Erasmus_UK Posted April 11, 2014 Share Posted April 11, 2014 I'm not sure if this has been tabled yet (probably has, but it's early and my caffeine level has yet to reach where it should be), but how easy would it be to have a procedural habitat/command module? Adding the appropriate modules (SAS, Crew Capacity etc.) is easy, but it needs a hatch - I'm very new to modding and how everything works in KSP but if, as I understand it, a hatch is defined by an invisible object in Unity, would it be possible for the 'hatch' object to be positioned in the nominal 'front' of the procedural object (i.e. what you see from a starting position in VAB) to enable textures to match it's location and NOT to scale with the rest of the object, but remain in its position? For reference, I love this mod already - I'm looking forward to continuing developments Cheers,Erasmus UK Link to comment Share on other sites More sharing options...
swamp_ig Posted April 11, 2014 Author Share Posted April 11, 2014 (edited) Yeah pretty much, I hadn't thought to expand it to a generalised case.Really I had thought of just making it a box - eight points, not as a series of profiles along a curve / line. That's about as far as I can get atm, I think - It's more of an exercise of learning how to write mods, and if I could contribute something useful in the process, all the better. I'm a bit of a maths nerd, but I always find the geometry and calculus the most fun to work out.I saw your quadrilateral diagram, just wasn't quite sure how that corresponded to a 3D structure. There's a whole family of different hexahedrons http://en.wikipedia.org/wiki/Hexahedron .You might want to consider extending ProceduralAbstract shape directly, rather than SoR because that's really for surfaces of revolution. The downside to this is you'll need to do all the shape building plus implement AddAttachement, which requires a lot of thought to get it right (there's other 1000 LoC in AbstractSOR, it took me ages to write and perfect). If you want to proceed with this I can let you know how it works in a PM.Edit:If what you want is an extrude, might be worth waiting until I do the abstract base class for extrudes. Don't ask if you can do that for me however, cos I wouldn't give that up for anything Edited April 11, 2014 by swamp_ig Link to comment Share on other sites More sharing options...
swamp_ig Posted April 11, 2014 Author Share Posted April 11, 2014 I'm not sure if this has been tabled yet (probably has, but it's early and my caffeine level has yet to reach where it should be), but how easy would it be to have a procedural habitat/command module? Fusty was working on this, not sure how it's going, haven't heard in a while.In answer - probably not too hard. The tricky part would be the IVA and getting that to scale sensibly. If you didn't care about the IVA, then probably pretty easy. I haven't actually looked into it much. Link to comment Share on other sites More sharing options...
John FX Posted April 11, 2014 Share Posted April 11, 2014 (edited) I'm sure this feature will be implemented at some point, but for now can help with the "other mods" bit, I've made a set of Add-ons that add procedural tanks for Kethane, TAC, Interstellar and Extra-planetary launch pads, as soon as swamp_ig gives me a green light i'll release them They're ready for release.Here's my thread: http://forum.kerbalspaceprogram.com/threads/75761-WIP-%280-23-5%29-Procedural-Parts-mod-compatibility-extra-tanksAny other mods you'd like to see catered for just send me a PM And by service module do you mean it creates power, of just holds it?if it just holds (and just charges at a constant rate regardless of size) I could knock one together in about 20-30 minutes, but if you'd want the charge to scale with the size that's quite complicatedEDIT:How does this look? The service module only creates 18 electrical charge a minute, too high?http://i.imgur.com/7Z5rI5Y.pngPlease, don`t go red...EDIT : just noticed the `texture` slider so ignore my worries about red CM`sLooks good if it can be textured. Would the weight be calculated as though it had the largest tanks for its size or would reducing the RCS amount for example reduce the dry weight? (hope that made sense)On the electric front, 18/min seems in the right area. I would say field test it now to see if it`s enough, not enough. Don`t go higher, even with a single RTG I often can`t use all the power.IVA may be an issue. I use RasterPropMonitors for my IVA needs for example and a shifting IVA may not play well with other mods. Edited April 11, 2014 by John FX Link to comment Share on other sites More sharing options...
ANWRocketMan Posted April 11, 2014 Share Posted April 11, 2014 Would it be possible to create procedural(size only) parts using existing models? Such as heatshields, decouplers and LES's? Link to comment Share on other sites More sharing options...
