electronicfox Posted November 3, 2014 Share Posted November 3, 2014 (edited) I am happy to announce release the first (fixed) beta of these parts. I have included both the 0.5m version and 0.25m version. The 0.5m version has not been balanced though, since I prefer the smaller one. Feel free to mess with the CFG however you like. Since both also use the same CFG's, I'm pretty sure using both right now will throw up issues.I have included the required FireSpitter folders and resources in the downloadI will be adding more parts to this set, as well as editing/fixing existing parts.Right now there is a small issue with the landing legs, in which they will usually sink into the ground a little, but not so much it ruins gameplay.Here are the links: (Just shove everything in the GameData folder)0.5m version: http://www./download/vz49dbd3ey758b5/PunyProbesOriginal.zip0.25m version (includes a re-scaled docking port until I make a new one) : http://www./download/hdm2ncqbrmntcan/PunyProbesFix.zipIMAGES! Edited November 7, 2014 by electronicfox Link to comment Share on other sites More sharing options...
lo-fi Posted November 3, 2014 Share Posted November 3, 2014 I like it Look forward to seeing the first release. Link to comment Share on other sites More sharing options...
LitaAlto Posted November 3, 2014 Share Posted November 3, 2014 Definitely intrigued! Link to comment Share on other sites More sharing options...
Drew Kerman Posted November 3, 2014 Share Posted November 3, 2014 the KSA would love to order a few of these... Link to comment Share on other sites More sharing options...
nli2work Posted November 3, 2014 Share Posted November 3, 2014 very cool! consider building in some camera transforms for RPM compatibility one can fly it in first person as if wearing remote video goggles. Link to comment Share on other sites More sharing options...
electronicfox Posted November 3, 2014 Author Share Posted November 3, 2014 very cool! consider building in some camera transforms for RPM compatibility one can fly it in first person as if wearing remote video goggles.I had considered some kind of extra camera part for exactly this reason. Link to comment Share on other sites More sharing options...
Mekan1k Posted November 4, 2014 Share Posted November 4, 2014 Bro- I would explore atmospheric planets with that. Link to comment Share on other sites More sharing options...
electronicfox Posted November 4, 2014 Author Share Posted November 4, 2014 Bro- I would explore atmospheric planets with that.I'll be including a small RTG with the electric propeller version, one that generates just enough power to keep 4 props going constantly, with enough lift to keep the drone airborne on Kerbin. Full throttle will use extra power.It is designed so you can add as many props as you like, but you'll need to compensate for the extra power usage. The parts will also be at home on stock parts.For non-atmospheric bodies, the monoprop powered version will go a good distance depending on the body, but unlike the electrical version will have a limited range (unless someone has an idea on how to refuel it. I'm thinking karbonite parts. A tiny drill and monoprop converter). Link to comment Share on other sites More sharing options...
1of6Billion Posted November 4, 2014 Share Posted November 4, 2014 W000T! I requested this last week. Awesome! Thanks a bunch for creating this. I really look forward to release. Link to comment Share on other sites More sharing options...
electronicfox Posted November 4, 2014 Author Share Posted November 4, 2014 W000T! I requested this last week. Awesome! Thanks a bunch for creating this. I really look forward to release.Having just seen the post you made, I think I'd like to make more small drone parts. There is quite a lack of tiny parts in the game. 0.5m is still fairly large when considering the size of modern probes these days. Tiny sensors, wings, engines and such, they all seem like a good idea. Link to comment Share on other sites More sharing options...
Wanderfound Posted November 4, 2014 Share Posted November 4, 2014 While you're in a small-parts-uber-alles mood, any chance of a lander can specifically designed to fit into a Mk2 spaceplane cargo bay? 0.625m rovers and probe landers are easy enough to fit, but getting a manned ship into one of those bays without it clipping through the doors is rather difficult, particularly if you don't want a Mk1 capsule on it. Link to comment Share on other sites More sharing options...
