#Keep On Truckin

1 messages · Page 2 of 1

chilly axle
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yeah, exactly!

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like you say, a bit further in

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basically I'd make the top of the batteries flush with the flat surface

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but this is looking great

ruby ibex
chilly axle
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yeah!

ruby ibex
chilly axle
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not sure how I feel about the open top

ruby ibex
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and i'll add some industrial looking elektrodes on top

ruby ibex
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like this maybe with a bit more detail

chilly axle
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oh yeah that looks much better

ruby ibex
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almost like a gasoline engine from the top

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alright i guess we have our design target

ruby ibex
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the bottom needs a few more changes (where the electrodes go into the hull and the battery compartment) but looking good so far

ruby ibex
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added cutouts for the pipes

chilly axle
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this is coming along very nicely

ruby ibex
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i was sitting in front of the pc for an hour just spinning it around having no idea how to start

chilly axle
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honestly, most of my ideas for this mod just come from mixing together little bits and pieces from KSP1 mods 😆

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I've seen so many hundreds of parts that it would be weird if I didn't have an idea for something lmao

ruby ibex
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yeah but sometimes the amount of possibilities paralizes me.. like someone gives you a bit of clay and you can model it however you want... and then you have no idea what you want ít to be

chilly axle
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I'm kinda the opposite, I usually know very well what I want, I just don't have the artistic capabilities of executing it 😆

ruby ibex
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just having someone who gives some input like you with the batteries is the only thing thats needed to get it rolling

ruby ibex
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alright battery is finished .. that makes the part count 15 .. two more parts are missing... the legs and the fuel cell

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although the fuel cell is almost done.. just need to make it~~ smaller~~ slimmer...

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so i'm gonna get some ben and jerry ice.. what part should i do next? legs or fuel cell?

chilly axle
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I suppose if the fuel cell was already started, then it will be quicker to finish that first

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especially since the legs will probably be animated in some way?

ruby ibex
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thats the current size of the fuel cell

chilly axle
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oh yeah that's a lot

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I'd probably make it the same size as the battery tbh

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that's how the game usually does it

ruby ibex
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that would be just this part

chilly axle
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yeah

ruby ibex
chilly axle
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looking good

ruby ibex
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well that was an easy one

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so the legs then xD

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any idea about the legs?

chilly axle
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hm, maybe something like industrial, a bit rough looking?

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I'm kinda thinking like in the style of the KSP1 robotic parts

ruby ibex
shut pagoda
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Working on finalizing the crew module textures, then I'll take the lessons learned from there to do all the other parts

shut pagoda
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looks pretty decent imo

ruby ibex
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woah 2.6 MB ^^ those round surfaces really make a difference

ruby ibex
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does anybody know how to make illuminating surfaces? like the windows when crew light is switched on

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i have no idea how that works

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still havent got a response from adobe if i can get a student license for the surface painter

shut pagoda
ruby ibex
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ahh ok so thats done by the texture

shut pagoda
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Yeah, I'll define those then, let me know where there should be lights

ruby ibex
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i would love to learn how to do that is there any tutorial that you can recommend to watch?

shut pagoda
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Uh I'm not sure there is any resource on that anywhere

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(the module part)

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The emissive texture just defines where there should be light

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lemme send a screenshot of a stock texture rq

ruby ibex
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are those emissive textures also used for making actual usable lights or just to make stuff look pretty?

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just asking because i wanted to add a landing light to my other projects parts

shut pagoda
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Ah uh I don't really know how "lights" work in KSP2, emissive just means a portion of the part will be "lit up" like the bell of engines glowing red

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Like for the stock truck cabin the emissive map is white where the windows are

shut pagoda
ruby ibex
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ah yeah thats what i thought so actual lights that light up the game environment is something different then

shut pagoda
ruby ibex
shut pagoda
ruby ibex
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i kept all the parts within the general surface area of the stock shape so i guess you could use one reentry mesh for most of the parts... the adapters and the slim shaped vtol, battery, rcs and fuel cell module would need a different one.

