#Keep On Truckin
1 messages · Page 2 of 1
like you say, a bit further in
basically I'd make the top of the batteries flush with the flat surface
but this is looking great
?
yeah!
like this
not sure how I feel about the open top
and i'll add some industrial looking elektrodes on top
yeah need a minute to fill it
like this maybe with a bit more detail
oh yeah that looks much better
almost like a gasoline engine from the top
alright i guess we have our design target
the bottom needs a few more changes (where the electrodes go into the hull and the battery compartment) but looking good so far
added cutouts for the pipes
this is coming along very nicely
yeah with your help
i was sitting in front of the pc for an hour just spinning it around having no idea how to start
honestly, most of my ideas for this mod just come from mixing together little bits and pieces from KSP1 mods 😆
I've seen so many hundreds of parts that it would be weird if I didn't have an idea for something lmao
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
I'm kinda the opposite, I usually know very well what I want, I just don't have the artistic capabilities of executing it 😆
just having someone who gives some input like you with the batteries is the only thing thats needed to get it rolling
alright battery is finished .. that makes the part count 15 .. two more parts are missing... the legs and the fuel cell
although the fuel cell is almost done.. just need to make it~~ smaller~~ slimmer...
so i'm gonna get some ben and jerry ice.. what part should i do next? legs or fuel cell?
I suppose if the fuel cell was already started, then it will be quicker to finish that first
especially since the legs will probably be animated in some way?
yeah
thats the current size of the fuel cell
oh yeah that's a lot
I'd probably make it the same size as the battery tbh
that's how the game usually does it
that would be just this part
yeah
done
looking good
hm, maybe something like industrial, a bit rough looking?
I'm kinda thinking like in the style of the KSP1 robotic parts
polished and unwrapped
Working on finalizing the crew module textures, then I'll take the lessons learned from there to do all the other parts
looks pretty decent imo
🤤
battery module is polished and unwrapped
woah 2.6 MB ^^ those round surfaces really make a difference
it looks super cool already! almost indistinguishable from a stock part
does anybody know how to make illuminating surfaces? like the windows when crew light is switched on
i have no idea how that works
still havent got a response from adobe if i can get a student license for the surface painter
The zones that are illuminated are defined in the emmisive texture, then the light parameters are defined in Module_LitPart
ahh ok so thats done by the texture
Yeah, I'll define those then, let me know where there should be lights
i would love to learn how to do that is there any tutorial that you can recommend to watch?
Uh I'm not sure there is any resource on that anywhere
(the module part)
The emissive texture just defines where there should be light
lemme send a screenshot of a stock texture rq
are those emissive textures also used for making actual usable lights or just to make stuff look pretty?
just asking because i wanted to add a landing light to my other projects parts
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
Like for the stock truck cabin the emissive map is white where the windows are
the diffuse map for comparison
ah yeah thats what i thought so actual lights that light up the game environment is something different then
Probably yeah? The light from emissive LitParts influence the environment but are not configurable lights like the lights parts
i see you use the actual stock textures as a color reference
More like I tried to find the windows color by eye from looking at it in-game but yeah x) (yeah this was not very efficient lol)
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.
thats something i can do since there is only the landing leg still missing and all the oders are finished
@shut pagoda did you include the hatch tubes in the reentry mesh or just the inline shape?
I haven't done any reentry mesh yet, I think we can do inline shape + the short "inline" tubes
like the reentry mesh will be for this
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
sounds to me like another good reason to just make the tube a separate part tbh
thats what we did already
We did?
True
the hatches are seperate meshes
Yeah but not separate parts
ahh yes then no
Making them standalone parts would make a lot of stuff simpler
yeah I mean separate game parts, like we were saying with Cheese
I'll do that rq I think, should be pretty easy to do
and what I was saying earlier is that it could be a variant of the 1.25m adapter
thats what i was talking about when making the inline 125 adapter
Ohhh I see (I haven't read what was said yesterday and Friday night too closely because of party night and subsequent hangover)
understandable 😆
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
@ruby ibex do you have the "short inline" tube mesh to set all parts to it?
