Stevie_D Posted June 8, 2017 Share Posted June 8, 2017 (edited) LATEST - Work In Progress Video Update 2, below main post. Kelland Kerman, affluent playboy billionaire and co-owner of global multinational corporation TKR, has found his true goal in life - to make sure everyone knows what a small-time, know-nothing charlie Elon Kerman truly is! "Duna? All he cares about is Duna! Who wants an electric toy car company on Duna?!" Kelland doesn't think small, he thinks BIG! And has set up a specialized company, Superluminal Space Industries, to take Kerbal-kind not just to Duna, but to Jool, Sarnus, Neidon, Urlum, and even the next star system! That means quickly advancing Kerbal technology to Deep Space Exploration and eventually faster than light travel...all whilst still adhering to Kerbin International Health and Safety standards, of course.. *coughs* Having set up SSI a few years ago now, the first fruits of his labour have begun to show themselves... Superluminal is designed to be a late game parts pack that aids in reducing part count and giving the player more options in using deep space exploration mods like USI, Keep Fit, Kerbalism, Interstellar, Outer Planets, Nertea's Near Future etc etc. Weekly Update Videos Update 2 Update 1 The "Normal" Part A lot of the stuff here is farther along than i've shown, and any help when i hit roadbumps (Like the Spacebus issue i had) will always be gratefully received and credit given when the mod releases in full. I mainly play KSP with (amongst a good many others) USI, Nertea's stuff, Outer Planets and Infernal Robotics. So i'll be mostly focused on getting them working with them in mind first (EDIT - Regarding IR - nothing will require IR but the VTOL engines. The centrispinnials will be standalone but IR -compatible-.) The centrifuges will b. But i will be making sure they're usable standalone and for the other more popular mods (like Interstellar). I also adore the idea of centrifuges (everyone says so, but barely any modders make them), so i thought i wanted to make a really big pack of them for me....*coughs* and by extension everyone else to play with. And i always glanced at the KeepFit mod and thought it such a cool idea (both realistically and adding another enjoyable level of gameplay challenge), that it deserved some parts. So this mod is my love letter to KSP and to get us some centrifuges. (mad rambling sentence below) To be honest, this entire thing span out of the simplest reason - When i was creating the new IXS a few months ago, i realized the schematics made it better suit the 5m ingame dimension rather than the 3.75m. So i thought "But i want a 3.75m command bridge!" and made the Enkeladus. Then i thought "Well, if im going to go into deep space exploration parts...centrifuges." and it kept getting larger and larger, and now ive thought of and designed most parts i think will make the set. So! To sum up... the mod will comprise of 5 sections. Superluminal Bridges - 11 Command Modules and Support Craft Centrispinnials - 11 centrifug...spinnial customizable modules Superluminal Hulls - 3 large hulls to customize your long voyage requirements after you've decided on what type/how many/how large your centrif..spinninals are. Superluminal - 4 warp ring sizes Misc - A few small parts that make quality of life improvements. Thanks for reading folks, and i hope you guys are up for some alpha/beta testing soon! Steve If you want to buy me a drink as thanks or just tip me for my hard work, feel free at Frequently Asked Questions What other mods will be required to make this/that work? - The Command Modules will need b9partswitch. The Centrispinnials will most likely use WildBlueTools. All subject to change. All parts will be made Infernal Robotics -compatible- but not required. The only part that will require IR will be the Priax VTOL engines, but even then, the Priax can double as a rover buggy without its engines. The aim is to make it work as much with the stock game as it can with the modded versions. IVAs on the Centrispinnials? - Yup! That's the plan! Rotating if possible, and thanks to some helpful people here in this thread its looking ever more likely. Will the warprings utilize Roverdude's warpdrive / KSP-Interstellar? - Yup! ModuleManager required, but they should work for both Roverdude's WarpDrive and KSP-Interstellar. What's the License on this mod going to be? - Creative Commons. As long as you don't make cash out of my hard work, you can play with it, fiddle with it, and abuse it however you see fit. I'm a firm believer that the Kerbal community should get the most support they can, because this is one of the best games ever made. Will there be testing? - The schedule of releasing and testing will go as follows : Alpha 1 - Functionality Testing - Will add the Command Modules and Support Craft Alpha 2 - Functionality Testing - Adds Centrispinnials Beta 1 - Functionality and Balance Testing - Adds Warp Rings, Main Hulls and Misc. Beta 2 - Final Balance Test before 1.0 Edited July 26, 2017 by Stevie_D donation button Link to comment Share on other sites More sharing options...
