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(0.23) Wayland Corp. Development and released download Thread (new parts)


Devo

What classic ship would you like to fly next? these are in production...  

48 members have voted

  1. 1. What classic ship would you like to fly next? these are in production...

    • Biodomes from "Silent Running" w/animated doors and delivery system
      40
    • ALIENS Marine Dropship (fully animated]
      56
    • ALIENS APC Transport
      19
    • ALIENS: The Sulaco
      27
    • Star Wars - YT-1300 Milennium Falcon, Low poly, fully animated (landing ramp, cargo bay etc)
      23
    • Star Wars - Boba Fett SLAVE1 (fully animated)
      18
    • Star Wars - Rebel B-Wing fighter.
      5
    • Star Wars - Original X-Wing.
      36


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WT-51 needs very little work, it does work as is...

As for a new release here is something small..

as per usual I can't upload to spaceport, seems broken again.. :/

Figured I would rework the WT-51 air intake into a RAPIER engine, and then created a new V8 style Airscoop, with 3x the sucking power...

image.php?id=030E_52B28318&jpg

Download Link (Mediafire)

image.php?id=DC6E_52B286EE&jpg

Edited by Devo
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That - is - AWESOME!

Just what any hod-rodder wanted for his rocket plane - a BLOWER!!!

Please tell me the red circles open up into flappy intakes above a certain speed! :D

We can do that? I mean I can animate it, but is there a plugin to animate air intakes at a certain speed?

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We can do that? I mean I can animate it, but is there a plugin to animate air intakes at a certain speed?

wouldn't you just need a script, command/plugin somewhere for:

name = FXModuleAnimateBlower or FXModuleAnimateThrottle

animationName = blower_throttle

dependOnEngineState = False

responseSpeed = 0.8

then within the part /or plugin you have the animation, it opens with the speed..., something like that....

Edited by mrsinister
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Faster, stronger, lighter longer...

(****.. I just heard kanye west then...)

That intake sure "sucks".

In all seriousness, that will allow us to make some very Jeb-worthy crafts right there.

I also have a shameless feature request: add a bottom node to the mechpod engines, and auto-fairings for when something is attached below. This would allow us to tinker with the cfg's and make a balanced crew shuttle, for space stations. We can always use the paradock from SDHI, unless you want to make a blue one.

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That hyper ring fuel tank looks cool but you can't really attach anything straight radial to it because of model geometry (crude scheme below), and it lacks attachment points on those "barrel" things.

the ring's outer surface looks like this

[FONT=Fixedsys]\
/[/FONT]

It wood be more friendly for radial attachment if it was like this:

[FONT=Fixedsys]\
|
/[/FONT]

I hope you understand what I mean here.

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That hyper ring fuel tank looks cool but you can't really attach anything straight radial to it because of model geometry (crude scheme below), and it lacks attachment points on those "barrel" things.

the ring's outer surface looks like this

[FONT=Fixedsys]\
/[/FONT]

It wood be more friendly for radial attachment if it was like this:

[FONT=Fixedsys]\
|
/[/FONT]

I hope you understand what I mean here.

I agree. Radial parts act like I'm trying to mount to a nosecone or something, twitching one way, then the next, without ever actually coming flat unless I tweak and twist and shift forever.

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That hyper ring fuel tank looks cool but you can't really attach anything straight radial to it because of model geometry (crude scheme below), and it lacks attachment points on those "barrel" things.

the ring's outer surface looks like this

[FONT=Fixedsys]\
/[/FONT]

It wood be more friendly for radial attachment if it was like this:

[FONT=Fixedsys]\
|
/[/FONT]

I hope you understand what I mean here.

Invisible ink? what is this magic?

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Invisible ink? what is this magic?

Erm. I guess I'll have to take screenshots. brb.

The outer surface looks like this: http://imgur.com/bvF137p

This edge makes any attempt to radially attach something look either like this: http://imgur.com/8acmSI2 or this: http://imgur.com/4ySZQOG

Having some straight (vertical, in the context of screenshots above) outer surface would definitely help.

Edited by J.Random
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Erm. I guess I'll have to take screenshots. brb.

The outer surface looks like this: http://imgur.com/bvF137p

This edge makes any attempt to radially attach something look either like this: http://imgur.com/8acmSI2 or this: http://imgur.com/4ySZQOG

Having some straight (vertical, in the context of screenshots above) outer surface would definitely help.

Okay. I see what you're getting at there.

Would having that type of attachment surface change the actual model? Because it looks like the attachment surface follows the line of the model itself faithfully. If you placed an flat attachment surface without changing the model, would it clip slightly into it? It seems like it would, but that the clipping would be so slight it really wouldn't be a problem.

