TiktaalikDreaming Posted December 1, 2016 Share Posted December 1, 2016 (edited) The dev for this is all over in the WIP forum topic Now, while this is still a work in progress, that's because the planned part list is large. Apart from some tidy up on IVAs, and some frustrating issues with a few things like antenna, these parts are done and ready for release. As a release version, I will also endeavour to not change any existing part in such a way as to break anyone's game or block loading craft that use the parts. Other than that, there's still a heap of work to do. So, what is it? It's basically a way of making larger pods. Not by providing any giant pods, but by providing a set of floors/stories to pods to add onto the existing pods. Mainly the Mk1-2pod (the same idea has already been embarked on in the M.O.L.E. mod for the Mk1 pod, to a large degree, and I don't intend to duplicate someone else's work). So, each module will be roughly as tall as the Mk1-2Pod, and go from a size N to Size N+1. So far, I've mostly just done size 2 to size 3. So there's now a use for that 3.75m heatshield.The only part that isn't like that so far isn't very usable, as I haven't added 5m heat shields. Somehow during dev, integrated heatshields and aeroplug engines snuck into the mix. These are inspired by the ROMBUS/PEGASUS/etc plans of Doulgas Aerospace. So far, there's three flavours. The simplest is a standard heat shield with an ablative surface, used as the base of an aeroplug (truncated aerospike) engine that forms the whole base of the craft. Then there's a monopropellant variant. And a more Romboid edition following the Douglas/Bono plan where liquid fuel (in RL was to have been liquid hydrogen) is circulated around the base and bled off so it acted to carry away the heat. The parts in the first release are basically a teaser for what I'm aiming at for a series of sizes. The eventual goal was to get to size 8 (10m), and hopefully I'll get there. Working from small to large means it'll be useful all along though. Release Versions (tested, etc) Download link (updated to 1.0.2) Work in Progress versions at https://github.com/TiktaalikDreaming/ModPods/releases Wildly beta, untested, sometimes me just syncing stuff from laptop to desktop or vice versa; https://github.com/TiktaalikDreaming/ModPods Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) KottabosGames did up a nice we preview; Now, I'm going to paste a pic for each of the parts, because album support in the forum is still cactus. Sorry, kaktus. KNOWN ISSUES: Antenna. Sometimes they work sometimes they don't. But I get the same with the internal antenna on the mk1-2pod so it might just be me not knowing how antennas work in 1.2. Antenna type changed to Direct rather than INTERNAL, and most issues seem to have gone away. I'm not 100% sure though, so if you have any data transmission issues with them, please let me know. Several IVA props are not yet textured. I know. I wish there was as much freely available image material for them all as for the fire extinguisher, but alas. I will get there. The two IVAs are not complete. The textures are incomplete on both, and the science lab is still quite sparse. AKA, it needs MOAR stuff! I get a bewildering weirdness with one of the ladders on the Science lab. It's bewildering as it doesn't affect the crew module, which has the same ladder. And it's not the ladder that passes over the science bay door. There's some issues with transmitting science stored in the science lab. Probably to do with the module ordering, or possibly a conflict between the many overlapping functions. I'm having some fun trying to nail down what might be causing that. NOTE: I've shifted the props out to their own mod for a couple of reasons. This permits me to re-use the props in the MEM mod, and having duplicates was annoying. And this allows anyone else doing IVAs access to the props as a separate package. See Edited November 7, 2018 by TiktaalikDreaming Update version Link to comment Share on other sites More sharing options...
CarnageINC Posted December 1, 2016 Share Posted December 1, 2016 WOW! Very nice looking mod, I'm gonna give it a try, looks very useful! Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted December 1, 2016 Author Share Posted December 1, 2016 9 minutes ago, CarnageINC said: WOW! Very nice looking mod, I'm gonna give it a try, looks very useful! Thanks. It's been my first mod that I've aimed at a stock look, and it's been a learning experience. :-) Link to comment Share on other sites More sharing options...
Dafni Posted December 1, 2016 Share Posted December 1, 2016 Very nice looking parts. The textures are awesome, you nailed that stock look pretty well. Great job! Link to comment Share on other sites More sharing options...
