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Radar

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Everything posted by Radar

  1. @Briso I totally remember you yes. It has been a while between chats. The models I'm doing are for KSP 2 in mind, if others want to use the models for KSP 1 then I'll let those users do that. My aim is KSP 2 only with all the details, the animation etc. As mentioned, I see this as more a community thing, so I have no plans to just keep everything on my chest and not share the work for others to transfer it into KSP1 or with RO etc. My models are scratch built, the SRMS (canadarm) is one of those completed early last year.
  2. @Briso Like this you mean ? I've been working on this on and off for some time now. Some models are already complete with minor details to be changed, others have more changes to be done before I start to texture any of them. The models are 1:1 scale so I can get the details and accuracy correct, then I can scale it down to Kerbal size later. The below shuttle is not the final model, it's just what I'm using to get my details and scaling right which is why I'm not showing too much detail. The side rocket you see in the image on it's own is about 80% final, I'm just making small changes because I wasn't happy with how the separation jets were. For example around the top cone area, and for when the cap and Frustum comes away, I wanted that curved top you would see at the top of the rocket when it's floating in water. As no indication has been given on how much detail KSP2 will need in a model, I've been creating the final cylinder models with 20 sides. Please don't take the wireframe model as final, it has a lot of detail that I wanted to capture before making the final models which I will show off when I'm 110% happy with how it looks against the real thing. I already have DUMMY's (3ds Max term) for where each separation is, parachutes, cameras, lights, door hinges / animation, fuel blasts etc for the models I created. I haven't done a lot of the textures if I'm honest as I find myself making more and more changes to the models each time I open it up or I find another photo that shows something I've missed. And besides, until they mention more on the PBR (Physics Based Render) it's probably best kept till the last minute anyway. I've kept quiet in the forums because in my time I've been working on this and various other models. I do get the emails from people posting in the thread, but with the constant changes in KSP 1, and 3rd party mods needing to be updated as a result ie KSP Wheel etc, I just haven't bothered loading it up when I could be doing this instead. Ideally I want this one to be solely using the base games code for example the animation for the wheels over a 3rd party KSP Wheel type mod so it can work between versions of the KSP 2 game and not be stuck until a 3rd party mod is updated. The same will likely apply for the cockpit area if I'm honest.
  3. Loved the latest read. Thanks guys. Although I am not active on the forums, I do get the updates on other platforms. Jira is such a great tool when used properly so it's great to read you guys are utilizing it and also great to read you have a NASA team working on projects.. Loved watching back on the old Apollo 11 launch to the moon and various Space Shuttle missions myself. Recently I watched the below Apollo 11 'movie' that was recently released (2019) in full HD. I loved the trailer that I purchased the bluray and it's just amazing. I've been working on in my spare time, some 3D models from scratch of various key NASA missions. I'd love to see the development team do a Saturn V, Space Shuttle / ISS, even a Hubble ? Such key moments in our history over the last 50 odd years that I think it would be great to see these in KSP 2. Will make sense when doing a career path to replicate our very own history in a game. Anyway, loved the updates. Enjoy the preview 'movie', I highly recommend it to those who haven't seen it.
  4. @Sampa No, completely rebuilt from scratch, I've already started it, however I don't want to get too far ahead of myself due to the lack of info coming in for the modding part of KSP 2. Also, with links recently for the KSP 1 game with ESA, is KSP 2 likely to be released with a NASA link (I'm sure everyone would love that). So for now, I have the Shuttle model done but without textures, and with various empty objects in place for such things as cameras, moving parts, etc etc. So until then, it's on my hard drive in a 3ds Max state.
  5. @Abhi K. So when I put this together, the SRB's didn't work for me, they had flickering textures. I resorted to using another booster instead. @DylanSemrau has kindly made it work with the latest version by adding the rocket back in. Check with him on where it's at. I'm waiting for KSP 2 so I'm not really looking to keep updating this version.
  6. I'm not sure why you think that @Briso, your input into the RO /RSS is just as important. Like I said, I see it as a community mod, many people have taken this on and put their own spin on it. I would hope that you will also continue to provide feedback or even release your version of the RO /RSS. Many minds are better than one alone.
