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SciFi Shipyards Redux 0.6 Beta (W.I.P.)


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This is a remake of and update to 

 I purposely left out the Phoenix, Enterprise, and Galileo Shuttlecraft as these ships are available in TrekDrive and are made well.
I also left the "Photon Torpedo" as this will be released when I release the BD Armory integration. This is not just an update to 1.12.5 (will work on 1.12.3 too),  but converting them to a modular system.   All ships now have impulse engines and warp drives from TrekDrive. Each Ship is configured with an ability that no other ship in the mod has. This can be changed through the module system.
Includes

  • USS Stargazer - An overworked, and underpowered vessel. It always seems to be on the verge of flying apart at the seams. This is the only craft that utilizes the best of both worlds warp 5 engine.
  • USS Voyager - Voyager has not only a shuttle bay but landing legs for VTOL activities. Due to its time in the Delta quadrant, it has a 20GM antenna. that can reach Kerbin from vast distances.
  • Borg Cube - Resistance is futile! 7 out of 9 Kerbals could not resist the urge to get. Features a built-in radiator to prevent overheating and a fuel cell for aux power.
  • Doomsday Machine - Retired from its days of planet-killing. It's unknown how it works, but its unknown tech allows for infinite resources and warp 10.
  • Tardis - An obsolete TT capsule used by the doctor. The chameleon circuit is broken, so it's stuck looking like a police box.It utilizes a "Phase out" invisibility.
  • Flying Saucer - The truth is out there, so go find it! This craft due to its origins outside of Kerbin has all the scientific testing you need on board.
  • InvisoStruts - This Strut Connector is highly regarded by many spacecraft engineers as they help in constructing more stable spacecraft. Once both sides are connected, a structural beam is created to link both ends, allowing for sturdier (and heavier) construction without having visable struts.
  • Some flags

and

  • 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!- see the tutorial in the download.

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List of interchangeable modules

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
⦁    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.    5m: provides a range of 5 million meters at a cost of 5 EC per packet. 
2.    50m: 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.    50m: 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 add all science tests except resource scanning and mag boom plus a science data container.

⦁    Light switch moduleDo 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 matching Warp core Module they determine your max warp speed
1.    2: the most efficient warp coil that can reach up to warp 2.
2.    5:Less fuel efficient than 2 but allows you to go up to warp 5 and more fuel efficient than the 8.5. 
3.    8.5:the least fuel efficient but allows you to travel up to warp 8.5

Would you like something that is not listed? Post a request by replying to this post.

Known Bugs

  • Doomsday Machine sometimes goes crazy and rolls around at launch but it is huge, easily fixed, and control re-established by turning on SAS, RCS, and Impulse engine.- In rare cases, it explodes at launch please do a quick save before launching this ship. I believe the issue is its size it's almost 1/2 the length of the level 3 runway and taller than all the buildings. 
  • Voyager is larger than it should be - If you want to shrink it use Tweakscale but you will need to use adjust tools in Editer as the Shuttle door and Nacelles won't line up right when shrunk.
  • Tardis lights come on when charging warp coils - kind of a cool effect I think.
  • Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path error has occurred a few times during Eva with SciFi Saucer - not sure if it's my PC or the mod- please report it on this release thread if it happens to you.

This is a Beta Release and there may be other bugs or issues. If found please report them to me here on this release forum post.
 

Dependencies

 Community Resource Pack
Module Manager 
Waterfall Core
Hanger Extender (It will operate without this but these ships are large)


Recommended mods
TrekDrive
Science - Full Transmit! (these ships can be tricky to land - Voyager and the Flying Saucer do have landing gear)
Community Tech Tree (patch is included)
BD Armory (integration coming soon)

Conflicts
None that I'm aware of.

Credits
Warp effects not showing up issue fixed and testing by TheShadow1138.- Thanks again.
StarVision created the original mod.
The Internal Enterprise was given to StarVision to put into the original mod by Boogaman
This mod has TheShadow1138's TrekDrive plugin integrated into it with permission to allow for warp and impulse engine functionality, and warp visual effects.  
This mod makes use of the module manager mod by Sarbian and Blowfish.
This mod makes use of the Waterfall core mod by Nertea.
This mod makes use of The Community Resource Pack mod by RoverDude.
This mod depicts crafts from Star Trek and Dr Who. Ship likeness and names are their sole property.
Many thanks to all these people for all their work and thanks to Squad for the game itself.

Roadmap for the future

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. - This is today's release.

