SciFi Shipyards Redux 0.6 Beta

 This is a remake/update of SciFi Shipyards By StarVision
found here
https://forum.kerbalspaceprogram.com/topic/34924-104-scifi-shipyards-discontinued/

All ships now have impulse engines and warp drives from TrekDrive.Each Ship is configured with a ability that no other ship in the mod has.This can be changed through the module system.

 I purposly left out the Phoenix, Enterprise and Galileo Shuttlecraft as these ships are availible in TrekDrive and are made well.
I also left the "Photon Torpedo" as this will be released when I release BD Armory intergration.This is not just a update but a 
edit  of  all cfg files, updating them to 1.12.5 (will work on 1.12.3 too), and convererting to a modular system.

Includes
USS Stargazer - An overworked, and underpowered vessel. It always seems to be on the verge of flying apart at the seams.This is the only craft that utilizes the best of both worlds warp 5 engine.
USS Voyager - Voyager has not only a shuttle bay but landing legs for VTOL activities. Due to it's time in the Delta quadrant it has a 20GM antenna that can reach Kerbin from vast distances.
Borg Cube - Resistance is futile! 7 out of 9 Kerbals could not resist the urge to get.Features a built in radiator to prevent overheating, and a fuel cell for aux power.
Doomsday Machine - Retired from it's days of planet killing. It's unknown how it works, but it's unknown tech allows for infinate resources and warp 10.
Tardis - An obsolete TT capsule used by the doctor. The chameleon circuit is broken, so it's stuck looking like a police box.It utilizes a "Phase out" invisibility.
Flying Saucer - The truth is out there, so go find it! This craft  due to origins outside of Kerbin has all scientific testing you need on board.
InvisoStruts - This Strut Connector is highly regarded by many spacecraft engineers as they help in constructing more stable spacecraft. Once both sides are connected, a structural beam is created to link both ends, allowing for sturdier (and heavier) construction without having visable struts.
Some flags
and
Every ship in Scifi Shipyards Redux is built with modules using Module Manager. This system allows you to modify your ships without ever touching a line of code simply by replacing a file in the ships module folder with a pre-written file. 
If you can move a picture from your desktop to your my Pictures folder you can create the starship of your dreams!- see the tutorail in download.

Known issues 
Doomday Machine sometimes goes crazy and rolls around at launch but it is huge, easily fixed and control re-established by turning on SAS, RCS, and Impulse engine.- In rare cases it explodes at launch please quick save before launching this ship. I believe the issue is it's size it's almost 1/2 the length of the level 3 runway and taller than all the buildings. 
Voyager is larger than it should be - If you want to shrink it use Tweakscale but you will need to use adjust tools in editer as Shuttle door and Nacelles wont line up right when shrunk.
Tardis lights come on when charging warp coils - kind of a cool effect I think.
Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path error has occured a few times during eva with SciFi Saucer - not sure if it my PC or the mod-please report it on release thread if it happens to you.
This is a Beta Release and there may be other bugs, or issues. If found please report to me them on release forum post.

Future Plans 
Adding 7 additional ships models courtesey of Skunkworkscommand.
and more-See roadmap in dev post for further details.

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This is a remake of and update to 


 I purposely left out the Phoenix, Enterprise, and Galileo Shuttlecraft as these ships are available in TrekDrive and are made well.
I also left the "Photon Torpedo" as this will be released when I release the BD Armory integration. This is not just an update but an 
edit of all cfg files, updating them to 1.12.5 (will work on 1.12.3 too), and converting them to a modular system.   All ships now have impulse engines and warp drives from TrekDrive.Each Ship is configured with an ability that no other ship in the mod has. This can be changed through the module system.
Includes

USS Stargazer - An overworked, and underpowered vessel. It always seems to be on the verge of flying apart at the seams. This is the only craft that utilizes the best of both worlds warp 5 engine.
USS Voyager - Voyager has not only a shuttle bay but landing legs for VTOL activities. Due to its time in the Delta quadrant, it has a 20GM antenna. that can reach Kerbin from vast distances.
Borg Cube - Resistance is futile! 7 out of 9 Kerbals could not resist the urge to get. Features a built-in radiator to prevent overheating and a fuel cell for aux power.
Doomsday Machine - Retired from its days of planet-killing. It's unknown how it works, but its unknown tech allows for infinite resources and warp 10.
Tardis - An obsolete TT capsule used by the doctor. The chameleon circuit is broken, so it's stuck looking like a police box.It utilizes a "Phase out" invisibility.
Flying Saucer - The truth is out there, so go find it! This craft due to its origins outside of Kerbin has all the scientific testing you need on board.
InvisoStruts - This Strut Connector is highly regarded by many spacecraft engineers as they help in constructing more stable spacecraft. Once both sides are connected, a structural beam is created to link both ends, allowing for sturdier (and heavier) construction without having visable struts.
Some flags
and