  7. @DylanSemrau has my full support as do you @Briso I see this as a community mod, not solely mine as it wasn't built by me, just modified to work with version 1.6 of the game back then. I'm glad to see people pick it up, especially you guys, it can be a lot of work for one person especially if they have a different direction to others. I'm glad to see DylanSemau bring back the side boosters as I had texture issues with this when I took it on. Good to see it come back in it's glory and as mentioned above, I didn't include different skins as I wanted to use as much of the native game as possible, not rely on extra mods. I'm building from scratch the shuttle complete with the differences in the tale for KSP 2 plus a few other NASA inspired missions. I'm hesitant to get too ahead of myself as no modding details have been released about KSP 2. For instance how detailed can the models be before it starts to bog down, or how will PBR textures be used. Once you guys have links to your mods, let me know and I'll update the main thread with your links.
  8. Looks good. @DylanSemrau I couldn't get the texture switcher to work natively, only through mods which I wanted to avoid in my build. And the reason I switch the boosters was because they didn't work (textures were flickering) but that could have been a version bug rather than the mod). As DylanSemrau has said, he will update this mod to work with v1 of KSP as I'm working on a scratch build for v2 of KSP.
  9. Windows 10 minimum. Win 7 is no longer supported, and Microsoft would rather forget Win 8 and 8.1, and the early builds of Win 10 are no longer supported either.. Best guess, I'd say I'm pretty on the money rather than a guess. As far as the rest of the specs.. plenty of threads talking about hardware specs, a search will find them.
  10. I could say the same for Red Redemption 2. How long have PC players waited for that to arrive on PC.? We still need to wait till Nov before we see it. Works both ways.
  11. Time as @magnemoe said but also money.. Nowadays it's all about using off-the-shelf products to save both time and money. Why reinvent the wheel when other companies (Unity, Unreal, Cryengine the list goes on) can essentially give you what you want. They all have their advantages and disadvantages like one could provide better visuals with less cpu/gpu usage while others will give you better physics formulation. Like I said, why reinvent the wheel when you can do what you want with the tools already available off the shelf and do it in less time, less money not to mention employing staff more easily. Can you imagine a job ad from one firm saying 'must have experience in Unity' over another that said 'must have experience in KSP engine (an in-house developed gaming engine)'. Unless the staff that developed the engine stay around, the costs of retraining new staff far out ways using what's already around and can essentially start from day 1.
  12. I did, hence the comment. And I did mention that I read the thread
  13. Your experience with Unity (having its problems for you) I'm going to put it down to your PC. You said in the OP that you spent 2k on a new computer and it was worse. KSP is one of the most basic games (in the sense of gfx and pc requirements). The game runs DX9, hardly new and only in the last few updates have they gone to 64 bit, so either you have a crap load of mods installed which slowed it down, or your 2k machine was not the best machine. And I did read the thread that we can no longer like a post (damn, didn't think this site would follow Insta and Facebook, but anyway) so @Master39 I like the above post in regards to ground / orbiting stations.
  14. You do understand that KSP 1 files and craft saves will not work in KSP 2. So that's one Beta test you need not worry about. It's not a bug either, it's a feature.
  15. The modder would need to stipulate such a thing in their mod descriptions, no different to what they do now in the forums by suggesting not to upgrade. You are right, it doesn't handle dependencies but again, something that can be mentioned in the description of the mod.
  16. The developers have already said you won't be able to port the mods over. Given they are likely to be using PBR you will most likely need 4 x image files compared to KSP 1 of 2 or 3 (Diffues, Spec, Normals).. The cfg files are likely to change so again not a simple port.. Putting all that aside, I'm not suggesting 'forcing' modders to use the Workshop, I'm saying to add it. If modders want to use SpaceDock, Curse, Github or the forums to get their mod out there then go for it, but for many players (especially the younger gen, and no I'm far from young) they will not use these other sites to get mods from.. I know of other games that use the Workshop without fail. The racing sim game has cars and tracks available to subscribe to and never once has it failed for them. A golf game I've played in the past had user created courses through the Workshop, again no failures. The only failures have been where the modder forgot to make a change, or add a texture and needed to be re-uploaded.. As I said, I'm not suggesting forcing modders, just giving them an extra place to get their mod out there. Not everyone is on these forums, or on Reddit, or search through Curse or SpaceDock etc. Hassles, there are none other than a modder uploading to the workshop, no different to uploading to some share site really. As for greed of Valve, it's free to upload mods, and free to download if the modder hasn't added a cost to it.
