Jump to content

[WIP] Yeti Space Program - Modular Space Blocks [Alpha2 Available]


LukeTheYeti

Recommended Posts

Hi! I finally decided to make a KSP mod: a series of modular hull sections, command pods, engines, and adapters designed to be fit together to make big blocky sci-fi spacecraft. I'm pretty good with computers but need a lot of help with things like How to Use Tweakscale and Which Texture/Mesh Switch Mod to Use and What The Heck Do All These Thermal Values Mean.

A wiki and downloads can be found here.

Available Parts:

Current plan:

7 hull types, 3 standard lengths, mesh switch and fuel switch, cargo bays and science bays and large crewed sections to carry way too many kerbals to the stars. There will also be SAS, RCS, electricity generation and storage, communications, and radiator parts. 

Each hull type will have an engine mount for multiples of 1.25 and 2.5 engines, and a unique engine of some sort. Unique engines will be powerful, end game type contraptions that will propel your giant space monstrosities to the stars. 

Most of the hull types will have a unique command pod with IVA etc. Types without command pods will have end caps, and some hull types will have both.

Just about everything you could imagine, including stock adapters. 

 

Current Timeline:

Alpha 1

Done

1 Hull Series (Hex)

Command Pod, LFO Tanks, Engine Mount, LFO Cone, Engine

 

Alpha 2

Done

+1 Hull Series (2x1)

+Crew Modules (with custom science!)

+IVA Hatches

+SAS Modules

+2x1>Hex Adaptors

Slightly better models and textures

Better engine effects

 

Beta Releases

Later

+All Hull series

+Science modules

+IVA for crewed parts

+Cargo Bays

+RCS parts

+Comm parts

+Size 2 parts

+Radiators

Engine heat effects

Better engine effects

Nice models and textures

Mod support (Fuel Switch, TweakScale)

 

 

Thanks for looking and for any help you can give along the way!

 

License:

This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/.

 

 

Edited by LukeTheYeti
updates
Link to comment
Share on other sites

On 2/16/2016 at 11:05 PM, Badsector said:

I like the idea (sci-fi forever) but you have see LLL ?

You can do a complete different package or make compatible parts for expand LLL

Yah LLL and B9 are 2 of my favorite mods, I love building huge blocky scifi ships. I want to build something kind of in between them in terms of style and functionality.

 

I updated the original post with pictures of the different hull types and a few other pieces. Everything is super basic right now just to see if the shapes and the modular pieces work ;) Should have some time this weekend to read a bit about Unity and Part tools and maybe draw a bit!

Link to comment
Share on other sites

7 minutes ago, LukeTheYeti said:

Yah LLL and B9 are 2 of my favorite mods, I love building huge blocky scifi ships. I want to build something kind of in between them in terms of style and functionality.

I like them both too, but them are a bit to large and with a lot of parts, if you still handy enough for compact the package this mod can become a good alternative for user like me.

I watch forward for your work

Regards

Luca

Link to comment
Share on other sites

  • 3 weeks later...

I always loved LLL for the boxy designs... while still keeping them aesthetically pleasing for boxes... but it got really cluttered with all the parts that were simply clones of other parts, or cases where some of them had shared models and others didn't, and texture issues (resolution, detail, lined-up seams and such) and I could never really seem to make sense of it all.  I like this idea of a new entry into the sci-fi box style.

Edited by Gaalidas
Link to comment
Share on other sites

On 3/3/2016 at 11:42 AM, Gaalidas said:

I always loved LLL for the boxy designs... while still keeping them aesthetically pleasing for boxes... but it got really cluttered with all the parts that were simply clones of other parts, or cases where some of them had shared models and others didn't, and texture issues (resolution, detail, lined-up seams and such) and I could never really seem to make sense of it all.  I like this idea of a new entry into the sci-fi box style.

Yeah same here, I'm hoping to make something that will let you make big, aesthetically pleasing boxes without overloading you with parts.

On 3/3/2016 at 11:48 AM, akron said:

Those are cool! Can't wait to see your textured results.

Thanks! I've put some basic textures on the parts so I could load them into the game but they really look ridiculous, and will continue to do so for a while :wink:. I'm focusing on getting things into the game and working and wont be spending too much more time on Models and Textures until I have figured out a lot more of the tech.

On 3/3/2016 at 2:24 PM, 123nick said:

is the 2x1 and 1x1 the same size or shape as the LLL 1x1 and 2x1?

Almost, they're a bit bigger than the LLL parts and the beveled edges are wider but they're the same general size and shape.