1of6Billion Posted November 4, 2014 Share Posted November 4, 2014 Having just seen the post you made, I think I'd like to make more small drone parts. There is quite a lack of tiny parts in the game. 0.5m is still fairly large when considering the size of modern probes these days. Tiny sensors, wings, engines and such, they all seem like a good idea.Please do! Also Science Link to comment Share on other sites More sharing options...
electronicfox Posted November 4, 2014 Author Share Posted November 4, 2014 While you're in a small-parts-uber-alles mood, any chance of a lander can specifically designed to fit into a Mk2 spaceplane cargo bay? 0.625m rovers and probe landers are easy enough to fit, but getting a manned ship into one of those bays without it clipping through the doors is rather difficult, particularly if you don't want a Mk1 capsule on it.I understand that pain. I dont like using the Mk1 much myself. I'll be sticking with probe parts for now, but will keep this in mind. Link to comment Share on other sites More sharing options...
electronicfox Posted November 4, 2014 Author Share Posted November 4, 2014 (edited) By the way, if anyone can help me with setting up the parts within KSP, particularly the propellers, feel free to message me.I also need help with figuring out how to get several models to share the same textures within the game...in general I never was good at this part of the modding process Edited November 4, 2014 by electronicfox Link to comment Share on other sites More sharing options...
nli2work Posted November 4, 2014 Share Posted November 4, 2014 to share texturesuse MODEL{} in place of mesh = MODEL{ model = path to you model texture = texture, path to new texture // repeat as needed}best to use PNG or MBM with 0.25; TGA loading is sporadic. Link to comment Share on other sites More sharing options...
1of6Billion Posted November 4, 2014 Share Posted November 4, 2014 By the way, if anyone can help me with setting up the parts within KSP, particularly the propellers, feel free to message me.I also need help with figuring out how to get several models to share the same textures within the game...in general I never was good at this part of the modding processI would *love* to help, but have no experience whatsoever. Can't you get "inspiration" from other propellor parts? Link to comment Share on other sites More sharing options...
electronicfox Posted November 4, 2014 Author Share Posted November 4, 2014 to share texturesuse MODEL{} in place of mesh = MODEL{ model = path to you model texture = texture, path to new texture // repeat as needed}best to use PNG or MBM with 0.25; TGA loading is sporadic.Ah thanks a bunch, that solves one problem I created the parts so far to all share one 1024 texture and normal map for the sake of efficiency, but it kinda defeated the point if I couldnt figure out how to actually force them to share it in-game. Link to comment Share on other sites More sharing options...
electronicfox Posted November 4, 2014 Author Share Posted November 4, 2014 I would *love* to help, but have no experience whatsoever. Can't you get "inspiration" from other propellor parts?I can get the CFG's of the propeller parts in the FireSpitter mod, but I have no idea how they would be rigged beforehand. I can assume the propeller itself spins around a pivot point as a seperate mesh from the rest of the propeller engine, but I have no idea if there is a specific naming convention or extra script needed in Unity before exporting. Link to comment Share on other sites More sharing options...
magico13 Posted November 4, 2014 Share Posted November 4, 2014 Don't forget some sort of antenna for use with RemoteTech. Unless you would prefer we use the Stock ones. Either way, I would fly the f--- out of that. It looks so fun! It's like the BoxSat of drones! I also wouldn't mind science equipment/a single science package for doing the stock science experiments with it without having to mount them on the sides (but once again, the stock ones would work fine as well).I am wary of having a bunch of smaller parts (since that would inflate part counts, and each part has physics applied to it). Would it be possible to merge the primary mount, structural piece, and engine mount into a single part? That would reduce the part count from 3 to 1 for each engine. Maybe do the same with the propeller and shielding? I'm not a fan of a lot of little parts that have to be combined every single time (in the same way) to be functional (like when KAS required you place the winch AND the connector onto the winch every. single. time.) and having to search through the parts list for everything.Things to consider for later down the line Link to comment Share on other sites More sharing options...
