OrbitusII

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About OrbitusII

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  1. We'll disclose some details once we get close to a playable prototype. I wish I could say it's the only thing I'm focusing on right now, but unfortunately I've got a variety of things on my plate. Once that's close to completion and release we'll see about getting this updated.
  2. Experimenting with loading cargo planes via KAS. Alas, this plane was not made to land in the hills... I'll have to figure something else out for building a base far from KSC...
  3. How to stop? You get busy with college and/or start developing a game with someone you met on the forums. At least that's how I did it.
  4. As people have already said, Planetside 2 is up there. It's a massive FPS with some paid elements but nothing you can't get by playing the game for free (save aesthetics).
  5. Yeah, while Sauron's concepts are certainly awesome, trying to build a set of parts off of those would only yield something like the KSOS, which is fairly limited in its construction (i.e. you can build the shuttles and that's it). Since I want this mod to be modular like the Stock parts, I'll be taking inspiration rather than directly building from Sauron's concept art.
  6. Two update photos for today: #1: Completed UV unwrap and AO bake This looks really good, I like how the AO turned out. #2: Started texture work Compared to the reference photos the engine bells are quite dark; I'll probably lighten them up. AO also needs to be turned up since it's barely visible in the engine area.
  7. That's a very solid "Maybe," from my understanding of the situation. The Editor will be 64-bit guaranteed, enabling them to find and solve many of the 64-bit bugs more easily than before, but a 64-bit build of KSP will take longer. Back on topic, here's a supply lander for a future Minmus base of mine:
  8. Streaming now, this is likely going to be the first of my regular schedule! Colonizing Mun is the name of the game today, got KIS and KAS installed for that.
  9. I wish you folks the best of luck, this sounds like a really cool project and I'd love to see it in action! For the software development side, I can only confidently recommend Unity. It's extremely powerful and would enable building the app for both Android and iOS. Heck, you could even develop web-based and Windows Phone versions (provided your software person has Windows 8 or 10 once it releases). Given my familiarity with it I would consider offering up my support if I wasn't tied down by other projects. You should try to find someone with programming experience, especially in Unity, to make the app development as painless as possible. Edit: looks like you guys are already thinking about Unity, I should have read the OP a little better.
  10. Since Blender is free and has a plugin to import KSP .mu files, I recommend it wholeheartedly. The big issue with it is the learning curve, which is comparable to KSP. However, if you can overcome that learning curve and start doing things it's really powerful. I've used it casually for over two years and it's a phenomenal piece of software.
  11. Got the engine body unwrapped and did a quick AO bake to see how it looks. Nozzles still need an unwrap but are done with assembly.
  12. It's good to see you're still around! I might be more inclined to fix up these old parts if I knew I wasn't going to be working on a new set of models any time soon, but I've got some work in progress and it looks much more promising. Here's the link to the development thread (which also sports the new brand name): CycloTech Parts Development And here's the part preview I put on that thread: More info is on that thread and I'll be doing progress updates there exclusively from now on. Let me know what you think, since your work was what got me started on this!
  13. The mod itself works, you just can't use the installer. Simply download the manual install version and extract the files to your GameData folder.
  14. Add-on Development thread is up with a WIP preview of one of the new engine parts! Check it out here!