Also, good news everyone:  I'm almost ready to release Alpha 1! There's a few issues I'm still working through but the files are available for download on Github if you want to screw around with them (mods: I don't have a license yet. Let me know if I'm gonna get in trouble and I'll get that taken care ASAP).

 

Alpha 1:

Hex Series Hull in Short, Medium, Long sizes.

Hex End Cap

Hex Command Pod (temporarily uses the MKIV IVA and has two less crew capacity because of this)

Hex Engine Mount

Hex Engine

 

Blocking Issues:

Engine and Engine Mount pieces generate electricity with the same cfg lines as the small nuclear radiator, and therefore don't generate hardly any heat. If anyone could help me understand the thermal sections of the configs that'd be incredibly helpful.

Engine does not consume electricity, just LFO. I should be able to figure this out but would love any help to fix this faster.

Minor issues with the placement nodes on the Engine Mount.

 

As soon as these are resolved I'll be comfortable saying this is worth playing with :)

 

Thanks again!

 

Edited by LukeTheYeti
Link to comment
Share on other sites

@Badsector Here's the Git repo, and here's the cfg for the Engine:

 

Spoiler

PART
{
    name = HexEngine
    module = Part
    author = LukeTheYeti
    mesh = HexEngineModel
    rescaleFactor = 1.25
    node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
    fx_exhaustFlame_blue = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running
    fx_exhaustLight_blue = 0.0, -2, 0.0, 0.0, 0.0, 1.0, running
    fx_smokeTrail_light = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running
    fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout
    sound_vent_medium = engage
    sound_rocket_hard = running
    sound_vent_soft = disengage
    sound_explosion_low = flameout
    TechRequired = heavierRocketry
    entryCost = 
    cost = 
    category = Engine
    subcategory = 0
    title = Hex Engine
    manufacturer = Yeti Space Industries
    description = Something happened during a power storm and one of our normal reactors transformed into some sort of fusion engine. It produces altogether too much power for normal purposes but just the right amount to turn rocket power into pure thrust.
    attachRules = 1,0,1,0,0
    Mass = 25
    heatConductivity = 0.06
    skinInternalConductionMult = 4.0
    emissiveConstant = 0.8
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 7
    breakingForce = 200
    breakingTorque = 200
    maxTemp = 2000 // = 3600
    bulkheadProfiles = size4
    MODULE
    {
        name = ModuleEngines
        thrustVectorTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 1750
        heatProduction = 500
        fxOffset = 0, 0, 1.5
        EngineType = LiquidFuel
        PROPELLANT
        {
            name = LiquidFuel
            ratio = 0.9
            DrawGauge = True
        }
        PROPELLANT
        {
            name = Oxidizer
            ratio = 1.1
        }
        atmosphereCurve
        {
            key = 0 600
            key = 1 300
            key = 9 0.001
        }
    }    
    MODULE
    {
        name = ModuleGimbal
        gimbalTransformName = thrustTransform
        gimbalRange = 2
    }
    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = overheat
        responseSpeed = 0.001
        dependOnEngineState = True
        dependOnThrottle = True
    }
    MODULE
    {
        name = ModuleSurfaceFX
        thrustProviderModuleIndex = 0
        fxMax = 0.8
        maxDistance = 50
        falloff = 1.8
        thrustTransformName = thrustTransform
    }
    EFFECTS
    {
        Thrust
        {
            AUDIO
            {
                clip = Squad/Sounds/sound_rocket_mini
                volume = 0.0 0.0
                volume = 1.0 1.0
                pitch = 0.0 0.8
                pitch = 1.0 1.0
                loop = true
            }
        }
    }
    RESOURCE    
        {
            name = ElectricCharge
            amount  = 400
            maxAmount = 400
        }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
    OUTPUT_RESOURCE
    {
        name = ElectricCharge
        rate = 200
    }
    }
    MODULE
    {
        name = ModuleCoreHeat
        CoreTempGoal = 350                    //Internal temp goal - we don't transfer till we hit this point
        CoreToPartRatio = 0.1                //Scale back cooling if the part is this % of core temp
        CoreTempGoalAdjustment = 0            //Dynamic goal adjustment
        CoreEnergyMultiplier = 0.01            //What percentage of our core energy do we transfer to the part
        HeatRadiantMultiplier = 0.01            //If the core is hotter, how much heat radiates?
        CoolingRadiantMultiplier = 0        //If the core is colder, how much radiates?
        HeatTransferMultiplier = 0            //If the part is hotter, how much heat transfers in?
        CoolantTransferMultiplier = 0        //If the part is colder, how much of our energy can we transfer?
        radiatorCoolingFactor = 0            //How much energy we pull from core with an active radiator?  >= 1
        radiatorHeatingFactor = 0            //How much energy we push to the active radiator
        MaxCalculationWarp = 1000            //Based on how dramatic the changes are, this is the max rate of change
        CoreShutdownTemp = 10000            //At what core temperature do we shut down all generators on this part?
        MaxCoolant = 0                        //Maximum amount of radiator capacity we can consume - 2500 = 1 small
        PassiveEnergy
        {
            key = 0     25000
            key = 200     10000
            key = 250     50        
            key = 300    25
            key = 350    0
        }
    }


