Tecorian Posted February 13 Share Posted February 13 Hello TheShadow1138 thanks a lot for the reply. (and sorry for my bad english - i´m a wood-farmer way up in the tyrolian mountains at nearly 1.000 m above sealevel) I can understand very well your focus on modeling the StarTrek vessels. Your results are overwhelming, i´m very exited about the Miranda class in the future, cause this type of vessel i like very much. And also, i can hardly imagine, how extensive this work is for you, doing all this modelling is another world for me. So i will patient to see if you find time for this little issue at some point. For your greatwork, i wish you the best and a lot of success. Best Greetings! Quote Link to comment Share on other sites More sharing options...
Tecorian Posted February 23 Share Posted February 23 Hi, it´s me again with just one question. Maybe you can name the exact RGB of the colours bronce-gray and blue-gray at your NX class ship? I´m totally fascinating of these colours but trying to match them fails for me. If so= Thanks a lot If not= i can understand this also Quote Link to comment Share on other sites More sharing options...
TheShadow1138 Posted February 24 Author Share Posted February 24 2 hours ago, Tecorian said: Hi, it´s me again with just one question. Maybe you can name the exact RGB of the colours bronce-gray and blue-gray at your NX class ship? I´m totally fascinating of these colours but trying to match them fails for me. If so= Thanks a lot If not= i can understand this also No problem at all. The base colors are: Bronze-Gray Base Color: <193, 187, 175> Blue-Gray Base Color: <197, 201, 204> I will say that these are the base colors and the textures have darker and lighter areas for the panels, but these are the colors that underly all of the layers. Once on the model combined with the specular (the texture that determines how shiny the surface is), the normal map (the texture that gives height/bump information), and the in-game lighting the colors may seem darker, or deeper than the base colors appear in a graphics program. I just wanted to point this out in the event that they don't seem to be quite right at first sight. Quote Link to comment Share on other sites More sharing options...
Tecorian Posted February 28 Share Posted February 28 Sorry for late reply! Thanks very much for giving the RGB Data. Of course my ships are not looking so cool than yours, but finally, they have a similar colour Quote Link to comment Share on other sites More sharing options...
Shammyofwar Posted April 10 Share Posted April 10 (edited) I love this mod I created a community tech tree patch to put these techs in the late game thought id share. Just create a notebook doc and put in folder with this mod Quote @PART[SWTypeFImpulseEngine]:NEEDS[CommunityTechTree] { @TechRequired = antimatterPower } @PART[SWConstitutionBridge]:NEEDS[CommunityTechTree] { @TechRequired = specializedCommandModules } @PART[SWNXClassBridge]:NEEDS[CommunityTechTree] { @TechRequired = specializedCommandModules } @PART[SWConstitutionEngineering]:NEEDS[CommunityTechTree] { @TechRequired = ultraHighEnergyPhysics } @PART[SWConstitutionSaucer]:NEEDS[CommunityTechTree] { @TechRequired = ultraHighEnergyPhysics } @PART[SWConstitutionImpulseEng]:NEEDS[CommunityTechTree] { @TechRequired = antimatterPower } @PART[SWNXClassMainImpulsePort]:NEEDS[CommunityTechTree] { @TechRequired = antimatterPower } @PART[SWNXClassMainImpulseStbd]:NEEDS[CommunityTechTree] { @TechRequired = antimatterPower } @PART[SWNXClassSecImpulsePort]:NEEDS[CommunityTechTree] { @TechRequired = antimatterPower } @PART[SWNXClassSecImpulseStbd]:NEEDS[CommunityTechTree] { @TechRequired = antimatterPower } @PART[SWTypeFWarpCore]:NEEDS[CommunityTechTree] { @TechRequired = unifiedFieldTheory } @PART[SWPhoenixLME]:NEEDS[CommunityTechTree] { @TechRequired = experimentalRocketry } @PART[SWPhoenixMThruster]:NEEDS[CommunityTechTree] { @TechRequired = fusionRockets } @PART[SWPhoenixCore]:NEEDS[CommunityTechTree] { @TechRequired = quantumReactions } @PART[SWENTShuttlepodImpEng]:NEEDS[CommunityTechTree] { @TechRequired = exoticReactions } @PART[SWPhoenixCrewCabin]:NEEDS[CommunityTechTree] { @TechRequired = heavyCommandModules } @PART[SWENTShuttlepod]:NEEDS[CommunityTechTree] { @TechRequired =exoticAlloys } @PART[SWTypeFMainHull]:NEEDS[CommunityTechTree] { @TechRequired = exoticAlloys } @PART[SWPhoenixFuselage]:NEEDS[CommunityTechTree] { @TechRequired = exoticAlloys } @PART[SWPhoenixNacelle]:NEEDS[CommunityTechTree] { @TechRequired = plasmaPropulsion } @PART[SWTypeFNacellePort]:NEEDS[CommunityTechTree] { @TechRequired = advEMSystems } @PART[SWTypeFNacelleStbd]:NEEDS[CommunityTechTree] { @TechRequired = advEMSystems } @PART[SWNXClassEngineering]:NEEDS[CommunityTechTree] { @TechRequired = advEMSystems } @PART[SWNXClassSaucer]:NEEDS[CommunityTechTree] { @TechRequired = advEMSystems } @PART[SWConstitutionNacellePort]:NEEDS[CommunityTechTree] { @TechRequired = exoticPlasmaPropulsion } @PART[SWConstitutionNacelleStbd]:NEEDS[CommunityTechTree] { @TechRequired = exoticPlasmaPropulsion } @PART[SWNXClassEngineeringRefit]:NEEDS[CommunityTechTree] { @TechRequired = exoticPlasmaPropulsion } @PART[SWConstitutionNavDeflector]:NEEDS[CommunityTechTree] { @TechRequired = highTechElectricalSystems } @PART[SWNXClassNavDeflector]:NEEDS[CommunityTechTree] { @TechRequired = highTechElectricalSystems } Edited April 10 by Shammyofwar didnt have nx in patch Quote Link to comment Share on other sites More sharing options...
TheShadow1138 Posted April 11 Author Share Posted April 11 1 hour ago, Shammyofwar said: I love this mod I created a community tech tree patch to put these techs in the late game thought id share. Just create a notebook doc and put in folder with this mod This is great! I can include this in the next update for those who want to use it, and credit your work on the patch. Quote Link to comment Share on other sites More sharing options...
Tecorian Posted April 11 Share Posted April 11 7 hours ago, TheShadow1138 said: This is great! I can include this in the next update for those who want to use it, and credit your work on the patch. Wow, this would be fine! By the way. your NX class is the finest ship at all to discover for instance the systems from @StarCrusher96 Quote Link to comment Share on other sites More sharing options...
Alpha_star Posted April 24 Share Posted April 24 (edited) I've been using this mod for a while, it just suits perfectly for my ST-themed creations. However, I do notice two problems that may or may not be caused by accident: 1. Impulse engines' hover mode can't be turned off. Even more, the takeoff mode gives a TWR of slightly larger than 1 and the landing mode has a TWR of a little less than 1. I think it would be better to have the ability to turn hover mode to off or to make TWR in different modes customizable, probably via a slidebar or something alike. 2. The bridge of Constitution-class ships have no IVA. Now I know you might just not have the time to do that, but there's already an existing one in ScifiShipyards. You could probably re-use it. Edited April 24 by Alpha_star Quote Link to comment Share on other sites More sharing options...
