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TheCobaltWolf
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Legalize Ranch
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probably working on BDB
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Last I heard, all Kerbalism cfgs were maintained on their end. No plans; I'm actually not intending on touching the Peacekeeper parts in this update. We will have to see, I think that kind of stuff is mostly @Invaderchaos's department. There's also a chance that we'll see other modders take up the task of making modern probes, which I'd be happy to see. Personally I'm much more interested in the Saturn/Apollo era stuff. EDIT: Oh, forgot to add, here's an update on the Minuteman III GCU. It's all modeled and UV'd and I just started texturing it last night when I ran out of steam.
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Dakota - thanks for the responses. If nothing else, I hope to be able to have a continuous dialogue between devs and the modding community moving forward. I believe there was mention, years ago, about providing some sort of spec-sheet for creating parts? Offhand, things that part modders would want to know to start working: Information on the shader (ie can we start working using the Unity Standard PBR shader as a standin?) What maps are required/used (diffuse, roughness, normals, etc)? How are they organized? How do the player color palettes work? I assume there is a mask texture. What standards are in place for things like part diameters, side counts for stack parts, texel density, etc. What should we expect in terms of interiors moving forward - are IVAs expected to be integrated directly into pods' exterior models? Are windows meant to be opaque? While it's still a bit early to be trying to get large amounts of custom parts in game, those are things that would let artists start preparing assets while we wait for more information. Things like the Unity workflow, configuring the parts, and other technical gameplay things like colliders and solar panel setups can wait until a later date.
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