Eggman360 Posted April 11, 2014 Share Posted April 11, 2014 (edited) Please, don`t go red...EDIT : just noticed the `texture` slider so ignore my worries about red CM`sLooks good if it can be textured. Would the weight be calculated as though it had the largest tanks for its size or would reducing the RCS amount for example reduce the dry weight? (hope that made sense)On the electric front, 18/min seems in the right area. I would say field test it now to see if it`s enough, not enough. Don`t go higher, even with a single RTG I often can`t use all the power.IVA may be an issue. I use RasterPropMonitors for my IVA needs for example and a shifting IVA may not play well with other mods.It uses practically 33% of a stock RTG (or there shouts), and as you resize the part it's weight is recalculated, so a tank 10m long will weigh more than a tank at 5m, Unfortunately this part doesn't actually hold crew or have an internal, I wasn't sure what else to call it but the description in-game says it's a sealed unit.If this doesn't answer what you meant just post again and I'll answer best I can As for the texture thing (don't worth I saw the edit lol) it's really difficult to shop off how you can have different textures without spamming two dozen pictures on the thread lol Edited April 11, 2014 by Eggman360 Link to comment Share on other sites More sharing options...
Eggman360 Posted April 11, 2014 Share Posted April 11, 2014 Would it be possible to create procedural(size only) parts using existing models? Such as heatshields, decouplers and LES's?As far as I know the beauty of this mod comes from straightforward geometry, cones, cylinders and even spheres are straightforward to texture, but stock and asymmetrical parts are a different kettle of fish, I agree that I'd like to see more complex shapes and textures, but I'm not sure how easy that would be Link to comment Share on other sites More sharing options...
ANWRocketMan Posted April 11, 2014 Share Posted April 11, 2014 Isn't there some way to apply the scale transform to other models? Link to comment Share on other sites More sharing options...
rkman Posted April 11, 2014 Share Posted April 11, 2014 Isn't there some way to apply the scale transform to other models?Yes there ishttp://kerbalspaceprogram.com/?p=63897But it is different than generating models procedurally. Would be nice though if eventually we'd have both in stock ksp. Link to comment Share on other sites More sharing options...
Eggman360 Posted April 11, 2014 Share Posted April 11, 2014 Yes there ishttp://kerbalspaceprogram.com/?p=63897But it is different than generating models procedurally. Would be nice though if eventually we'd have both in stock ksp.I agree that this would be fantastic if it was added to stock Link to comment Share on other sites More sharing options...
ANWRocketMan Posted April 11, 2014 Share Posted April 11, 2014 Yes there ishttp://kerbalspaceprogram.com/?p=63897But it is different than generating models procedurally. Would be nice though if eventually we'd have both in stock ksp.Not quite what I'm looking for, it would be nice to dynamically rescale it to weird sizes(like 8.4m etc.). For Real Solar System tehre are a lot of parts that would greatly benefit from being scalable in their size(and related part mass). Link to comment Share on other sites More sharing options...
rkman Posted April 11, 2014 Share Posted April 11, 2014 Not quite what I'm looking for, it would be nice to dynamically rescale it to weird sizes(like 8.4m etc.). I suppose it would be relatively simple to include in that mod the option to unlock the scaling. Link to comment Share on other sites More sharing options...
ANWRocketMan Posted April 11, 2014 Share Posted April 11, 2014 I suppose it would be relatively simple to include in that mod the option to unlock the scaling.It would require rewriting the code as the mod contains no .cfg's for that. Nor does the module in the part that enables the scanning have an option for that(it only has a default scale). Link to comment Share on other sites More sharing options...
rkman Posted April 11, 2014 Share Posted April 11, 2014 Yes it would require change to the code. At least it would be easier to have free rescaling of existing models with that mod, than to have it included in the procedural parts mod. Link to comment Share on other sites More sharing options...
Xenoamor Posted April 11, 2014 Share Posted April 11, 2014 (edited) Hey I made some parts for Extra Planetary Launchpads and Kethane:https://dl.dropboxusercontent.com/u/20220352/TankEPL.cfghttps://dl.dropboxusercontent.com/u/20220352/TankKethane.cfgTankEPL can store either ore, metal or rocketpartsTankKethane can store kethaneEDIT - Forgot to mention their storage capacity matches that of the respective mods Edited April 11, 2014 by Xenoamor Link to comment Share on other sites More sharing options...
