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Everything posted by v1per

  1. The idea a secret organization of modders exists is kinda silly really.
  2. @UomoCapra I have a couple of questions that I know you might not have an answer to, but will ask anyway: Will we still start with an empty solar system, requiring us to do the first few steps like walking on the Mun? Or will the starting point be after that? I think it should allow us to start from scratch. Are we getting full PBR support with the new engine? I really want to make my parts look shiny and nice. Any indication on default part diameters or at least, any plans to release that information before the game is out? I wouldn't mind getting to work on some parts right away!
  3. I haven't physically checked, but according to other modders, it should be fine.
  4. It should. Unless there were changes to animations or the way config files are built. Try it out and let me know what happens. If it needs a fix, I can take a look during the weekend.
  5. Then I'd guess the mod should still be working. I need to finish this at some point, but the motivation to play Kerbal hasn't been there. Game needs a big shakeup I think.
  6. Did anything change on the parts definition for 1.3.1? I haven't touched this game in a long time.
  7. Hey guys. Good to see there's still interest. I've been in a rut the past few months...got a mountain of debt that I have to pay. At least I got a job now, so that'll help. As far as the mod goes, I would like to work more on it, but I'm worried about the game. Latest news haven't been encouraging to say the least. But as soon as I have some time and motivation I'll finish what I promised before. And for 1.3, the only thing I use a plugin for is the texture switcher on the command module which is in a module manager config so even that isn't necessary. All compatibility with other mods is done via MM config files, so it should work, unless Squad changed something on part definitions that I'm not aware of.
  8. Thanks for the encouragement guys Means a lot. One thing I thought of was maybe starting a Patreon. But, I'm not sure what I could give you guys in return for the support. I would never put the mods themselves behind a paywall, cause that's just a douche move. I guess maybe my substances, but then if you guys don't have access to Substance Designer that becomes kinda moot, heh. @Kosmonaut, that's good to know about 1.2.2. I haven't played that myself yet, both due to mod versions and any gaming time I have lately I've been spending on Stellaris again. But don't hesitate to drop me a message here in case something does break or stops working. Usually it's a really quick fix since there are no plugins.
  9. I've been meaning to post something here, but I've been pretty busy lately. I'm in some financial trouble, so I'm trying to scrounge up whatever money I can. Economy here in Brazil is wrecking small business owners like me. Coupled with this, I've been having a bit of an existential crisis lately. You see, when I was 18, CG was actually what I wanted to do for a living. But, due to a lack of industry for that here and also no education, I ended up going with programming, which is something that I was relatively passionate about and figured I could do it as my career and leave CG as a hobby. Well, turns out I was wrong. When I picked the mod up again late last year, I really started to find a groove with things, and started to study a lot. And now I'm considering a career move to CG. But it's a bit of a long shot now especially at my age (I'm 30 now). Still, I ain't giving it up that easily The net result though is that I have been studying and trying to build a portfolio, but it's taking most of my spare time which leads me to neglecting the mod. All this said, I have no intention of dropping it at all. I have a mostly complete high resolution model for the engine. Gotta finish some details and do the low poly plus bake. The fuel tank needs a bit more work. I'm still not 100% happy with the details. And I have several sketches for other things. The smaller command pod I did could potentially be released with some fine tuning work. And I designed a satellite system that I think will be really cool once it's all done and working. On top of all that, although it's still not a priority for me, I think I have a design for the IVA for the Asimov pod. I'd like to tackle that at some point. Anyway, please bare with me. The money thing is the main culprit though. Gotta survive first and foremost As soon as I have some news, I'll let you guys know Cheers!
  10. Everything seems to be working fine now Finally I can have my lab working on all cylinders. Will make my career a lot easier.
  11. From what I tested, that should make everything work, as long as they don't go strike ever. I ran for about 1 Kerbin month without issues after rotating my scientists, so they were fresh and no habitation issues. But then my supplies ran out and they went into strike. After sending more supplies over, they got back to work, but then the issue started happening again.
  12. The save I logged on my github issue is producing the messages. Uses only stock and USI components. Check for the station in orbit of Kerbin. Here's the issue: https://github.com/BobPalmer/USI-LS/issues/162
  13. I have been a bit busy the past week or so, and will be for the next few days until at least Tuesday. But, I've been using whatever free time that comes up to keep working on things. Remember that new fuel tank I was working on? Yeah, so I scrapped that and did another: I'm not sure if this design is final. I like the holding pads, but they are spending quite a few polygons right now. I thought about using some cables instead...have to think about it. The material for the sphere isn't 100% either. Anyway, here are a couple of variations: I really like the look of carbon fiber for the tank, so that one will be included either way. Probably will do a texture switch deal to have both options. This will be on the next update for the Asimov. The great thing about it is that you can chain a couple of them to get an insane amount of delta-v at the expense of some pretty long burn times of course. With my standard build I get 3900 ΔV with one tank and about 5100 ΔV with two. More than enough for a trip to Duna and back as I wanted. The next release will also include either a new engine or a complete rework of the current one. I've been looking at it, and it needs some love. So next version will be released when it's done as I want to get these two parts right. I'll keep you guys updated.