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thats something i can do since there is only the landing leg still missing and all the oders are finished

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@shut pagoda did you include the hatch tubes in the reentry mesh or just the inline shape?

shut pagoda
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I haven't done any reentry mesh yet, I think we can do inline shape + the short "inline" tubes

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like the reentry mesh will be for this

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technically we could switch the reentry meshes based on the variant, but it would then require 4 sets of reentry meshes per part and that's a pain

chilly axle
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sounds to me like another good reason to just make the tube a separate part tbh

shut pagoda
ruby ibex
shut pagoda
ruby ibex
shut pagoda
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Making them standalone parts would make a lot of stuff simpler

chilly axle
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yeah I mean separate game parts, like we were saying with Cheese

shut pagoda
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I'll do that rq I think, should be pretty easy to do

chilly axle
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and what I was saying earlier is that it could be a variant of the 1.25m adapter

ruby ibex
shut pagoda
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Ohhh I see (I haven't read what was said yesterday and Friday night too closely because of party night and subsequent hangover)

chilly axle
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understandable 😆

ruby ibex
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well since we have the same dimensions for the parts we just need 3 reentry lod meshes for the basic module length, then additional three lod meshes for the hatch tubes and another 3 lod meshes for the slim parts

shut pagoda
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@ruby ibex do you have the "short inline" tube mesh to set all parts to it?

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I can resend it if you want

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so that we set all parts mesh like that with the short tube

ruby ibex
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yeah pls send it again... i think i got it but in the works of modeling 17 parts i kinda lost it

shut pagoda
ruby ibex
shut pagoda
ruby ibex
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i can make those

shut pagoda
ruby ibex
shut pagoda
ruby ibex
shut pagoda
shut pagoda
ruby ibex
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yeah

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but you want the normal modules be the same correct?

ocean haven
ruby ibex
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to have them all look alike?

ocean haven
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Oh wait I think I know what you are saying

shut pagoda
ruby ibex
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we can make them all inline... just the command module has this overhang

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the tube hatches will create a small gap gap

chilly axle
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I agree with Safarte here, I think it looks cooler to have the wheel mount shorter

ruby ibex
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alright so we keep it as it is then

chilly axle
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and it kinda makes more space for any hypothetical future articulated joints or something like that

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like this

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that'd be super cool tbh

ruby ibex
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the limiting factor of how far it could pivot with an articulated joint comes from the module itself and not the bottom wheel base structure

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the actual gap between the modules comes from the hatch tubes

chilly axle
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oh yeah for that specifically I meant more of like a semi truck joint, I just also added this as another example

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more like so

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but with much less overhang

ruby ibex
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@shut pagoda hold on a second did you check the dimensions of that thing? none of my modules fit in there

shut pagoda
ruby ibex
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ahhhhh

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ok

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but the dimensions blend file you sent me is accurate?

shut pagoda
shut pagoda
ruby ibex
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that one

shut pagoda
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the module should be 2.45m length-wise

ruby ibex
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yeah

shut pagoda
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Yeah should be accurate, let me re-export the short tubes rq to be sure

ruby ibex
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dammit... all of my modules are too short...

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i didn't noticed you had to stretch it

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ok so you can delete all the blend files i sent you except the crew module you resized

shut pagoda
shut pagoda
# shut pagoda

But anyways here's the modified crew module, I can send you the blend if you want

ruby ibex
ruby ibex
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ok let me fix the animated ones and see if they still work

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xD

shut pagoda
ruby ibex
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wait what_

shut pagoda
ruby ibex
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yeah but that thing is exactly as long as the short tube

shut pagoda
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It's made to be put on the short tube

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Like after it

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It's not a mesh part to be added to existing parts, it's a standalone in-game part

ruby ibex
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but when that is the case why does it has the bottom third of the cylinder sticking out?

shut pagoda
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It does not?

ruby ibex
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the one you just sent me does

shut pagoda
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Huh

ruby ibex
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yea that one doesn't

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but really it isnt an adapter whatsoever... just saying because it will get me confused with my inline 125 adapter

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for it to be an adapter it must have two different shapes on each side

chilly axle
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huh why?

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it's an adapter from the inline tube size to 1.25m size

ruby ibex
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because theres no adapting going on when its the same shape and same diameter

shut pagoda
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Yeah it goes from 1.46m to 1.25m

chilly axle
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most of the adapters in the game are simply from 1 circle size to another size

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this is the same thing

shut pagoda
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I think it can be a visual variant of the 1.25m adapter

chilly axle
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yeah that's what I keep thinking, too

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you could call the variants something like "sloped" and "bare"

ruby ibex
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alright

ruby ibex
chilly axle
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I'm confused

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what does that mean, that it's not in the game?

