ndiver Posted October 7, 2014 Share Posted October 7, 2014 Just by curiosity, does someone has some .craft files to reconstruct a Mir-alike ? Quote Link to comment Share on other sites More sharing options...
Beale Posted October 7, 2014 Author Share Posted October 7, 2014 Could you maybe do a MiG-105?I've toyed with that very plane, but given up due to my trouble with wings. You can get a nice Kliper in the MOSOI industries mod, there's also the (Whimchaser?) mod that has a similar small spaceplane.But who knows, for the future Just by curiosity, does someone has some .craft files to reconstruct a Mir-alike ?I'll definitely be putting some up when I add some more misc. MIR parts. Others have made some incredible MIR replicas using a mix of mine, stock and other mod parts, but IIRC there aren't any craft files. Quote Link to comment Share on other sites More sharing options...
Niemand303 Posted October 7, 2014 Share Posted October 7, 2014 You can get a nice Kliper in the MOSOI industries mod, there's also the (Whimchaser?) mod that has a similar small spaceplane....I'll definitely be putting some up when I add some more misc. MIR parts.Thanks for mentioning my mod! Though it's still far from perfection. Too many things to do at the moment and I'm bugged with both the gear design and my bachelor diploma on computational fluid dynamics.Once again greedy, I'd ask some hub parts for Mir/ISS, as since you made a new model for your LK, it can't be used as a Hub. And a cream TKS textures would be also cool to make Zarya module (foilzzz!). Quote Link to comment Share on other sites More sharing options...
Beale Posted October 7, 2014 Author Share Posted October 7, 2014 (edited) Thanks for mentioning my mod! Though it's still far from perfection. Too many things to do at the moment and I'm bugged with both the gear design and my bachelor diploma on computational fluid dynamics.Once again greedy, I'd ask some hub parts for Mir/ISS, as since you made a new model for your LK, it can't be used as a Hub. And a cream TKS textures would be also cool to make Zarya module (foilzzz!). Computational fluid dynamics + Kerbal Space Program = Real Real Fuels ? Sounds nice...I do have a landing gear thread here, thanks to nli2work , I got it working eventually. (Though a Kliper gear is obviously in another boat of the simple truck wheel).The hub is needed, yes... I had forgotten it really... Well, it'll probably be identical to the MIR one(a bit smaller than the stock one, but still with 1.25m nodes).Cream textures for the TKS, sure, update along with FOBOS Edited October 7, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
Niemand303 Posted October 7, 2014 Share Posted October 7, 2014 Computational fluid dynamics + Kerbal Space Program = Real Real Fuels ? Sounds nice...I do have a landing gear thread here, thanks to nli2work , I got it working eventually. (Though a Kliper gear is obviously in another boat of the simple truck wheel).The hub is needed, yes... I had forgotten it really... Well, it'll probably be identical to the MIR one(a bit smaller than the stock one, but still with 1.25m nodes).Cream textures for the TKS, sure, update along with FOBOS Nah, I'm a student in Aeromechanics, so it will be Niemand's Extensive Aerospace Research. Yay, it would be nice to have a specialised part, as i usually have to use SXT's 6-way pipe hub for Mir (0.625 ports) and Tantares Orbital Module for Zarya/Zvezda (1.25 intermodular + 0.625 for Tantares ships) Wow, thanks! But my problem is really design, as they start to look very "primitive", or too simple in a manner. It's just the question of experience, a couple of scraps after I hope figure out their final look. But anyway thanks, that thread will help me escape from Unity problems. Quote Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted October 7, 2014 Share Posted October 7, 2014 I could do Mig-105 wings.. I just hate IVAs lol. Quote Link to comment Share on other sites More sharing options...
Niemand303 Posted October 7, 2014 Share Posted October 7, 2014 Welcome to .25, guys! Gonna check the compatibility. Quote Link to comment Share on other sites More sharing options...
Plusk Posted October 7, 2014 Share Posted October 7, 2014 (edited) Hi, im loving the looks of the parts, for a long time i was building my LKO crafts to look like Soyuz. Having a quick look, i already found that TST return parachute fires the wrong way, cliping through the pod. Tested with realchute and clean install. Also, attachment nodes on couple of parts are misbehaving. I ive spent at least 6min placing docking port on top of parachute on top of capsule. Other parts im placing like a boss. Ksp 24.2 32bit, Win 7. Will be looking into that further tommorow. Anyhow, best stockalike pack ive seen in a long time, keep them parts coming! Edited October 7, 2014 by Plusk Quote Link to comment Share on other sites More sharing options...
