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Mechanical Mouse Industries Development Thread.


Dani-Sang

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Habitation plugin sounds like what I want to develop for KOSMOS for 1 month now...

Just need to get through the final class tests.

Why not create a Plugin that works for everything?

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Because that plugin would be unnecessarily large, especially if you weren\'t using all of it and wouldn\'t allow for easy removal unneeded functions of the module if Squad integrates that feature directly into the program.

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Because that plugin would be unnecessarily large, especially if you weren\'t using all of it and wouldn\'t allow for easy removal unneeded functions of the module if Squad integrates that feature directly into the program.

Unnecessarily large? You mean writing it? (thats lazy), can\'t be big in filesize. I mean, PowerTech has so many features and it is well documented and all. Don\'t see the problem.

uhuhuh :w00t: can´t wait to fill my Orbit with this thinks :D :hailprobe:

Thx :D

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Oh, and I can\'t forget - this is my new satellite kit. Sorry Nova, but I think I like these parts a little better, even though I\'ll probably do a little mixing and matching occasionally since the textures seem close enough. :)

BTW, don\'t forget the Fixed Camera module for your telescope and any probe cameras. :)

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Unnecessarily large? You mean writing it? (thats lazy), can\'t be big in filesize. I mean, PowerTech has so many features and it is well documented and all. Don\'t see the problem.

Don\'t see it either. Take MuMechLib as an example, it contains a lot of part types that haven\'t even been used in an add-on yet. They aren\'t documented either.

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Unnecessarily large? You mean writing it? (thats lazy), can\'t be big in filesize. I mean, PowerTech has so many features and it is well documented and all. Don\'t see the problem.

Thx :D

I\'m saying that if someone did an 'all-in-one' module that did everything that the existing modules do together, it\'d be big (in lines of code, not necessarily in memory take-up) and that\'d make it unwieldy to manage. Keeping modules separated into functional groups makes it easier for both the programmers and users to manage them so that (for example) if auto-orientation becomes part of 0.17, then you can remove PowerTech for the most part and release a new version that uses the in-built animation/orientation code. But if it\'s part of a module that does everything of PowerTech, ElectricalEnergy, Zyogene, MuMech, and your own stuff, then you have to go in, find just those parts of the code related to auto-orientation of parts and remove it which might cause other problems in other areas of the module if there are calls to that code from elsewhere.

My point is that for the size of modules, the quantity of them shouldn\'t be a major concern for users because it simplifies the management of the modules for both developers and users as the program continues to evolve.

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Unnecessarily large? You mean writing it? (thats lazy), can\'t be big in filesize. I mean, PowerTech has so many features and it is well documented and all. Don\'t see the problem.

Thx :D

Is it possible that you can make it like Dynasat Satellites (Deploy -> Go to Tracking Station and it shows it as Active Vessel not as Debri) ?

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I\'m saying that if someone did an 'all-in-one' module that did everything that the existing modules do together, it\'d be big (in lines of code, not necessarily in memory take-up) and that\'d make it unwieldy to manage. Keeping modules separated into functional groups makes it easier for both the programmers and users to manage them so that (for example) if auto-orientation becomes part of 0.17, then you can remove PowerTech for the most part and release a new version that uses the in-built animation/orientation code. But if it\'s part of a module that does everything of PowerTech, ElectricalEnergy, Zyogene, MuMech, and your own stuff, then you have to go in, find just those parts of the code related to auto-orientation of parts and remove it which might cause other problems in other areas of the module if there are calls to that code from elsewhere.

My point is that for the size of modules, the quantity of them shouldn\'t be a major concern for users because it simplifies the management of the modules for both developers and users as the program continues to evolve.

Don\'t worry about it, it is not that 1 module will get all the coding or something like that. Each module will do a specific job (very maybe 2), notting more.

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I\'m going to make some adjustments.

- One of the Landing Legs (big one) (dislike it very much)

+ 2 Lights to Light up Spacecraft

+ 1 or 2 modules to put upon your rocket to safely transport satellites

+ Test Satellite to pre-release 1.6 and test textures, lights and animations.

Revisit:

* The Telescope and Extreme Large Satellite will get a model overhaul

* Textures will be redone to get more detail but with less pixels 8)

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Consider redesigning the ínternal landing legs as well. It may be the angle of the render, but they seem to be just long enough for the smallest rocket motor. Larger rocket engines extend probably more than the landing legs. Consider a 3 part leg instead of a 2 part leg.

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Consider redesigning the ínternal landing legs as well. It may be the angle of the render, but they seem to be just long enough for the smallest rocket motor. Larger rocket engines extend probably more than the landing legs. Consider a 3 part leg instead of a 2 part leg.

It is also meaned for small rockets. This is a satellite equipment pack, not a rocket pack. For the big engines you got the other landing legs which you can use. Maybe in the future I will look into bigger landing legs. Your suggestion is noted.

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My only suggestion is that you might want to have the aperture on that telescope be on the other end, and have the extending part be the back; typically, you want the aperture of the scope to be as wide as possible. It looks cool the way it is, but just a thought.

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My only suggestion is that you might want to have the aperture on that telescope be on the other end, and have the extending part be the back; typically, you want the aperture of the scope to be as wide as possible. It looks cool the way it is, but just a thought.

You are right, it was already getting a revisit, won\'t be in reverse, but it will look more realistic.

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I like the idea of a habitation module!

Food,

water

oxygen and so on, right?

It would be awesome for space or mun stations!

Pretty much and will make stuff a lot harder. Just need to 'understand' how plugins work and let other people create it. But first things first and get this satellite pack out.

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It is also meaned for small rockets. This is a satellite equipment pack, not a rocket pack. For the big engines you got the other landing legs which you can use. Maybe in the future I will look into bigger landing legs. Your suggestion is noted.

O.K., your the designer. Only .... what does a satelite do with landinglegs?

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It´s like a probe. It´s a step for the future parts.

Yeap, pretty much. I consider a landing probe also as a part of the satellite pack since you can\'t really call it a rocked or a manned aircraft. Doesn\'t stop you from using for your other craft that aren\'t satellites. Whole idea is that after satellites I will move up to habitation which will include larger landing legs and large stuff, but don\'t have to re-create solar panels for it.

So my work progress is like this:

- Build Everything what is need for Satellites (and probes)

- '' '' Habitation

- '' '' Whatever

- '' '' Whatever 2

They will be big satellites/probes because the hull diameter will be 1m (or 2,5 if you think of 1.6), but that has all to do ones again with:

- Ability to use the modules for other purpose on other packs or future packs

- No pain to deal with extreme small parts (like the pho.. something)

I hope you understand :D

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