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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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I flew the voyager and it does lag when you activate the impulse engines. The memory leak is somewhere while the engines are active.

General information about memory leaks in Unity/KSP..

on this page: http://docs.unity3d.com/Manual/UnderstandingAutomaticMemoryManagement.html

I found a lot helpfull information - I was able to track down a few possible leak causes - a confirmed one was the power-calculation.

The impact of this fix still has to be determined.

General info:

if you have a function that returns something into a variable once per frame, this variable will not be "overwritten" but will become dead.

A completely new variable (with the same name) will be created and allocated in memory.

This is "normal" but if you fly for a long time, that counts up and can cause problems.

The Garbage collector runs in intervalls behind the scenes and tries to clean out dead allocations.

So far so good.

Where do the problems start?

If the dead data amount exceeds the so called "heap size" the GC stumbles..

Some stuff that wasn't relevant in my case is worse than what I had in place - see more info in the link above..

What here the problem was is:

the Power calculation was called like this

MyArray = powerstats();

The function returned List Directory - much bigger than a var and the old directory was dead on each frame.

The Garbage collect was not up top the task - at least that is what I got from the docs - maybe I'm wrong..

However - to fix it, they suggest to reference the array in the function call and do not return it as value.

The new call for the void function looks like this.

powerstats(MyArray);
charge = MyArray['charge'];

The referenced array is populated but the same memory allocation is used..

Additionally you can use this call in Update():

// run garbage collector every 30 frames
if (Time.frameCount % 30 == 0)
{
System.GC.Collect();
}

I hope I got this right and this info is helpfull - if anyone stumbles over it by google..

Thank's michaelhester07 for the heads up..

back on topic - I hope these changes will fix some of the leaks..

still, I don't experiance any lag spike on plugin start though.. - not sure if that is really realated to my plugin or something else..

But for me to claim or you to assume, that this plugin does not have a footprint would be naive though..

After all it calculates dozens of physical values, positions, angles, distances and rotations each frame, to perform what it does..

If more than one ship is loaded, only one plugin calculates those values for all of the ships..

The other plugins are sleeping.. - also to increase performance

However - on activation, a second class the ImpulseVesselManager is called and the ship announces it's presence - maybe that singleton call is what lags for you guys..

Here it does not happen - other than that, the first fram is identical to every other frame - no additional load on start at all..

Well - It is still a physics heavy plugin and every feature or activated subsystem will add to this.

It does the same or even more than a full fledged 5 Stage Rocket combined with burn together, some MechJeb tools, Vertical Velocity Controll, DavonTC and FAR(as example for the physic load) and it will even break the laws of kerbal physics for your conveniance..

We can't have that with no footprint.. I must acknoledge and confirm this fact..

Further..

To give you some unconvenient truths:

Comments like "I only want this or that" will be ignored for the time being..

The plugin comes "as is" and what's in it or not is currently my decission alone (as discussed with StarVision)..

So I decide "officially":

It's a continuing developpment and things might change over time but I can't accommodate wishes for special versions with less features at this time.

Not even settings to deactivate stuff are planned right now - currently the core-feature-optimization, KSPI integration and the subsystems (tractor/weappons/tranporter/cargobay) are main focus - the rest will have to wait.

In meantime, I suggest the following:

If someone has problems with lag and ram:

- buy a new computer/GFX-card/RAM

- remove some mods

- use active texture management.

- try the 64bit workaround...

I have 2 computers and an identical installation of KSP produces completely different RAM values while playing the same save game.

That is caused by different architectures and versions of GFX drivers, cards and mother boards..

Maybe you don't need 16GB Ram - you only need a "non-outdated" grafic hardware..

At least that is what I experianced here - Both PC's have 8 GB ram - one almost dies at 3.2GB (with strong but 5 year old graphic card) the other runs the same with 1.8GB (with onboard GFX card from last year)..

Same save, same mods just different hardware.. - KSP is on a USB-drive and I can plug it in both PC's to test that..

I can't see how I could adress/fix these differences in my plugin - honestly..

Most likely if you have problems like these, they come from causes like described above..

However - optimization is on the list - what can be fixed will be fixed..