Beale Posted October 7, 2014 Author Share Posted October 7, 2014 Welcome to .25, guys! Gonna check the compatibility.Tested and working* *Barring any elusive bugs.Hi, im loving the looks of the parts, for a long time i was building my LKO crafts to look like Soyuz. Having a quick look, i already found that TST return parachute fires the wrong way, cliping through the pod. Tested with realchute and clean install. Also, attachment nodes on couple of parts are misbehaving. I ive spent at least 6min placing docking port on top of parachute on top of capsule. Ksp 24.2 32bit, Win 7. Will be looking into that further tommorow. Anyhow, best stockalike pack ive seen in a long time, keep them parts coming! Thanks!Hmm, the parachute should work perfect in stock, can you confirm again?Also could you describe the node trouble a bit more? I haven't had really any issues with the docking node (though the parachute nodes can be tricky). Quote Link to comment Share on other sites More sharing options...
hoojiwana Posted October 7, 2014 Share Posted October 7, 2014 Tested and working* *Barring any elusive bugs.Main changes are scaling issues with MODEL{}, part entry costs for the tech tree, and some particle FX changes, like the SRB one and the small flames one that 48-7S used.I don't know what filetype you use for your textures, but TGA has issues with memory bloat and I've seen some problems with the game not loading them outright the first time through loading, so you may need to check that too. Quote Link to comment Share on other sites More sharing options...
Beale Posted October 7, 2014 Author Share Posted October 7, 2014 Main changes are scaling issues with MODEL{}, part entry costs for the tech tree, and some particle FX changes, like the SRB one and the small flames one that 48-7S used.I don't know what filetype you use for your textures, but TGA has issues with memory bloat and I've seen some problems with the game not loading them outright the first time through loading, so you may need to check that too.Thanks a million!Aha, time for a more in-depth look (I know entry costs are insanely low at the moment).The FX also, I haven't checked all my engines yet.TGA, yep For memory bloat / not loading, hopefully this will be fixed soon (God forbid I have to re-export every single thing as .mbm)Thanks for the heads up . Quote Link to comment Share on other sites More sharing options...
hoojiwana Posted October 7, 2014 Share Posted October 7, 2014 Thanks a million!TGA, yep For memory bloat / not loading, hopefully this will be fixed soon (God forbid I have to re-export every single thing as .mbm)Thanks for the heads up .No problem!On the TGA front, from what I've been told it's a Unity problem, but there is a little thing in the changelog that might help out;The GameDatabase code was tweaked to allow modders to write their own asset loaders.Just to be on the safe side I switched my stuff to MBM, and B9 has gone over to PNG (I think), but obviously the bigger the pack is the more severe memory problems are going to be. Quote Link to comment Share on other sites More sharing options...
Guest Posted October 7, 2014 Share Posted October 7, 2014 From what B9 found out, .png takes up half as much memory as .tga. It's caused by a bug, but I'd switch to .png. Also, Load on Demand had problems with .tga, while same-looking .png loads fine. Quote Link to comment Share on other sites More sharing options...
Beale Posted October 7, 2014 Author Share Posted October 7, 2014 No problem!On the TGA front, from what I've been told it's a Unity problem, but there is a little thing in the changelog that might help out;Just to be on the safe side I switched my stuff to MBM, and B9 has gone over to PNG (I think), but obviously the bigger the pack is the more severe memory problems are going to be.I suppose it's do-able to go back to .mbm, it may take a while though. From what B9 found out, .png takes up half as much memory as .tga. It's caused by a bug, but I'd switch to .png. Also, Load on Demand had problems with .tga, while same-looking .png loads fine.Interesting..Does .png support specularity?Bugs...No FX bugs, but I am experiencing issue with the Model{} configs yeah, also some textures fail to load.Might be time to remove that [0.25] tag! Quote Link to comment Share on other sites More sharing options...
hoojiwana Posted October 7, 2014 Share Posted October 7, 2014 Does .png support specularity?Yes. All textures exported from Unity with the part tools support alpha-channel specular.Bugs...No FX bugs, but I am experiencing issue with the Model{} configs yeah, also some textures fail to load.Might be time to remove that [0.25] tag! The FX changes aren't a bug, just changes to what the stock FX look like. MODEL{} configs are when you use the "scale" setting in MODEL as well as rescaleFactor (it was bugged before, fixed now), and the textures not loading you'll have to check your output_log to find the exact cause. Some TGAs just outright failed to load the first time, the issue went away when I switched to MBM. Quote Link to comment Share on other sites More sharing options...
Beale Posted October 7, 2014 Author Share Posted October 7, 2014 Yes. All textures exported from Unity with the part tools support alpha-channel specular.The FX changes aren't a bug, just changes to what the stock FX look like. MODEL{} configs are when you use the "scale" setting in MODEL as well as rescaleFactor (it was bugged before, fixed now), and the textures not loading you'll have to check your output_log to find the exact cause. Some TGAs just outright failed to load the first time, the issue went away when I switched to MBM.Thanks for the help!The changes needed to the Model{} config make sense now (And how FX has changed between version). Quote Link to comment Share on other sites More sharing options...
