andrew123 Posted November 6, 2014 Share Posted November 6, 2014 I also want those props for my peacekeeping helicopters!How else are we supposed to flush out those god darn blue aliens? Link to comment Share on other sites More sharing options...
Gaalidas Posted November 6, 2014 Share Posted November 6, 2014 Blue aliens? How disgusting. Why can't alien life be a healthy green like the rest of us? I'll bet it's because they deny themselves that healthy dose of radiation that a kerbal gets from licking the RTGs. If they licked more RTGs, they'd be much nicer to look at. Link to comment Share on other sites More sharing options...
1of6Billion Posted November 6, 2014 Share Posted November 6, 2014 Awesome! I am *so* looking forward to this. Link to comment Share on other sites More sharing options...
electronicfox Posted November 6, 2014 Author Share Posted November 6, 2014 i do want... and big props, so we can make Avatar- like dropships!Big props have been in mind since I started this They'll be coming later. Link to comment Share on other sites More sharing options...
electronicfox Posted November 6, 2014 Author Share Posted November 6, 2014 I need it more than I need oxygen.10/10 I'm setting this to be the first tab that opens when I open my browser, so I know when it's released.I'll be doing some balancing of these parts this afternoon after I get some work done (gotta make them monies), with any luck, a beta release will be out tonight.this is not a guaruntee Link to comment Share on other sites More sharing options...
electronicfox Posted November 6, 2014 Author Share Posted November 6, 2014 Very close to the first beta release now. The sizes I originally made these parts in were still too big for what I envisioned, so rather than having a 0.5m core, it is now 0.25m (and the engine mounts are now 0.125m).A couple issues I have come across. KSP is not good with tiny parts. The VAB and SPH do not zoom in far enough to make things easy (a separate drone/rover construction building would be excellent for this), and connection nodes tend to cover the entire part when building. These seem like plugin-only fixes though.The second issue is the colliders on my landing legs dont like to work properly. Originally I had capsule colliders and box colliders around the mesh, they worked fine until I rescaled to the smaller size, now they dont like me at all. For now I have one convex collider over the model, which works to an extent (the legs still sink into the ground a bit, and anything under/inside the legs cannot be selected/right-clicked). If anyone has a workaround for this I'm all ears.Everything else works nicely, and if I can get these issues fixed I will release the first beta tonight.Jeb likes his new toy. Link to comment Share on other sites More sharing options...
Midnight Jade Posted November 6, 2014 Share Posted November 6, 2014 Were you inspired by South Park? lolBy the way, it's looking awesome! It could be interesting to have HullCamera integration (or similar), if you haven't already thought of that. Link to comment Share on other sites More sharing options...
electronicfox Posted November 6, 2014 Author Share Posted November 6, 2014 Were you inspired by South Park? lolBy the way, it's looking awesome! It could be interesting to have HullCamera integration (or similar), if you haven't already thought of that.I dont really watch South Park, not my brand of humour.Nah I just thought that KSP's probe parts dont match up to modern probe tech. Its still quite large and bulky and awkward if you just want to make a little probe vehicle to do some recon and such. Link to comment Share on other sites More sharing options...
Sage Sagan Posted November 6, 2014 Share Posted November 6, 2014 Absolutely amazing stuff, I am so intrigued by the possibilities for this little beauty. It will definitely find a place on all my rovers just for the ability to find out what is on the other side of "that ridge". Link to comment Share on other sites More sharing options...
magico13 Posted November 6, 2014 Share Posted November 6, 2014 It will definitely find a place on all my rovers just for the ability to find out what is on the other side of "that ridge".Which makes me wonder how well the small docking port will fit on this (if at all). That would definitely be necessary for this sort of usage. Link to comment Share on other sites More sharing options...
electronicfox Posted November 6, 2014 Author Share Posted November 6, 2014 Which makes me wonder how well the small docking port will fit on this (if at all). That would definitely be necessary for this sort of usage.The small docking port is too big for the core parts of this mod. For now I have rescaled the smallest port, but I'll be making a new one later (as well as decouplers and such). Link to comment Share on other sites More sharing options...