 

Beta 0.7 – Adding 7 ships from outdated Skunkworks mods by  StinkyAce  ,with his permission. This will be released when all 7 additional ships are functioning and flying properly with no known bugs

  1. Republic Attack Ship

  2. Excelsior

  3. KTagga Class Cruiser

  4. Klingon Bird Of Prey

  5. Romulan Bird Of Prey

  6. Federation Strike Fighter

  7.  Cardassian  Galor Class Cruiser


 

Beta 0.8 - Integrate BD armory modules (BD armory will optional but necessary for them to function) such as Integrated radars, AI orbital autopilot, weapons control, and numerous weapons created by  StinkyAce as well as a few that I will create. I would also like to see a multiplayer server hosted for this mod at this release, 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 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 (Already done)  and post on GitHub a library of modular plug-in files (In download currently ) 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!

Released under GPL 3.0 License

Download at Github

Download at Spacedock

Download on Curse

Join my Patreon page for free to track my mod development with daily updates.

UPDATE 04/20/24: We have developed an engine plugin called StarDrive exclusively for Scifi Shipyards Redux. It started out with source from TrekDrive By ShadowWorks1138's Impulse Engines and from Rover Dude's Standalone Alcubierre Warp Drive but it is getting features (like a P.I.D. Controller) added quickly the goal is to create something that resembles  Lcars MarkII.

Update 04/24/24: V0.65 early access Patreon member test release is almost ready -just to be 100% clear it will be free to get on Patreon just join my Patreon for free to download it.

Update 4/26/24: StarDrive will now be a modular system utilizing 3 plugins. StarDriveImpulseEngines.dll, StarDriveWarpEngine.dll and StarDriveCore.dll .This will make it easier to make updates as needed, and add features.

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Edited by Shammyofwar
added update
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I might be late but PLEASE DO BRING OUT THE ENTERPRISE! The Trekdrive one is detailed for sure but IT HAS NO IVA and star trek ships without bridge views are less than interesting.

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Posted (edited)
2 hours ago, Alpha_star said:

I might be late but PLEASE DO BRING OUT THE ENTERPRISE! The Trekdrive one is detailed for sure but IT HAS NO IVA and star trek ships without bridge views are less than interesting.

I am going to do the Excelsior in 0.7 and plans for Enterprise D - Galaxy.  I already got the model and a new bridge for it. It is also going to be the first model to use

but unfortunately, I am limited by time and resources so it'll be a while . My coding/modeling PC died so I'm stuck with a Dell. I ever get the $ for a new PC Development will speed up lol

Edited by Shammyofwar
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58 minutes ago, Shammyofwar said:

I am going to do the Excelsior in 0.7 and plans for Enterprise D - Galaxy.  I already got the model and a new bridge for it. It is also going to be the first model to use

but unfortunately, I am limited by time and resources so it'll be a while . My coding/modeling PC died so I'm stuck with a Dell. I ever get the $ for a new PC Development will speed up lol

Wow that's fantastic!

Still, the original bridge model for the original Enterprise NCC-1701-Nothing is great. Hope you get that one working in-game soon.

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Posted (edited)
1 hour ago, Alpha_star said:

Wow that's fantastic!

Still, the original bridge model for the original Enterprise NCC-1701-Nothing is great. Hope you get that one working in-game soon.

There is also a 7-crew Voyager bridge- You can find them both in use on my current release. I am designing 3 new bridges - the one attached to the above footage has 6 seat stations on the bridge and another 35 seats throughout. There is going to be a 12-seat that has 6 on the bridge and another  6 down the hall in the ready room, I have both of those rough models (I didn't design them just converting them) Both of these require a lot of work and you won't see them for 8+ months. Lastly, I have a 4 person tactical fighter bridge which will make its debut in 0.7 in the Federation Strike Fighter. To get early access and alpha test stuff as it's "Flying"  Join my Patreon for free.

Edited by Shammyofwar
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Posted (edited)

 

On 4/24/2024 at 4:47 AM, Alpha_star said:

I might be late but PLEASE DO BRING OUT THE ENTERPRISE! The Trekdrive one is detailed for sure but IT HAS NO IVA and star trek ships without bridge views are less than interesting.

Do you have MOARdV Avionics Systems installed? Because the IVA in Trek Drive is awesome for NX 

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Edited by Shammyofwar
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Posted (edited)

My coding computer died and my back up computer can not handle mod development. So  development of this mod has been suspended until I can get a better  computer - sorry

Edited by Shammyofwar
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