM, Beetlecat said:

Cool --

I'll have a more time tomorrow evening, and make a better point of IDing parts and quirks/errors.

The part I was having the most fun/trouble with was the "Structural Boom" (in Aero/tailBoom). Turns out it has two attachment points due to two part size variants (via firespitter?). It still doesn't like being attached in a rear-facing manner, preferring instead to be clipped entirely through a craft instead. Maybe the attachment point is inverted.

I'd love to learn more about this stuff. Is that controlled in the cfg, or in the mu itself?

Expand  

Attachment points are controlled entirely in the cfg.  The handles are funny, and inverting it might take some fiddly work, but it can be done.  It's been a long time since I've spent any time with those, though. 

Link to comment
Share on other sites

  On 3/20/2019 at 3:23 PM, linuxgurugamer said:

Here is a CSV file, listing the part file, part name and part title:

  Reveal hidden contents

 

Expand  

Okay, somehow I missed the part where you explicitly said "Here is a CSV file".  I had copy-pasted it to notepad and was futsing with it before I realized that the items were nicely separated by commas, spaces and hard returns, and that I could save it as a .CSV and it'd be easier to play with (which I did).  Then, this morning, I log back in, and boom! there it is, mocking me.  

Anyways, enough drama.  I'll continue working on this over the next couple weeks; I just need to decide which parts go in which nodes. Right now they're all set to the same node, albeit in four parts. 

Link to comment
Share on other sites

  On 3/24/2019 at 10:22 PM, Beetlecat said:

Cool --

I'll have a more time tomorrow evening, and make a better point of IDing parts and quirks/errors.

The part I was having the most fun/trouble with was the "Structural Boom" (in Aero/tailBoom). Turns out it has two attachment points due to two part size variants (via firespitter?). It still doesn't like being attached in a rear-facing manner, preferring instead to be clipped entirely through a craft instead. Maybe the attachment point is inverted.

I'd love to learn more about this stuff. Is that controlled in the cfg, or in the mu itself?

Expand  

If you feel it's necessary, feel free to post pics and vids to show your point

 

Link to comment
Share on other sites

  On 3/24/2019 at 10:22 PM, Beetlecat said:

Cool --

I'll have a more time tomorrow evening, and make a better point of IDing parts and quirks/errors.

The part I was having the most fun/trouble with was the "Structural Boom" (in Aero/tailBoom). Turns out it has two attachment points due to two part size variants (via firespitter?). It still doesn't like being attached in a rear-facing manner, preferring instead to be clipped entirely through a craft instead. Maybe the attachment point is inverted.

I'd love to learn more about this stuff. Is that controlled in the cfg, or in the mu itself?

Expand  

Still waiting for a list, if you aren't going to be able to, please let me know 

Link to comment
Share on other sites

Apologies -- I haven't been able to fire up KSP in a number of days.

The only part I was able to confirm had issues was the above-mentioned part located in /Aero/tailBoom that wants to attach facing the wrong way. The dual attachment points are indeed just to allow the different lengths of variants.

Link to comment
Share on other sites

  On 4/1/2019 at 7:51 PM, Beetlecat said:

Apologies -- I haven't been able to fire up KSP in a number of days.

The only part I was able to confirm had issues was the above-mentioned part located in /Aero/tailBoom that wants to attach facing the wrong way. The dual attachment points are indeed just to allow the different lengths of variants.

Expand  

Ok, I'll use the B9PartSwitcher to control them if I can.  

Link to comment
Share on other sites

  • 1 month later...
  On 3/25/2019 at 8:33 PM, PDelta41 said:

Okay, somehow I missed the part where you explicitly said "Here is a CSV file".  I had copy-pasted it to notepad and was futsing with it before I realized that the items were nicely separated by commas, spaces and hard returns, and that I could save it as a .CSV and it'd be easier to play with (which I did).  Then, this morning, I log back in, and boom! there it is, mocking me.  

Anyways, enough drama.  I'll continue working on this over the next couple weeks; I just need to decide which parts go in which nodes. Right now they're all set to the same node, albeit in four parts. 

Expand  

Hi, do you have any update on this?

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...