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Station Parts Project [stock welds by the DoPToOT]


little square dot

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At the venerable the Department of Placing Things on Other Things, we have been hard at work on a project intended to further encourage the placing of things on other things, including stuff.

To that end we have developed a mighty snazzy series of space station parts utilizing a highly advanced system of assembly in which the individual components of each part were placed on one another in order to create the assembled part, but enough about that... without further ado, the DoPToOT is proud to present our all-stock Space Station Parts Project!

Included Parts: (more details/pics to come shortly)

The Escape System

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The Modules

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Radial Bits

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Transit Bits

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Trussy Bits

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The Utilities

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(Before you get started, I strongly recommend that you use the debloater mod to reduce the size of the stock textures.)

((welding is a finicky business to say the least, and often a slight correction to the alignment or position of one model causes it to interfere with the functionality of another, point being that it is possible that I missed some bugs, or created some bugs by quashing others, so please speak-up if you notice that something's amiss. I tested everything multiple times, but some of the welds were quite complicated, so I could have missed something. Also, let me know of any ideas or requests that you may have for additions/alterations to this pack.))

Download the DoPToOT Station Parts Pack v1.0

Download Station Parts v1.static_portholes_removed_add_your_own!

(^^this^^ version has had all of the pre-placed, static portholes removed, both to improve performance and to give the player the freedom to place portholes in areas of their choosing, which will also result in the player having the ability to turn their 'internal' lights on and off.)

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DoPToOT by little square dot is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

(Do whatever you like, but play nice and share... or else.)

Edited by little square dot
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BEAUTIFUL... good sir, i downloaded some of your original welds from a while back but this... you really hit the spot :D i have always like large station pieces mods like KOSMOS and stuff but i could never find one stock-like enough. This is amazing :) please keep up the good work

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BEAUTIFUL... good sir, i downloaded some of your original welds from a while back but this... you really hit the spot :D i have always like large station pieces mods like KOSMOS and stuff but i could never find one stock-like enough. This is amazing :) please keep up the good work

oh and to add on to my previous statement may i recommend that you change your post so that instead of a bunch of images you have one neat imgur album to keep it nice and tidy without giving a sense of over-cramming info while still having all of your parts and info about them displayed in a nice manner :) it would really make the post a lot more attractive

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oh and to add on to my previous statement may i recommend that you change your post so that instead of a bunch of images you have one neat imgur album to keep it nice and tidy without giving a sense of over-cramming info while still having all of your parts and info about them displayed in a nice manner :) it would really make the post a lot more attractive

As I was posting I began to think the same. I will heed your advice... tomorrow. =)

Mother of god if you hadn't said that this was made from welded stock i would have called it stock alike i mean seriously this stuff looks awesome

Thank-you kind sir. I'm glad you approve.

Edited by little square dot
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one thing i really would like is plz have lights toggable on all parts. only a few of the parts have toggable lights and they start on. when in daytime causes alot of lag due to number of lights

Trouble is that only one light per part will toggle... t'is the nature of the weld. Only one EVA hatch will work, one animation, etc. because they're all single parts.

I actually almost released this pack sans portholes for the very reason you mention, in addition to which I dislike how effing bright the portholes are, and each additional light seems to increase the brightness exponentially.

I think I will release a second pack with placeholder models where the portholes should be and let people attach them themselves, as this would make them all toggleable. It would also increase part counts, although even still most modules would only be 3 parts, which shouldn't be unmanageable so long as you're not making 100+ module stations.

I should also point-out that some of these parts are made up of 50+ models, so it's a good idea to avoid going nuts adding the larger parts like the "inflatable" rings, the greenhouse etc., however also keep in mind that while the larger parts can be quite laggy in the VAB/SPH, they actually perform a heck of a lot better in-game.

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Trouble is that only one light per part will toggle... t'is the nature of the weld. Only one EVA hatch will work, one animation, etc. because they're all single parts.

I actually almost released this pack sans portholes for the very reason you mention, in addition to which I dislike how effing bright the portholes are, and each additional light seems to increase the brightness exponentially.

I think I will release a second pack with placeholder models where the portholes should be and let people attach them themselves, as this would make them all toggleable. It would also increase part counts, although even still most modules would only be 3 parts, which shouldn't be unmanageable so long as you're not making 100+ module stations.

I should also point-out that some of these parts are made up of 50+ models, so it's a good idea to avoid going nuts adding the larger parts like the "inflatable" rings, the greenhouse etc., however also keep in mind that while the larger parts can be quite laggy in the VAB/SPH, they actually perform a heck of a lot better in-game.

yeah having where we can add outself as a option would be good.

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1. Composing stuff like those circular habitation modules from dozens of spheres is very, very, very, very bad for performance as you will end up with extremely high polycounts (not to mention unsightly z-fighting between the spheres). At this point it would be easier to just make a donut-shaped part yourself to use for the designs like those.

2. Same for other things: you seem to be using a Cupola part every time you need to make a hexagonal window, which is very expensive polycount-wise too.

Make no mistake, those parts aren't performance-friendly and the advice from above to use the reduced stock texture pack won't help in any way here - as the performance hit will come from the polycount, not textures.

