linuxgurugamer Posted October 23, 2021 Share Posted October 23, 2021 (edited) Forum user @Balto-the-Wolf-Dog made this mod 5 years ago. He's retired from modding, but graciously allowed me to adopt this and get it update for 1.12. The original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/134976-131-prakasa-aeroworks-pods-and-more/ V0.8.0 (Southern Cross Plays Softly in the Distance) Welcome to the Prakasa Aeroworks Release Thread Freshly imported from an interstellar race with no Prime Directive, Prakasa is a pack aimed at aircraft and spaceplanes, namely with the objective of filling the 2.5 meter void between the diminutive Mk2 and massive Mk3. The parts are themed towards a somewhat more distant future than stock, offering greater interior space and a cleaner, spaceship-er aesthetic. The focus is on pods and associated IVAs, but propulsion, utility, and aerodynamic parts are included/being developed as well. Propulsive balance favors large, heavy parts with a lot of power behind them for the sake of aesthetically pleasing lines/aerodynamic viability/framerate over engine clusters. Key Features Lots of pods across all form factors (save 0.625), ALL featuring complete IVAs for maximum comfy. I've lost count exactly how many, and don't feel like counting them up. SCRAMjets and nuclear turbines a variety of form factors Ion engines for 1.25 and 2.5 form factors, with generators to support them Comfy Crew Cabins and Science Modules so you can literally stare into space while burning many hours working on stellar spectrographs Engine design suited to minimizing part count (powerful, versatile, heavy, physically large engines) Custom Engine Effects Futurist A E S T H E T I C My very own fuselage profile with associated adapters Big crew cabins with fuel included Tenuous story canon that probably nobody cares about except me A great cross section of my progress from sucking to being decent Image Album: Spoiler Reviews: (A pretty old one, but it'll do) Current Features Seven 2.5m pods with IVAs Three 1.25m pods with IVA Two Mk3 pods with IVA One Mk2 pod with IVA 1.25m SCRAMjet 1.25m Ion Engine 2.5m Ion Engine 1.25m Fuel Tanks 2.5m Fuel Tanks 1.25m Hybrid Nuclear Turbojet 2.5m Hybrid Nuclear Turbojet 1.25m Intake 2.5m Intake 1.25m Generator 2.5m Generator 2.5m Hybrid SCRAMjet MK2 Three Function Engine 2.5m Structural engine housing for 1.25m engines 2.5m Passenger Cabin with windows mounted high to allow for center mounted wings. 2.5m Science module THAT DOES SCIENCE! Notes RPM required for full IVA functionality This mod is primarily wish-fulfillment on my end (having sprung from a Laythe flying boat project for which I couldn't find a suitable pod) but if you've recommendations, I'm happy to hear them. Availability Source code: https://github.com/linuxgurugamer/PrakasaAeroworks Download: https://github.com/linuxgurugamer/PrakasaAeroworks/releases License: CC-NC-SA-4.0 Now available via CKAN Changes from old mod Updated EC usage on the Saavadhan engine Thanks to forum user @ColdJ for tagging all the parts Fixed all node sizes Fixed all bulkheadProfiles Reorganized into smaller directories which match stock Added two beta cockpits which are somewhat unfinished Edited July 3, 2022 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
ColdJ Posted October 24, 2021 Share Posted October 24, 2021 The creator was a true artist and created internals with great detail. I encourage people when this goes live to really look around inside and see the little touches. Quote Link to comment Share on other sites More sharing options...
Balto-the-Wolf-Dog Posted October 26, 2021 Share Posted October 26, 2021 (edited) Thanks a ton, both to you guys for picking it up and to whomever is still interested after my years of absenteeism. I've felt bad for not getting back to this for a long time. Unfortunately I don't have a terrific excuse; I've just been embroiled in a lot of other projects and haven't been able to summon the interest. It makes me very happy to see this ongoing, and who knows; maybe I'll contribute a cockpit here and there. For now I've got writing to do and software to develop. Cheers. Have an updated Prakasa logo that never got implemented. Use at your discretion. Spoiler Edited October 26, 2021 by Balto-the-Wolf-Dog Quote Link to comment Share on other sites More sharing options...
