Shammyofwar Posted April 13 Share Posted April 13 I recently said I was going to update/remake because I have already some of the parts updated for my personal use. I have obtained permission from TheShadow1138 to use his code from So thought I'd drop an update and some pictures. Gallery here . I have a fully functional USS Stargazer, USS Voyager, Borg Cube, Doomsday Machine, TARDIS, and Flying Saucer that all use impulse engines and warp drives from TrekDrive. There are still bugs and tweaks to be made before I can publicly release the Beta and it may take me some time because I am limited on time to test and fix. Just wanted to let you all know it's a WIP. If anyone wants to help PM me. Link to comment Share on other sites More sharing options...
Shammyofwar Posted April 13 Author Share Posted April 13 (edited) Small update I am restructuring all ships in this mod to be 100% modular using Module Manager. This will allow a high degree of customization and ease of update/expansion. Example - The Voyager hull cfg Quote //Orginal Author was Starvision this is a update and remake. Engines and fx by TheShadow1138 PART { name = voy_saucer module = Part author = Shammyofwar // --- asset parameters --- MODEL { model = ScifiShipyardsRedux/Parts/USS Voyager/voy_saucer/model texture = Dish , ScifiShipyardsRedux/Parts/USS Voyager/voy_saucer/Dish texture = emmisive , ScifiShipyardsRedux/Parts/USS Voyager/voy_saucer/emmisive texture = Everything , ScifiShipyardsRedux/Parts/USS Voyager/voy_saucer/Everything texture = shuttlebay , ScifiShipyardsRedux/Parts/USS Voyager/voy_saucer/shuttlebay scale = 36, 36, 36 } MODEL { model = ScifiShipyardsRedux/Parts/USS Voyager/voy_saucer/AlternateThrust scale = 36, 36, 36 } scale=36 rescaleFactor=1 // --- node definitions --- node_stack_bottom01 = 0.0, -2.33518, 0.0, 0.0, 0.0, -1.0, 30 node_stack_top01 = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 30 node_stack_top02 = 0.0, -3.08451, 0.0, 0.0, -1.0, 0.0, 6 // --- editor parameters --- TechRequired = experimentalScience entryCost = 25000 cost = 100000 category = Pods subcategory = 0 title = Voyager Hull manufacturer = Kerbal expeditionary group description = The main section of Voyager. Creates plasma for the warp drive and also includes thrusters for VTOL activities. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 215 dragModelType = Default maximum_drag = 0.001 minimum_drag = 0.0001 angularDrag = 0.0001 crashTolerance = 1200 breakingForce = 10000 breakingTorque = 10000 fuelCrossFeed = True rigidAttachment = true maxTemp = 4000 // --- internal setup --- CrewCapacity = 7 vesselType = Ship INTERNAL { name = Voyager } } You'll notice there are no resources, engines, science etc. It's all Modular and being added by MM Example - control Quote @PART[voy_saucer] { MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleReactionWheel PitchTorque = 500 YawTorque = 500 RollTorque = 500 RESOURCE { name = ElectricCharge rate = 20 } } } Opinions/feedback? Edited April 14 by Shammyofwar noticed error in posted cfg - shouldve posted cfg from GameData Link to comment Share on other sites More sharing options...
Shammyofwar Posted April 13 Author Share Posted April 13 More Pics Just got permission from StinkyAce AKA SkunkWorksCommand to use his ships so this will be not only a Redux but an expansion as well. Any Requests? Link to comment Share on other sites More sharing options...
Shammyofwar Posted April 13 Author Share Posted April 13 The initial beta will have 13 ships in total Original mod: Voyager Borg Cube Tardis Stargazer Doomsday Machine Flying Saucer Ships imported from SkunkworksCommand Republic Attack Ship Excelsior KTagga Class Cruiser Klingon D32a Bird Of Prey Romulan Bird Of Prey ???? Suggestions Please ???? Suggestions Please Link to comment Share on other sites More sharing options...
Shammyofwar Posted April 14 Author Share Posted April 14 Scifi Shipyards Redux Roadmap Alpha 0.5 – This is where I am right now 6 ships from original mod Voyager Borg Cube Tardis Stargazer Doomsday Machine Sci Fi Saucer All load correctly, are modular, have functional impulse, and warp engines from TrekDrive but not all fly well. I need to fine-tune performance and fix a few ongoing bugs then I will release 0.6 Beta. Beta 0.6 – 6 original ships are functioning and flying properly with no known bugs. I will not be updating Enterprise or the Shuttle because you can get well-made versions of them in TrekDrive. Beta 0.7 – Adding 7 ships from outdated Skunkworkscommand mods. This will be released when all 7 additional ships are functioning and flying properly with no known bugs Republic Attack Ship Excelsior KTagga Class Cruiser Klingon D32a Bird Of Prey Romulan Bird Of Prey ???? Suggestions Please ???? Suggestions Please Beta 0.8 - Integrate BD armory modules (BD armory will optional but necessary for them to function) such as Integrated radars, AI autopilot, and weapons control. I would also like to see a multiplayer server hosted for this mod at this release , but i have niether the funds nor the bandwidth to host it myself. I Will be looking for a volunteer for this at that time. I think it would be a ton of fun! Beta 0.95– (may not happen) If I can get a coder and a modeler who wants to contribute I want to add a few of new interiors and make all ships FreeIVA compatible with ASET functionality. - I can not code or model anymore. Release 1.0 – All release all files will be localized, any known bugs corrected and i will write an in-depth on how to customize all ships via the modular system and post on GitHub a library of modular plug-ins plug-in files to make customization super easy. I am not going to assign any milestones to this mod as I did on Galactic Trading as this is something i am developing for me and am sharing it with the world. If you would like to contribute to the development of this mod please reach out to me. I hope you all enjoy it – I know I will! Link to comment Share on other sites More sharing options...