If that sounded unfriendly or so, it's a missunderstanding created by language issues on my end - I just felt it had to be said once..

better early than late... :-)

I hope you get the notion because I still appreciate all inputs..

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oh great news,yes glad u found something, might have to go buy a new computer hehe. I got a new game set up[no mods] using x32 bit, intel core i7 3.4 ghz,3401 MHz,4cores, 16 gig phy. memory, gforce 650 gtx, really don`t think I need a new computer :). but I might look into putting it to 64 bit.

as for what I want isn`t important, " Comments like "I only want this or that" will be ignored for the time being.. " yes we all know that its great what u are making,

its was what myself I need to play my game, I didn`t mean I want this, that like a kid lol, just as long as we can test it.

added the 4 gig patch, so I can run 4 gig or ram , great for more mods, still lagging a bit, starts good, then its starts to have hickups, I see rams from 3 gig go to 3.7 gig, these testing is to help out, and fun to try things out. not trying to put things down, just want to help out with this great game.

here is the patch for os 64 bit, in case u are not sure,maybe u want it,maybe not, there is a easy way to check, as I did.

http://www.maketecheasier.com/increase-memory-limit-for-32-bit-applications-in-windows-64-bit-os/

anyway, for the mod that looks great, yes I guest u could break a few piece of the ship u bring in if its that big lol. can`t wait to try out next version.

Edited by mjy
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General information about memory leaks in Unity/KSP..

on this page: http://docs.unity3d.com/Manual/UnderstandingAutomaticMemoryManagement.html

I found a lot helpfull information - I was able to track down a few possible leak causes - a confirmed one was the power-calculation.

The impact of this fix still has to be determined.

--Snip--

back on topic - I hope these changes will fix some of the leaks..

still, I don't experiance any lag spike on plugin start though.. - not sure if that is really realated to my plugin or something else..

But for me to claim or you to assume, that this plugin does not have a footprint would be naive though..

After all it calculates dozens of physical values, positions, angles, distances and rotations each frame, to perform what it does..

If more than one ship is loaded, only one plugin calculates those values for all of the ships..

The other plugins are sleeping.. - also to increase performance

However - on activation, a second class the ImpulseVesselManager is called and the ship announces it's presence - maybe that singleton call is what lags for you guys..

Here it does not happen - other than that, the first fram is identical to every other frame - no additional load on start at all..

Well - It is still a physics heavy plugin and every feature or activated subsystem will add to this.

It does the same or even more than a full fledged 5 Stage Rocket combined with burn together, some MechJeb tools, Vertical Velocity Controll, DavonTC and FAR(as example for the physic load) and it will even break the laws of kerbal physics for your conveniance..

We can't have that with no footprint.. I must acknoledge and confirm this fact..

Don't worry, I know that these awesome plugins come with a price, but I also knew that an extra 500mb or so of ram was a bit much. I wouldn't assume it was your plugin causing the lag without proof.

Further..

To give you some unconvenient truths:

Comments like "I only want this or that" will be ignored for the time being..

The plugin comes "as is" and what's in it or not is currently my decission alone (as discussed with StarVision)..

So I decide "officially":

It's a continuing developpment and things might change over time but I can't accommodate wishes for special versions with less features at this time.

Not even settings to deactivate stuff are planned right now - currently the core-feature-optimization, KSPI integration and the subsystems (tractor/weappons/tranporter/cargobay) are main focus - the rest will have to wait.

In meantime, I suggest the following:

If someone has problems with lag and ram:

- buy a new computer/GFX-card/RAM

- remove some mods

- use active texture management.

- try the 64bit workaround...

I have 2 computers and an identical installation of KSP produces completely different RAM values while playing the same save game.

That is caused by different architectures and versions of GFX drivers, cards and mother boards..

Maybe you don't need 16GB Ram - you only need a "non-outdated" grafic hardware..

At least that is what I experianced here - Both PC's have 8 GB ram - one almost dies at 3.2GB (with strong but 5 year old graphic card) the other runs the same with 1.8GB (with onboard GFX card from last year)..

Same save, same mods just different hardware.. - KSP is on a USB-drive and I can plug it in both PC's to test that..