RedParadize Posted June 8, 2017 Share Posted June 8, 2017 Nice stuff! Will download for sure. Question about the spacebus: is it like a mini SpaceX ITS? I would take that. Forget it I will take it all! Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 8, 2017 Share Posted June 8, 2017 Wow this is looking pretty awesome. Keep up the good work (and let me know if you need any help related to USI stuff). Link to comment Share on other sites More sharing options...
MaeharaProjekt Posted June 8, 2017 Share Posted June 8, 2017 Oh my. I eagerly await the chance to use these parts to boldly send Akira Kerhara to go, screaming in terror, where even Jeb refuses to go, even when stoned out of his green gourd on liquid fuel fumes, keyote, and mystery goo. Link to comment Share on other sites More sharing options...
steedcrugeon Posted June 8, 2017 Share Posted June 8, 2017 This stuff looks really cool @Stevie_D and getting copies of original orthographic, that's just wow! But onto the serious business (and potentially difficult question) will you be adding rotating IVA's to the centrispinnial parts? Link to comment Share on other sites More sharing options...
DiscoSlelge Posted June 8, 2017 Share Posted June 8, 2017 Wow really nice stuff I'm impatient to see your progression ! Link to comment Share on other sites More sharing options...
Kerenatus Posted June 8, 2017 Share Posted June 8, 2017 This is stunning I say,stunning! Well done good sir. And will those "crew" parts have IVAs? Link to comment Share on other sites More sharing options...
Nightside Posted June 8, 2017 Share Posted June 8, 2017 Wow these look great! I can't wait to try them out! The link to the GIF is brokenish for me... It just has endless ad pop ups My adblocker was off. With adblock on the link works great. Thanks for all your work @Stevie_D. Link to comment Share on other sites More sharing options...
Stevie_D Posted June 8, 2017 Author Share Posted June 8, 2017 (edited) Wow, i didn't expect such a quick and overwhelmingly positive response. Thanks guys, it means a lot to know other folks want the same kind of late game objects in the game as i do, and seem to think i'm on the right track with it! Quote "Question about the spacebus: is it like a mini SpaceX ITS?" Expand @RedParadize Kind of, yeah. I never thought of it that way. I wanted something that would ferry Kerbals to and from my spacestations around Kerbin, the Mun, and Minmus and wouldn't add to the part count of the spacestations themselves. I tend to launch my interplanetary ships from the Mun and slingshot around Kerbin, so im always ferrying the mission crew from Kerbin to the Mun and this thing would make life so much easier late-game. Ive already tested the fuel and engine ingame to make sure it has just enough fuel/thrust/isp to do a one way trip to a moon and back. As you can see from the image above, i've included built-in docking ports, a junior size at the front, and a normal sized one at the back. Quote "But onto the serious business (and potentially difficult question) will you be adding rotating IVA's to the centrispinnial parts?" "And will those "crew" parts have IVAs?" Expand @steedcrugeon @Kerentaus The plan is indeed to create IVAs for all the parts. Although, just the mere thought of trying to animate and rotate all those IVA props for just one of the centrifuges makes my skin crawl. I never ended up getting chance to do an IVA for the original IXS mod, and ive had a blast modelling them for the command parts so far. So, yup! IVAs all round, and, IF unity or KSP let me rotate the IVA props (im pondering if the game might like them fixed in place or not), i'll try and go that extra mile to make you all sick as a parrot going around...and around... and around.... Oh! And Steed? I'm giving you rep because you used the word centrispinnial and not centrifuge. Edited June 8, 2017 by Stevie_D Link to comment Share on other sites More sharing options...
theJesuit Posted June 8, 2017 Share Posted June 8, 2017 Incredible! This is so awesome. You are filling several niches which are missing. Thank you so much for the time, effort and skill you are investing. Peace. Link to comment Share on other sites More sharing options...