ANWRocketMan Posted April 11, 2014 Share Posted April 11, 2014 I don't want procedurally generated parts per se. Just rescaleable parts(and maybe modifcation of their resources too if at all possible). Would've been nice to have that and this all-in-one. Guess I'll have to start learning how to mod KSP using scripting... Link to comment Share on other sites More sharing options...
Eggman360 Posted April 11, 2014 Share Posted April 11, 2014 I don't want procedurally generated parts per se. Just rescaleable parts(and maybe modifcation of their resources too if at all possible). Would've been nice to have that and this all-in-one. Guess I'll have to start learning how to mod KSP using scripting...Can you clarify the difference between "procedural" and "simply re-scalable and being able to select what they hold", because the second option is pretty much what this mod isThose two mean the same thing here, unless procedural means something else? Link to comment Share on other sites More sharing options...
Eggman360 Posted April 11, 2014 Share Posted April 11, 2014 (edited) Hey I made some parts for Extra Planetary Launchpads and KethaneTankEPL can store either ore, metal or rocketpartsTankKethane can store kethaneEDIT - Forgot to mention their storage capacity matches that of the respective modsIsn't this pretty much the exact same thing I released yesterday :s lol : http://forum.kerbalspaceprogram.com/threads/76156-0-23-5-Procedural-mod-resource-storage-parts Edited April 12, 2014 by Eggman360 Link to comment Share on other sites More sharing options...
swamp_ig Posted April 12, 2014 Author Share Posted April 12, 2014 What procedural means is that the model is generated based on the dimensions you put in. There is no scaling of models done, the models are 1:1 scale. This lends certain advantages - for example the mesh has a dynamic number of vertexes depending on the size. This means a small tank will be faster to render than a huge one as you don't need lots of extra detail when the part is tiny. This works also with the bezier cones - they only have enough points in the mesh to make it look smooth at normal camera distances. If you zoom right in you can see that it's actually a series of truncated cones.I have thought about a rescaling plugin, but that's available elsewhere, plus for me not that interesting to do. Link to comment Share on other sites More sharing options...
swamp_ig Posted April 12, 2014 Author Share Posted April 12, 2014 Alrighty! Version 0.9.0 is out.See first thread for details.Unfortunatly Eggman's part pack will not work until it's updated, but he's working on that Link to comment Share on other sites More sharing options...
White Owl Posted April 12, 2014 Share Posted April 12, 2014 Woo!And I know this is in development so no hard promises... but should this version be relatively safe from save-breaking? I really want to use these parts for some long term construction. Link to comment Share on other sites More sharing options...
AndreyATGB Posted April 12, 2014 Share Posted April 12, 2014 How exactly does 0.9.0 interact with 0.8.1? Do the ships not load or what, I don't see how a fuel tank can break saves. Link to comment Share on other sites More sharing options...
rkman Posted April 12, 2014 Share Posted April 12, 2014 Download link isn't working, produces an error message about revoked security certificate. Link to comment Share on other sites More sharing options...
OtherBarry Posted April 12, 2014 Share Posted April 12, 2014 (edited) How exactly does 0.9.0 interact with 0.8.1? Do the ships not load or what, I don't see how a fuel tank can break saves.In the previous updates, all saved ships would revert to there unresized shape/dimensions (1.25m*2m cylinder), which meant you had to rebuild everything. This issue has been definitely fixed for future updates, but still waiting on conformation from Swamp_ig about if it will still happen when updating to 0.9.0 Edited April 12, 2014 by OtherBarry Link to comment Share on other sites More sharing options...
OtherBarry Posted April 12, 2014 Share Posted April 12, 2014 Download link isn't working, produces an error message about revoked security certificate.It's working fine for me. It might be related to the fact that its a direct download link, but the error is on your side it seems. Have you tried downloading from here?https://github.com/Swamp-Ig/ProceduralParts/releases/tag/v0.9.0 Link to comment Share on other sites More sharing options...
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