I can't see how I could adress/fix these differences in my plugin - honestly..

Most likely if you have problems like these, they come from causes like described above..

However - optimization is on the list - what can be fixed will be fixed..

If that sounded unfriendly or so, it's a missunderstanding created by language issues on my end - I just felt it had to be said once..

better early than late... :-)

I hope you get the notion because I still appreciate all inputs..

I understand completely, and I know exactly what you mean when it comes to specific requests.

I found the leak - it was a gui.skin instance

now i need to find an other way to make my gui transparent again..

TractorBeam in action:

http://i.imgur.com/3LNMNfb.png

If she wasn't so big, I could pull her right in..

Glad you found the big problem. Transparency isn't a big deal really compared to the issue.

Also wow, that tractor beam is pretty awesome! I'll get on those testing parts tonight.

Edited by StarVision
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... I didn`t mean I want this, that like a kid lol, just as long as we can test it.

I ment "in general" - I hope you didn't take it personally..

As I said english is not my nativ - so it might have sounded unfriendly..

Not allways so sure about that..

Don't worry, I know that these awesome plugins come with a price, but I also knew that an extra 500mb or so of ram was a bit much. I wouldn't assume it was your plugin causing the lag without proof.

..and you were right after all..

Glad you found the big problem. Transparency isn't a big deal really compared to the issue.

Also wow, that tractor beam is pretty awesome! I'll get on those testing parts tonight.

yeah - me too..

These corners will be fixed - I don't give up with my transparency :-)

Parts: No hurry - the tractor beam is still making me crazy..

..I can wait for your planned schedule...

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The Test Objects are more than perfect and exceeded all expectations..

You can admire them in the following video..

Tactical Subsystem:

The WeaponSystem called Phaser Banks got installed today..

Splendid - as Piccard would say..

at least one thing that works more or less than expected hahah..

tractor beam is more troublesome..

Still to come:

- Soundeffects for at least Phasers,

maybe also the engine, the subsystem panel if it opens and closes and stuff like that - depends on how well it integrates..

- Torpedos - Photon..

They will be equipped with impuls and autopilot..

and sound effects offcourse..

- after that, the cargobay system is on the desk..

but firts about a dozen small fixes for laser, rewrite of tractor and transparency..

have fun..

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The Test Objects are more than perfect and exceeded all expectations..

You can admire them in the following video..

Tactical Subsystem:

The WeaponSystem called Phaser Banks got installed today..

Splendid - as Piccard would say..

at least one thing that works more or less than expected hahah..

tractor beam is more troublesome..

Still to come:

- Soundeffects for at least Phasers,

maybe also the engine, the subsystem panel if it opens and closes and stuff like that - depends on how well it integrates..

- Torpedos - Photon..

They will be equipped with impuls and autopilot..

and sound effects offcourse..

- after that, the cargobay system is on the desk..

but firts about a dozen small fixes for laser, rewrite of tractor and transparency..

have fun..

Wow :D Something that started simply as a propulsion plugin sure it exploding into something truly epic! Great work philotical :D

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The Test Objects are more than perfect and exceeded all expectations..

You can admire them in the following video..

Tactical Subsystem:

The WeaponSystem called Phaser Banks got installed today..

Splendid - as Piccard would say..

at least one thing that works more or less than expected hahah..

tractor beam is more troublesome..

Still to come:

- Soundeffects for at least Phasers,

maybe also the engine, the subsystem panel if it opens and closes and stuff like that - depends on how well it integrates..

- Torpedos - Photon..

They will be equipped with impuls and autopilot..

and sound effects offcourse..

- after that, the cargobay system is on the desk..

but firts about a dozen small fixes for laser, rewrite of tractor and transparency..

have fun..

That's pretty awesome and It looks a lot like the old Sunbeam mod. Also I'm glad the test parts are useful. I actually watched the episode you quoted while making them.

So I was getting ready to release the mod for the hundredth time when I remembered how unoptimized the Tardis was. I've redone it in the style of the Third Doctor. Right now only the exterior is done but the interior shouldn't be too hard. As this is what it looks like. I kind of expected myself to redo all these ships eventually, so I'm glad I'm doing it now.