    MODULE
    {
        name = ModuleTestSubject
        useStaging = True
        useEvent = True
        situationMask = 127
        CONSTRAINT
        {
            type = REPEATABILITY
            value = ALWAYS
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = REPEATABILITY
            value = BODYANDSITUATION
            prestige = Significant
        }
        CONSTRAINT
        {
            type = REPEATABILITY
            value = ONCEPERPART
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = GT
            value = 4000
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = LT
            value = 8000
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = GT
            value = 2000
            prestige = Significant
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = LT
            value = 4000
            prestige = Significant
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = GT
            value = 1000
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = LT
            value = 2000
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = ALTITUDE
            test = GT
            value = 0 // this just registers altitude as something to care about
            situationMask = 8
        }
        CONSTRAINT
        {
            type = ALTITUDE
            test = LT
            value = 300000
            situationMask = 16
            body = _NotSun
        }
        CONSTRAINT
        {
            type = ALTITUDE
            test = LT
            value = 600000
            situationMask = 32
            body = _NotSun
        }
        CONSTRAINT
        {
            type = SPEED
            test = GT
            value = 0
            situationMask = 8
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = SPEED
            test = LT
            value = 600
            situationMask = 8
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = SPEED
            test = GT
            value = 300
            situationMask = 8
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEED
            test = LT
            value = 1200
            situationMask = 8
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEED
            test = GT
            value = 600
            situationMask = 8
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = SPEED
            test = LT
            value = 2500
            situationMask = 8
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = LT
            value = 200
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = GT
            value = 100
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = LT
            value = 100
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = GT
            value = 50
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = LT
            value = 50
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = GT
            value = 20
            prestige = Exceptional
        }
    }
}

The section I don't understand is:

 MODULE
    {
        name = ModuleCoreHeat
        CoreTempGoal = 350                    //Internal temp goal - we don't transfer till we hit this point
        CoreToPartRatio = 0.1                //Scale back cooling if the part is this % of core temp
        CoreTempGoalAdjustment = 0            //Dynamic goal adjustment
        CoreEnergyMultiplier = 0.01            //What percentage of our core energy do we transfer to the part
        HeatRadiantMultiplier = 0.01            //If the core is hotter, how much heat radiates?
        CoolingRadiantMultiplier = 0        //If the core is colder, how much radiates?
        HeatTransferMultiplier = 0            //If the part is hotter, how much heat transfers in?
        CoolantTransferMultiplier = 0        //If the part is colder, how much of our energy can we transfer?
        radiatorCoolingFactor = 0            //How much energy we pull from core with an active radiator?  >= 1
        radiatorHeatingFactor = 0            //How much energy we push to the active radiator
        MaxCalculationWarp = 1000            //Based on how dramatic the changes are, this is the max rate of change
        CoreShutdownTemp = 10000            //At what core temperature do we shut down all generators on this part?
        MaxCoolant = 0                        //Maximum amount of radiator capacity we can consume - 2500 = 1 small
        PassiveEnergy
        {
            key = 0     25000
            key = 200     10000
            key = 250     50        
            key = 300    25
            key = 350    0
        }

The biggest thing I don't understand is the PassiveEnergy section and what part actually tells the part to generate heat. I want the engine to need less than a large radiator when generating, and more than 2 large radiators when the engine is running (I bumped the heat production from the engine module to 500, might not be enough, I have to check the values in the nuke engine).

Also, in the engine module, can I just add Electric Charge as a propellant or do I need to change the EngineType to something other than electric engine?

Thanks for any info you can give!

 

Also huge thank you to Nertea and the B9 team for commenting the configs in your mods! Saved me a few hours of bashing my head against the wall.

Link to comment
Share on other sites

  • 2 weeks later...

Alpha 1 has been released! Nothing major but the configs are almost where I want them and everything is functional.

