Jump to content

TT's Mod Releases - Development suspended till further notice


TouhouTorpedo

Recommended Posts

Hey Touhou i want to make an artificial gravity Module like Scott Manley. What parts and what plugins do i need from your pack?

I can't see why you'd be able to do that with my pack at all. I guess just look closely at scotts video or ask there which ones he used? I beleive there was an anti-gravity part made by Tosh a long time ago, but I don't maintain that. You'll have to search if you want that.

Link to comment
Share on other sites

Currently making a buglog/needed updates here for the different mods in 0.20, heres what I have so far :


Modular Wheels - PARTIALLY OPERATIONAL IN 0.20
Find a replacement for Mumech.dll to run the hinges, using this now breaks the game (but you can still use the wheels without it, just not the hinges)
Update the 1-2 offset adapter to .mu, as .DAE seems to no longer be fully compatible (shader fails)
Fix tailwheel texture

MK3 IVA - NON-FUNCTIONAL
Fix altogether, doesn't work yet.

MK3 Expansion - OPERATIONAL, GRAPHICAL/ALIGNMENT BUGS
Update the rocket fuel tank to .mu, as .DAE seems to no longer be fully compatible (shader fails)
Fix MK3 - 2.5m adapter nodes, doesn't line up anymore (no idea how thats managed to happen)

MK3 C7 crew cabin - WORKS FINE!

MK4 Fuselage system - WORKS FINE!

None of them are updated yet to new CFG system. I've heard reports that mods aren't working without the new CFG system. If they are not, please report what OPERATING SYSTEM you are using. I think this is bug with KSP that back compatability is not working as it should be. If that is so, the developers need to know about it.

Link to comment
Share on other sites

Working on a little something to get back into the swing of modding again.

aTueHpO.png

texture is placeholder and its way basic compared to what I want it to be yet.

Plane landing gear? (Your version of the stock landing gear?)

Link to comment
Share on other sites

Plane landing gear? (Your version of the stock landing gear?)

Yeah thats my thoughts about it. The plugin doesn't like it when you clip the gear through the craft, so sticking stuff through your craft for radial attachment tends to create large expanding dust clouds where your craft used to be. (also ugly anyway) So figured its time for a compact radial wheel mount. This uses the same size wheel as the current small gear, only it uses two of them. Its around 0.5m in width and height.

Also, I do wish I made two posts at the start of this thread, because I've started making a guide to using my plugin for your own mods, which I'll put in a thread somewhere. For now, heres an image that'll help aspiring users for Modular Multiwheels 0.5, who've wanted to make their own wheels.

KsTGp3B.png

For anyone who's made landing gear you may find this layout familiar - its practically identical, save for the steeringAxis transform. For knowing how to modify the actions of the wheels, look at the existing CFG's or checkout the source code included with the mod, the definitions at the top of the code will let you know default values and what you can change.

Link to comment
Share on other sites

Would it then, be possible, to make a landing Skid? Just a flat surface that cannot be destroyed, instead of a wheel?

I've actually experimented with that before. If you're careful, it can be done with regular landing legs or struts. Doing skid gears properly might be tricky but is an interesting idea I might keep in mind for the future.

Current ideas aside from fixing things are :

drag rudders

landing skid

droop nose cockpit

Link to comment
Share on other sites

I guess I'll stick with Tiberdyne ones for the moment ^^

Though having said that, I did some testing on the new wheel type. It is MUCH more tolerant to clipping than any other I've done so far.

vwevt87.png

LoEUerW.png

It is normally set a lot further out, but if placed upsidedown on a small truss, then flip the truss, you can embed the wheel. And it doesn't bug out when this is done, either. This way you can set the wheel as a pod like in the earlier screenshots, or embed like shown here.

I'm thinking of making the entire lower half of thermal tiles and its upper half of the normal panel style for its final look.

Link to comment
Share on other sites

I love the names of your ships.

I'm a bit polar with ship naming. Its either dead serious purposeful naming, or rather stupid purposeful naming.

I believe I did fill those seats at some point. Meep unfortunately does not have an audiable warning device. Perhaps someone should plan to make that in future too?

Link to comment
Share on other sites

Though having said that, I did some testing on the new wheel type. It is MUCH more tolerant to clipping than any other I've done so far.

-snip-

It is normally set a lot further out, but if placed upsidedown on a small truss, then flip the truss, you can embed the wheel. And it doesn't bug out when this is done, either. This way you can set the wheel as a pod like in the earlier screenshots, or embed like shown here.

I'm thinking of making the entire lower half of thermal tiles and its upper half of the normal panel style for its final look.

I'll give it a shoot :)

Link to comment
Share on other sites

So, the MultiWheels parts seem to be working, but what about the Omni-Wheels? do those work?

you know, the ones that you don't have to rotate the whole vehicle on it's yaw axis to change direction of travel.

The reason I ask is because those Omniwheels are so perfectly suited to the task of moving around and docking together surface base pieces.

The difference between having "wheeled" base modules and "Omni-wheeled" base modules is like the difference between trying to dock in orbit with just your main engine, and trying to dock in orbit using a well-balanced arrangement of RCS thrusters!

Link to comment
Share on other sites

well alrighty then, I guess I can start on building the idea I had:

It's a Kethane mining/refinery/storage complex, but instead of going for a huge unwieldy monolithic thing, I wanted the whole thing mobile. To do this easily, the whole thing will be able to be launched as smaller sub-parts, landed, docked together, and then it can crawl its way from one Kethane deposit to the next on solar power, that way I don't have to re-launch and re-land the thing when the current deposit has run dry. An additional benefit is that I can still separate each module from the others to move them around on more rugged terrain, or to "mountain-hop" (small sub-orbital "hop" to get over something instead of having to drive all the way around it) them to reduce travel time. The "Mountain hopping" strategy should especially useful on Minmus.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

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...