I can resend it if you want
so that we set all parts mesh like that with the short tube
yeah pls send it again... i think i got it but in the works of modeling 17 parts i kinda lost it
yeah but we need a different one for the slim modules... the battery, vtol, rcs and fuelcell module are just a quater the length of the standardized ones
In the FBX I sent the fore/aft should be separated, you can move them to fit the slim modules
i can make those
And remove the bottom third of the cylinder to make it fit better
ahhh this bottom third?
The part that protrudes into the bottom of the part yeah, since the bottom wheel mount is flush in the short parts we don't need it
so just to be clear remove the bottom third of the cylinder and stretch the wheel mount structure to the edge of the module?
Isn't the wheel mount already near the edge in the small parts like the VTOL and stuff?
Like here
This seems odd to me?
Can you not have multiple reentry meshes active at once
to have them all look alike?
Oh wait I think I know what you are saying
Hmm I think we can keep the shorter wheel structure for the long modules, makes it more visually interesting imo
i'm not trying to argue with you i just wanted to ask before doing something wrong ^^
we can make them all inline... just the command module has this overhang
the tube hatches will create a small gap gap
I agree with Safarte here, I think it looks cooler to have the wheel mount shorter
alright so we keep it as it is then
and it kinda makes more space for any hypothetical future articulated joints or something like that
like this
that'd be super cool tbh
call me crazy but that wouldnt make a difference in this case
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
the actual gap between the modules comes from the hatch tubes
oh yeah for that specifically I meant more of like a semi truck joint, I just also added this as another example
more like so
but with much less overhang
@shut pagoda hold on a second did you check the dimensions of that thing? none of my modules fit in there
I made the crew module long to fit the same length as the tanks module
Which one?
the module should be 2.45m length-wise
yeah
dammit... all of my modules are too short...
i didn't noticed you had to stretch it
ok so you can delete all the blend files i sent you except the crew module you resized
I didn't use resize to change it in Blender btw, I moved the vertices on the fore/aft faces on th Y axis
But anyways here's the modified crew module, I can send you the blend if you want
yeah i know otherwise my airlock door would be wider too ^^
i think you did already
ok let me fix the animated ones and see if they still work
xD
wait what_
yeah but that thing is exactly as long as the short tube
It's made to be put on the short tube
Like after it
It's not a mesh part to be added to existing parts, it's a standalone in-game part
but when that is the case why does it has the bottom third of the cylinder sticking out?
It does not?
the one you just sent me does
yea that one doesn't
but really it isnt an adapter whatsoever... just saying because it will get me confused with my inline 125 adapter
for it to be an adapter it must have two different shapes on each side
because theres no adapting going on when its the same shape and same diameter
Yeah it goes from 1.46m to 1.25m
most of the adapters in the game are simply from 1 circle size to another size
this is the same thing
I think it can be a visual variant of the 1.25m adapter
yeah that's what I keep thinking, too
you could call the variants something like "sloped" and "bare"
alright
the inline tube size is pretty much the 1.25m diameter.. but ok.. isnt this just part of the vswift stuff anyway? i mean thats not even in the game or is it?
I'm confused
what does that mean, that it's not in the game?
like that part switching is not a stock thing?
i thought you just switch the parts via the vswift menu between inline or with hatch tubes
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
in this case, a variant of the 1.25m adapter
since they both end in the 1.25m diameter
so you'd have all the main modules just in the inline version
and then add the 1.25m adapter part and switch that to the tube version
I think we've all been misunderstanding each other completely these past few days lmao
well whatever actually it doesn't matter at all now
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
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
but I'll let you guys do your thing and stop interfering
seems like I'm just making this a mess lol
all good. i think i just worked too much on this the past three days.. need to relax and idk wtach some series.
Yeah, no need to burn ourselves out for a mod, have a nice time resting!
will do! i'll post some progress updates tomorrow
would love to see if my inline adapter for the command module fits... you know the one that fills the first gap
I'll work on its texture next then 👍
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
now i realise we have 3 inline adapters...