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like that part switching is not a stock thing?

ruby ibex
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i thought you just switch the parts via the vswift menu between inline or with hatch tubes

chilly axle
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yeah but I mean we've been talking before about the fact that it would be much easier to just make the hatch tube a separate part

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in this case, a variant of the 1.25m adapter

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since they both end in the 1.25m diameter

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so you'd have all the main modules just in the inline version

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and then add the 1.25m adapter part and switch that to the tube version

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I think we've all been misunderstanding each other completely these past few days lmao

ruby ibex
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isnt this exactly what i proposed and got rejected?

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or maybe i'm just confused too

chilly axle
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I don't know if anyone ever rejected it

ruby ibex
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well whatever actually it doesn't matter at all now

chilly axle
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idk I didn't interpret that as the end of the discussion, more of just a statement that the other option would not be that much more work for Safarte

ruby ibex
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guys i'm gonna call it a day... i will have to modify all the parts and the animated ones are pretty nifty to change... i'll tackle this tomorrow

chilly axle
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but I'll let you guys do your thing and stop interfering

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seems like I'm just making this a mess lol

ruby ibex
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all good. i think i just worked too much on this the past three days.. need to relax and idk wtach some series.

shut pagoda
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Yeah, no need to burn ourselves out for a mod, have a nice time resting!

ruby ibex
shut pagoda
ruby ibex
# shut pagoda

would love to see if my inline adapter for the command module fits... you know the one that fills the first gap

shut pagoda
ruby ibex
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no no thats not meant as "come work on this part".. just not sure if the dimensions are actually right i just eyeballed that one with an upsized screenshot

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now i realise we have 3 inline adapters...

shut pagoda
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From those I can see 2 parts: the truck<->1.25m adapter and the truck<->truck adapter

ruby ibex
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one being inline-inline.. the other inline tube 145-125 and the last one inline-125

shut pagoda
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I think I'll stop there for today and go re-watch Dune part 1 before going to see part 2 this week 😁

ruby ibex
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i'm already watching "for all mankind" season 4

ruby ibex
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alright good morning everyone. new day and refreshed motivation to get this going

ruby ibex
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i'm out for lunch be back later

ruby ibex
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for the slim modules (battery, rcs, vtol and fuelcell) i made a slim short tube version

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the vtol module still needs the doors reworked. i'll have it done by the evening

ruby ibex
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i just found a free trail version of substance painter... downloading it right now...

ruby ibex
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everything should have the right dimensions now and the short tubes included

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tomorrow i'll do the reentry mesh for the slim modules

ruby ibex
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updated the inline adapter for the command module and it can now also be used between our regular modules to close the gap between the bottom structures if desired

ruby ibex
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ahhh i totally forgot about the end cap and the service/cargo bay modules

shut pagoda
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I'll try to make some progress on the texturing backlog after coming home from work tonight

ruby ibex
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i made a radial attachment module, this lets us place 4 tanks or other stuff around the hull with the ability to add more modules. not sure about the length though i can still make it mor slim

ruby ibex
shut pagoda
ruby ibex
ruby ibex
shut pagoda
ruby ibex
ocean haven
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Is that bottom part optional?

shut pagoda
shut pagoda
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is this the height the sat dish is supposed to extend to? (don't know how to properly go to "fully extended" mode in Blender)

velvet agate
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why does this remind me of the unused truck parts in KSP2

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some people discovered truck parts that apparently just didnt get in the final product in the files

winged gust
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there's unused truck files? has anyone tried to add them in?

ruby ibex
ruby ibex
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@shut pagoda ahhh before you put all the work into texturing the parts we should first check if the shape matches the stock command module... because when i change the geometry of the modules i also need redo the uv unwrap

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i tried to use the asset studio mod to export the bulldog command module model and import the fbx in blender but so far every fbx that got exported from the stock ksp asset bundles is invisible when i import them into blender

shut pagoda
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If it's not fixable, an alternative would be adding the parts in Unity without the textures to check the fit in-game

ruby ibex
ruby ibex
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did you use the left or the right?

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i used export all objects (split)

shut pagoda
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With a filter

ruby ibex
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alright munix helped me and i got it in blender now

ruby ibex
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alright just as i thought our shape is quite close to the stock part but for it to not look weird when attached inline i will have to alter the external shape a little bit... i'm gonna do this today and keep you updated as i progress

ruby ibex
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alright those two are now matching exactly the shape of the stock module... theres a little bit more work involved than i thought but getting those changes done now is in my opinion the best we can do

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need to take a short break and stretch my knee a bit. next one is going to be the crew module... i really hope it doesn't mess up the whole uv mapping

shut pagoda
ruby ibex
shut pagoda
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gonna send a version with a bit denser UV map but it was very good to begin with already!