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looking good, any news about the impulse drive, or the ships? , be nice to get a alpha impulse to try out, but I`m having fun anyway.

On the first page you can download the alpha of voyager with the impulse plugin. Click on 0.2 with is right next the bolded words "Current Project: Voyager"

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I did some work on the bridge. The consoles were pretty tedious but it's getting there. It's not 100% accurate, but I think it's recognizable enough. Also I have exams this and the following weeks, so I have to study at somepoint*.

D3lNtIR.png

*I probably won't anyways

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I did some work on the bridge. The consoles were pretty tedious but it's getting there. It's not 100% accurate, but I think it's recognizable enough. Also I have exams this and the following weeks, so I have to study at somepoint*.

http://i.imgur.com/D3lNtIR.png

*I probably won't anyways

Wow my jaw just hit my keyboard. The bridge is looking great so far. Studying is important but we understand its easy to get distracted sometimes by the "important" things. :D

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Wow :D Something that started simply as a propulsion plugin sure it exploding into something truly epic! Great work philotical :D

Thanks... :-)

looking good, now all we need is some kerbal to start a war :)

I have a few ideas in mind:

Multiplayer, Roleplaying, Movie making, debris removal..

..other than that - you are right - completely useless in a KSP carrier game..

But it was fun to code it..

That's pretty awesome and It looks a lot like the old Sunbeam mod. Also I'm glad the test parts are useful. I actually watched the episode you quoted while making them. ..snip

..but it's not the sunbeam - just to mention - it's custom made all original - no stolen code..

Honestly - these shuttles with impulse are so far the best KSP ships I ever had - I just love them..

You might consider adding the small one eventually to the download package - people will love it.

Did you like the episode?

Currently digging through DS9 once more.. - but the 4 seasons of NX-01 is still my favorite though..

It was admittedly something completely else and hard to get used to it - but on the long run, more "living characters" than for example Voyager where they had the order to not portray any human emotions if possible..

Still - I love Voyager - just to prevent a false impression lol

looking good, any news about the impulse drive, or the ships? , be nice to get a alpha impulse to try out, but I`m having fun anyway.

you mean the beta - the alpha you have already..

I will pack a new DLL with the working features and the fixed leak soon, so StarVision can include it in his next update release..

For news: I added sound to phasers and tractor beam, tractor beam is still bugging me with unity-rotation problems.., Photon Torpedos are flying but are missing the target by now - also a rotation problem like the tractor..

The Phaser and tractor are two colored now.. - Oh and yesterday, I was able for the first time to haul a shuttle in the launchbay with the tractor..

I did some work on the bridge. The consoles were pretty tedious but it's getting there. It's not 100% accurate, but I think it's recognizable enough. Also I have exams this and the following weeks, so I have to study at somepoint*.

*I probably won't anyways

Wow - I love it..

Exams: Let me give you some advise from a friend!

28 years ago, I said the same - I still regrett it every day..

You will too.. - trust me..

Voyager can wait..

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Thanks... :-)

..but it's not the sunbeam - just to mention - it's custom made all original - no stolen code..

Honestly - these shuttles with impulse are so far the best KSP ships I ever had - I just love them..

You might consider adding the small one eventually to the download package - people will love it.

Did you like the episode?

I know, I was just remarking on the similarities. It heats the target part up, right?

I'll start working on a proper shuttle at some point. Probably when I release the current Enterprise model and after Voyager is done.

Also I did like that episode.

Currently digging through DS9 once more.. - but the 4 seasons of NX-01 is still my favorite though..

It was admittedly something completely else and hard to get used to it - but on the long run, more "living characters" than for example Voyager where they had the order to not portray any human emotions if possible..

Still - I love Voyager - just to prevent a false impression lol

I'm watching DS9 as well. It will be the first of the series I've actually watched from start to finish. For TNG, VOY, and TOS I've seen almost all of the episodes, just because I was watching them on TV and would sometimes miss one. I haven't started ENT yet, but I think my favourite now is a tie between TNG and DS9.

Wow - I love it..

Exams: Let me give you some advise from a friend!