Shammyofwar Posted April 14 Author Share Posted April 14 (edited) Update - All 6 ships for 0.6 release look and fly well with Warp drives and Impulse drives.May still need future warp speed and or resource adjustments. Only have 1 known bug with warp stars effect that I am working to resolve then I'll release 0.6 Beta. More pictures Edited April 14 by Shammyofwar Link to comment Share on other sites More sharing options...
Shammyofwar Posted April 15 Author Share Posted April 15 19 hours ago, Shammyofwar said: Update - All 6 ships for 0.6 release look and fly well with Warp drives and Impulse drives.May still need future warp speed and or resource adjustments. Only have 1 known bug with warp stars effect that I am working to resolve then I'll release 0.6 Beta. More pictures I am still trying to get this resolved but HUGE shout out and thank you to TheShadow1138 who is also investigating this. Link to comment Share on other sites More sharing options...
Shammyofwar Posted April 15 Author Share Posted April 15 (edited) DEV Update on Modular ship system. Still writing the tutorial but I now have all the modules that will be available in 0.6 beta release and their explanations. Every ship in Scifi Shipyards Redux is built with modules using Module Manager. This system allows you to modify your ships without ever touching a line of code simply by replacing a file in the ships module folder with a pre-written file. If you can move a picture from your desktop to your My Pictures folder you can create the starship of your dreams! Spoiler Explanation of available modules: ⦁ Electric charge modules simply change the electric charge (EC) stored in the craft. 1. 10kw: provides 10,000 EC storage to your craft 2. 50kw: provides 50,000 EC storage to your craft 3. 100kw: provides 100,000 EC storage to your craft ⦁ Active radiator modules : 1. 10kw: provides 10,000 cooling to craft and consumes 20 EC per sec 2. 15kw: provides 15,000 cooling to craft and consumes 50 EC per sec ⦁ Direct transmission antenna modules: 1. 5mm: provides a range of 5 million meters at a cost of 5 EC per packet. 2. 50mm: provides a range of 50 million meters at a cost of 50 EC per packet. 3. 2gm: provides a range of 2 gigameters at a cost of 100 EC per packet. 4. 20gm: provides a range of 20 gigameters at a cost of 500 EC per packet. ⦁ Relay antenna modules have your ship act as a relay satellite in orbit while you land with one of TrekDrive's awsome shuttles: 1. 50mm: provides a range of 50 million meters at a cost of 50 EC per packet. 2. 2gm: provides a range of 2 gigameters at a cost of 100 EC per packet. 3. 20gm: provides a range of 20 gigameters at a cost of 300 EC per packet. ⦁ Crew capacity modules change your ship crew capacity- please note that none of these are installed on preconfigured ships because the interior IVA will NOT match the capacity if changed and not all kerbals will be visible unless you right-click "transfer crew 1. 20: overrides default and changes crew capacity of ship to 20 kerbals 2. 50:overides default and changes crew capacity of ship to 50 kerbals 3. 100:overides default and changes crew capacity of ship to 100 kerbals Fuel cell module gives you an auxiliary power source: 1. 1kw: Provides 1000 EC per second -uses Liquid Deuterium as fuel. 2. 10kw: Provides 10,000 EC per second -uses Liquid Deuterium as fuel and is less efficient than the 1kw variant 3. 20kw: Provides 20,000 EC per second -uses Liquid Deuterium as fuel and is less efficient than the 10kw variant Testing Module: When installed you will see Kerbal Expeditionary Group contracts asking you to test ships in career Mode. Control Module: These provide SAS, reaction wheels, and command functions do NOT change or remove them if you do your ships won't be controllable. Probe Core Module: Adds a probe core to your ship. Science testing modules: Adds science testing and science data container to ship 1. Basic: Adds Captain's log (crew report) , KerbNet Access, and a science data container 2. All: As in the name adds all science tests except resource scanning and mag boom plus a science data container. ⦁ Light switch module: Do not remove this or you will not be able to turn on and off the lights. ⦁ Spotlight module: Adds a spotlight to your craft. ⦁ Impulse engine module: 1. 3-1.5 : The Slowest but most fuel-efficient and controllable engine typically used on a shuttle with 45 degrees of thrust vectoring. 2. 6-3:The standard star ship engine is less fuel efficient than the 3-1.5 with 15 degrees of thrust vectoring 3. 10-3:Insane speed but the least fuel-efficient engine with 10 degrees of thrust vectoring ⦁ Warp Coil Module: in conjunction with the warp core it determines your max warp speed 1. 2: the most efficient warp coil that can go up to warp 2. 2. 5:Less fuel efficient than 2 but allows you to go up to warp 5. 3. 8.5:the least fuel efficient but allows you to travel up to warp 8.5 Edited April 15 by Shammyofwar corrected spelling error Link to comment Share on other sites More sharing options...
Shammyofwar Posted April 15 Author Share Posted April 15 (edited) Thanks to my smart and beautiful wife for making this mod's trailer. Edited April 15 by Shammyofwar changed the video Link to comment Share on other sites More sharing options...
Shammyofwar Posted April 16 Author Share Posted April 16 Huge Thank you to TheShadow1138 for the fix to warp fx. Mod to be released very soon! Link to comment Share on other sites More sharing options...
Shammyofwar Posted April 16 Author Share Posted April 16 The mod is complete I'm testing it a bit more, If all goes well 0.6 beta will be released tomorrow. Link to comment Share on other sites More sharing options...
Shammyofwar Posted April 17 Author Share Posted April 17 Released please close this thread Link to comment Share on other sites More sharing options...
adsii1970 Posted April 17 Share Posted April 17 This thread has been locked at the OP’s request. Link to comment Share on other sites More sharing options...
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