The generators in the engines and the engine mounts run on Xenon gas and are activated by Rclick. Other than that everything should be pretty straightforward. Let me know if you find anything weird or broken!

 

 

Current issues:

IVA view is rotated 180

Generators are too easy to cool.

Generators use xenon too quickly.

Link to comment
Share on other sites

  • 2 weeks later...

Heat mechanics are mostly working now! Some values are still off but the functionality is still there, built a test stand so I could run things at length and see how much it heats up. Should be able to get some new parts in the game this weekend too.

 

 

Link to comment
Share on other sites

  • 1 month later...
  • 2 weeks later...

Things are pretty much working as intended at this point. All of the crew parts have their own science functionality now and all the 2x1 parts are in the game. There's still no EVA hatches but oh well :)  Here's Alpha 2!

 

Known issues:

Attachment nodes are slightly off.

Engine mount nodes dont have symmetry.

Engines don't flame out when out of electricity.

No eva hatches.

Textures are still bad.

 

 

Edited by LukeTheYeti
updates
Link to comment
Share on other sites

  • 1 month later...
18 minutes ago, 123nick said:

i am excited too see how this develops :) its similiar too LLL in nature

 

Thanks!  I've been working on this here and there, redesigning parts and trying to decide on a final look.  Nothing really worth showing yet but I should have some stuff soon.

Link to comment
Share on other sites

  • 3 weeks later...
On 7/29/2016 at 10:55 PM, Badsector said:

Nice sci-fi design, see if you like this radiator , the model can be easy modified if you like it

RSLqVFE.jpg

Regards

Thanks for the offer! Radiators are a ways down the line but thats definitely what those are. I've been looking at a lot of Homeworld ships lately and lifted this shape from them :wink:  I've been trying a bunch of different ways of making the basic shapes more interesting so I'm keeping a lot of things really blocky and simple.

Link to comment
Share on other sites

21 hours ago, LukeTheYeti said:

Thanks for the offer! Radiators are a ways down the line but thats definitely what those are. I've been looking at a lot of Homeworld ships lately and lifted this shape from them :wink:  I've been trying a bunch of different ways of making the basic shapes more interesting so I'm keeping a lot of things really blocky and simple.

See your linked ship have give me one hint, less symmetrical (UP/DOWN) can give a more interesting shape, hexagonal Up  and down squared with windows and hatch can make a beautiful crew section.

When i have some time i sketch something

Regards

Luca

Link to comment
Share on other sites

53 minutes ago, Badsector said:

See your linked ship have give me one hint, less symmetrical (UP/DOWN) can give a more interesting shape, hexagonal Up  and down squared with windows and hatch can make a beautiful crew section.

When i have some time i sketch something

Regards

Luca

I'd love to see a sketch of what you're thinking about!

Symmetry gives me a bit of a headache, I want to keep all the base parts symmetrical so that the center of mass will keep in line with thrust but a lot of the Homeworld ships I'm looking at lose the up/down symmetry. Really strong reaction wheels could make up for some of this but I'd rather not make something that I know is going to be difficult to balance. The Thex hull drives me crazy because I like the asymmetric shape but dislike faking where the center of mass is for gameplay reasons. I may eventually phase it out and replace it with something else like a triangular hull cross section or an "I" shape.

 

One thing that I think about a lot when looking at scifi ships is that in the future there may be enough technology laying around to allow you to make an asymmetrical ship with off center thrust and counter it with some sort of handwavium, but what sort of engineer would do that instead of a simpler design that requires a smaller budget for handwavium?

Link to comment
Share on other sites

On ‎8‎/‎3‎/‎2016 at 9:27 AM, Badsector said:

Simple sketch for a crew section

K2XmGJx.jpg

at the bottom you can add handrails, cables or everithing you like

I see what you're talking about. I'm currently planning on keeping the Hex and 2x1 cross sections symmetrical in top/bottom and left/right so that they can be used to make ships in either portrait or landscape orientation equally well. The Thex and Ahex sections will only be symmetrical in left/right so they'll look more like your sketch. 

I actually got a decent amount of work done last night so I should be replacing the album in the first post that lists all the parts I'm planning. Soon :wink:

 

 

Link to comment
Share on other sites

  • 2 weeks later...

Took a short break from No Mans Sky and made a quick update album. Imgur albums on the forum appear to be experiencing difficulty, so here's a link.

A lot of parts are still pretty blocky (engines, engine mounts) but the general shapes are there.

Not shown: Communication, radiators, radial bridges.

 

 

 

Edited by LukeTheYeti
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...