Jump to content

KSP Interstellar Extended Continued Development Thread


FreeThinker

Recommended Posts

I have still to tweak the various engines mods, and need some help by someone of the RealPlume people for some weird behavior with some plume, and probably also for WarpThrust. The most important thing is that work, tweak here and here is easy.

Link to comment
Share on other sites

I have still to tweak the various engines mods, and need some help by someone of the RealPlume people for some weird behavior with some plume, and probably also for WarpThrust. The most important thing is that work, tweak here and here is easy.

Looks great. Is it possible to also change the effect based on the fuel? What did the issue end up being with the vista?

Link to comment
Share on other sites

Yes, is possible to have a different plume based on the propellent. That's what I want and it's perfectly doable, but the first thing it's to make them work. I don't know what was the secret of Vista and Magnetic Nozzle, but now they works, you know, KSP magic. Now only the Plasma Thruster is still refusing to collaborate. When all engines works properly, I'll begin to config different plumes for every fuel.

Link to comment
Share on other sites

Yes, is possible to have a different plume based on the propellent. That's what I want and it's perfectly doable, but the first thing it's to make them work. I don't know what was the secret of Vista and Magnetic Nozzle, but now they works, you know, KSP magic. Now only the Plasma Thruster is still refusing to collaborate. When all engines works properly, I'll begin to config different plumes for every fuel.

This will be amazing. I loved using RealPlume but removed it since there was no compatability with KSPI. KSP 1.1 needs to drop to hopefully regain some performance and let me use directx.

Link to comment
Share on other sites

I hope it. If you would like to help me doing the cfg for Real Plume, you're welcome. As said, I'm a total noob in coding, also a simple cfg, so any help will be deeply appreciated.

I would be glad to help/test where I can. I too am new to KSP and am still learning all the features of the game before I attempt to mod. I could probably handle one of the engines if you wanted to share what you have. I won't get a chance to look until this afternoon.

I also think I finalized my modular fuel tanks config for KSPI with the little modding I've done so far. I also started an attempt at tweaking some of the Engine Light config for KSPI.

Link to comment
Share on other sites

Yes, is possible to have a different plume based on the propellent. That's what I want and it's perfectly doable, but the first thing it's to make them work. I don't know what was the secret of Vista and Magnetic Nozzle, but now they works, you know, KSP magic. Now only the Plasma Thruster is still refusing to collaborate. When all engines works properly, I'll begin to config different plumes for every fuel.

NOtice, the Electric engine makes use of a special feature of the ModuleEngineFX


part.Effect(Current_propellant.ParticleFXName, 0);

This line is responsible for generating the specific effect on the Module Engine. which is defined by the EFFECTS node in the part.

I wonder if you can bind RealPlume somehow to a specific field ..

Link to comment
Share on other sites

@FreeThinker

I Found the alt-model warp drives that I mentioned in passing in my last post. They're folding warp drives!

This picture shows one of them in it's folded state.

When unfolded, the curved sections rotate and slide out to form a markedly different, but familiar warp drive ring structure.

687474703a2f2f692e696d6775722e636f6d2f4766717431496d2e6a7067

Download here: http://www./?ewkw5zkzuss6s2h

Found the link on the "old" github wiki for KSPI (from when Fractal was updating it).

I think they deserve to be in the "stock" version of the mod, because they're simply too cool to let sit around doing nothing. The unfolding animation is very well done, and I've gotten distracted while building things with it just looking at it unfold and fold up again and again. The last time I had them working (in KSP v0.25), they were instrumental in my ability to make warp-capable spaceplanes. Without them, I couldn't make a workable design due to the need for putting the landing gear on stilts.

This folding warp drive model used the exact same code as the standard warp drives, so there won't be any plugin work required to integrate them into the mod.

It's probably obvious from looking at the art style, but these parts were made by ZZZ, author of a bunch of other part models and textures used in this mod.

IIRC, ZZZ released all their work into the public domain, so there shouldn't be any licencing issues with including these in KSPI-E.

The config files for them are out of date, and the textures aren't in DDS format, but other than that there's nothing major stopping these from working.

If you don't want to add them to Interstellar Extended, maybe you could add the download link for this to the OP so others can know that they exist, and don't have to go thru tracking them down like I did? Not that it took that much effort to find them, just knowing they exist in the first place is the hard part.

Edited by SciMan
Link to comment
Share on other sites

For clarity, are you taking about this?

EFFECTS

{

electric_qvp

{

MODEL_MULTI_PARTICLE

This electric_qvp?

Yes, that is it. What I could do is to remove existing EFFECTS system until we can somehow differntiate between several propelants. Have you seen any working example of how to do this?

- - - Updated - - -

@FreeThinker

I Found the alt-model warp drives that I mentioned in passing in my last post. They're folding warp drives!

This picture shows one of them in it's folded state.

When unfolded, the curved sections rotate and slide out to form a markedly different, but familiar warp drive ring structure.

https://camo.githubusercontent.com/eab1c1358ceb601f29e863731e7f902fbea58372/687474703a2f2f692e696d6775722e636f6d2f4766717431496d2e6a7067

Download here: http://www./?ewkw5zkzuss6s2h

Found the link on the "old" github wiki for KSPI (from when Fractal was updating it).

