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SciFi Mods - Legacy mk1 Pod


StarVision

What ship do you want most? (vote for your top 3)  

16 members have voted

  1. 1. What ship do you want most? (vote for your top 3)

    • Original Enterprise Shuttle + Shuttlebay
      42
    • Enterprise D redo
      17
    • Stargazer bridge redo
      2
    • Other Enterprises (Refit, A, B, C, E)
      28
    • Defiant
      33
    • Voyager
      48
    • Borg Cube
      22
    • Red Dwarf and/or Starbug
      23
    • Retro Stuff (UFO)
      22
    • Starbases?
      46


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How will you deal with the structural connections for the docking ports in the bay? I once tried attaching a lander to your enterprise, and it flew off when I accelerated.

That's a good question, I guess I'll find out.

if nothing else works, we could use quantum struts..

That might do the trick..

@StarVision:

you Sir rock!

I appologize for my idiocy last post - the landing thrusters work perfetly..

In combination with DavonTC where you can assign independent throttles for each engine, you can fly it like a carpet..

I love it..

Feature request - can we have "breaking" without turning the ship?

in essence retrothrusters..

usually I assign an actiongroup to toggle between ffwd and reverse engines that are mounted on the ship.

So, can you double the main engines and turn them around?

Than create a tweakable option like "change thrust direction" wich we can assign to AG.

That would make a lot things easier with that huge thing in space :-)

Picard: "Data, full reverse"

Data: "Aye Capt'n"

<"breaking screeetch in space">

Thank's for considering it..

Basically overpowered RCS, right? That's planned.

I don't think stock KSP can handle multiple animations on a separate trigger, but you can do it with separate instances of FSAnimate.
I was looking at that, but I think just a separate part should suffice. This way you can also easily place stuff inside before launching. Although that might also be possible with tweakables.

So I kind of got side tracked last night. I redid the Enterprise completely including a shuttlebay animation. This will be version 3.0. The model is a lot better and I've used some methods unknown to me before to make it much more accurate and nicer looking. Here's a short album of the ship:

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That's a good question, I guess I'll find out.

Basically overpowered RCS, right? That's planned.

I was looking at that, but I think just a separate part should suffice. This way you can also easily place stuff inside before launching. Although that might also be possible with tweakables.

So I kind of got side tracked last night. I redid the Enterprise completely including a shuttlebay animation. This will be version 3.0. The model is a lot better and I've used some methods unknown to me before to make it much more accurate and nicer looking. Here's a short album of the ship:

http://imgur.com/a/BRXgb

The reworked Enterprise looks great StarVision. Are you planning on doing emissive window lights on it aswell?

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The reworked Enterprise looks great StarVision. Are you planning on doing emissive window lights on it aswell?

You bet, I'll even have the bussard collectors turn off as well. The Impulse engines will be there own emissive depending on the throttle.

I promise I'll get back to Voyager now. I think I'll leave the shuttlebay as it is, just an empty room with an opening door. I'll stick the EVA hatch there when I'm done, and maybe an attachment point. I'll look into it more after I give the Enterprise a Shuttle and Voyager is released.

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Hey StarVision..

Remember my question about the plugin?

I gave it a try.. - it's just a test version - so don't expect it to be beutiful - hint: it isn't lol

Interested?

you can have it - it'll work with all your models..

let me know..

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You bet, I'll even have the bussard collectors turn off as well. The Impulse engines will be there own emissive depending on the throttle.

I promise I'll get back to Voyager now. I think I'll leave the shuttlebay as it is, just an empty room with an opening door. I'll stick the EVA hatch there when I'm done, and maybe an attachment point. I'll look into it more after I give the Enterprise a Shuttle and Voyager is released.

http://imgur.com/a/air7j

That is a thing of beauty. I take my hat off to you sir. :D

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Hey StarVision..

Remember my question about the plugin?

I gave it a try.. - it's just a test version - so don't expect it to be beutiful - hint: it isn't lol

Interested?

you can have it - it'll work with all your models..

let me know..

Well that looks interesting and quite useful for Sci Fi ships like StarVisions mods

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Hey StarVision..

Remember my question about the plugin?

I gave it a try.. - it's just a test version - so don't expect it to be beutiful - hint: it isn't lol

Interested?

you can have it - it'll work with all your models..

let me know..

Wow, that's awesome! I'd be happy to include that with Voyager/ The Enterprise. Also just of curiosity, was the code for this very complex? I'm wondering because sometime soon I would like to try creating my own plugin, for various purposes, but I'm not sure how much time that would take up. I have some C++ experience, so I'm hoping that will transfer over. Anyways, thanks a lot for creating his, and hopefully I'll be able to include in the next two planned releases!