Niemand303 Posted October 7, 2014 Share Posted October 7, 2014 I should've really put this pic in that welcoming post. Welcome to 0.25, guys! [2] Quote Link to comment Share on other sites More sharing options...
Plusk Posted October 7, 2014 Share Posted October 7, 2014 Hmm, the parachute should work perfect in stock, can you confirm again?Tested against clean 24.2 - working fine.Tested against RealChutes - deploying wrong way.Kinda bummer, as FAR with stock chutes often can be hard on Kerbal`s necks, and KSP without FAR is like eating a banana with a peel still on As for nodes, ive noticed it also happens with other parts both stock and mods, so i guess VAB camera angles are at fault here. Sorry for crying wolf. Quote Link to comment Share on other sites More sharing options...
Beale Posted October 7, 2014 Author Share Posted October 7, 2014 (edited) Tested against clean 24.2 - working fine.Tested against RealChutes - deploying wrong way.Kinda bummer, as FAR with stock chutes often can be hard on Kerbal`s necks, and KSP without FAR is like eating a banana with a peel still on As for nodes, ive noticed it also happens with other parts both stock and mods, so i guess VAB camera angles are at fault here. Sorry for crying wolf.Thanks for the info I'll look into the real chutes thing. It seems some people experience it while others don't.Can I ask if you're still using the latest version? Thanks.I should've really put this pic in that welcoming post. Welcome to 0.25, guys! [2]http://cs619927.vk.me/v619927511/1a634/Yr4xtCFYKQg.jpgNice! Edited October 7, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
Plusk Posted October 7, 2014 Share Posted October 7, 2014 Can I ask if you're still using the latest version?RealChute Parachute Systems 1.2.4. Quote Link to comment Share on other sites More sharing options...
DGatsby Posted October 8, 2014 Share Posted October 8, 2014 After Fobos is done, I plan to break the trend of Soviet stuff by finishing and releasing the Fuji Orbiter (and maybe Apollo D2), then some more MIR parts, after that, who can say? Hey Beale, I was wondering if you had a very general time line for completing these? I plan on doing a career mod game focusing on the Fuji and D2, but obviously I don't want to start it if they are (at least I hope both!) going to be redone and released sometime soonish. So I guess basically, if you don't think they'll be ready sometime in the next two weeks, could you let me know? Thanks! And thank you for your work! Quote Link to comment Share on other sites More sharing options...
Reichtangle Posted October 8, 2014 Share Posted October 8, 2014 So it seems that now you are gonna update some stuff? I personally haven't been able to play with the new update. Quote Link to comment Share on other sites More sharing options...
Beale Posted October 8, 2014 Author Share Posted October 8, 2014 Hey Beale, I was wondering if you had a very general time line for completing these? I plan on doing a career mod game focusing on the Fuji and D2, but obviously I don't want to start it if they are (at least I hope both!) going to be redone and released sometime soonish. So I guess basically, if you don't think they'll be ready sometime in the next two weeks, could you let me know? Thanks! And thank you for your work!Ask me a week ago and I would've said within two weeks.But... With the texture issues in 0.25, they'll have to wait a bit longer, sorry. Quote Link to comment Share on other sites More sharing options...
The14th Posted October 8, 2014 Share Posted October 8, 2014 Ask me a week ago and I would've said within two weeks.But... With the texture issues in 0.25, they'll have to wait a bit longer, sorry.No need to apologise to us Beale, I'm sure I speak for everyone when I say that we deeply appreciate all the effort you are putting into this!My own upgrade plans are on hold because I just can't play without Tantares parts now, and it's obviously going to take a few weeks for mod developers to iron out all the crinkles 0.25 is presenting them with!There's only so much sentient bread can do in one day! Quote Link to comment Share on other sites More sharing options...
Beale Posted October 8, 2014 Author Share Posted October 8, 2014 (edited) No need to apologise to us Beale, I'm sure I speak for everyone when I say that we deeply appreciate all the effort you are putting into this!My own upgrade plans are on hold because I just can't play without Tantares parts now, and it's obviously going to take a few weeks for mod developers to iron out all the crinkles 0.25 is presenting them with!There's only so much sentient bread can do in one day! Hehe, thanks!Perhaps I should elaborate on what needs doing:Quite a large chunk of my old Unity scene files were accidentally lost on the transition from Part Tool 0.20 to 0.23. That means to update the texture format via re-export, I'll have to basically recreate a lot of parts (including animated ones) in Unity again, obviously no small task.At my last count there's around 60~ parts in this pack.Also if somebody could tell me for sure if PNGs support mip-mapping in game or not, I'd be grateful.I'd like to keep the textures easily editable, but I might be forced to move to .MBMs Edited October 8, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
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