Angelo Kerman Posted February 10, 2022 Author Share Posted February 10, 2022 23 minutes ago, namreK haidebeJ said: Will the IVAs have support for RasterPropMonitor? Quote Link to comment Share on other sites More sharing options...
planeticegaming Posted February 10, 2022 Share Posted February 10, 2022 (edited) looks good so far! cannot wait Edited February 16, 2022 by planeticegaming Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 11, 2022 Author Share Posted February 11, 2022 Today's update (no, I don't want to get in the habit of daily updates, this is supposed to be a hobby, not a job...) leverages the work I did for the B2 Ballast Wedge and adds the B2 Storage Wedge. As its name implies, the Storage Wedge has inventory space and can hold resources if you have Wild Blue Tools or B9PartSwitch installed. If you have both, then Wild Blue Tools takes precedence. With Wild Blue Tools, the inventory space and the Omni Storage volume are updated when you apply the different variants. With B9PS, the inventory volume and resource volume are fixed. Here's a look with WBT installed: I also made sure that all the Buffalo 2 parts can be printed by Sandcastle's 3D printers... Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted February 12, 2022 Share Posted February 12, 2022 If this is your main project now, are the KFS mothership and SunkWorks dead? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 12, 2022 Author Share Posted February 12, 2022 6 hours ago, SkyFall2489 said: If this is your main project now, are the KFS mothership and SunkWorks dead? Yup, this is my main project. We'll see where I'm at after I finish it. I definitely want to take a break from modding until KSP 2 is released. For SunkWorks, I'm debating whether or not to finish the boat parts; it depends upon how long it takes for me to finish Buffalo 2. As for the KFS mothership, that's a labor of love, and one I get to when I get to. At least the Flapjack is done. I wouldn't call them dead, more like hibernating. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 18, 2022 Author Share Posted February 18, 2022 Work has been a beast this week, but I've been slowly working on the generic IVAs. Here you can see the flooring for both the short module (left) and the full-length module (right): The ceiling is set up so that I can place roof windows on future models while still leaving a center isle for kerbals to walk on. Once the generic IVAs are done, they'll set the tone for variants such as the longer windows and modules with overhead windows. They'll be filled with props from Near Future Props. Quote Link to comment Share on other sites More sharing options...
obnox twin Posted February 20, 2022 Share Posted February 20, 2022 On 2/18/2022 at 6:01 PM, Angel-125 said: They'll be filled with props from Near Future Props. Nice will ASET be in involved? or no. Quote Link to comment Share on other sites More sharing options...
chaos113 Posted February 21, 2022 Share Posted February 21, 2022 would it be possible to add one with with windows on the bottom? Quote Link to comment Share on other sites More sharing options...
planeticegaming Posted February 21, 2022 Share Posted February 21, 2022 2 hours ago, chaos113 said: would it be possible to add one with with windows on the bottom? like an orbital viewing area Quote Link to comment Share on other sites More sharing options...
dvdwilliams88 Posted February 22, 2022 Share Posted February 22, 2022 Idea for pop outs like on motorhomes. https://stxmotorhomes.com/models/stx-2-pop-outs-garage/ Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 22, 2022 Author Share Posted February 22, 2022 On 2/20/2022 at 9:11 AM, obnox twin said: Nice will ASET be in involved? or no. I'm planning on using On 2/21/2022 at 10:59 AM, chaos113 said: would it be possible to add one with with windows on the bottom? 22 hours ago, planeticegaming said: like an orbital viewing area Currently no plans, but I can look into it. 23 minutes ago, dvdwilliams88 said: Idea for pop outs like on motorhomes. https://stxmotorhomes.com/models/stx-2-pop-outs-garage/ Thanks for the suggestion. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 9, 2022 Author Share Posted March 9, 2022 Due to excessive work, I haven't been able to do anything with Buffalo 2 for a couple of weeks. But tonight, I made some progress. This is the first iteration of the generic IVA as seen in game. As mentioned before, as with the exterior, it is modular. This particular IVA is for the logistics module. here, Jeb is sitting on the jumpseat and making sure that I got the seating right. Unless someone thinks the logistics module needs 2 seats, it currently only seats 1 kerbal. here you can see the other jumpseat that's folded up: This is also a test to see if I got the resolution right, and it looks like it! Finding the right pixel density for IVAs has been an ongoing challenge, but I finally have something that works. Over the rest of the week I need to tweak the IVA more; add the normal maps, check the lighting, create some crates to stuff the module with- and so on. I'm hoping to finally have the first IVA finished by the weekend, which will free me up to build more Buffalo 2 parts. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 10, 2022 Author Share Posted March 10, 2022 Today I got the props and lighting done for the two modules. Here you can see what the interiors look like. The IVA mask isn't done yet. Figuring out the right level of lighting is always a pain. And the kerbal's eye views: This view of the short logistics module also shows off the normal map... Use of @Nertea's Near Future Props is a must- they're so nice! My next goal is to apply a small model change to the IVA when you use the Station part variant. That'll give the IVA a domed ceiling instead of a flat one. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 11, 2022 Author Share Posted March 11, 2022 More progress today. My new ModuleIVAVariants watches for part variant changes and adjusts the interior view accordingly. Here, it's being used to open up the IVA a bit when the module is in the Station variant: It also works with the IVA Mask: And I got the ladders working: With that, the logistics modules are finally done! Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted March 12, 2022 Share Posted March 12, 2022 @Angel-125, If you're doing that, why not also arch the floor and make it the same as the ceiling? No down in space, no floor either Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 12, 2022 Author Share Posted March 12, 2022 2 hours ago, SkyFall2489 said: @Angel-125, If you're doing that, why not also arch the floor and make it the same as the ceiling? No down in space, no floor either The biggest reason is that life support machinery goes into the floor section so it's tucked away and out of view. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 16, 2022 Author Share Posted March 16, 2022 Todays's update: the B2 Habitat Module, here shown in station form: Unlike the first version of Buffalo, the second version will not have any hard dependencies on external mods, and that include things like Wild Blue Tools. But if you have things like WBT and Snacks installed, you do get extra goodies. Here, you can see that with Snacks installed you get an air scrubber, soil recycler, and an entertainment center. And with WBT installed, you also get an extra omni converter. The B2 Habitat Module is pretty much the equivalent to M.O.L.E.'s Mark One Habitat so certain individuals wanting to convert their saves over to KSP 1.12 shouldn't have much trouble with using the Buffalo 2 hab modules and ditching the older MOLE ones. In addition to the B2 Habitat Module, I have a full-sized B2 Briefing Module planned, as well as a half-sized B2 Galley Module and a half-sized B2 Gym Module. As with MOLE, the full-sized modules seat 2, while the half-sized modules seat 1. So, you'll have 4 parts dedicated to habitation directly, not including the lab and greenhouse and workshop... And if I can fit the cryopods from DSEV in, I'll include a Deep Freeze Module as well. Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted March 16, 2022 Share Posted March 16, 2022 Pathfinder depends on the original buffalo, will it now be set to use either this or the old buffalo as a dependency, like the playmode? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 18, 2022 Author Share Posted March 18, 2022 On 3/16/2022 at 4:19 PM, SkyFall2489 said: Pathfinder depends on the original buffalo, will it now be set to use either this or the old buffalo as a dependency, like the playmode? Most likely, for CKAN and stand-alone, I'll stop bundling Pathfinder and recommend Buffalo 2. Today, behind the scenes, I reorganized my library of 3D models for the exterior and IVA views, and added the new rooftop windows to the library as well. Moving forward, I should be able to move faster with rover/station/superstructure/IVA body part creation. Additionally, I got started on the hab module IVA: There are a lot of tweaks to make, but it's a good start. Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted March 18, 2022 Share Posted March 18, 2022 On 3/15/2022 at 8:58 PM, Angel-125 said: The B2 Habitat Module is pretty much the equivalent to M.O.L.E.'s Mark One Habitat so certain individuals wanting to convert their saves over to KSP 1.12 shouldn't have much trouble with using the Buffalo 2 hab modules and ditching the older MOLE ones. Wow, thanks. Since I will be updating from 1.3.0 Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted March 19, 2022 Share Posted March 19, 2022 Also, will there be an option for rooftop solar panels? If not, can there be a part meant to connect to the top node of the B2 parts that is a solar panel? Quote Link to comment Share on other sites More sharing options...
planeticegaming Posted March 19, 2022 Share Posted March 19, 2022 9 hours ago, SkyFall2489 said: Also, will there be an option for rooftop solar panels? If not, can there be a part meant to connect to the top node of the B2 parts that is a solar panel? or what if there were solar panels that expanded out like these, they are compact and folded then could be deployed outwards when ur rover stops for a science study or recharge. Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted March 19, 2022 Share Posted March 19, 2022 2 hours ago, planeticegaming said: or what if there were solar panels that expanded out like these, they are compact and folded then could be deployed outwards when ur rover stops for a science study or recharge. If you were going with that, why not just use SimpleLogistics? It lets you use the BG solar panels to power nearby landed craft. Sort of like in The Martian. Quote Link to comment Share on other sites More sharing options...
RedParadize Posted March 19, 2022 Share Posted March 19, 2022 I like it, its seems to be quite modular and have utility beside its rover use. Do you plan on making smaller frame/cabin as well? What I liked about the buffalo was that it was the smallest of the enclosed rover around here. I always have wished to have a super lightweight rover that can easily be deployed. That part always have been the bottleneck. Quote Link to comment Share on other sites More sharing options...
namreK haidebeJ Posted March 19, 2022 Share Posted March 19, 2022 Will it have some sort of jump jets or wings like the original Buffalo? Quote Link to comment Share on other sites More sharing options...
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