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[1.9 - 1.12+] TrekDrive - A Star Trek-like Warp Drive by ShadowWorks v1.0.3b The Galileo Seven (Hotfix) [27-03-2022]


TheShadow1138

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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!

 

 
 
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  • 2 weeks later...

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

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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.

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  • 1 month later...

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 by Shammyofwar
didnt have nx in patch
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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.

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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

 

 

 

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  • 2 weeks later...

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 by Alpha_star
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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.

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