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About Yarbrough08

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    Spacecraft Engineer

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  1. For those finding bugs; I need to run this through the new part tools (when I have the time) - hopefully that will clear up the collider issues (windows or hatch).. I am glad that it is still working with the new version, I can't wait to play it myself.
  2. @MOARdV: The light transforms are named 'Point light' - all of them. As it stands now, there are no separates names (i.e. the left light is named 'Point light', the center light is named 'Point light', and the right light is named 'Point light'). I'm sure the issue with the visible hatch or ladder transform will be resolved when I use the 1.1 part tools to export the model. I'm am glad though that it is only in the VAB's parts list.
  3. @SeaTac: At this point, I'm waiting on the full KSP 1.1 release to update everything all in one go. I purchased KSP a while before the steam release, so I am unable to test it with 1.1. I hope everything is in full working order. @MOARdV: That is just flat out gorgeous.. Wow, I am speechless......
  4. @Delta_8930: I'm sorry for the delayed response, somehow I missed your post. Yes, I am interested in making a service module for it; however, I would like to finish the CP (or at least have an official release instead of a WIP) before I start on it. Even though I have no designs at the moment, I imagine I will use Orion's service module as inspiration.
  5. After a little delay, I have finished uploading the mod to SpaceDock.. Links are in the first post, but I will post them here as well. I have not updated it in CKAN yet, but I will (of course) report back when I have it updated there.. SpaceDock links: Command Pod: Mk. 1-1 A2 Two Kerbal Command Pod Required Texture Packs: (pick only one) 4096 Textures 2048 Textures 1024 Textures Low Quality (Original) Textures Beauty Shots:
  6. I will put it up on Spacedock this weekend. I am thankful that the community has picked up the torch and passed it along..
  7. I think that the resentment toward Squad is deeper than whether or not they had a hand in the closure of KerbalStuff.. A large portion of the community (although I'm sure not the majority) seems to feel a little jaded; at least with those that have been around for a while. It not really that Squad is to blame for KerbalStuff's closure (especially since what hurt's the most is the sudden closure - without much notification). Its all the other things that happened over the years. Remember the additional planets that were going to be added to the game? People were upset when resource gathering kept being pushed back (I still do not use it though lol). The clouds that still have not been added. After years in the alpha stages of development, the beta-launch was rushed within a couple months. The multiplayer system that has not been mentioned in a while, etc... (let's not forget the forum catastrophe!) So many features and mechanics that slipped through the cracks over time. Each one of us had that one or two specific items in the old 'planned features' list the WE wanted but did not get (or at least not yet). It made some of us feel like Squad was not listening to US. Some people have even stated that Squad will not implement certain features because modders could do it instead, even though that hasn't happened yet (Implemented: DRE, KJR, portions of FAR, etc..). I had mods up on the old Kerbal Space Port site, and aside from the comment/remarks section (which filled up quickly with negative comments from people who did not know how to install mods - modding was different back then) I though it was pretty good. I was even eager to see Kerbal Space Port II. I was not expecting the outsourced mod hosting site we got. When I started a new mod I began looking for a host, and decided upon KerbalStuff. Why? Because it was specific to KSP, and it was community driven. Besides I could always upload it to Curse if I didn't like it. As it turned out, it was perfect. As a mod uploader, I cannot express how great of a tool it was to leverage. Many, many features that I will now forever consider essential. Plus, at the time it was being developed, WE (us modders) were providing input to develop the features WE wanted (like analytics). A mod site developed by the community FOR the community! That is why a lot of people feel that KerbalStuff is superior to Curse, and rightfully so. With Curse (for some) it feels more like we are putting our mods on someone else's shelf in someone else's store so that they can make money off of our work (more than likely the REAL problem some people have with ads). Creating mods is time consuming and often difficult, and we care more about these creations that most would think. Take a look on these forums at the time and effort put into making the first post of a mod organized and visually appealing. Instead of simply stating what the mod is/does along with a picture of the item/action; modders create elaborate posts with different fonts, sizes, and colors - pictures, videos, graphs, charts, etc.. All of this because of the love we have for our mods, and the community that we bring them too. It is because of this care for our mods that many of us cling to KS, and honestly for some people - if Squad had taken over KS, it likely would have lost some of its appeal (whether most people realize it or not). Unfortunately, that is also why some people want to blame Squad. As stated above; for some people it is just Squad, once again, not listening to us. KS is what people wanted. There is no arguing the facts - there were twice the amount of mods on KS than Curse. KS was more popular. And, I suppose many thought Squad should have stepped in to financially help a site that was doing superior to there own chosen successor to KerbalSpacePort. After all Squad has been know to outsource from the community before; programmers and modelers of exceptional mods have became employee's on multiple occasions.. However, as I have already stated, if Squad had stepped in and taken it over as the official mod hosting site - it would have lost some of its appeal. It would no longer be a mod site developed by the community FOR the community. I for one, am grateful that they left it alone (unless it was to be managed and developed BY the community - which would make no sense). Although, I wish we would have been more supportive of @SirCmpwn (myself included). As far as Squad not listening to the community, I personally feel that they do. When they told us that Windows 64-bit was unstable, did we believe them? No, and we let them know it. The community spotted a 64-bit hack and many people tried it. Squad took notice, and released a 64-bit version for windows; and as they had told us, it was highly unstable. After many mod developers decided to no longer support the 64-bit version (and outcry that it was unstable, even though they had told us that), Squad removed the 64-bit Windows variant. Squad is not just some griefer looking to wreck your gaming experience (that would make no business sense), nor are they a pay2play/pay2win micro-transactions developer. They already have our money, and are trying to give us the best gaming experience they can (as well as attracting new customers). Finally, to @SirCmpwn: Thank you for providing an excellent hosting site. I understand that it took a lot of time and effort to build and maintain; and I am truly grateful for the work that you put in.