From those I can see 2 parts: the truck<->1.25m adapter and the truck<->truck adapter
one being inline-inline.. the other inline tube 145-125 and the last one inline-125
Yeah, and the last 2 can be variants of the same part imo
Here's the PR for separating the hatch tube into its own part: https://github.com/Jebbedia/Keep-On-Truckin/pull/4
I think I'll stop there for today and go re-watch Dune part 1 before going to see part 2 this week 😁
i'm already watching "for all mankind" season 4
alright good morning everyone. new day and refreshed motivation to get this going
for the slim modules (battery, rcs, vtol and fuelcell) i made a slim short tube version
the vtol module still needs the doors reworked. i'll have it done by the evening
i just found a free trail version of substance painter... downloading it right now...
everything should have the right dimensions now and the short tubes included
tomorrow i'll do the reentry mesh for the slim modules
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
ahhh i totally forgot about the end cap and the service/cargo bay modules
This is cool, I think we could even make the fore/aft bottom structure toggleable for more customisation (for the reentry mesh we'll do one that takes the whole structure into account, better one that is too large than too small)
I'll try to make some progress on the texturing backlog after coming home from work tonight
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
you mean making the bottom structure a separate mesh within each part that has a long version and a short one to make it togglable? and yeah a bigger reentry mesh is better
Nono just for this inline adapter, making its bottom structure toggleable to allow ppl to choose the look they want when they add this part
ahhh yes thats exatctly how i thought we would do this
added a little bit more structure to the bottom part
The hatch tube from the command module fits inside the mesh of this part without sticking through?
almost still need to tweak the geometry a little bit
Is that bottom part optional?
That's the plan
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)
why does this remind me of the unused truck parts in KSP2
some people discovered truck parts that apparently just didnt get in the final product in the files
there's unused truck files? has anyone tried to add them in?
Mechanically it can extend further. Just wasnt sure how far it should extend
@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
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
Hmm that's weird, when I last exported MeshAssets using AssetStudio I got .obj files not .fbx, don't know if that could be causing issues
If it's not fixable, an alternative would be adding the parts in Unity without the textures to check the fit in-game
yeah but any changes required would be tedious to check... would like to jump that loop and go right to the desired shape
interesting hold on a sec
did you use the left or the right?
i used export all objects (split)
alright munix helped me and i got it in blender now
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
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
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
If you only move & rescale stuff it shouldn't create too many problems with the UV map, should be pretty easy to adapt on my side
Ohh this model is very cool
gonna send a version with a bit denser UV map but it was very good to begin with already!
I dont think so
theoretically you can add them tho
if they are still there
Sorry i had a headache and fell asleep... ohhhh very nice look and i see you added some detail to the bottom structure
i exported all stock models and there are no other truck parts beside one structural one that really doesn't have the shape of the bulldog module
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
good to hear my work is improving
might be in older versions like the first one
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
i think it was a truck chassis
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
The truck chassis was the exception i mentioned... its just a plate
yep we already talked about it here #🔵ksp2-findings message
Just wanted to prevent people being confused about its existence and purpose when reading this thread
Yeah well actually i have no idea how to put it to use either
Would be a fun dev challenge... "build a craft using the rottweiler truck chassis as a centerpiece"
I think it might be meant to be used like this?
Ohhh so that's why there's a "bottom" attach node on the truck
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
so we either have to do each side manually for each part or we will have gaps between faces and discontinued meshes
WTF ksp devs.. really who the fuck modeled this command module
fire that guy immideately

i'm inclined to make my own command module and wave my middle finger to stock parts
and it's not even off by a small margin... it's like more than 2 centimeters
leaving a gap wide enough to see it from distance
Cybertruck says hi 
for real
KSP2 devs saw this and were inspired
yeah well cybertruck may be funny but this thing i try to make parts for is just sad
something within me is opposed to the idea of making a whole parts pack for a stock part that has no symmetry
so i would need to make my own command module... and now the question is how similar shaped am i allowed to make it
and there goes my motivation to continue working on this. need a break and safartes opinion on this
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
This way we can keep a coherent shape within the mod
honestly I wouldn't care if the difference is as minimal as this
Yeah most people look at their vessels from dozens of meters away
I think we should choose convenience
@shut pagoda do you still have a orginial save file from the solar module? i didn't kept a copy
ahh nvm discord got me covered
alright.. yeah keep our shape and maybe make a unique adapter from our shape to the wonky effed up stock part
well good news is we don't need to change our shape
and maybe in the future i'll make a symmetric command module thats worth making parts for
yeah, for now I wouldn't stress it too much
the parts look great and the difference is not so jarring to make people not want to use them with the stock module
still need to take this day off... i'm furious right now
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)
yeah no hurry all good
well i guess now we know why no one has made a parts mod for this
😆
I don't think that's the reason lmao
It's more so that nobody generally made parts for anything

Other than a few exceptions
Lmao
Yeaaaah we need more part makers, so much potential for cool stuff
I need to continue my sounding rockets mod lol, much to do, little time to do so
Still need to fix the paint color a bit for the inline adapter, it's weirdly too bright
smooth adapter
That genuinely looks awesome
imagine the funky vtols you could make with this
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
(If I can manage to fight back the Helldivers 2 addiction)
i just went on a spontanous vacation week and will be back this friday. love the textures you did so far @shut pagoda
Thanks and enjoy your vacation!