  14. Hmmm...I tried this but wasn't able to reproduce the issue. It created a similar one though. While the scientists are doing their work fine, the guys I have in the hitchhiker produce a message of refusing to work upon returning to the station. I'm logging an issue on github anyway since I don't think that message should happen, but now I'm in doubt if the issue I'm having isn't just enough batteries. I have enough when flying the station but barely. Might be time to just build a new station.
  15. I'm having an odd issue, maybe someone has encountered this. I have a station orbiting the Mun with a science lab. I have enough supplies and electric charge to run the habitation and the lab with no problem. If I fly the station it produces science normally non stop. But as soon as I leave and advance the time it all stops working. When I fly it again, all kerbals say they refuse to work only to immediately get back to work again. Problem is that the lab stops producing science if habitation drops to zero. Is there something else that I should be doing?
  16. I just finished putting a new release up. It adds the Firespitter config from @Vrana, so if you don't need that, there's no real reason to upgrade. There's also a minor tech requirement change for the fuel tank, as it was coming too early in stock and too late in CTT. Should be in the right spot now. I'm not including Firespitter in the package for now. I want to sort that out another way. So for now, if you want the feature, you need to install the plugin yourself. Hard to imagine you don't have it though. As always, get it on Github.
  17. Thanks @Vrana! I've been kinda busy the past few days, didn't have time to look into it. This helps a ton. I'll only have some free time later today, I'll get your pull request and release a new version then. As far as other names, I can add a few though Asimov is supposed to be the name of the "class", if you'll pardon my Star Trek lingo I'll think about it. Yeah, the idea to create a warp drive for this ship has crossed my mind. Outside of scope though. Might do it later as an addon for all my mods. It looks good with Roverdudes part though
  18. Yeah, that was the main purpose. The Mk1-2 doesn't appeal to me very much. This is a drop in replacement. BTW, the stock heatshield work fine with it. I did my own just so that the service bay fit the way I wanted without having to hack too much with nodes. Yeah, that's in the works. The second 2.5m tank plus the poodle is what I'm using right now. But a full launch vehicle similar to the Falcon 9 plus an upper stage is going to happen at some point and probably soon. The reason why I like to make my own parts is to unify the look. It's awesome to have tons of parts to experiment and build things. But once I arrive at a design I hate that it looks like mismatched legos. So I sit down and design my own thing based around what I built in the game. Both the Asimov and now the Clarke were born out of that. Since I like the SpaceX stuff, I'm thinking my own launcher would be cool. The Griffin perhaps? And yes, those are the solar panels from the Asimov
  19. In case anyone is curious, here's the command pod I mentioned. Tentatively called the Clarke for now: Not pictured is the heat shield for obvious reasons. The service module and engine are all one part so that building the ship is ultra easy. The service module carries electric charge, mono propellant, fuel, oxidizer and life support supplies. Anyway, it became a cool little ship. With the current configuration, I can get about 900 Delta-v, which isn't a lot, but with a good launcher it's enough to do orbital logistics around Kerbin/Mun/Minmus which was the goal anyway. If there's interest, I might release it in the future as a separate mod Would need a bit more work for that though. Of course, the terrible consequence of this is now I want to make my own lander as well
  20. I spent the better part of Saturday trying to make it work, but no dice. I think I need to change my naming convention as well, as there's a warning on the docs saying underscores are a no go. Problem is the issue persisted even after renaming everything. As far as the default texture, that's how it comes out of Unity. I apply the textures inside Unity to see if everything is correct and export via PartTools. If that's not the correct workflow anymore, I didn't see any documentation about it. I might contact Roverdude if I can't figure it out in the following days. I'm going to take a break today and actually play the game a bit. I spent the day yesterday building my pod and accompanying service module. Need to take them out for a spin
  21. Ok guys, quick release as I'm having trouble with config files right now and I wanted to push this out ASAP. Get it here: Github I updated the texture for the command module and removed the black panels. I also included an alternate texture without the name on the side, though you have to add it by hand. If anyone wants to figure out a config for Firespitter to do it, send it to me and I'll add it. I'll try to have it up for a future release. I also fixed an error with the configuration file for the Community Tech tree as the Solar Panels weren't showing up. Finally, I'm including a config for TAC Life Support, but I didn't balance at all so I'm not including it in the release notes. I need to setup a proper installation with it to test it. A config for Kerbalism is also coming in the future. In other news, I spent some time yesterday working on a new substance for future parts that I think looks even better than the one I'm using now. I don't know how much progress will happen this next week though as it should be fairly busy work wise. I'll keep you folks updated.
  22. Whoa! That's awesome Thanks for letting me know. I'm preparing the update btw, should be out today or tomorrow depending on solving some config snafus I stumbled upon.
  23. Good. That was my aim Yes, of course. In my haste to put this out I forgot about that. I'm working on an update to fix a few things, I'll include the alternate texture with that. Should be out by the end of the week. The black spots are still an issue in my mind as well. In the original, they were light gray panels but that is a poor solution. To me, the whole top of the command module should work as a sensor array of sorts. If I can't figure anything out, I might just remove the black thing and leave the original outlines. Thanks Glad you enjoy it. I went on a quick binge last night and basically finished the capsule + service module I mentioned. It ended up a bit too much like Orion, but I'm happy with it. Once textures are done I'll post a few shots
  24. I know it's not ground breaking, but the others were worse, believe me
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