28 years ago, I said the same - I still regrett it every day..

You will too.. - trust me..

Voyager can wait..

It's not that I'm really lazy or anything, I've just exhausted all of my study materials. I'm not worried. I generally do good on tests. Mind you this is all Math and English. Science was last semester. I studied tons for that one.

Also you're right Voyager can wait. But the TARDIS cannot. I've started on the internal. I've created an animation for the time rotor but I doubt I'll be able to activate it in-game. Maybe it can always be on or something.

Q57yJNF.gif

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YEAHH - It seems, I have the rotation issues cleared up about 90%..

I had to code a special GimbalDebug Class to be able to - but what ever get's the job done is the motto in my profession - right....

The ship will follow the gimbal - the more force, the more it will be pulled to the gimbal..

But it still needs a lot of practice to be a tractor-chief..

So situation is as follows:

We have:

- All main features.. (97%, 2 details in formation mode, one in height controll)

- Subsystem Phasers (100%)

- Subsystem tractor beam (~95-100% depending..)

We still need:

- Subsystem Torpedos (50%)

- Subsystem Transporter (0%)

- Subsytem Cargobay.. (0%)

- Subsystem Resource Transfer (0%)

- rework of power consumption so that not only propulsion but also the automatic assistants and the subsystem use power..

- I had an idea how to solve Energy Shields that protect the ship from weappons..

but without multiplayer, that can only be used for stuff like flying in to the sun's corona.. :-D

Still - I think I like the idea..

Request to all:

I guess it's time for a feature request round..

What ideas did you guys have - what would you like to see?

It has to be somewhat star trek and it has to be usefull in some way!

Wich details would you have done differently and how?

Is something bothering right now?

ok the last two question should probbably wait until you all got the beta update..

So those points will be open for a longer discussion..

Thoughts I had are for example - a scanner system..

but since KSP does not offer anything to scan (caves, monuments, resources, lifesigns), I'd have to invent stuff - and that is kind of boring..

or do you see an other option?

Maybe the scanner could create a SCANsat map within seconds depending on the energy reserves..

Or it could simply show all celestial body info plus amount of ships/crew around it..

Like the target list in lazor system or so..

..stuff like that - give me feedback if you have thoughts..

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YEAHH - It seems, I have the rotation issues cleared up about 90%..

I had to code a special GimbalDebug Class to be able to - but what ever get's the job done is the motto in my profession - right....

The ship will follow the gimbal - the more force, the more it will be pulled to the gimbal..

But it still needs a lot of practice to be a tractor-chief..

So situation is as follows:

We have:

- All main features.. (97%, 2 details in formation mode, one in height controll)

- Subsystem Phasers (100%)

- Subsystem tractor beam (~95-100% depending..)

We still need:

- Subsystem Torpedos (50%)

- Subsystem Transporter (0%)

- Subsytem Cargobay.. (0%)

- Subsystem Resource Transfer (0%)

- rework of power consumption so that not only propulsion but also the automatic assistants and the subsystem use power..

- I had an idea how to solve Energy Shields that protect the ship from weappons..

but without multiplayer, that can only be used for stuff like flying in to the sun's corona.. :-D

Still - I think I like the idea..

Request to all:

I guess it's time for a feature request round..

What ideas did you guys have - what would you like to see?

It has to be somewhat star trek and it has to be usefull in some way!

Wich details would you have done differently and how?

Is something bothering right now?

ok the last two question should probbably wait until you all got the beta update..

So those points will be open for a longer discussion..

Thoughts I had are for example - a scanner system..

but since KSP does not offer anything to scan (caves, monuments, resources, lifesigns), I'd have to invent stuff - and that is kind of boring..

or do you see an other option?

Maybe the scanner could create a SCANsat map within seconds depending on the energy reserves..

Or it could simply show all celestial body info plus amount of ships/crew around it..

Like the target list in lazor system or so..

..stuff like that - give me feedback if you have thoughts..