Pretorian28715 Posted June 9, 2017 Share Posted June 9, 2017 On 6/8/2017 at 7:05 PM, Stevie_D said: and, IF unity or KSP let me rotate the IVA props Expand This looks amazing, also speak to the developer of Mother he/she is also doing spinneythings and is quite far along to guess from the thread. [Now where did I put that Star System.....] Link to comment Share on other sites More sharing options...
CarnageINC Posted June 9, 2017 Share Posted June 9, 2017 @Stevie_D, when you get files out for testers I'll place this mod in Dev Library either under Dev Diaries or in the Spacecraft category. Looks great so far! Link to comment Share on other sites More sharing options...
Stevie_D Posted June 9, 2017 Author Share Posted June 9, 2017 Thanks for the tip off, @Pretorian28715, i'll definitly give him a PM when i get close to adding the centris into the actual game. (At present im working through the command parts first before the hellish nightmare of spin begins ) @CarnageINC Thanks muchly, Carnage. I didn't want to bother you until i had files up, so you pre-empted me heh. It should be in the ball park of a week or so. I'll make sure to nudge you when i put out the first alpha! Link to comment Share on other sites More sharing options...
zakkpaz Posted June 11, 2017 Share Posted June 11, 2017 (edited) that Priax VTOL thing looks brilliant, any details you feel up to sharing Edited June 11, 2017 by zakkpaz Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted June 11, 2017 Share Posted June 11, 2017 awesome! I have been looking for a mod just like this! Link to comment Share on other sites More sharing options...
Stevie_D Posted June 11, 2017 Author Share Posted June 11, 2017 (edited) On 6/11/2017 at 12:40 AM, zakkpaz said: that Priax VTOL thing looks brilliant, any details you feel up to sharing Expand Well, @zakkpaz, since i uploaded another video to highlight i'd fixed a problem with the spacebus, i included some Priax footage for you. Quote description = "The story goes that Kelland Kerman, in a fit of pique at seeing Elon Kerman announcing he was building a 100 person rocketship, pointed at his favourite supercar, a Kugatti Keyron, and demanded he be able to fly it in space. This cabin made from ultra light materials was the result. The boffins down at HQ were also caught strapping wheels to it and pretending they were rich playboy billionaires." Expand The Priax (which works AMAZINGLY as a car with wheels, its low clearance level on the deck means its incredibly hard to flip over), is designed as a short hop recon and delivery vehicle for KIS storage and science. It's my guilty pleasure - most likely the least "realistic" of all the command parts im making, but im going to make sure it isnt over-powered to my other parts or stock, either.. It will do moon returns and short atmospheric flights, or at least that's the intention. Im going to re-do the colourscheme for the engines and make them more black/yellow, rather than mostly white. And at present its suffering from an unusual listing to its left side, which im currently trying to track down the cause of (i went to so much trouble to make sure (it being a VTOL) that i had the centre of balance in the exact middle, and the engines all equi-distant apart). But i'll get to the bottom of it eventually. Its one of the concepts that i came up with whilst designing a support craft for the Enkeladus, seen here attached neatly on the main hull and snugly safe from whirling centrispinnials heh Edited June 11, 2017 by Stevie_D typos Link to comment Share on other sites More sharing options...
zakkpaz Posted June 11, 2017 Share Posted June 11, 2017 (edited) looks great, cant wait to fly it! have you thought about texturing the rounded end of the engine pods as heat shields? Edited June 11, 2017 by zakkpaz Link to comment Share on other sites More sharing options...
theJesuit Posted June 12, 2017 Share Posted June 12, 2017 On 6/11/2017 at 11:05 PM, zakkpaz said: looks great, cant wait to fly it! have you thought about texturing the rounded end of the engine pods as heat shields? Expand I too look forward to this awesome piece of work. @Stevie_D will you do a testing release before completing the IVAs for the centrispinnials? Peace. Link to comment Share on other sites More sharing options...
