Overland Posted February 16, 2016 Share Posted February 16, 2016 Thanks.. If I didnt say already..its a great model and mod..really adds atmosphere.. Brightness is an issue yeah but as a whole its a really great mod Most trains I drive or want to model has one in real life so its a very welcome part Link to comment Share on other sites More sharing options...
Azimech Posted February 16, 2016 Share Posted February 16, 2016 On 15-2-2016 at 8:27 PM, sumghai said: I'll look into tweaking the light intensity and range when I revisit this project in the future. That would be terrific, for building a lighthouse. I once tweaked Aviation Lights and it was visible for several klicks. Link to comment Share on other sites More sharing options...
Bluebottle Posted March 13, 2016 Share Posted March 13, 2016 On 16/02/2016 at 4:02 AM, Azimech said: That would be terrific, for building a lighthouse. I once tweaked Aviation Lights and it was visible for several klicks. I'd love to know what that tweak was: I'm using them for landing pad strobes and could do with better visibility. Link to comment Share on other sites More sharing options...
Rigel Agar Posted March 29, 2016 Share Posted March 29, 2016 sdhi? can i post this mod to the spacedock for you? or you are planning to post it in there. Link to comment Share on other sites More sharing options...
nli2work Posted March 29, 2016 Share Posted March 29, 2016 (edited) well, here's a hacky way to get the light to stop spinning when you run out of EC... Two anim clips. One set to auto-play + loop, this spins the light when it's on. dup the spinning mesh, this is the non-spinning version when off. Both of these are children of object that hosts toggle Anim. Toggle Anim that switches the scale between the spinning/non-spinning bits. When on, spinning bit is scaled up so visible and non-spinning is scaled to 0. when off, the other way around. ModuleLight in the part config is linked to the toggleAnim... when light is on, spinning bit spins, light component on/off animated as normal. when your run out of EC, ModuleLight automatically shuts off, and so switches visible mesh to the non-spinning bit. Alternatively you can have a retracting spinny light, and just hide the spinning bit when the EC is depleted. There's no spinup/down time, the switch has to be instantaneous; and the light always "stops" at the same spot. also spins at the same rate no matter the time warp (but I think ModuleAnimationGroup is the same). upside is it's easy... since you already got the assets, it'd take about 10 min to get it running in game. Edited March 29, 2016 by nli2work Link to comment Share on other sites More sharing options...
sumghai Posted March 29, 2016 Author Share Posted March 29, 2016 2 hours ago, Rigel Agar said: sdhi? can i post this mod to the spacedock for you? or you are planning to post it in there. Short Answer: No, please don't. Long Answer: Technically speaking, the licence I'm using allows rehosting, but I personally don't like KerbalStuff, SpaceDock or any "community-run" hosts, and would prefer you NOT to repost my work there. I reserve the right to permanently refuse to provide support for anyone who downloads my add-ons from places other than GitHub and CurseForge. Also, please call me sumghai. SDHI is just one of three in-game manufacturers/agencies I use for my add-ons. 1 hour ago, nli2work said: well, here's a hacky way to get the light to stop spinning when you run out of EC... Two anim clips. One set to auto-play + loop, this spins the light when it's on. dup the spinning mesh, this is the non-spinning version when off. Both of these are children of object that hosts toggle Anim. Toggle Anim that switches the scale between the spinning/non-spinning bits. When on, spinning bit is scaled up so visible and non-spinning is scaled to 0. when off, the other way around. ModuleLight in the part config is linked to the toggleAnim... when light is on, spinning bit spins, light component on/off animated as normal. when your run out of EC, ModuleLight automatically shuts off, and so switches visible mesh to the non-spinning bit. Alternatively you can have a retracting spinny light, and just hide the spinning bit when the EC is depleted. There's no spinup/down time, the switch has to be instantaneous; and the light always "stops" at the same spot. also spins at the same rate no matter the time warp (but I think ModuleAnimationGroup is the same). upside is it's easy... since you already got the assets, it'd take about 10 min to get it running in game. A very hacky way indeed, but one worthy of further investigation. Thanks for the tip! Link to comment Share on other sites More sharing options...