Mind you, there might be a "make-do" solution assuming no change:

You can always place your attachment and then use the shift key to incrementally rotate the part off of the 90 degree snap angle so that it will face outward at the proper flat angle perpendicular to the ring. Mind you - this still might not be perfect. I can foresee you still not being able to place certain things exactly where you want. But you can get much closer with that technique.

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Erm. I guess I'll have to take screenshots. brb.

The outer surface looks like this: http://imgur.com/bvF137p

This edge makes any attempt to radially attach something look either like this: http://imgur.com/8acmSI2 or this: http://imgur.com/4ySZQOG

Having some straight (vertical, in the context of screenshots above) outer surface would definitely help.

Ahh I get ya, that's a pretty easy re-model, if I can find the original template ill make another.

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ok try this

image.php?id=FEDB_52B4FF1D&jpg

It's basically a hyper ring with the outer ring being completely flat, so yo can mount as you wish now.

Please ignore the textures, I whipped this up in like 5 minutes, if it's what you are after ill make some decent textures otherwise let me know what it needs and we'll make another one

http://www./download/g77r5e63wjhnj2a/HyperRing2.zip

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If I could add my two cents' worth about the hyper-ring situation, I too would like to see J.Random's idea implemented. I believe s/he is requesting what amounts to a single extra 'facet', if you want to call it that, that's a vertical surface, splitting the difference between the two existing facets that comprise the outer surface of the ring.

Also, @J.Random, somewhere in this thread is a post where someone (not Devo, don't remember who) published attachment node data that you can simply copy and paste into your config file that places nodes in all the right locations on the hyper-ring. I just went and looked for it, but for the life of me I don't remember what page it's on, grrrr! I know they're here somewhere, and I know they work, because I've used them. If worse comes to worse, I guess I could copy them from MY file and figure out how to post them here. Anyway, just wanted to let you know that the information you seek is out there somewhere, I'm just bad at finding it right now, lol. :D

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ok try this

http://www.devogeninteractive.com/picup/image.php?id=FEDB_52B4FF1D&jpg

It's basically a hyper ring with the outer ring being completely flat, so yo can mount as you wish now.

Please ignore the textures, I whipped this up in like 5 minutes, if it's what you are after ill make some decent textures otherwise let me know what it needs and we'll make another one

http://www./download/g77r5e63wjhnj2a/HyperRing2.zip

Does it have node definitions for the cylinders embedded in the ring?

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Does it have node definitions for the cylinders embedded in the ring?

No, because there is a node attachment stock item. If you want to plot the nodes and post them here, be my guest.

As for the Freelancer, none of my mods have broken in 0.23 so far except anything that used struts, so the freelancer should be fine.

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No, because there is a node attachment stock item. If you want to plot the nodes and post them here, be my guest.

As for the Freelancer, none of my mods have broken in 0.23 so far except anything that used struts, so the freelancer should be fine.

Okay. I did have the nodes plotted a while back... LOTS of reloading of the game.

I'll replot these and post them when I can get to it.

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ok try this

http://www.devogeninteractive.com/picup/image.php?id=FEDB_52B4FF1D&jpg

It's basically a hyper ring with the outer ring being completely flat, so yo can mount as you wish now.

Please ignore the textures, I whipped this up in like 5 minutes, if it's what you are after ill make some decent textures otherwise let me know what it needs and we'll make another one

http://www./download/g77r5e63wjhnj2a/HyperRing2.zip

The archive contains the same model we have, but on the screenshot - YES! That's exactly what I was asking for, thank you!

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The archive contains the same model we have, but on the screenshot - YES! That's exactly what I was asking for, thank you!

Oops, my bad, I uploaded the wrong one,

try this instead

http://www./download/qmwxl70hrma1ajf/HR2.zip

Okay. I did have the nodes plotted a while back... LOTS of reloading of the game.

I'll replot these and post them when I can get to it.

Press ALT F12 when looking at the space centre buildings view, go to database and press Reload All, no need to start the game again and again

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Does anyone here know where I can find a good picture of the entire tech tree map from the game interface? Would be even better if it was "exploded out" so I could see where all the stock parts fit in.

Or is there a way to edit a save to give myself "Infinite Science" so I can see that in the game itself?

Also does anyone know where I might find a corresponding guide as to the associated code strings for the .CFG files that would allow me to place a mod in a particular spot on that tree?

I have a notion to see about doing a preliminary pass on placing the Wayland parts mods on the tech tree and then getting some feedback.

I figure the ones I'll start with are the Eagle (natch), the PX Shuttle, and the WT-51, since those have the best overall utility. Also I would like to do the Freelancer and the Rover Wheels and the Hyper-Ring.

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