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Wow, that's awesome! I'd be happy to include that with Voyager/ The Enterprise. Also just of curiosity, was the code for this very complex? I'm wondering because sometime soon I would like to try creating my own plugin, for various purposes, but I'm not sure how much time that would take up. I have some C++ experience, so I'm hoping that will transfer over. Anyways, thanks a lot for creating his, and hopefully I'll be able to include in the next two planned releases!

Glad you like it - I was a little afraid you consider me to obnoxious for using your name in the video..

However - here is new Skin, new features and a new video:

I will send you a PM with a private zip-link as soon as I have it online somewhere..

Complexe?

Well - not the math, not the main functionality but Unity (GUI,Skin,Style.. wtf) drove me crazy every other minute.

You thought KSP API documentation is bad - lol - try unity GUI-docs..

However - it's working..

You know, I started C# 2 weeks ago, also never heard of Unity before that.

So you should take my advise with a grain of salt until further notice. Noobs don't teach very well..

But I got little over a decade professional coding experiance in php and javascript..

What you'll need is time - no docu equals 100s of test-runs.

change code, compile, copy file,start KSP, load save-file etc etc..

time time time.. baaah

One definately needs a lot of star trek while the game is loading..

In these "breaks" - if watched all of Archer, last two weeks.. (for the 12th time or so, but you know the routine I guess)

There are good example plugins, lot's of git-repos and even a stable pluginFramework that handles a lot of stuff.

The latter even has some docs that help..

So just go ahead if I didn't spoil it for you now.. :-D

Oh I guess I need to mention - for this plugin, the most helpfull thing was the example code named "AntiGravityCore" by Exsurgent.

I plain retyped 80% of that and added 200% more..

Since I have no clue what the license of Exsurgent is (it comes with B9, so I assume it's same as B9)

I (or you) will have to acknoledge that on publishing..

Just so you know..

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One definately needs a lot of star trek while the game is loading..

In these "breaks" - if watched all of Archer, last two weeks.. (for the 12th time or so, but you know the routine I guess)

Oh I guess I need to mention - for this plugin, the most helpfull thing was the example code named "AntiGravityCore" by Exsurgent.

I plain retyped 80% of that and added 200% more..

Since I have no clue what the license of Exsurgent is (it comes with B9, so I assume it's same as B9)

I (or you) will have to acknoledge that on publishing..

Just so you know..

Thanks a lot for the advice, also by Archer do you mean the show or Enterprise? Just curious. Anyways, I'll look into the licensing stuff, as it would be me releasing it anyways. Credit will be given to all involved.
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Thanks a lot for the advice, also by Archer do you mean the show or Enterprise? Just curious. Anyways, I'll look into the licensing stuff, as it would be me releasing it anyways. Credit will be given to all involved.

Jonathan Archer - NX-01 it is..

Actually I don't even know what other Archer there is, I'm not informed on recent TV shows.. - never mind..

btw: sorry for the delay - it was too late yesterday..

you'll get the zip today..

Edit: link sent

Edited by philotical
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I downloaded voyager, great, but is there a key for Star Trek Impulse Drive to move it around or that is in the next update?? another great ship by the way

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I downloaded voyager, great, but is there a key for Star Trek Impulse Drive to move it around or that is in the next update?? another great ship by the way

Probably in the next update. The Alpha version was release before the Impulse Drive plugin was written.

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ty SPORK OF DOOM for the heads up

by the way I downloaded the phoenix, can`t seem to get the warp narcel rockets to work??, I get to space and its not working? any idear what I`m doing wrong??

I click the ship launch, do I need anything else on it before launch??

Edited by mjy
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The funny thing is that does not work neither of the two.
You have KSPI, right? And you were using the "original" enterprise, not enterprise D?

That's right you need KSP Interstellar. And only the Original Enterprise and the Phoenix have the warp plugin written into the cfg file

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any more news on this update, can`t wait to try more stuff, I could prob make tons of stuff in 3dmax, but I can`t transfer it over and don`t want to learn 0o, also hate to do the textures, but these mods are inspiring, continue your great work

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any more news on this update, can`t wait to try more stuff, I could prob make tons of stuff in 3dmax, but I can`t transfer it over and don`t want to learn 0o, also hate to do the textures, but these mods are inspiring, continue your great work
I'm afraid modeling is only half of it. Texturing is a very important step in the modding process. Refusing to learn will get you no where.

Anyways, there is progress to report, specifically on the bridge:

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I'm afraid modeling is only half of it. Texturing is a very important step in the modding process. Refusing to learn will get you no where.

Anyways, there is progress to report, specifically on the bridge:

http://imgur.com/a/FHAyF

The Bridge is looking good :D Are you planning on incorporating RPM into the Bridge Consoles and/or Main View Screen? Possibly prebuilt-in cameras around the hull like the ALCOR Lander capsule?

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