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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90


nli2work

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Hey nli2work, firstly gotta say that I love your mods. The aesthetic is excellent across the board, and the new Retro-Future parts are amazing.

I just have a few questions/issues/suggestions, if you don't mind:

  • The Retro-Future wings seem to have a larger collision box (I'm not sure if that's the right term?) than their visual appearance, which isn't the case with stock pWings. So when I try to adjust the size/shape of a nearby wing, or attach something to another part, I hit the other wing instead, and have to remove it or flip the camera around to do what I want. They also hit things that they shouldn't in-flight.
  • Any plans to make larger Retro-Future cockpits? Would go nicely with your sweet new fuselage/cargo bay parts.
  • I think a cylindrical 1.25m fuselage piece would also be handy - right now the round-ended 1.25m cockpits can only fit a Retro-Future fuselage via an adapter, which tends to make things look a bit awkward.
  • It looks like there are a few mistakes in the wing cfgs - the control surface (not the all-moving one) lacks the check for pWings at the start, and there's a typo in the name when checking for FAR/NEAR, so the FAR/NEAR aero model isn't being applied. The other wing bits lack the line checking for FAR/NEAR so they're probably applying FAR/NEAR settings even in stock aero.
  • Could you add the Firespitter wheel alignment guide module to your landing gear? It's a super useful feature.
  • Any way to fix the Transparent Command Pod HUD being black when running OpenGL?

Cheers

Yes, I'm still not 100% on the pWings. most recently the controlSurface. I'm confinually checking them. I'll check the configs again. I don't have NEAR so I don't have the NEAR related configs in there. Might have to add an MM patch in the near future... come to think of it the configs might be why my parts are behaving weird. Thanks for bringing it up.

Larger command pods yes.

cylinderical bits, sort of.

Landingear alignment - good idea.

HUD being black in OpenGL - I don't know. it's been an issue for a while with RPM. I'm planning to switch to DDS textures soon, maybe that will fix it.

hi sorry if im missing something here but i cannot seem to find the white textures for the retro future parts anymore.

have the alternate textures been removed?

I'll add it in a day or two. need to get them converted to PNGs and check to make sure htey work on the newer parts. the older TGAs should still work, but 0.25 has loading problems with TGAs and they parts may or may not load due to sporadic missing texutres

I love the PanOpticons!

The existing pods are perfect for orbital craft. Ever thought of making a more aerodynamic version? I envision a simple 1.25m diameter bullet shape, all glass. It would be the best KSP cockpit ever.

like an airplane pod? Possibly. if I come up with something I like. Been sketching various designs none of them I like yet.

Edited by nli2work
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Yes, I'm still not 100% on the pWings. most recently the controlSurface. I'm confinually checking them. I'll check the configs again. I don't have NEAR so I don't have the NEAR related configs in there. Might have to add an MM patch in the near future... come to think of it the configs might be why my parts are behaving weird. Thanks for bringing it up.

I tried copying the sections from the stock pWings, and now the all-moving control surfaces don't have adjustable deflection angles :(. But they do seem to function correctly otherwise. And AFAIK NEAR uses the same wing-modelling mechanic as FAR, so a FAR config should also work for NEAR.

BTW here's my latest creation using your mod:

cEsvicY.png A moderately accurate U-2 on a recon mission over the Himalayan foothills :)

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I tried copying the sections from the stock pWings, and now the all-moving control surfaces don't have adjustable deflection angles :(. But they do seem to function correctly otherwise. And AFAIK NEAR uses the same wing-modelling mechanic as FAR, so a FAR config should also work for NEAR.

BTW here's my latest creation using your mod:

http://i.imgur.com/cEsvicY.png A moderately accurate U-2 on a recon mission over the Himalayan foothills :)

That looks sweet!

yeah sorry about the pWings. I totally messed up their configs. Will update tomorrow with correct configs. :D

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Hi nli2work, just chiming in here to say how much I love the Panopticon pods! They are visually stunning.

Unfortunately, I find myself in a bit of a pickle. Despite this warning:

Having multiple transparent pods in physics range is very resource intensive. Too many will crash the game.

I went ahead and built a space station in Minmus orbit featuring the 3-person hi-viz pod without prior testing, and now I can't load it or get within physics range without crashing the whole game. Every damn time. This is a single pod, mind you, with lots of other (stock) parts attached, so I thought it'd be okay, but apparently it's just too resource intensive. I have 11 kerbals aboard the station, so I'm reluctant to just terminate the vessel... but sending a rescue shuttle proved fruitless because the game still crashes (or the orbit totally bugs out) when I get within 4.8 km of the beast.

