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Everything posted by Daemoria
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[WIP] ELEMENT K - Sounds and Visual FX Overhaul (early development)
Daemoria replied to Shaun's topic in KSP1 Mod Development
This is looking (sounding?) very good so far. The current stock engine sounds in my game have a slightly noticeable loop, but it seems like you've eliminated that problem. The engine start up and spool down sounds are perfect. What are your plans on releasing this? Are you going to allow other mods to implement your sounds, or is this just for stock engines? -
Singularity Research Initiative - dev thread
Daemoria replied to Daemoria's topic in KSP1 Mod Development
Oh dear, that's a terrible waste of a pancake. Rocket p0rn is not a good substitute for breakfast. Also, I'm not even sure Jeb would think it a good idea to ride inside a fuel tank. But there is a first time for everything i guess... That said, what do you guys think of dedicated inverted components. With the amount of edge detailing i've got going on, if you manually rotate a part in the VAB, the bits won't line up logically. Adapter clamps will not have a proper seat, etc. Or would creating a separate [1to2] and [2to1] (and all other sizes) just create unnecessary part bloat? -
Singularity Research Initiative - dev thread
Daemoria replied to Daemoria's topic in KSP1 Mod Development
Helix935: Don't hold your breath, it's unlikely I'll have a complete pack out soon, much less before the new release of H.O.M.E . At the rate of 2 or 3 parts a day, it's going to take me a while. Work gets in the way during the weekdays as well. :[ I'm still new to unity, so I imagine it'll take me a bit to get used to actually importing these pieces. Seshins: Captain Sierra summed it up nicely. I wont delete any parts from your computer (if i could, then you have some security issues I should talk to you about) , but instead intend to do a 1:1 part replacement. Initially i plan on putting together the craft(s) i doodled, so I can make some good example vessels so people can see what is possible with these pieces, but afterwards I'll be filling out the rest of the tech tree, and adding to it as well. The stock system Squad put in the game is lacking in various areas, and I intend to close those holes. -- 1m_2m short fuel tank and its friend the 2m short interstage adapter. The adapter is on a dummy plate I made for the opposite end of 2m fuel tanks. -
Singularity Research Initiative - dev thread
Daemoria replied to Daemoria's topic in KSP1 Mod Development
Yea I keep forgetting the completely inefficient method KSP uses for texture calls. Typically, in any other game, a complete rocket would use 2 or so fairly high resolution textures, their uv coordinates all pointing at a shared texture. But because i guess KSP loads a texture for each part, even if they all call for the same one texture, it causes your videocard to go into a corner and cry. Neutrinovore, have no fear. I plan on supporting all ranges of computers with this, it'd be poor form not to. I'm going to be releasing a 'low-spec' pack with the 'omg-how can i hold all these engines' pack. The part count (and triangle count) should be drastically lower, and manageable on lower end desktops/laptops. -- enough internets for me for a while now. the next time you see this 'face', it'll be attached to a Soyuz-wannabe... -
Singularity Research Initiative - dev thread
Daemoria replied to Daemoria's topic in KSP1 Mod Development
Quite a few uses actually. My modsheet i posted back on page 1 has a lot of inverted sloped surfaces. In the physical sketch i had them covered in radial thrusters, but I removed them for the sake of clarity. I'd have to position the attach node on the vanir's sloped inner surface for it to be universal, but that's the only hiccup i can foresee currently. -
Kerbol's asteroid belt, Version 0.2 Released! Perseus Fixed!
Daemoria replied to Deadpangod3's topic in KSP1 Mod Development
Now I want to install some mainsails on these and crush my ene--- conduct SCIENCE! I would love to see some elliptical or other such non-sphere based asteroids. How crazy can you make the shapes of these? -
Singularity Research Initiative - dev thread
Daemoria replied to Daemoria's topic in KSP1 Mod Development
Nazari382: Initially these rocket motors were going to be for one use only, the primary lift stage, but because I build everything on a grid, I can easily split them up with some degree of modularity. The comments of Captain Sierra and sojourner made me realize some certain structural failures in the single piece design, namely the side vanir thrusters would not have an independent gimbal range. Captain Sierra: This is why i joined the KSP community, so many helpful forum goers. I hear all the above comments, and here is my response. Yes, it is just a bulky 1meter to .5meter adapter holding a couple engines. Because I want to incorporate a sense of progression into game play thru the techtree, this is probably one of the least efficient ways to get a payload into orbit, but still possible. Later tech stages will have less internal mechanical bits, thus cutting down on the size of the adapter plate. See bellow for a 1meter/1meter radial engine mount plate. Now it's a balance of rocket nozzle pr0n, and realism. I could sink the motor nodes into the adapter plates, so only the ends stick out, while keeping the rockets reusable for true skeletal builds (flying octagonal girders?) if people ever want to build such insanity. My personal vision for these parts and what people create with them is going to be different, but thats the beauty of a modular system. -
Singularity Research Initiative - dev thread
Daemoria replied to Daemoria's topic in KSP1 Mod Development
