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KSP2 Release Notes
Everything posted by CobaltWolf
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Good thing I was scrolling the thread, I missed this when you posted (Sorry I've been so absent everyone!) I'm not sure of a better way to get the heights. Taking the difference between the nodes works for most things. You could try using the .mu importer to bring the few you aren't sure about into Blender? For scaling the Saturn... well, there was a big discussion about it between myself, some users, and other mod authors who had a vested interest in compatibility. My understanding was that we'd reached consensus on 4.25m as a compromise. I was later informed that I should have made them 4.125m, but I was much too far along to change it, especially given the relatively minor scaling issue compared to the overall scale of the parts. Typically what we do for rockets is figure out the diameter scale and work from there. If I decide something is going to be, say, 1.5m, then I'll find a good orthographic image, scale it so it matches a 1.5m cylinder, and go from there. In rockets where the stages are multiple diameters, you can already imagine the issues this can cause. Usually there are some compromises along the way, with the end goal being to match the overall proportions while still keeping to established diameters. So there are definitely instances where, say, a stage is slightly overscaled in diameter, but the height is still "correct" compared to the first stage's scaling, for example. Which is all to say, there's never going to be a perfect number you can multiply everything by and achieve 'real scale'. There's too many compromises and executive decisions. Generally the scaling is correct, parts that are 1.25m and below (in KSP scale) tend to have more issues. A lot of the 0.625m and 0.9375m rocketry parts are overscaled, and that's partially so they can fit payloads in their fairings.
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Sorry about the relative quiet here everyone, IRL has been pretty crazy. My car finally got written off after being rear ended two weeks ago, among other things. Here's some more work on the M55 solid - a toggleable skirt, and a dedicated matching nose cone. Will hopefully have them in game some time this weekend.
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Sorry for the delay in finishing up this set of parts, I'd rather have had them finished by now. IRL has been hectic lately (Nothing that isn't being handled!). Anyways, I'm not sure if I shared what I have so far here, so here's a peek. The proportions are a bit whack but there isn't much I can do while keeping diameters.
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I mean, it's definitely something that interests me/the team and we'd love to do it some day. Unfortunately, "some day" could be years even without factoring in KSP2 and whatever wrenches that will throw into things. I know I'd personally prioritize Voyager and Viking as more iconic missions, not that I'm jumping to do either.
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That was one of my main reasons for pushing Zorg to make MORL - I felt that it nicely rounded out the Skylab/OWS/General Apollo station parts very nicely. Combined with the other things that have been added, there's a lot of potential! I've been trying to get Invader to make it for like a year now, but he wants to wait for KSP2. Have a Pegasus update:
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Last I heard, all Kerbalism cfgs were maintained on their end. No plans; I'm actually not intending on touching the Peacekeeper parts in this update. We will have to see, I think that kind of stuff is mostly @Invaderchaos's department. There's also a chance that we'll see other modders take up the task of making modern probes, which I'd be happy to see. Personally I'm much more interested in the Saturn/Apollo era stuff. EDIT: Oh, forgot to add, here's an update on the Minuteman III GCU. It's all modeled and UV'd and I just started texturing it last night when I ran out of steam.
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Dakota - thanks for the responses. If nothing else, I hope to be able to have a continuous dialogue between devs and the modding community moving forward. I believe there was mention, years ago, about providing some sort of spec-sheet for creating parts? Offhand, things that part modders would want to know to start working: Information on the shader (ie can we start working using the Unity Standard PBR shader as a standin?) What maps are required/used (diffuse, roughness, normals, etc)? How are they organized? How do the player color palettes work? I assume there is a mask texture. What standards are in place for things like part diameters, side counts for stack parts, texel density, etc. What should we expect in terms of interiors moving forward - are IVAs expected to be integrated directly into pods' exterior models? Are windows meant to be opaque? While it's still a bit early to be trying to get large amounts of custom parts in game, those are things that would let artists start preparing assets while we wait for more information. Things like the Unity workflow, configuring the parts, and other technical gameplay things like colliders and solar panel setups can wait until a later date.
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