  17. Well that would be up to the creators if they wanted to be adding links in various different forums.. Personally if they implemented the mods through Steam Workshop then I'd be using this and only this. Far easier to manage and probably a far wider audience especially for the younger audience players where they are unlikely to be signing up to forums and more likely to enjoy the game more if the mods they want will work. Oh and I don't think Steam Workshop will be anything like Curse and or if SpaceDock was to go down the same path.. If anything, Steam would be the more logical and safest place to be uploading and maintaining mods.
  18. I've seen other games use the Steam Workshop for community mods, but I haven't seen it used for KSP at all, only for Craft files.. I'd like to see KSP 2 utilise the Steam Workshop better for Community Mods rather than just Craft files. Is this something that the developers have to set up in Steam or is this something users would categorise when uploading to the Workshop ? If it is something that the developers need to set up in Steam, could you please consider a category for Mods for KSP 2. This will save users having to place the mod in the correct folder locations, missing parts etc. By doing this it will also ensure that users who subscribe to the mod will receive updates automatically once available / released. Much better user experience in my opinion and works very well for other games. No more 'Where do I install the mod' or 'I've installed the mod but it's not working' (because it's likely in another subfolder. From a users perspective, having mods located on Spacedock, the forums, Github and CurseForge is all too confusing, no one source is being used and therefore no consistency. With the game being on Steam, it makes more sense for mods (not just Craft files) to be here also.
  19. I have plenty of images and tech, however what I have may be somewhat less than what you have so by all means, I'd be more than happy for you to pass on any details you have. Best to make it as accurate as possible that is for sure. Given I'm rebuilding from scratch I can make sure details wise it has everything without it being a massive frames hit, technical wise I'm working with what KSP 2 will have (using KSP 1 as a base at the moment until more details come out). So if a part does something that's not currently possible in KSP 1, then keep that in mind when requesting some technical changes / additions.
  20. Given most modern games seem to be on the 'Ray Tracing' wagon, it would in all honesty be silly if they didn't do it. At least as a final once over prior to any release.
  21. Developers have said it will use the latest Unity version. As the latest is currently 2019.2 and the game is still some many many months away, 2019 I'd dare say will be minimum. 2019.3 Beta currently has RTX.
  22. Hi All, Just letting you all know that support for this version of the mod will be very very limited. I know Brisco added Texture Replacer and RealPlumes to the package which may be causing issues for some users, we apologise for this and removing those add-ons seems to resolve it for some players. Since KSP 2's announcement, the focus has shifted significantly, so rather than rebuild the mod for KSP 1, it will be rebuilt for KSP 2 only. The Shuttle rebuild is already underway for KSP 2 along with 4k textures for PBR along with alternate Shuttle's ie Atlanta, Challenger etc in readiness for when more details are released. Everything is being added into the models now with Animation, Lights, Cameras, Moving parts etc to speed up the release time (easier to cull items not going into KSP 2 then to add it later). The mod pack will not just be the Shuttle, but various other parts (hint hint think Int Space Station and other NASA missions). I do have someone else assisting, so the plan is to complete as much as possible between now and the KSP 2 release so players won't have to wait long for it's release (that's the plan). A WIP thread will be created in due course with various images posted of the models and parts, so keep your eyes open for the thread titled NASA Missions Pack v2.0 (2.x being for KSP 2). Sorry if players here will be disappointed in not continuing with this for KSP 1. There is another Shuttle mod out (although it requires various other mods to be complete) that can fulfill the Shuttle experience but in all honesty as I was recreating the models from scratch anyway the timing of KSP 2 couldn't have been more perfect. If people would like to assist (especially in texturing) then I'm all ears as I want this mod package to be a must have.
  23. A couple questions. Probably one around Modding.. Can you give us some additional information around modding, for example what Unity version will likely to be used, will you be using more of the Unity core tools and shaders or creating your own Add-on. And, Will we see additional cockpit controls, gauges and screens with craft information or receiving of camera images for example?
  24. Your own dedicated server (hopefully they will provide this) with friends will fix that, or play single player..
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