What are the odds that you'll be able to make the pods more hardware-friendly in the near future? In the meantime, any tips on how to circumvent the issue described above?

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Okay sorry for spamming the thread with premature troubleshooting questions... I figured out how to save my kerbals. I temporarily set the game's graphics settings to ultra-low, which allowed me to load the vessel without crashing the game.

Dat low-res skybox...

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Okay sorry for spamming the thread with premature troubleshooting questions... I figured out how to save my kerbals. I temporarily set the game's graphics settings to ultra-low, which allowed me to load the vessel without crashing the game.

Dat low-res skybox...

Good to hear you managed to save them. :D. yeah it will eat up resources if you aren't careful. You can remove the following block from the part configs

MODULE
{
name = TransparentPod
}

that will make them pretty much standard command pods. IVA will look the same and they should be much less resource intensive. of course you won't see the Kerbals inside.

Edited by nli2work
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You can remove the following block from the part configs

MODULE
{
name = TransparentPod
}

that will make them pretty much standard command pods. IVA will look the same and they should be much less resource intensive. of course you won't see the Kerbals inside.

Good to know! I'll try that out... it's one-way mirror glass, obviously ;)

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Stock on x64, using '-force-opengl' and playing in a window to hold it stable. (odd that worked)

No I mean do you have FAR installed. 14.2 added wing mass based on wing area; that resulted in much heavier aircraft in many instances.

v1.6.2 and change log in OP

XJ9qCRY.jpg

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First I just want to say WOW... Just downloaded this and WOW.... My hat is off to you. What a great set of parts and FUN, damn ya FUN.....

Next, I am trying to find an example craft for the 2m sections that have the side doors. If anyone has anything, I would really appreciate a craft file to get some general ideas.

And last, Eskandare, is there 'any' chance of getting that Kraptor craft file. That is just way to perfect looking ...

Again, great work to all.........

DrTedAstro.

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No I mean do you have FAR installed. 14.2 added wing mass based on wing area; that resulted in much heavier aircraft in many instances.

v1.6.2 and change log in OP

http://i.imgur.com/XJ9qCRY.jpg

No, FAR is not installed. This occurred with stock aerodynamics.

Just to add this is my new favorite mod. I love the diversity of parts and fun engines. This inspired me to go further then Kerbin Side and make part mods. I'm working on an inline RTG to go with B9 and a rotating radome (basically an antenna, I may add scan sat to it) similar to AWACS.

Edited by Eskandare
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that can be arranged. easy one to set up.

Love the YF-21 cockpit :) Time to play Kerbcross Plus!

Question, I don't suppose you could do all stock-alike textures and use FStexture switch? And/or templates to make our own?

Edited by Eskandare
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Love the YF-21 cockpit :) Time to play Kerbcross Plus!

Question, I don't suppose you could do all stock-alike textures and use FStexture switch? And/or templates to make our own?

it's to keep memory footprint low. All textures are loaded by KSP, which means any alternate textures take up memory even if you are not using them on a part. much cheaper memory wise to use FSmeshSwitch

as far as templates, it's easier to think of the textures as atlased than trying to overlay UV patches on them. Upper left you have the basic panel section, lower left is one of the end caps; top right is 2nd type of endcap, a sort of internal crew hatch; lower right is 2nd type of panel that doesn't change color between the two color schemes. So you can make a part and sample the different texture sections by cutting up the UV accordingly. That said, it should be easy to create masks for use with Kerbpaint.

The white top/black bottom was my attempt at stock-alike, pretty lousy; it's either too bright or too dark. Going all stock-alike texture wise is unlikely. I like the "tin can dragged a few miles on the road look" as you might have guessed, and that's not at all close to Squad's aesthetics. :D Some point in the future I might dirty/chip up the textures even more than they are now.

Edited by nli2work
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I think some of the landing gear are a little too... 'squishy' Is there a way to firm it up? Or maybe add a way to lock the suspension?

My F-22 Kraptor oscillates on takeoff.

Have same issue on my scout aircraft:

going straigt: y7v6JjB.jpg?1

starts to turn left at 50m/s: l3kGshI.jpg?1

Also i should mention that starting position of "Stowable Wheel" is very :rolleyes:

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