Manul Posted October 28, 2021 Share Posted October 28, 2021 Just found out that Raksha Corvette Bridge breaks cargobay shielding for every Mk3 cargobay it's attached to. Tried to change stack node size from 2 to 3 and it helped. node_stack_bottom = 0.0, -5.306, 0.0, 0.0, -1.0, 0.0, 3 I have absolutely no idea how node size affects dragshielding (I used to think that it's just a visual thing) but it was the only difference with parts that do not brake dragshielding and now it works. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted October 28, 2021 Share Posted October 28, 2021 (edited) 3 hours ago, Manul said: I have absolutely no idea how node size affects dragshielding (I used to think that it's just a visual thing) but it was the only difference with parts that do not brake dragshielding and now it works. I have no Idea why it would affect what is happening to loads in your cargo bay. As far as I am aware, node size just tells the unity engine how strong the connection point is meant to be. Bigger node, stronger connection. Though I don't know how you would have got your outer and inner nodes mixed up it is more likely that somehow your inside load was attached to the outside node which is used by the following module to determine what is where. MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 1 lookupRadius = 5.25 partTypeName = Cargo bay nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } Edited October 28, 2021 by ColdJ Quote Link to comment Share on other sites More sharing options...
Manul Posted October 28, 2021 Share Posted October 28, 2021 (edited) 8 hours ago, ColdJ said: Though I don't know how you would have got your outer and inner nodes mixed up it is more likely that somehow your inside load was attached to the outside node which is used by the following module to determine what is where. I did not touch cargobay configs, just edited the size of attachment nodes for parts that are attached to cargobay's outer nodes and it fixed drag shielding for already launched crafts. I also changed node size for Mk1 half length fueltank from airplane plus from size 0 to size 1 and the problem with cargo drag inside Mk1 cargobay (it has size 1 outer nodes) that was attached to this tank was gone. P.S. Cargobay drag is top 1 in my pain-in-the-ass-list so I always double check that externals are attached to outer nodes and internals are on inner nodes Edited October 28, 2021 by Manul Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2021 Author Share Posted October 28, 2021 8 hours ago, ColdJ said: I have no Idea why it would affect what is happening to loads in your cargo bay. As far as I am aware, node size just tells the unity engine how strong the connection point is meant to be. Bigger node, stronger connection. I believe that the node size is used by KSP to determine if there should be drag or not. If the node sizes aren't matching, then there would be exposed surfaces to create drag @Manul Thanks. I thought I got all of them, obviously I missed one. If that's a mk3 size part, it should be a node size 3 On 10/26/2021 at 6:53 PM, Balto-the-Wolf-Dog said: Thanks a ton, both to you guys for picking it up and to whomever is still interested after my years of absenteeism. I've felt bad for not getting back to this for a long time. Unfortunately I don't have a terrific excuse; I've just been embroiled in a lot of other projects and haven't been able to summon the interest. It makes me very happy to see this ongoing, and who knows; maybe I'll contribute a cockpit here and there. For now I've got writing to do and software to develop. Cheers. Have an updated Prakasa logo that never got implemented. Use at your discretion. Reveal hidden contents Thanks, I'll compare the two and decide. Do you think you could add some color to it? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 29, 2021 Author Share Posted October 29, 2021 New beta, 0.9.0.3 Fixed node size on Raksha Corvette Bridge, thanks @Manul for this https://github.com/linuxgurugamer/PrakasaAeroworks/releases/tag/0.9.0.3 Quote Link to comment Share on other sites More sharing options...
ColdJ Posted October 31, 2021 Share Posted October 31, 2021 @linuxgurugamer There must be something wrong with the message system. I completed and popped the link in for you in a PM over 24 hours ago but it says you still haven't seen it. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 31, 2021 Author Share Posted October 31, 2021 54 minutes ago, ColdJ said: @linuxgurugamer There must be something wrong with the message system. I completed and popped the link in for you in a PM over 24 hours ago but it says you still haven't seen it. No, I just haven't read it yet been busy, I know there's a link there, will get to it either today or tomorrow Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 3, 2022 Author Share Posted July 3, 2022 Full release (finally): 0.9.0.4 Fixed two syntax errors in the two generators Thanks to forum user @ColdJ for this: Added new Viaktar model with cabin lights which work sorry it took so long, I got interrupted by a hospital stay and then other stuff intervened Quote Link to comment Share on other sites More sharing options...
fittedorphan68 Posted July 7, 2022 Share Posted July 7, 2022 On 7/3/2022 at 3:30 PM, linuxgurugamer said: Full release (finally): 0.9.0.4 Fixed two syntax errors in the two generators Thanks to forum user @ColdJ for this: Added new Viaktar model with cabin lights which work sorry it took so long, I got interrupted by a hospital stay and then other stuff intervened hope you're alright brotha! u do a lot for us and idk who cud fill those shoes. thank you. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 8, 2022 Author Share Posted July 8, 2022 On 7/7/2022 at 1:34 AM, fittedorphan68 said: hope you're alright brotha! u do a lot for us and idk who cud fill those shoes. thank you. Been under the weather a bit the past few days Expect a new update for this in the next few days Quote Link to comment Share on other sites More sharing options...