Li0n Posted December 1, 2016 Share Posted December 1, 2016 1 hour ago, TiktaalikDreaming said: Love this one (the others too) It don't seems to be on you todo list but would you consider doing a pod extension that's not conical ? Like a short 2.5m sleeping compartment for 1 or 2 Kerbals ? I could really use it as lately my rockets tends to grow to fast to a 3.75 size. Anyway thanks for the hard work. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted December 1, 2016 Author Share Posted December 1, 2016 26 minutes ago, Li0n said: Love this one (the others too) It don't seems to be on you todo list but would you consider doing a pod extension that's not conical ? Like a short 2.5m sleeping compartment for 1 or 2 Kerbals ? I could really use it as lately my rockets tends to grow to fast to a 3.75 size. Anyway thanks for the hard work. Well, the aim was to make it possible to build a pod that would fit on top of my Nexus stack as a single conical beast with interchangeable bits. But I'm constantly tempted to add in the parts I consider missing. I'm pretty tempted to add in a 3.75m circular mono tank as well, but it doesn't quite fit. I might start a mod that's just a collection of those parts that don't quite belong anywhere, but the game sorta needs. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted December 1, 2016 Author Share Posted December 1, 2016 And as I just had a look at why those engine parts seem to be missing depth in the texture. Turns out I had the shading layer of my texture disabled when exporting. I *knew* I'd processed more texturing. :-/ So, there should be a minor update soon. Link to comment Share on other sites More sharing options...
SchwinnTropius Posted December 1, 2016 Share Posted December 1, 2016 I just like how the mk2-3 cabin comes with its own (very long) Terms of Use. Link to comment Share on other sites More sharing options...
DStaal Posted December 1, 2016 Share Posted December 1, 2016 Looking good! BTW: I think you'll need to put a statement on your license in the OP. I think you forgot it. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted December 1, 2016 Author Share Posted December 1, 2016 2 hours ago, DStaal said: Looking good! BTW: I think you'll need to put a statement on your license in the OP. I think you forgot it. <expletive> You're right. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted December 3, 2016 Author Share Posted December 3, 2016 Still tweaking IVAs. The latest update has an updated laptop and some tidy ups on a few other props. I left off the circle around the Kell logo on the back of the laptop. I'm now working on filling out the Lab workstations. At the moment, that one kerbal seems to have all the kit, scanning electron microscope and glove box, and a laptop, while the other 3 are just along for the ride. So I'll be adding some work for them. I want to make one a telescope station, probably have the one closest to the mini ISRU have a collection of chemistry bits, and so on. Also, I added a rescaled Romboid engine for the 5m size so that one part doesn't look too lonely. And fixed up the title fields, and the textures on the romboids. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted December 11, 2016 Author Share Posted December 11, 2016 I've updated again. 1.0.2. No major significant changes to anything, but I wanted to get the decouplers out there, seeing as there aren't any stock 5m ones. Also included is a WIP 3.75m-to-5m lab. That is a part where I can't make the promise not to break saved craft if you use it. Hopefully wrapping it in a "Work in Progress" image helps to make that clear. :-) Apart from that there's just a teeny bit more of the slow march towards finished IVAs. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted December 11, 2016 Author Share Posted December 11, 2016 (edited) And, just after an upload is THE BEST time to fix an issue. I have a fix for the science lab never using it's stored science. It will be included next time, but I just had my indexes wrong, because I didn't even notice there were indexes. Was 0, should be 4. MODULE { name = ModuleScienceLab containerModuleIndex = 4 K, I may have got in early enough. I've re-updated to include the science lab pointing to science container fix. Looks like 8 early adopters between updates. Sorry guys. :-( Edited December 11, 2016 by TiktaalikDreaming Link to comment Share on other sites More sharing options...