Stevie_D Posted June 12, 2017 Author Share Posted June 12, 2017 (edited) On 6/12/2017 at 1:32 AM, theJesuit said: I too look forward to this awesome piece of work. @Stevie_D will you do a testing release before completing the IVAs for the centrispinnials? Expand I'm hoping to do a good few alpha release versions until i have all the items in the game, @theJesuit, then a good couple of betas to tweak before i release. So that's a definite yep to IVA testiing.One of the reasons being, i don't even know if KSP will let me animate an entire IVA and it's components within the game, even PorkJet's centrifuge IVA if i recall was just cleverly hidden inside the ring itself (unless it got updated). What plays in our favour is the fact that none of the centrispinnial IVAs will need control props, which i can imagine the game might demand "stay in place." Although even then, making the animation that starts the centrispinnials spinning also making the inside spin might also prove difficult. So fingers crossed! Edited June 12, 2017 by Stevie_D Link to comment Share on other sites More sharing options...
steedcrugeon Posted June 12, 2017 Share Posted June 12, 2017 Take a look here: @Angel-125 knows things about spinning about Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 12, 2017 Share Posted June 12, 2017 On 6/12/2017 at 2:40 PM, steedcrugeon said: Take a look here: @Angel-125 knows things about spinning about Expand It's great practice for learning how to waffle. The code to do the spinning is in DSEVUtils. In the Centrifuge folder, there's WBICentrifuge for the external part, and WBIIVARotationHelper for the internal view. If you look at DSEV's D2Centrifuge, you'll see how I set it up. Hope that helps. Link to comment Share on other sites More sharing options...
smotheredrun Posted June 12, 2017 Share Posted June 12, 2017 (edited) Just in case that isn't enough, you can check out Darkside Technologies too. @Badsector (can't remember his handle atm) also animates his centrifu....spinnial too. IMO, Angel's and Badsector's ways of doing the rotation are the way to go instead of telying on something like IR, which so many people have issues getting to work. Hopefully that will eliminate a whole bunch of questions or problems for you in the long run. I'll add some tags and the link when I get home, my phone absolutely hates doing anything other than straight text on these forums. Done!! Edited June 12, 2017 by smotheredrun Done work, so do what I said I would do! Link to comment Share on other sites More sharing options...
Stevie_D Posted June 12, 2017 Author Share Posted June 12, 2017 (edited) Thankyou for all the helpful replies on centrifuges, guys. I'll be looking into all of them to see which will suit Superluminal best. On 6/12/2017 at 2:59 PM, smotheredrun said: IMO, Angel's and Luca's ways of doing the rotation are the way to go instead of telying on something like IR, which so many people have issues getting to work. Expand Oh well i wasn't going to go the IR route, just simply make them IR compatible. My main thought with Superluminal is always about reducing part count and relying on as few outside mods as possible. So i was going have each centrifuge as one object using B9 part switch to alter them, and add in just one spindle part separately for folks who would prefer to use them in IR. At present the only part that requires anything other than b9 partswitch are the VTOL's engines, and i purposefully made that look like a buggy/rover so folks who dont have IR can use it for that purpose Edited June 12, 2017 by Stevie_D Link to comment Share on other sites More sharing options...
hypervelocity Posted June 12, 2017 Share Posted June 12, 2017 wow @Stevie_D, this looks hawt!!!!!! I will sure be downloading the pack once it releases! shameful but humble ask :$ would you consider going with a less yellowy texture for the command pods? I think the colour/textures on the Kraken capsule look absolutely gorgeous and will fit the overall theme of the rest of the game's parts. again, this is looking fantastic and cannot wait for the release! great job! Link to comment Share on other sites More sharing options...
RedParadize Posted June 12, 2017 Share Posted June 12, 2017 @Stevie_D I really like the space bus concept. If one day you decide to expand its family, like one with no cockpit, cargo bay, larger variant. It would make me happy. Link to comment Share on other sites More sharing options...
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