shut pagoda
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Hmm need to change some stuff

velvet agate
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theoretically you can add them tho

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if they are still there

ruby ibex
# shut pagoda

Sorry i had a headache and fell asleep... ohhhh very nice look and i see you added some detail to the bottom structure

ruby ibex
ruby ibex
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we will also need a part switch for the inline adapter between our modules or add thwo attch nodes to the front one being used when attaching the command module and one being used when attaching our modules... the former needs to be more recessed

ruby ibex
velvet agate
chilly axle
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I don't think anything like that ever made it into the publicly released versions, there was a "mod" in the very first version of the game that brought all the inaccessible parts into a save file and I don't think any truck parts were in that

velvet agate
icy hatch
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I could see the use for a vtol engine in the center so you could avoid the wheels, though I guess you could just clip one in

That or have the vtol engines extend out the sides

ruby ibex
chilly axle
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yep we already talked about it here #🔵ksp2-findings message

ruby ibex
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Just wanted to prevent people being confused about its existence and purpose when reading this thread

chilly axle
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it's interesting how obscure that part is lmao

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nobody seems to notice it exists

ruby ibex
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Would be a fun dev challenge... "build a craft using the rottweiler truck chassis as a centerpiece"

chilly axle
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I think it might be meant to be used like this?

shut pagoda
ruby ibex
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oh my fucking god... so after battling with blender for the past 8 hours i finally realise the stock command modules shape is not symetric

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so we either have to do each side manually for each part or we will have gaps between faces and discontinued meshes

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WTF ksp devs.. really who the fuck modeled this command module

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fire that guy immideately

chilly axle
ruby ibex
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i'm inclined to make my own command module and wave my middle finger to stock parts

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and it's not even off by a small margin... it's like more than 2 centimeters

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leaving a gap wide enough to see it from distance

chilly axle
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Cybertruck says hi klueless

chilly axle
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KSP2 devs saw this and were inspired

ocean haven
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I saw a cybertruck yesterday

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And had to laugh

ruby ibex
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yeah well cybertruck may be funny but this thing i try to make parts for is just sad

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something within me is opposed to the idea of making a whole parts pack for a stock part that has no symmetry

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so i would need to make my own command module... and now the question is how similar shaped am i allowed to make it

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and there goes my motivation to continue working on this. need a break and safartes opinion on this

shut pagoda
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Hmm if the stock part is assymetric and thus would be a pain to make fit perfectly, I think we should make our parts slightly but noticeably different from the stock command module

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This way we can keep a coherent shape within the mod

chilly axle
shut pagoda
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Yeah most people look at their vessels from dozens of meters away

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I think we should choose convenience

ruby ibex
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@shut pagoda do you still have a orginial save file from the solar module? i didn't kept a copy

shut pagoda
shut pagoda
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Original one I think

ruby ibex
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ahh nvm discord got me covered

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alright.. yeah keep our shape and maybe make a unique adapter from our shape to the wonky effed up stock part

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well good news is we don't need to change our shape

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and maybe in the future i'll make a symmetric command module thats worth making parts for

chilly axle
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yeah, for now I wouldn't stress it too much

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the parts look great and the difference is not so jarring to make people not want to use them with the stock module

ruby ibex
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still need to take this day off... i'm furious right now

shut pagoda
# shut pagoda

This part is nearly done btw, I just need to figure out some weirdness with the attach nodes & textures. I'll send a PR tonight (let me know if the model still needs to be updated, I can switch it out easily)

ruby ibex
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yeah no hurry all good

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well i guess now we know why no one has made a parts mod for this

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😆

chilly axle
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I don't think that's the reason lmao

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It's more so that nobody generally made parts for anything

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Other than a few exceptions

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Lmao

shut pagoda
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I need to continue my sounding rockets mod lol, much to do, little time to do so

shut pagoda
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Still need to fix the paint color a bit for the inline adapter, it's weirdly too bright

shut pagoda
#

smooth adapter

ocean haven
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That genuinely looks awesome

drifting niche
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imagine the funky vtols you could make with this

shut pagoda
# shut pagoda smooth adapter

Finally fixed the inline adapter textures yesterday (it had multiple UV maps for some reason which broke stuff and made the main body too white like seen here)
Onto the fuel cell part tonight

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(If I can manage to fight back the Helldivers 2 addiction)

ruby ibex
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i just went on a spontanous vacation week and will be back this friday. love the textures you did so far @shut pagoda

shut pagoda
shut pagoda
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I made textures for the fuelcell but I can't get it to show up in game for some unknown reason arejrhsjkdfh