StevieC Posted December 11, 2016 Share Posted December 11, 2016 3 hours ago, TiktaalikDreaming said: And, just after an upload is THE BEST time to fix an issue. I have a fix for the science lab never using it's stored science. It will be included next time, but I just had my indexes indices wrong, because I didn't even notice there were indexes. Was 0, should be 4. MODULE { name = ModuleScienceLab containerModuleIndex = 4 K, I may have got in early enough. I've re-updated to include the science lab pointing to science container fix. Looks like 8 early adopters between updates. Sorry guys. :-( Fixed that for you (apologies, my OCD demanded it) Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted December 11, 2016 Author Share Posted December 11, 2016 And, because I've had a few questions about it, I realise I never posted my plan for which parts I'd do. So I've added that to the OP for the WIP topic. So yes, I will be doing a command pod for 3.75m-to-5m AND for 5m-to-6.25m etc etc. Ditto for all the other parts. What's not mentioned is I think I'm going to want to add some double height cargo modules. Because my land rover doesn't have enough space. Can't have that. :-) Link to comment Share on other sites More sharing options...
theJesuit Posted December 11, 2016 Share Posted December 11, 2016 Congratulations on your official release! Peace. Link to comment Share on other sites More sharing options...
SmashBrown Posted December 11, 2016 Share Posted December 11, 2016 Wow! Gonna grab these. Nice work and thanks for sharing. Link to comment Share on other sites More sharing options...
SmashBrown Posted December 16, 2016 Share Posted December 16, 2016 slight problem with the meshes when using NF parts. http:// Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted December 17, 2016 Author Share Posted December 17, 2016 5 hours ago, SmashBrown said: slight problem with the meshes when using NF parts. http:// That's because I use 36 face cones instead of 24. I find it much easier to work with. It leads to weird overlappings from time to time. I just decided I can live with that. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 12, 2017 Share Posted March 12, 2017 I'm getting the following error when loading: [Agent]: Cannot find logo scaled at url 'ModPods/Agencies/Podular_logo_scaled' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Agent]: Failed to scale the logo [ModPods/Agencies/Podular_logo] into a logoScaled. Exception: UnityEngine.UnityException: Texture 'ModPods/Agencies/Podular_logo' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels (int,int,int,int,int) at UnityEngine.Texture2D.GetPixels (Int32 miplevel) [0x00000] in <filename unknown>:0 at UnityEngine.Texture2D.GetPixels () [0x00000] in <filename unknown>:0 at Contracts.Agents.Agent..ctor (System.String name, System.String logoURL, System.String logoScaledURL) [0x00000] in <filename unknown>:0 I verified that the files were there: Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 12, 2017 Share Posted March 12, 2017 Following up on this, when I converted the files to PNG format, they loaded. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted March 12, 2017 Author Share Posted March 12, 2017 Ah, yep. I've DDSified the logos. I'll fix that. Thanks for the diagnosis. Link to comment Share on other sites More sharing options...
captinjoehenry Posted May 18, 2017 Share Posted May 18, 2017 I love this mod but the big aerospike engines have a pretty sever thrust offset that makes them nigh unusable as well as them having using just mod pod fuel tanks about 17 Gs of acceleration to start with! It is a bit excessive but not an issue but I just cannot use the engine due to the thrust offset. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted May 20, 2017 Author Share Posted May 20, 2017 On 5/18/2017 at 6:58 PM, captinjoehenry said: I love this mod but the big aerospike engines have a pretty sever thrust offset that makes them nigh unusable as well as them having using just mod pod fuel tanks about 17 Gs of acceleration to start with! It is a bit excessive but not an issue but I just cannot use the engine due to the thrust offset. Only just noticed this is in both the dev and prod threads. As discussed, this was due to limitations in the physics system vs CPU capability. Not everyone will notice it (depends on computer). Should be significantly reduced by updating to 1.0.3 which has 18 thrust vectors instead of 36. Link to comment Share on other sites More sharing options...
Cerebrate Posted May 28, 2017 Share Posted May 28, 2017 Just a heads-up: your 1.0.4 release for 1.3 compatibility won't install through CKAN: "Trying to install Modular Pods 1.0.4, but it's not downloaded or download is corrupted." The download file is there in the cache, though, and is at least a functional .zip file. Exception details given as follows: ************** Exception Text **************CKAN.FileNotFoundKraken: Trying to install ModularPods 1.0.4, but it's not downloaded or download is corrupted at CKAN.ModuleInstaller.Install(CkanModule module, String filename) at CKAN.ModuleInstaller.InstallList(ICollection`1 modules, RelationshipResolverOptions options, IDownloader downloader) at CKAN.Main.WasSuccessful(Action action) at CKAN.Main.InstallMods(Object sender, DoWorkEventArgs e) at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e) at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument) -c Link to comment Share on other sites More sharing options...
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