Astra Infinitum Posted July 9, 2022 Share Posted July 9, 2022 SWEEET! updating a throwback! I always liked this one. Havent used in ages tbh i forgot about it but im sure glad to see it again and UPDATED at that! Thanks for the OG @Balto-the-Wolf-Dog and thanks for takin over @linuxgurugamer have any of yall tried adding it to an existing savegame yet? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 10, 2022 Author Share Posted July 10, 2022 New release, 0.9.0.5 Fixed configs for the Mk2Thruster and VyapakSCRAM re. surface effects Changed all remaining PNG files to DDS Thanks to forum user @ColdJ for this: Fixed some collider issues on some of the pods and added an airlock and ladder to one that was without. New light system on the 2 crew cabins, Fixed missing the end bracket New light system on the Science Research cabin. Changed some PNGs to dds files Quote Link to comment Share on other sites More sharing options...
Maeamian Posted August 19, 2022 Share Posted August 19, 2022 Hi! I'm having a problem where the IVAs for this mod don't have the RPM monitors loaded (screenshot), and I'm sure that I missed a dependency or something similar but for the life of me I can't spot it, so I could use some more experienced eyes on my log (dropbox) if you don't mind! Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted May 24, 2023 Share Posted May 24, 2023 Hey @linuxgurugamer, I was working on adding FreeIVA support for this and I came across an issue with rpm as well. It might be better if I just add FreeIVA stuff to prakasa itself and fix the rpm issue at the same time. Sound good to you? Are you up for putting out a new release of prakasa in the near future? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 24, 2023 Author Share Posted May 24, 2023 2 hours ago, JonnyOThan said: Hey @linuxgurugamer, I was working on adding FreeIVA support for this and I came across an issue with rpm as well. It might be better if I just add FreeIVA stuff to prakasa itself and fix the rpm issue at the same time. Sound good to you? Are you up for putting out a new release of prakasa in the near future? Go for it. Looking forward to the PR. LGG Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted May 26, 2023 Share Posted May 26, 2023 On 5/24/2023 at 8:19 AM, linuxgurugamer said: Go for it. Looking forward to the PR. LGG PR sent! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 31, 2023 Author Share Posted May 31, 2023 New release, 0.9.1 Thanks to user @JonnyOThanfor these changes: add RPM module patch move RPM patch to Patches folder initial pass at freeiva support remove oddball vahak iva config first round of fixes for freeiva support most freeiva issues fixed final freeiva fixes fix emissive/light in ankhen pod Quote Link to comment Share on other sites More sharing options...
Tecorian Posted March 8 Share Posted March 8 Hi linuxgugugamer, love this mod, very nice work! Are you still here active? If so, maybe you can tell me / us, which RGB you used for the different pods? So we chave the chance to adjust the colours of the other parts to the pods for better immersion. Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted March 8 Share Posted March 8 1 hour ago, Tecorian said: Hi linuxgugugamer, love this mod, very nice work! Are you still here active? If so, maybe you can tell me / us, which RGB you used for the different pods? So we chave the chance to adjust the colours of the other parts to the pods for better immersion. Note that Prakasa parts are generally compatible with SimpleRepaint. You can use that to recolor a vessel made from a mix of sort-of-white parts into a brand new color. Quote Link to comment Share on other sites More sharing options...
Tecorian Posted March 8 Share Posted March 8 Thx a lot, DeadJohn, i didn´t knew that. But i use lazy painter to get some RGB and especially metallic look onto OPT, MK4 and so on. Maybe i should install SimpleRepaint for this issue again - the last time i used it (log time ago), i found only some "normal" colours. Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted March 8 Share Posted March 8 (edited) @Tecorian SimpleRepaint doesn't do metallic colors or other custom textures. Its strength is in supporting almost every parts mod. Note that if you don't like its default palette (some colors are too intense for my tastes) you can edit the cfg or put additional MM patches into your own file. The thread I linked mentions how to do that. Edited March 9 by DeadJohn Quote Link to comment Share on other sites More sharing options...
METHUSMIT Posted September 17 Share Posted September 17 (edited) hi i think there is a bug with both air intake , the air flow only goes up when the bottom of both air intake are facing forward. i think the fix would be to rotate the intake element by 90° on the x axis in blender or unity but since i never created any mod, it I'm not really sure how to do that. PS: I'm trying to do it myself but at the moment I'm not really successful XD. I'll re-edit it if i manage to make it work. Edited September 17 by METHUSMIT i put more information in the post Quote Link to comment Share on other sites More sharing options...
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