Every ship in Scifi Shipyards Redux is built with modules using Module Manager. This system allows you to modify your ships without ever touching a line of code simply by replacing a file in the ships module folder with a pre-written file. If you can move a picture from your desktop to your My Pictures folder you can create the starship of your dreams!- see the tutorial in the download.




 


Known Bugs

Doomsday Machine sometimes goes crazy and rolls around at launch but it is huge, easily fixed, and control re-established by turning on SAS, RCS, and Impulse engine.- In rare cases, it explodes at launch please do a quick save before launching this ship. I believe the issue is its size it's almost 1/2 the length of the level 3 runway and taller than all the buildings. 
Voyager is larger than it should be - If you want to shrink it use Tweakscale but you will need to use adjust tools in Editer as the Shuttle door and Nacelles won't line up right when shrunk.
Tardis lights come on when charging warp coils - kind of a cool effect I think.
Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path error has occurred a few times during Eva with SciFi Saucer - not sure if it's my PC or the mod- please report it on this release thread if it happens to you.
This is a Beta Release and there may be other bugs or issues. If found please report them to me here on this release forum post.
 

Dependencies
Module Manager 
Waterfall Core
Hanger Extender (It will operate without this but these ships are large)


Recommended mods
TrekDrive
Science - Full Transmit! (these ships can be tricky to land - Voyager and the Flying Saucer do have landing gear)
Community Tech Tree (patch is included)
BD Armory (integration coming soon)

Conflicts
None that I'm aware of.

Credits
Warp effects not showing up issue fixed by TheShadow1138.- Thanks again.
StarVision created the original mod.
The Internal Enterprise was given to StarVision to put into the original mod by Boogaman. 
This mod has TheShadow1138's TrekDrive plugin integrated into it with permission to allow for warp and impulse engine functionality, and warp visual effects.  
This mod makes use of the module manager mod by Sarbian and Blowfish.
This mod makes use of the Waterfall core mod by Nertea.
This mod makes use of The Community Resource Pack mod by RoverDude.
This mod depicts crafts from Star Trek and Dr Who. Ship likeness and names are their property.
Many thanks to all these people for all their work and thanks to Squad for the game itself.

Released under GPL 3.0

Scifi Shipyards Redux Roadmap

Beta 0.6 – 6 original ships are functioning and flying properly with no or very few known bugs. I will not be updating Enterprise or the Shuttle because you can get well-made versions of them in TrekDrive.

 

Beta 0.7 – Adding 7 ships from outdated Skunkworks mods from StinkyAce with his permission. This will be released when all 7 additional ships are functioning and flying properly with no/very few known bugs

Republic Attack Ship

Excelsior

KTagga Class Cruiser

Klingon D32a Bird Of Prey

Romulan Bird Of Prey

The Federation Strike Fighter 

Galor Class Cruiser


 

Beta 0.8 - Integrate BD armory modules (BD armory will optional but necessary for them to function) such as Integrated radars, AI Orbital autopilot, and weapons control. There are also a bunch of custom weapons created in Skunkworks mods from StinkyAce that go with the 0.7 release ships. I would also like to see a multiplayer server hosted for this mod at this release, but I have neither the funds nor the bandwidth to host it myself. I will be looking for a volunteer for this at that time. I think it would be a ton of fun!


 

Beta 0.95– (may not happen) If I can get a coder and a modeler who wants to contribute I want to add a few of new interiors and make all ships FreeIVA compatible with ASET functionality. - I can not code or model anymore.


 

Release 1.0 – All release files will be localized, any known bugs corrected and I will write an in-depth on how to customize all ships via the modular system (Already done -in the download) and post on GitHub a library of modular plug-in files (in the download) to make customization super easy.

I am not going to assign any milestones to this mod as I did on Galactic Trading as this is something I am developing for me and am sharing it with the world. If you would like to contribute to the development of this mod please reach out to me. I hope you all enjoy it – I know I will!

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