  8. I understand that KerbalStuff has collapsed (or rather that it is no longer being maintained). I will have ckan updated and a new manual download link added within a couple days.. I hate the fact that we lost KerbalStuff, it was the perfect mod repository. I never wanted to use Curse myself, and as an uploader KerbalStuff was a great tool to leverage. I am saddened by the loss..
  9. I have slowed development a bit while we wait for version 1.1... I want the next release to be a full official release.. In the mean time, I have textured parts of the interior as I was mentioning that I was doing before (the "Kevlar" texture). I have also removed the panels that flanked the main instrument panel, and brainstormed a few ideas for props to liven up the interior (so that it will not look so empty). Other than that, I have taken some time to play the game (along with some Fallout). I am really interested to see if any changes will need to be made with the move to Unity 5 - I remember reading a while back that some of the shaders had to be reworked or rewritten (hopefully there will be little to no change needed for the mod)..
  10. New power supply has arrived and is installed, I will be resuming development When I had stopped I had removed the side panels that I had marked, and had started work on texturing part of the interior walls. I shall continue on course...
  11. I would like to create a RO MM patch, I will try to create one when I work on the heat shield configs for mods such as 10x kerbal.. I have old development pics up that showcased a couple RPM monitors, but they never made it into production.. My power supply has been throwing a fit lately, so I will have to halt development until a new power supply arrives. I will be ordering a new one either later today or tomorrow.
  12. @MOARdV: No problem, I'm starting work on texturing the interior anyway. I'm adding a white Kevlar texture to the white sections of the interior. If I wind up missing from the forum for a few days (a week probably) - it will be because I am waiting on a new power supply. The old one that I have is dying on me. I just installed a new CPU tower cooler (a Cryorig H7), only to find that my PSU is beginning to fail. Sometimes my computer feels like an endless project... Anyway, if it dies I'll try to keep in touch through mobile, but I will be unable to work on the capsule until a new one arrives. I am ordering a new PSU soon though, so I hope that will not be an issue.
  13. @MOARdV: That looks great, I cannot wait to see the end result. If there are any changes that are needed to accommodate instrumentation, let me know. Also, I had not planned on changing the color of the panels - so that works out well... The light transforms are currently named "Point light" (I know, very original). I can create a couple panel spot lights to help with readability, I have to ask though, considering your experience with the props; should I create light maps with them, or will they clash with the props (considering the props would not have any)?
  14. [quote name='MOARdV']Two reasons - <[I]snip[/I]>[/QUOTE] All valid points, thanks for pointing them out. I'll put the propellant into the CP.. [QUOTE]The monopropellant is more of a "that is a lot of monopropellant - you don't need that much for reentry". Actually, the reaction wheels and balance on this pod are good enough that I really don't use any monopropellant on reentry, and my service module parts have more than enough for rendezvous, so I tend to leave this capsule nearly empty.[/QUOTE] The values from the propellant are from back when RCS burned through it faster. I will probably lighten the load, although I will probably not go below 50. Actually I will probably use 50 :cool: [HR][/HR] For those looking for word on CKAN integration, I have created the .ntekan files and submitted a pull request with them. I changes the textures' zip files eliminating the readme in those files to be compatible with CKAN. There is no need to update them if you have manually installed the mod as the textures did not actually change. I have tested the netkan files and managed to install the mod that way; however, we will have to wait until the pull request is approved on the CKAN side of things.