Edited by bac9
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mmmmmmmmminefficientmmmmmmmmcannotcompute

;)

Make no mistake, those parts aren't performance-friendly and the advice from above to use the reduced stock texture pack won't help in any way here - as the performance hit will come from the polycount, not textures.

At this point it would be easier to just make a donut-shaped part yourself to use for the designs like those.

Thanks for the advice bac9, but you've really missed the point entirely... and frankly you're being a bit of a fun-vacuum in the process. :P

All I was looking to do with this pack was to create some fun parts that both the stock-purists and the mod-friendly peeps could play around with, and I personally enjoy the challenge of making all-stock welds. Within reason, I didn't allow performance concerns to enter into it until testing, at which point I actually trimmed a lot of the parts down significantly, but I still put aesthetics first in many cases. Despite this I didn't have any serious performance issues in testing excepting those times that I was intentionally pushing the limits, but regardless, this is all beside the point.

I do understand that a part consisting of 30-something stayputniks will run more poorly than a single, simple donut-shaped model, as I already alluded to above, and likewise, I'm not so delusional as to think that using 32 lander cabins just for their windows in order to make one greenhouse module, is in any way performance-friendly.

Clearly this was never the point.

There are quite a number of people who won't touch mods with a 39.5 ft. pole, so all-stock welds are something that everyone can use, and they can always be improved and manipulated by myself or the end-user, in addition to which they don't require constant updating in order to remain compatible with KSP.

I'm just trying to have some fun, and hopefully provide some parts that others can have some fun with as well.

As for the polycount issue, what does this have to do with my advice to use the debloater mod? These parts are all-stock, so people will benefit from using the debloater to free up RAM, and this has nothing to do with polycounts.

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I have added a version of the pack without the static, permanently lit portholes, however I haven't been able to test it due to the reason mentioned above.

Link can be found in the initial post, and I would greatly appreciate it if someone could test it out for me and let me know if there are any errors.

Cheers.

Edited by little square dot
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1. Composing stuff like those circular habitation modules from dozens of spheres is very, very, very, very bad for performance as you will end up with extremely high polycounts (not to mention unsightly z-fighting between the spheres). At this point it would be easier to just make a donut-shaped part yourself to use for the designs like those.

Obviously a custom model would be better, but to be fair here, there are plenty of mod packs out now with engine models that have way more polygons than a few dozen stayputniks combined.

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These are amazing parts- it would be also nice to have compatibility with station science, to do SCIENCE on your station!

I will look into this further when I get my KSP computron out of storage later this week, however a quick glance at the Station Science mod's parts leads me to believe that adding the following junk to a (sciencemodule).cfg would do the trick:

MODULE

{

name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report

resetActionName = Discard Crew Report

reviewActionName = Review Report

useStaging = False

useActionGroups = True

hideUIwhenUnavailable = True

rerunnable = True

xmitDataScalar = 1.0

}

MODULE

{

name = ModuleScienceContainer

reviewActionName = Review Stored Data

storeActionName = Store Experiments

evaOnlyStorage = True

storageRange = 2.0

}

MODULE

{

name = EurekaProducer

rate = 1.0

minimumCrew = 3

}

MODULE

{

name = BioproductProducer

minimumCrew = 1

sciPerDay = 1.0

kibbalPerDay = 2.0

bioPerHour = 1.0

kibbalPerBioproduct = 1.0

}

MODULE

{

name = KuarqGenerator

rate = 1

chargePerKuarq = 90

}

MODULE

{

name = SampleAnalyzer

reviewActionName = Review Analysis Results

capacity = 1

evaOnlyStorage = False

storageRange = 0

kuarqsRequired = 20

kuarqHalflife = 20

txValue = 1

}

RESOURCE

{

name = Kibbal

amount = 160

maxAmount = 160

}

**Disclaimer** I haven't tried .22 or the Station Science mod yet, so I could be talking out of my rear.

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Has anyone managed to take a look at the 'sans-porthole' pack in KSP yet? The pack should be ok, but I'm a wee bit nervous about having posted a pack that I wasn't able to first test in-game. I would prefer to avoid distributing any broken parts.

Also, if anyone ends up using these, please post pics of your stations! I'd love to see how people make use of the various bits, and I'm also curious as to which bits will see the most use. This will help me to better plan my next offering.

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This will help me to better plan my next offering.
plan my next offering.
next offering.

Sounds so ominous.....

Any way, I haven't tried the ones without the ports, but played around with the others. Don't have any pics yet but next time I hop on to play I'll try to remember to grab some. I love the parts they look awesome and my brain hurts thinking about how I'm gonna use ALL of them lol!!

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This will help me to better plan my next offering.

plan my next offering.

next offering.

Sounds so ominous.....

Ha! well sure, when you put it so ominously.

As for your hurting brain, you don't have to use all of them you know. =)

I know the feeling though.. I started brainstorming ideas for a colonization pack last night, came up with a lot of stuff, and my brain is hurting simply because I know that I will feel compelled to create all of it.

That'll be two more weeks spent in notepad... I'm a sucker for punishment. :confused:

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