Jump to content

SciFi Shipyards Redux 0.65 Alpha release.


Recommended Posts

 

 This is a remake/update of SciFi Shipyards By StarVision

found here

https://forum.kerbalspaceprogram.com/topic/34924-104-scifi-shipyards-discontinued/

and an Alpha release of

https://forum.kerbalspaceprogram.com/topic/224484-scifi-shipyards-redux-06-beta-wip/#comment-4380724

 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 but an 

edit of all cfg files, updating them to 1.12.5 (will work on 1.12.3 too), and 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.

What's changed from 0.6?

All ships are now powered by new engines.

Mod Dependencies changed.

7 Additional ships for the 0.7 release. All are functional and flying some may still need tweaked and are not optimized.

1 additional surprise ship early release ship- only available on Patreon to my members -planned for 1.0 release..

Includes

USS Stargazer

USS Voyager

Borg Cube

Doomsday Machine

Tardis

Flying Saucer UFO

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.

Republic Attack Ship

USS Arizona -Excelsior Class

KTagga Class Cruiser

Klingon D32a Bird Of Prey

Romulan Bird Of Prey

The Federation Strike Fighter 

Galor Class Cruiser

Some Flags

And

All 14 craft files with a Action Group set up for you

AG # 1- Toggles Warpcore, and Bussard Collectors

AG # 2- Toggles Impulse Engines (WarpDrive found by right clicking them click "Warptron 9000")

AG # 3- Toggles Forward/Reverse Impulse engine translation mode.

AG # 4 Toggles Landing/Take off Impulse engine hover mode.

AG # 5 Runs Captain's log (Crew report)

AG # 6 Opens Kerbnet

AG # 7 Toggles Shuttle bay doors (Republic Attack Ship, USS Stargazer, and USS Voyager only atm)

To Do:

Ships are currently balanced with no uniqueness, this wil be adjusted to give each ship a unique niche- I hope to get feedback on how.

Currently, ship customization via changing out modules is not available - this will be available for 0.7.

The community Tech Tree patch isn't updated for the new ships.

Known issues

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 quickly 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 my PC or the mod- please report it on the release thread if it happens to you.

This is an Alpha Release and there may be other bugs or issues. If found please report them to me on thie forum post.

The Federation Strike Fighter, USS Voyager, Flying Saucer UFO, and Republic Attack Ship landing gear must be assigned manually to the hotkey or gear button.

Lights on/off must be assigned manually to the hotkey or lights button.

Dependencies

Click Through Blocker

ToolbarController

Module Manager 

Hanger Extender (It will operate without this but these ships are large)

Recommended mods

Any Planet pack- at warp speed quickly leaves the stock system. I use Galaxies Unbound Stellar Adventures but it's not available if you don't already have it

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)

Hanger

Conflicts

None that I'm aware of.

Credits

Warp effects not showing up issue fixed 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 uses source code from TheShadow1138's TrekDrive plugin for the Impulse engines

This mod uses Interstellar Warp Drive standalone By linuxgurugamer integrated in for warp engines released under Interstellar License.

This mod makes use of the module manager mod by Sarbian and Blowfish..

This mod uses F14D iva, unchanged, from Nice MKseries Body by Kernowden Kerbin released under CC by SA DEED license

This Mod uses Spaceport IVA , unchanged, from Hanger By allista for the released under CC BY 4.0 DEED

Attribution 4.0 International

Excelsior, KTagga Class Cruiser, KTagga Class Cruiser, Romulan Bird Of Prey, Republic Attack Ship, The Federation Strike Fighter,

Galor Class Cruiser, and Imperial Class Star Destroyer Avenger models belong to Skunkworks mods from StinkyAce and used with his permission.

This mod depicts crafts from Star Trek and Dr Who. Ship likeness and names are their property.

Many thanks to all these people for all their work and thanks to Squad for the game itself.

Released under GPL 3.0 unless otherwise stated above.

Scifi Shipyards Redux Roadmap

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

Republic Attack Ship

Excelsior

KTagga Class Cruiser

Klingon D32a Bird Of Prey

Romulan Bird Of Prey

The Federation Strike Fighter 

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, and weapons control. There are also a bunch of custom weapons created in Skunkworks mods from StinkyAce that go with the 0.7 release ships. I would also like to see a multiplayer server hosted for this mod at this release, but I have neither 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 0.9 – Add a few more ships, a few new interiors and make all ships FreeIVA compatible with ASET functionality.

 

Release 1.0 – All release files will be localized, and any known bugs corrected.

 

1wnbYxD.png

 

f9DLJ19.png9rfcMwU.pngghVBpXn.pngSGx8wwn.pngMrS3dMU.png

 

This Open Alpha test will go on till July 29th 2024 - 0.7 release is planned for August 6th 2024.

Sign up at my Patreon for free to download

 

Edited by Shammyofwar
Added Video
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...