TheShadow1138 Posted April 25 Author Share Posted April 25 11 hours ago, Alpha_star said: I've been using this mod for a while, it just suits perfectly for my ST-themed creations. However, I do notice two problems that may or may not be caused by accident: 1. Impulse engines' hover mode can't be turned off. Even more, the takeoff mode gives a TWR of slightly larger than 1 and the landing mode has a TWR of a little less than 1. I think it would be better to have the ability to turn hover mode to off or to make TWR in different modes customizable, probably via a slidebar or something alike. I never really considered the ability to turn off the hover mode since it could be detrimental to the survival of the craft and its occupants. I suppose I could add a slider to modify the vertical acceleration between 0 and maxVerticalAccel, which would effectively turn off the hover mode if it were set to 0. This might also lead to the PAW becoming a bit more cluttered though. No promises, but I'll at least consider adding this. Quote 2. The bridge of Constitution-class ships have no IVA. Now I know you might just not have the time to do that, but there's already an existing one in ScifiShipyards. You could probably re-use it. I am aware of the current lack of an IVA for the Constitution-class, as well as the Type F Shuttle. I do plan on making my own IVAs for these, as well as the forthcoming Constitution-Refit, I just haven't gotten around to it yet. I do plan on making them so that they go with my ships instead of reusing models made by others. Quote Link to comment Share on other sites More sharing options...
Alpha_star Posted May 7 Share Posted May 7 (edited) Just noticed for the Type F shuttle, you made a small mistake with the .cfg for the main hull: PitchTorgue = 160 YawTorque = 160 RollTorque = 160 That Torgue instead of torque made KSP automatically set Pitchtorque to the default value of 5 so really akward when using. Not a huge issue and probably been pointed out before. ps, since I know the slidebar thing isn't coming soon, please at least tell me how to modify the impulse engines to let them have a constant vertical acceleration on a certain hover mode instead of having a "hoverAlt", I desperately want the engine to have a constant output!!! Edited May 7 by Alpha_star Quote Link to comment Share on other sites More sharing options...
TheShadow1138 Posted May 7 Author Share Posted May 7 7 hours ago, Alpha_star said: Just noticed for the Type F shuttle, you made a small mistake with the .cfg for the main hull: PitchTorgue = 160 YawTorque = 160 RollTorque = 160 That Torgue instead of torque made KSP automatically set Pitchtorque to the default value of 5 so really akward when using. Not a huge issue and probably been pointed out before. ps, since I know the slidebar thing isn't coming soon, please at least tell me how to modify the impulse engines to let them have a constant vertical acceleration on a certain hover mode instead of having a "hoverAlt", I desperately want the engine to have a constant output!!! Thanks for catching this. I've fixed it and it will be in the next update. As for the impulse engines, there's not a way for you to do that so that you get the behavior you want. You could try setting the "maxVerticalAccel" in the config file for the impulse engines to a value lower than 1, maybe 0.1 to see if that helps get you what you want for now. Quote Link to comment Share on other sites More sharing options...
Alpha_star Posted May 8 Share Posted May 8 (edited) 6 hours ago, TheShadow1138 said: Thanks for catching this. I've fixed it and it will be in the next update. As for the impulse engines, there's not a way for you to do that so that you get the behavior you want. You could try setting the "maxVerticalAccel" in the config file for the impulse engines to a value lower than 1, maybe 0.1 to see if that helps get you what you want for now. What would happen if I set MaxVerticalAccel to exactly zero and enable takeoff mode? Would I get a perfect hover mode that has a TWR of exactly 1 at all altitude? Edited May 8 by Alpha_star Quote Link to comment Share on other sites More sharing options...
TheShadow1138 Posted May 8 Author Share Posted May 8 17 hours ago, Alpha_star said: What would happen if I set MaxVerticalAccel to exactly zero and enable takeoff mode? Would I get a perfect hover mode that has a TWR of exactly 1 at all altitude? Yes that would, in theory at least, mean that the takeoff and landing thrust would be simply equal to g. If it will behave exactly that way, I'm not sure. Quote Link to comment Share on other sites More sharing options...
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