I made textures for the fuelcell but I can't get it to show up in game for some unknown reason arejrhsjkdfh
I'm not seeing any wrong stuff
And there are no usefull errors in the logs
The assets are in the addressable catalog
But it does not show up in the VAB
ok now it works don't know what changed 
Really looking forward to this mod!!!
sweet!
woah this really looks awesome i love the little added details on the fuel cell and the adapters
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
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
@shut pagoda awesome job on the textures
i'm happy the 2.5m adapters geometry turns out to look so smooth
I don't think we even need an online adapter for our modded part, they already sit flush by default
Yeah the geometry was nice, I added some details but it was very cool already
they would be used to fill the gaps of the bottom structure no?
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
anyway i will complete the slim leg module tomorrow which will be the last part needed for the initial release
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
damn that fuel cell really is something to behold
I just thought of something really interesting... maybe something similar to this:
the mars pathfinder inflatable landing airbags
expanding from the bottom of a bulldog section and would be extremely useful for landing on low gravity planets
also bouncy
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 ^^
i am more inclined to a retractable mechanical landing leg
I thought they do that all the time, favorite past time!
All the time? Which other mission except opportunity and pathfinder used them? I can't recall anyone using them in the 21st century
yeah, kerbals crashing
lmao
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
Yes they did. There was a sky crane type of system that would slow them down considerably before dropping the final distance. I agree that such an approach is more suited to smaller uncrewed craft
a crewed craft could have the airbag system + a parachute, no?
definitely, Starliner uses them for example
but it makes more sense for capsules than a rover
that boeing built thing? lets hope they can deliver a better quality product than the 737MAX
seeing all the delays and issues it has had, I doubt it
yeah you read my thoughts
wait! a hovercraft skirt for the vtol part
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
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
I'll try to work on those next then, I'll need to find out how to best texture an animated part in Substance Painter
ah i see what you mean. didn't think about that. all good just work on whats most fun for you.
sorry... ^^; my brain randomly thinks of these ideas right before I go to bed and I'm not always thinking them through
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.
But I think maybe it could be doable without needing any sort of colliders perhaps. Not sure.
I think that would be fun, I enjoyed that in KSP1
@ruby ibex do you have a preference for which animated part you'd like to see textured first?
I have no preference but I guess the solar module will be the most difficult one to do in substancen painter
I would say start with the vtol its the smallest
https://github.com/Jebbedia/Keep-On-Truckin/pull/5 VTOL textured (still WIP but should be good enough as a start)
1.25m adapter
2.5m adapter
Inline adapter
SAS/RCS
VTOL
Fuel Cell
Everything still very WIP
Is this released yet?
No, not yet
(I'm very swamped at work, don't have much energy to work on textures, will get back to it as soon as possible)
Know nothing about game development but know alot about cad willing to help.
Hey, any chane you guys could share some of the textures and materials you used?
I'm trying to make them match the originals but I can't seem to get them right
I can get them a few I did later today, don't hesitate to ping me later if I forgot
Substance Painter project file ok?
there's also some here https://github.com/KSP2Community/CommunityPartsPack/tree/main/Textures/Community Substance Painter presets
Yeah I used the base KSP2 Substance Painter presets, I might have changed the values for the Grunge layer a bit, you'll have to experiment with it. I also used some base Substance Painter smart materials for when the KSP2 materials did not fit what I wanted to achieve
@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)