nli2work Posted November 4, 2014 Share Posted November 4, 2014 (edited) you do need a dummy texture in the same location as the model for it part to load properly. if your texture location is remote do the above. if all the parts that share texture are in the same folder; then you only need to specify the model path. e.g.if all models and textures are in GameData/Quadcopter/; all you need to do is specify the model each config needs to use. MODEL{model = GameData/Quadcopter/droneCore //for core}MODEL{model = GameData/Quadcopter/electricMotor //for props}etc.for propeller setup check here for module documentation http://snjo.github.io/ Edited November 4, 2014 by nli2work Link to comment Share on other sites More sharing options...
electronicfox Posted November 4, 2014 Author Share Posted November 4, 2014 Don't forget some sort of antenna for use with RemoteTech. Unless you would prefer we use the Stock ones. Either way, I would fly the f--- out of that. It looks so fun! It's like the BoxSat of drones! I also wouldn't mind science equipment/a single science package for doing the stock science experiments with it without having to mount them on the sides (but once again, the stock ones would work fine as well).I am wary of having a bunch of smaller parts (since that would inflate part counts, and each part has physics applied to it). Would it be possible to merge the primary mount, structural piece, and engine mount into a single part? That would reduce the part count from 3 to 1 for each engine. Maybe do the same with the propeller and shielding? I'm not a fan of a lot of little parts that have to be combined every single time (in the same way) to be functional (like when KAS required you place the winch AND the connector onto the winch every. single. time.) and having to search through the parts list for everything.Things to consider for later down the line This is indeed something to consider.I quite like the fiddly nature of many small parts to play with, but can understand that some folk also prefer flying to building with endless amounts of parts. I suppose a two-part release would work for this. One with all the tiny parts available, and another with some pre-made structures as you have described. Best of both worlds.- - - Updated - - -you do need a dummy texture in the same location as the model for it part to load properly. if your texture location is remote do the above. if all the parts that share texture are in the same folder; then you only need to specify the model path. e.g.if all models and textures are in GameData/Quadcopter/; all you need to do is specify the model each config needs to use. MODEL{model = GameData/Quadcopter/droneCore //for core}MODEL{model = GameData/Quadcopter/electricMotor //for props}etc.for propeller setup check here for module documentation http://snjo.github.io/Thanks a bunch, I'm writing all this stuff down!And propeller stuff! Fantastic. That should keep me going for now! Link to comment Share on other sites More sharing options...
magico13 Posted November 4, 2014 Share Posted November 4, 2014 I suppose a two-part release would work for this. One with all the tiny parts available, and another with some pre-made structures as you have described. Best of both worlds.If you're sharing textures then it might be fine to include both sets in the same mod. Have all the tiny pieces but also a prebuilt arm structure (the propeller shield + propeller isn't that big of a deal). That way if people want to do something funky with the arms they can (like make them really long/have weird angles) but if they just want a single part to connect them they can do that too. With shared textures is won't take any more RAM and adding a single extra part won't make anything too crazy. It's also like two extra parts per arm, which isn't really a big deal so you can probably leave it as-is without any concerns Link to comment Share on other sites More sharing options...
electronicfox Posted November 4, 2014 Author Share Posted November 4, 2014 If you're sharing textures then it might be fine to include both sets in the same mod. Have all the tiny pieces but also a prebuilt arm structure (the propeller shield + propeller isn't that big of a deal). That way if people want to do something funky with the arms they can (like make them really long/have weird angles) but if they just want a single part to connect them they can do that too. With shared textures is won't take any more RAM and adding a single extra part won't make anything too crazy. It's also like two extra parts per arm, which isn't really a big deal so you can probably leave it as-is without any concerns This is very true. I suppose peeps can also just delete the smaller parts if they really dont want them. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted November 4, 2014 Share Posted November 4, 2014 Hi, Being a long time abuser of RC helis and quads I'll take half a dozen please, the engineers in weapon RnD are still laughing like maniacs Link to comment Share on other sites More sharing options...
Avalant Posted November 4, 2014 Share Posted November 4, 2014 Very cool! Can't wait to see you release this. Link to comment Share on other sites More sharing options...
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