I think they deserve to be in the "stock" version of the mod, because they're simply too cool to let sit around doing nothing. The unfolding animation is very well done, and I've gotten distracted while building things with it just looking at it unfold and fold up again and again. The last time I had them working (in KSP v0.25), they were instrumental in my ability to make warp-capable spaceplanes. Without them, I couldn't make a workable design due to the need for putting the landing gear on stilts.

This folding warp drive model used the exact same code as the standard warp drives, so there won't be any plugin work required to integrate them into the mod.

It's probably obvious from looking at the art style, but these parts were made by ZZZ, author of a bunch of other part models and textures used in this mod.

IIRC, ZZZ released all their work into the public domain, so there shouldn't be any licencing issues with including these in KSPI-E.

The config files for them are out of date, and the textures aren't in DDS format, but other than that there's nothing major stopping these from working.

If you don't want to add them to Interstellar Extended, maybe you could add the download link for this to the OP so others can know that they exist, and don't have to go thru tracking them down like I did? Not that it took that much effort to find them, just knowing they exist in the first place is the hard part.

This model indeed looks like an excelent replacement of the current poor model for the Warp Drive. I wonder why it was never used. But a lot of KSPI models are simplistic and need replacements. Too bad a lot of talent get's wasted on parts that never get used.

Edited by FreeThinker
Link to comment
Share on other sites

Yes, I'll be able with not so much problem to config the engines to show different plumes based on fuels.

Alright, In that case, I can convert the engine to a regular enginemodule (with fixed exaust), which you can then turn into a propellant switchable real plume

Edited by FreeThinker
Link to comment
Share on other sites

Alright, In that case, I can convert the engine to a regular enginemodule (with fixed exaust), which you can then turn into a propellant switchable real plume

Will this break users who are not using Realplume though or will this be a module manager config for people using Realplume? I'm not sure I would want to use Realplume all the time since not all the other mods support it yet.

Link to comment
Share on other sites

Maybe it's just needed to remove this plumes now on the Plasma Thruster on the next update, replcing them with the old fashion exhaust of 0.25 or something like that. So, you'll have your stock plume and it will be easier to modify it by Real plume.

Btw FreeThinker, I opened an issue on The RealPlume GitHub page, Felger is giving me some interesting information about his future plans of RealPlume regard Interstellar Extended.

https://github.com/KSP-RO/RealPlume-StockConfigs/issues/9

Link to comment
Share on other sites

Maybe it's just needed to remove this plumes now on the Plasma Thruster on the next update, replcing them with the old fashion exhaust of 0.25 or something like that. So, you'll have your stock plume and it will be easier to modify it by Real plume.

Btw FreeThinker, I opened an issue on The RealPlume GitHub page, Felger is giving me some interesting information about his future plans of RealPlume regard Interstellar Extended.

https://github.com/KSP-RO/RealPlume-StockConfigs/issues/9

Ah I am so excited for KSP 1.1 and all these visual mods. I really hope my performance improves vastly with KSP 1.1 and using Windows instead of Linux. I can't dock with my space station anymore since I am getting like 2 FPS but even worse is that the game timer is almost constantly red making it take like an hour to dock from 50 m away. I think my performance issues mostly stem from Linux and OpenGL. [/rant]

Link to comment
Share on other sites

In my Italian series I had to destroy the old-style space station due to terrible lag, and replace it with a little more advanced station with a couple of drones for fuel and crew. This wayI can send a drone near the atmosphere to scoop fuel and avoid such a terrible lag. I hope 1.1 will help from this point of view.

Link to comment
Share on other sites

In my Italian series I had to destroy the old-style space station due to terrible lag, and replace it with a little more advanced station with a couple of drones for fuel and crew. This wayI can send a drone near the atmosphere to scoop fuel and avoid such a terrible lag. I hope 1.1 will help from this point of view.

Are you using the USI drones? One of the USI mods has an automated transfer system using drones. Not sure if it supports kspi resources though.

Link to comment
Share on other sites

I think it might be advisable to change WarpModuleEnginesFX to ModuleEnginesWarpFX or something - a lot of things currently look for ModuleEngines*, and this breaks some things... for example, in the RealPlumes folder, there is a file that auto-corrects thrusTransform references for the realplumes cfgs, but it looks for ModuleEngines*, and throws an error upon not-finding any such node.

Link to comment
Share on other sites

I think it might be advisable to change WarpModuleEnginesFX to ModuleEnginesWarpFX or something - a lot of things currently look for ModuleEngines*, and this breaks some things... for example, in the RealPlumes folder, there is a file that auto-corrects thrusTransform references for the realplumes cfgs, but it looks for ModuleEngines*, and throws an error upon not-finding any such node.

WarpModuleEnginesFX derives from ModuleEnginesWarpFX and allows acceleration durring timewarp. Any part that looks for parts that implement ModuleEnginesWarpFX, should be able to work with it.

But renaming it to ModuleEnginesWarpFX is a good suggestion

Edited by FreeThinker
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...