Well a tie-in with SCANsat would be great, like you said scans a planet very quickly in high resolution as well as the biomes and anomalies that can be detected by SCANsat. Also resource scanning for kethane and extra-planetary Launchpads ore resource would be nice. you could have it scan very large areas of the planet at once so it would take only a handful of orbits to scan the whole planet. Another idea would be to use the scansat map coordinates as a kind of targeting system for the transporter (ie. enter the latitude and longitude of a location to transport a kerbal to it.).

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YEAHH - It seems, I have the rotation issues cleared up about 90%..

I had to code a special GimbalDebug Class to be able to - but what ever get's the job done is the motto in my profession - right....

The ship will follow the gimbal - the more force, the more it will be pulled to the gimbal..

But it still needs a lot of practice to be a tractor-chief..

So situation is as follows:

We have:

- All main features.. (97%, 2 details in formation mode, one in height controll)

- Subsystem Phasers (100%)

- Subsystem tractor beam (~95-100% depending..)

We still need:

- Subsystem Torpedos (50%)

- Subsystem Transporter (0%)

- Subsytem Cargobay.. (0%)

- Subsystem Resource Transfer (0%)

- rework of power consumption so that not only propulsion but also the automatic assistants and the subsystem use power..

- I had an idea how to solve Energy Shields that protect the ship from weappons..

but without multiplayer, that can only be used for stuff like flying in to the sun's corona.. :-D

Still - I think I like the idea..

Request to all:

I guess it's time for a feature request round..

What ideas did you guys have - what would you like to see?

It has to be somewhat star trek and it has to be usefull in some way!

Wich details would you have done differently and how?

Is something bothering right now?

ok the last two question should probbably wait until you all got the beta update..

So those points will be open for a longer discussion..

Thoughts I had are for example - a scanner system..

but since KSP does not offer anything to scan (caves, monuments, resources, lifesigns), I'd have to invent stuff - and that is kind of boring..

or do you see an other option?

Maybe the scanner could create a SCANsat map within seconds depending on the energy reserves..

Or it could simply show all celestial body info plus amount of ships/crew around it..

Like the target list in lazor system or so..

..stuff like that - give me feedback if you have thoughts..

The beams are sounding great. Also the explosion was pretty funny. I might have to up the tolerance a bit.

So my thoughts: I'd say you've already got all the prime features planned out. A scanner would be cool, but that would be another dependency. Of course as you mentioned before, you said you could check to see if the KSPI plugin was installed, and I imagine checking for the SCANsat plugin would be no more difficult.

Personally I've never used SCANsat or Kethane, so I don't have any specific ideas. I think Spork of Doom's idea for the transporter is cool. Basically just a rectangle and the x and y values relative to the origin of the shape would translate to coordinates on the planet. Although I know that's probably not the main priority right now. Take your time.

I started on the actual internal for the TARDIS besides the console. It's around 4k tris. I might be able to use a normal map to cut it in half. We'll see

eNE7ETQ.png

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looking really good, I see the left wall is off a bit, texture should look good on it. myself I`m into ships more, will keep a eye out for next ship update.

trying to do a battleship, wow, ksp doesn`t like a lot of pieces, had a few 100 and I had to stich it together, I really should learn to transfer 3dmax to ksp.

3dmax is simple , but transfer to ksp is hard I think, didn`t go threw it all. but making your own stuff Is where the most fun I had ingames.

Edited by mjy
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looking really good, I see the left wall is off a bit, texture should look good on it. myself I`m into ships more, will keep a eye out for next ship update.

trying to do a battleship, wow, ksp doesn`t like a lot of pieces, had a few 100 and I had to stich it together, I really should learn to transfer 3dmax to ksp.

3dmax is simple , but transfer to ksp is hard I think, didn`t go threw it all. but making your own stuff Is where the most fun I had ingames.

What's weird about the left wall? It might just be the view. The door is actually at the front, and it's not a perfect hexagon either, so it's kind of weird to work with.

Also transferring models is really easy. Just look through the stickied post in this section. All you really have to do is install Unity and drag your models into it. I'm sure there's a video tutorial somewhere. Just look through the topic.