Sage Sagan Posted November 6, 2014 Share Posted November 6, 2014 Ok the ship is ready, now all that's needed is the USV (un-manned space vehicle)On the hullcam question, does anyone know of a plug-in that allows for wireless video sending? It would be truly seismic if it were possible to have a camera on the quad which feeds to an RPM monitor in the cockpit of the mother craft. Link to comment Share on other sites More sharing options...
electronicfox Posted November 6, 2014 Author Share Posted November 6, 2014 Ok the ship is ready, now all that's needed is the USV (un-manned space vehicle)On the hullcam question, does anyone know of a plug-in that allows for wireless video sending? It would be truly seismic if it were possible to have a camera on the quad which feeds to an RPM monitor in the cockpit of the mother craft.Unfortunately, the probe wont fit in that cargobay in (what I assume from your picture) such an orientation. However, these slightly different slimmer designs will work.Or you could just not use the shielding for the propellers...that'd work too. Link to comment Share on other sites More sharing options...
magico13 Posted November 6, 2014 Share Posted November 6, 2014 Unfortunately, the probe wont fit in that cargobay in (what I assume from your picture) such an orientation. However, these slightly different slimmer designs will work.I take back everything I said about making the arm structures one part. Those designs/the versatility are cool enough that I would rather be given those options than save on part count Link to comment Share on other sites More sharing options...
Sage Sagan Posted November 6, 2014 Share Posted November 6, 2014 I intended to lay the probe flat in the bay, the shown payload was a placeholder. The R.C.S version will be marvelous for asteroid missions, some tiny lights may be necessary Link to comment Share on other sites More sharing options...
Gaalidas Posted November 6, 2014 Share Posted November 6, 2014 A couple issues I have come across. KSP is not good with tiny parts. The VAB and SPH do not zoom in far enough to make things easy (a separate drone/rover construction building would be excellent for this), and connection nodes tend to cover the entire part when building. These seem like plugin-only fixes though.I wouldn't mind having the original scale parts available for larger drones as well as the tiny ones. It's becoming a little too small for my taste, and the constructional issues would be a serious pain. Link to comment Share on other sites More sharing options...
nli2work Posted November 6, 2014 Share Posted November 6, 2014 are you using surface attach or stack attach nodes? do you experience excessive wobbliness on the parts? Link to comment Share on other sites More sharing options...
electronicfox Posted November 6, 2014 Author Share Posted November 6, 2014 are you using surface attach or stack attach nodes? do you experience excessive wobbliness on the parts?There is no major wobbliness anywhere (unless the parts are stressed). Also stack attach for most parts. Link to comment Share on other sites More sharing options...
electronicfox Posted November 6, 2014 Author Share Posted November 6, 2014 I have just made the first set available for download. Go nuts!Links are on the first post. Link to comment Share on other sites More sharing options...
nli2work Posted November 6, 2014 Share Posted November 6, 2014 you use Kerba Joint Reinforcement? I'm asking because I had made tiny parts before, ~0.3m diameter, but there was a lot of sliding with the stack nodes. Link to comment Share on other sites More sharing options...
electronicfox Posted November 6, 2014 Author Share Posted November 6, 2014 you use Kerba Joint Reinforcement? I'm asking because I had made tiny parts before, ~0.3m diameter, but there was a lot of sliding with the stack nodes.No joint reinforcement used at all. There doesnt seem to be any kind of sliding or wobbling issues for me with these parts.---editActually, the landing legs sometimes slide a little when landing at certain angles. Only a minor movement though. Link to comment Share on other sites More sharing options...
akron Posted November 6, 2014 Share Posted November 6, 2014 (edited) I like it. It looks as all the models are sharing one texture properly (Thank you!) But I see that the diffuse texture is in there duplicated twice (arm1 and propeller) any reason behind this? The propeller one doesn't appear to be used.Also, are you still considering making a version that merges more pieces together to reduce the part count?Developer curiosity: Did you make the texture from a rendered Ambient Occlusion map? Edited November 6, 2014 by akron Link to comment Share on other sites More sharing options...
hieywiey Posted November 7, 2014 Share Posted November 7, 2014 It won't load past "TinyEgine" for some reason, it always stops there. Link to comment Share on other sites More sharing options...
electronicfox Posted November 7, 2014 Author Share Posted November 7, 2014 (edited) It won't load past "TinyEgine" for some reason, it always stops there.Is this with the 0.5m version, or 0.25m?Also, do you have FireSpitter installed? It seems to get stuck on parts when the game tries loading something that isnt there. Edited November 7, 2014 by electronicfox Link to comment Share on other sites More sharing options...
electronicfox Posted November 7, 2014 Author Share Posted November 7, 2014 I like it. It looks as all the models are sharing one texture properly (Thank you!) But I see that the diffuse texture is in there duplicated twice (arm1 and propeller) any reason behind this? The propeller one doesn't appear to be used.Also, are you still considering making a version that merges more pieces together to reduce the part count?Developer curiosity: Did you make the texture from a rendered Ambient Occlusion map?The parts are indeed sharing one texture (2 technically, diffuse and normal), aside from the propeller which uses an additional texture for the blurred blades. You are correct about the duplicated textures. Seems I forgot to put the dummy textures with the propellers.I am still gonna create the version with a reduced part-count later down the road.I did use an AO map as a base for the diffuse. Link to comment Share on other sites More sharing options...
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