Rigel Agar Posted March 29, 2016 Share Posted March 29, 2016 17 hours ago, sumghai said: Short Answer: No, please don't. Long Answer: Technically speaking, the licence I'm using allows rehosting, but I personally don't like KerbalStuff, SpaceDock or any "community-run" hosts, and would prefer you NOT to repost my work there. I reserve the right to permanently refuse to provide support for anyone who downloads my add-ons from places other than GitHub and CurseForge. Also, please call me sumghai. SDHI is just one of three in-game manufacturers/agencies I use for my add-ons. A very hacky way indeed, but one worthy of further investigation. Thanks for the tip! ok sir thanks for your reply. im just questioning you if that happens to you, some people tell that so be aware. But nice mod though with siren mod Link to comment Share on other sites More sharing options...
TheCardinal Posted March 31, 2016 Share Posted March 31, 2016 (edited) I can remember requesting such a mod several years ago.Thank you for creating it! I don't consider that it keeps on working even when the power is depleted a big problem (on the contrary). It probably isn't easy to realise but could you make the rotationspeed customisable? It's quite adequate for terrestrial vehicles where the main function is attracting the attention/warning bystanders for the vehicles. In space it rotates too fast for my liking. Half the speed would probably be more reasonable as it distracts too much i.m.h.o. Nevertheless i will be one of my default mods from now on Edit: I made my comments on the basis of the video. Using it in KSP made it clear that the rotation speed is perfect. I'm very exited with this mod. Wow, I wish i could have had this sooner! . Edited March 31, 2016 by TheCardinal Link to comment Share on other sites More sharing options...
sumghai Posted April 7, 2016 Author Share Posted April 7, 2016 V1.0-Beta-2 is now available - see first post for download link 1.0-BETA-2 - 8 April 2016 --------------------------- Changes / Fixes: - Second (beta) release - Re-implemented toggling and looping behaviour using stock ModuleLight - Strobes now automatically shut off on ElectricCharge depletion Bugs/Known Issues: - Strobe model center of origin and surface attachment behavior needs tweaking - Part search tags are missing This updated beta is compatible with both KSP 1.0.5 and the 1.1 prerelease, so have fun! (Special thanks for @nli2work for helping me get looped animations and automatic shutdown working with just ModuleLight) Link to comment Share on other sites More sharing options...
V8jester Posted April 8, 2016 Share Posted April 8, 2016 3 hours ago, sumghai said: V1.0-Beta-2 is now available - see first post for download link ..... Thanks @sumghai Link to comment Share on other sites More sharing options...
Puggonaut Posted April 8, 2016 Share Posted April 8, 2016 (edited) Duna Disco is Open "Bring friends an Booze coz the atmosphere sucks" Edited April 8, 2016 by Puggonaut 2 Link to comment Share on other sites More sharing options...
StoryMusgrave Posted April 13, 2016 Share Posted April 13, 2016 Awesome idea. Well done. Link to comment Share on other sites More sharing options...
Leandro Basi Posted April 22, 2016 Share Posted April 22, 2016 Very useful mod! Very helpful in dark sides of kerbin and other planets to construct stations, dockings, rescues, and then to make game more dramatic. and beautiful. Thanks! Link to comment Share on other sites More sharing options...
_Augustus_ Posted April 22, 2016 Share Posted April 22, 2016 On 4/8/2016 at 2:47 PM, Puggonaut said: Duna Disco is Open "Bring friends an Booze coz the atmosphere sucks" Just awesome... Link to comment Share on other sites More sharing options...
sumghai Posted April 23, 2016 Author Share Posted April 23, 2016 Closing as release thread is now up. Link to comment Share on other sites More sharing options...
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