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v1per

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Everything posted by v1per

  1. Hey folks, been kinda busy the past few days, so very little work done. I finished the UV maps for the new parts, but haven't started to texture yet. In fact I haven't even played any games this week. Hopefully this weekend I'll actually get to finish those parts. I also started working some configs, because there's a list of mods I want to support out of the box, but again, nothing done yet. I should have more soonâ„¢
  2. Never even knew this mod existed. This is a very interesting idea. Would make warp drives or any other interstellar type of engine a lot more balanced. Will keep an eye on this
  3. Ok, so I spent the last hour making sure the engine was working correctly and I also added the fairings in, and those also work. So, bar any complications, I'll spend the afternoon texturing the engine and the adapter plate. Hopefully, I can release this on Sunday. But no promises. And some answers: @mrmcp1: Not yet. I should have those later today (already saturday for me). I was first getting the whole thing in game and making sure I could make everything work. Most of the tutorials aren't very clear, but the process is actually really simple, which bodes well...means I can do more of these pretty quickly I might move into that nuclear engine sooner rather than later. @sp1989: Thanks Always high praise to be compared to Star Trek, being a big trek fan myself. Actually, I was testing the regular sized FX node there, and it ended up looking too big. There are 7 emitters there, one for each nozzle. So don't worry. As for hotrockets, if making a module manager config for that is simple, I might have it up in the first release of the engine. If not, later on I'll add it. I'm tempted to do my own FX later on though...I have a very clear idea on what I'd like the engine flames to look like eventually
  4. Ok, so I added a new version on the first post. You can also click here and download: Download This is basically a quick patch before a proper update. I fixed the diameter as mentioned previously and added an airlock to the windows of the Living Module. Unfortunately, that didn't work as I had hoped. The Kerbals will be able to IVA through them, so be careful to not IVA them on the launch pad, as it'll be quite a fall. I tried to block them several ways, but it didn't work. What I'll do for a next release is just add a proper airlock to the part. It means changing around my original plan a little bit, but I'll it'll be more elegant at least. I'm not sure why Squad implemented the crew transfer this way Anyway, enjoy and let me know any issues that arise.
  5. Don't worry dude. I actually had though it was a bit small, but since the only thing I had put on top was the docking ports, I hadn't really noticed. But I wanted to do an asteroid grabber craft earlier today using my parts and the grabber looked really big there. So I just spent some time fixing it and putting in game. Here's the result: It should fit all 1.25m parts correctly now. I wanted to have the next version include the engine, but I think I'll package this fix, together with the hatch fix in a release before the engine. Hopefully in the next few hours
  6. That looks very nice. Specially like the attention to detail when building the interior I'll do a test of it myself later on.
  7. I do not share your pessimism, specially when it's such an easy fix The diameter was wrong, and is on the list of fixed things for next release
  8. @johnwayne1930: Cool, I'll put on my list for the next release. @Nertea: Thanks Speaking of engine, I did some more work on it. The detailing on the torus parts was nice, but it made no real sense, and it spiked the polycount by quite a bit. I'm happier with the detailing now. I also did a new part, which I think will be useful for those that want to use the stock nuclear engine. It's an adapter plate from 2.5 to 1.25. I know the game has these, but this one will follow the style of the ship I also tried my hand at a nuclear engine, but I'm not sure I like it...I'll keep brainstorming that one a bit more before posting anything.
  9. Glad you liked the parts I wanted to do the parts with as many features as possible. One solution I thought about this, is to add a hatch part to the windows, but keep them blocked so that the Kerbals can't get out through. It would at least enable Crew tranfers. Kinda hacky, but it would solve the problem.
  10. I had an idea for a nuclear engine, different from this, so I think I'll keep this as a regular Liquid Fuel/Oxidizer engine. This one will just be more efficient than the Poodle with less thrust, and maybe a bit heavier. I want to balance it so that it gives me better delta-v than the Poodle, but doesn't surpass the stock nuclear engine. The stock nuclear engine btw, gives about 6300 Delta-V I think. I should have new updates tomorrow.
  11. I should really be sleeping, but inspiration hit. First concept for the engine:
  12. LOL, you are relentless dude I'll design a ship that uses your warp drive later on
  13. Doh, thanks. Never noticed before. And thanks for the comment on the texture Oh, btw, I forgot to change to tech nodes for the parts. They are fairly early on the tech tree. But, I'll leave as is for now. If you guys have any suggestions of where to put these, I'd appreciate it.
