Shammyofwar Posted April 27 Share Posted April 27 (edited) 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. 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 April 27 by Shammyofwar Added Video Quote Link to comment Share on other sites More sharing options...
Shammyofwar Posted May 3 Author Share Posted May 3 Further development of this mod has been suspended until I can get a better computer - sorry Quote Link to comment Share on other sites More sharing options...
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