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I'm not seeing any wrong stuff

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And there are no usefull errors in the logs

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The assets are in the addressable catalog

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But it does not show up in the VAB

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ok now it works don't know what changed nooooooooo

nimble folio
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Really looking forward to this mod!!!

shut pagoda
chilly axle
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sweet!

shut pagoda
ruby ibex
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woah this really looks awesome i love the little added details on the fuel cell and the adapters

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for the command module adapter i changed the forward facing side to match the weird stock shape that has no symmetry and the backward facing side to match our beautiful symmetric mod module shape

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this one should sit flush on either side and we can make the inline adapter for our parts a separate part that sits flush when placed between two of our mod modules

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@shut pagoda awesome job on the textures

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i'm happy the 2.5m adapters geometry turns out to look so smooth

shut pagoda
shut pagoda
ruby ibex
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this one i would use for inline... maybe we could make them a three way vswitch part... one command with bottom structure.. one inline with bottom structure and one command without bottom structure

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anyway i will complete the slim leg module tomorrow which will be the last part needed for the initial release

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let me know when the texturing of the animated parts is complete and merge the git repo so i can set up the animation controllers in the unity editor

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damn that fuel cell really is something to behold

winged gust
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I just thought of something really interesting... maybe something similar to this:

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the mars pathfinder inflatable landing airbags

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expanding from the bottom of a bulldog section and would be extremely useful for landing on low gravity planets

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also bouncy

ruby ibex
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those things were used only for unmanned spacecraft for a reason.. i'm not sure if the kerbals are fond of experiencing a highway crash every time they land ^^

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i am more inclined to a retractable mechanical landing leg

drifting niche
ruby ibex
chilly axle
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I think that was about kerbals crashing

drifting niche
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yeah, kerbals crashing

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lmao

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though didn't both of those missions have some sort of dropship type thing that slowed it down before actually dropping it? i seem to recall that but i'm not sure

nova trail
drifting niche
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a crewed craft could have the airbag system + a parachute, no?

chilly axle
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definitely, Starliner uses them for example

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but it makes more sense for capsules than a rover

drifting niche
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hrovercraft moment

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use the airbags as your new wheels and go zoom

ruby ibex
chilly axle
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seeing all the delays and issues it has had, I doubt it

ruby ibex
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yeah you read my thoughts

winged gust
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wait! a hovercraft skirt for the vtol part

ruby ibex
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sadly i am cought up in real life stuff and can't work on the leg module.. maybe i can get something done this weekend

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the inflatable landing airbag could be a separate mod although i have no idea if KSP2 actually supports bouncy balloons... maybe set them up with wheel colliders and make the animation respond accordingly? thts just a big guess

shut pagoda
ruby ibex
winged gust
nova trail
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A hovercraft skirt might be possible as a separate mod. I'm thinking of one of the cheat mods in KSP1 that let you pick up a craft and translate it's location over any terrain. If a mod like that worked in a capacity where the max vertical altitude was something small and speed builds up until you counter it, then perhaps you could make that work - but it is a whole other mod and rightly so as players might want to make all sort of hovercraft. It should only work on planets with an atmosphere, too.

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But I think maybe it could be doable without needing any sort of colliders perhaps. Not sure.

nimble folio
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I think that would be fun, I enjoyed that in KSP1

shut pagoda
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@ruby ibex do you have a preference for which animated part you'd like to see textured first?

ruby ibex
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I have no preference but I guess the solar module will be the most difficult one to do in substancen painter

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I would say start with the vtol its the smallest

shut pagoda
ruby ibex
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Hmmm now i cant clone the repository after the merge

bright coral
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Is this released yet?

shut pagoda
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No, not yet

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(I'm very swamped at work, don't have much energy to work on textures, will get back to it as soon as possible)

bright coral
gilded lintel
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Hey, any chane you guys could share some of the textures and materials you used?

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I'm trying to make them match the originals but I can't seem to get them right

shut pagoda
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I can get them a few I did later today, don't hesitate to ping me later if I forgot

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Substance Painter project file ok?

chilly axle
shut pagoda
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@gilded lintel let me know if you want me to send you an example Substance Painter file (file size too large for discord so I'll set up something else if you need it)

gilded lintel
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It’s alright, I already have the materials form the community resource packs imported, I’m trying to tweak them a bit to get close the ones in game

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Texturing sucks