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left beam and front center beam top part seems off a bit , might be the view, nothing major as it is looking nice.

as for 3dmax, I`m looking into it, man it would be fun to drop a few ships into this game, first ship will be a big battleship. maybe it looks harder then it is, haven`t really look at how hard it is

to drop a ship into ksp, will look it up, the unity prog. farly new here so no idear what is really involved into adding ships in ksp, it seemed hard just looking at it :)

myself I just used to make stuff for skyrim, etc like this all room 3dmax except the armor, but might try my hand at ksp .. if I can

http://cloud-4.steampowered.com/ugc/613884292618384124/9D4F8FADAE049F15AAB065DDD0CB032EC35F9EB8/

Edited by mjy
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Another idea would be to use the scansat map coordinates as a kind of targeting system for the transporter (ie. enter the latitude and longitude of a location to transport a kerbal to it.).

good point.. - but see below..

The beams are sounding great. Also the explosion was pretty funny. I might have to up the tolerance a bit.

So my thoughts: I'd say you've already got all the prime features planned out. A scanner would be cool, but that would be another dependency. Of course as you mentioned before, you said you could check to see if the KSPI plugin was installed, and I imagine checking for the SCANsat plugin would be no more difficult.

Personally I've never used SCANsat or Kethane, so I don't have any specific ideas. I think Spork of Doom's idea for the transporter is cool. Basically just a rectangle and the x and y values relative to the origin of the shape would translate to coordinates on the planet. Although I know that's probably not the main priority right now. Take your time.

Scansat is looking bad..

an integration will only be as a convenience thing..

but it won't have a lot of use for the transporter..

even on Minmus, a full zoom pixel of a highres scansat map has a side length of approximately 120 meters..

So a positioning with this for transport won't work..

you try to beam a kerbal to the runway and it ends up inside the VAB.. - scan sat is moved to the end of my tasklist for now..

So - I decided to code an own system with highresolution positioning capabilities.

First tests have shown, a max distance of 50 KM is given by KSP since at this distance, the KSC mesh dissapears..

I assume this includes anomalies.

So beaming from orbit is not possible at Kerbin - but since we have a full halt button, that will not be a problem..

Just hold your position at 49Km above the KSC and you will (hopefully at a shining day in near future) be able to beam to any point - even the roof of VAB.

For more info see the second part of the video..

The first part is: proudly presenting "PHOTON TORPEDOES"

Hey StarVision, I have a mesh, a finished UV and a texture for a torpedo MarkVI - can I send that to you for "unity-fying"?

http://i.imgur.com/AeN4MPT.png

Would save me trouble (see below).. - but this time - really no hurry - it works also well with the RCS tank lol

Never mind I got it..

http://i.imgur.com/cyH1ZQI.png

http://i.imgur.com/76oFPvA.png

..it seemed hard just looking at it :)

myself I just used to make stuff for skyrim, etc like this all room 3dmax except the armor, but might try my hand at ksp .. if I can

http://cloud-4.steampowered.com/ugc/613884292618384124/9D4F8FADAE049F15AAB065DDD0CB032EC35F9EB8/

have a look here:

http://forum.kerbalspaceprogram.com/threads/57238

With that pic as reputation, you might have enough knowledge to just go through one or two tutorials and you are done..

All you do in blender, can go to KSP, simply pass it through unity as a middle step.

I'm looking forward to huge battle ships as one part - I love the idea..

Make the galactica :-) - also that will be compatible with the impulse plugin btw..

Edit PS:

The one that can tell me where I have stolen the blue texture for the explosions, will get a StarTrek-Fan-Coockie..

:-D

Edited by philotical
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wow, that looks great,really getting there, ksp might throw some of these ingame.poor voyager getting beat up by a alien ship :) what u using for computer, seems smoother then the last video, ty very much will look it up , as I made a test block to try it out. oh I like the zoom camera, will be usefull for lots of stuff

wow, finally added a custom item in ksp took a lot of hrs to learn, but worth it, now if I could figure out how to add a door,animation has always been a pain for me, never got into it, but a simple animation can`t be that hard?

ty very much philotical, never would have tried it w/o your link, having trouble with the cfg file, is there a cfg generator like u could add your mesh and it would generate something? I added 1 from the game and modified it and it works lol.... now what to make mmmm

Edited by mjy
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