  14. All right folks...added a download in the first post. Current issues are: - No IVAs yet - Service Module has TAC Support resources - Some of the textures are not yet finished - No hatch on the Living Module. So you'll need a plugin like Crew Manifest to transfer crew from there to the command pod. I actually don't want to add hatch to this part, so for now, you'll have to live without it while I come up with something. Any trouble, let me know here. Oh, btw, the license is All Rights Reserved for now. I'll change it later if there's any need. @Cpt. Kipard: I'll use MBM for the next release. You posted just as I finished editing the first post, heh. Which tool would you recommend for that btw?
  15. @Cpt. Kipard: That's an interesting way to think about it. Problem is, my windows aren't modeled. So I'd have to rework the whole UV to accommodate that. I'll keep it in mind for next versions. It isn't impossible, just requires some creativity to make it work I'll do some tests though...maybe I can get away with even smaller textures for the emissives without losing quality. @Beale: KSP isn't very efficient, as it puts every texture on load to memory. So the number of textures is an issue, as is the size. The bigger they are, the more memory it'll consume. Think of it this way, an uncompressed 1024x1024 image, is 3 mb in size. So no matter how much compression you cram into your texture, KSP will still load 3 mb for that texture. If you have 10 textures, you are already looking at 30 mb of RAM being consumed. That's why KSP uses so much memory. I don't know if this is a problem with Unity though, or it's something Squad chose to do. Game engines like idTech 5, or CryEngine have dynamic load of assets to reduce memory usage.
  16. I would like to ask, just to clear up so that I don't make any mistakes...can I include your USI Tools in a mod of my own creation? I'm working on a ship pack, and I'm considering having some converters in the future, and maybe an inflatable module, and using your Tools would make it a lot easier instead of me having to figure out everything to make it work.
  17. Oh, don't worry. The final textures are 1024x1024, and emissives are 512x512. If you have a lot of trouble with that, 512 might look ok. But, when creating textures, it's best to start big and scale down later so that you have room to work with So in the case of the hatch textures, I made it big so that I can re-use it later on other parts. I'll keep those suggestions in mind Noted. Though, that's what the service module is there for. Granted you can't produce more resources, but it should be enough for most cases.
  18. Ok, so I spent the last couple of hours cooking up a hatch texture, but none of the ones I tried looked good. So, I decided to go the easy route and use the texture from the game. But, it was terribly low resolution, so I did my own version in 1024x1024. Here's the result: And for some answers: Cool, I'll think of something for that. I understand what you are saying. I can't deny I went a little bit scifi with this one. If you have a good suggestion for something more realistic, I wouldn't mind doing a separate set of textures for that to see how it looks. That said, these windows should provide a good view in front of the Kerbals once in IVA. ROFL, glad I could be of help.
  19. Wow, thanks for the positive response There's some stuff I want to do texture wise, before I release a preview of this. Mostly, I want to add some hatch textures to connect one piece to the next, just to polish it up. I'll try and have this done today, or tomorrow at the latest. No, as mentioned before, those are from NearFuture, though it's on my plans to design my own panels to go with it. I wanted to show that the ship plays well with other parts. In addition to those, I have some Universal Storage components there and Aviation Lights. 1 - Not a bad idea. Though I definitely want a regular one as well so that it becomes available earlier in the tech tree. 2 - I am thinking of a cargo bay as well, but I need to think how to do it. I don't want the ship to become larger than it already is. 3 - On plan. 4 - A larger fuel tank? This one is already pretty big. I don't have the numbers with me, but I think at least 4.5m long. Anyway, I have a design for a small orbital ship, to ferry things within LKO up to Geostationary.
  20. The pod still has to be put in orbit though. The way I designed it, putting the whole ship in orbit with FAR is pretty simple. Also, there's an aesthetic consideration to it. The window design was inspired by the NASA warp ship concept for instance. But, I wouldn't mind designing something different as a second ship I intend to do an IVA, yes, for both modules. But I only started trying this mod stuff the past week, so I have a lot to learn in terms of setting up those things an so on. I'm already working on an engine for it as well, but only have a rough shape so far. Also, there's a ton of texture work to be done. I want to have hatches connecting the parts for instance, so that it at least looks like crew can go from one part to the next As for space fries...I'll make a note
  21. Thanks. The models are simple for a reason. If I decide I want to change something, I just have to edit my textures.
  22. Click here for more screenshots! Review by Kottabos: 0.1.2 Update Alternate texture is now changeable ingame (Thanks Vrana!). This requires Firespitter which is NOT included. Changed the tech requirement for the fuel tank. Only download this if you want the changeable texture. Download Link: Github Have fun, and let me know any issues you might have here in this thread. License: All rights reserved. ==================================== Original Post:
  23. Surely you mean you replaced all TGAs with PNGs, no? Keep up the good work
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