This makes the second time you've posted in my thread and made me heavily rethink my workflow. I had originally slated for the SRBs to be modular with swappable engines, but I see how people would want the main stage rockets motors to be adaptable as well. In terms of mechanics, I guess the engine housing adapter would fit into the utility tab in the VAB, and the various types of engine nozzles would go into propulsion. I'll have to make some concept mockups to see how well it would work out. I don't want to have so many minute parts that people lose track of parts, such as when you have 2 or 3 huge part packs (i've not even scanned any of my Aeronautics or Structural piece design sheets yet...), so there is that balancing act as well. Captain Sierra: I'm going to add some more distinctive detailing on the engine block so that the top third doesn't look so much like a fuel tank, with some structural elements or something. You are right, because as it is right now, the top bit is too similar to the fuel tank, and that's rubbish.. -- I'm still working on these, and until they are flying around in Kerbol Space, there is still a possibility for large revisions/changes. The process has a lot of back and forth between Photoshop and Cinema4d, so what you see in not necessarily what you get. Sorry, no pictures in this post, I just woke up, and I've yet to find a way to make (good) models in my sleep. Thanks for all the comments. -- TL;dr I will go back and up the modularity of the entire rocket motor setup, once i figure out a way to make it look not rubbish. Also, 'canned' rockets are bad for KSP, i agree. -
Horizon Aeronautics - Development Thread
Daemoria replied to stubbles's topic in KSP1 Mod Development
This project is what inspired me to get into creating content for KSP. It's awesome to see more new art from you, the detail in the texture (specular map in particular) is crazy. -
Singularity Research Initiative - dev thread
Daemoria replied to Daemoria's topic in KSP1 Mod Development
So the weekend rolls around, and I get some free time to work on this again. Pictured here is the long 1 meter liquid fuel tank and a standard stage 1 engine, also 1 meter. Coming up soon is either the fairing or the 2 meter adapter tanks. We'll see what happens. -
[WIP] Nert's Dev Thread - Current: various updates
Daemoria replied to Nertea's topic in KSP1 Mod Development
I really like these trusses. Are you planning on making a full set of hub pieces to go along with these? (3/6 way splits) -
A CG rendering of a space shuttle R-Bar Pitch Manoeuvre
Daemoria replied to DunaRocketeer's topic in KSP Fan Works
This is amazing. Would you mind showing us a peek at the wire-frame for this beauty? -
One problem with using the ,5 (unscaled) scale radius for command pods is that they are almost too small to fit Kerbals into. You need to consider instrument panels and power supplies take up some amount of interior space as well, in addition to maintaining a minimum thickness for the walls and bulkheads themselves. But don't let me stop you, creating new and interesting craft in KSP is the best part of this game, and anything people add to create more options is always awesome. I look forward to seeing what you come up with.
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Singularity Research Initiative - dev thread
Daemoria replied to Daemoria's topic in KSP1 Mod Development
Sojourner: Initially I planned on it being a 1 piece pod with everything integrated, but for safety/realism reasons after thinking about your comment, I decided to to split it up. See bellow for the new staging. Bazz: I did see that vessel in my search for reference. It's a very cool design indeed, some of my design language for my lifter concepts did come from that SSTO. Mekan1k: What unmanned pod? The rendered mesh is a single seat command pod, I only just did some concepts for the unmanned tech (see bellow). But yes...more glowing eyes, i agree. We need evil looking rockets..for SCIENCE. -- I think i got everything i need concepted out for a fairly modular system. The next post i put up here will be actual mesh of the lifters using the low tier equipment. Thanks once again for all the comments! -
Singularity Research Initiative - dev thread
Daemoria replied to Daemoria's topic in KSP1 Mod Development
Everyone, thanks for the great response! I hope i can manage to get the textures working and make the Command Pod truly shine. FanaticalFighter, Yea I was inspired by pictures of old Soviet space craft. I really like the strange shapes they have, very unique compared to the 'standard' tower launch rockets now. stupid_chris; I use the RealChute in my ongoing career... they are so nice to use. I do like the functionality they provide. I don't think the models wouldnt fit the style of SRI vehicles, but i would like to try to incorporate the .dll into some custom parachutes. TimMartland you want some large launch vehicles? I got you covered. Here is some examples of what you'll be able to build out of the SRI components. -
So in effort to break into game dev, and actually release a game sometime in my life time, I've decided to pick up modding KSP. Now introducing SRI, my take on an alternate past/modern/future space program. The goal of this project is to create a standalone total conversion, with a full set of parts, and tech tree/career integration. I will still be maintaining the standard dimensions of Stock parts, but will have parts up to the 3/5/9 m (unscaled) range as well for ultra heavy lifters and construction. Because I'm a concept artist in my free time, i'll be posting a lot of development sketches in addition to meshes. And now for some pictures. Edit, created an imagur account due to slow loading of dropbox files. I hope the presentation works well enough to show what I've accomplished so far. I'll be posting more in the future. I hope to enjoy my stay here. Current Status: march15,2014 Working on LowPoly meshes for first rocket release. Development Team Daemoria [sRI CEO] - Modeling/Art direction Space_Kraken [space Kraken LLC] - Code and configuration file development Lack [Lack Luster Labs] -Unity specialist Green Skull [Green Skull Inc.]- Unity specialist, configuration file development
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