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Everything posted by CobaltWolf
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A frenchie in the Kerbal's adventure. Graphic content
CobaltWolf replied to Da_Pedro's topic in KSP1 Mod Development
That's not the kind of physics I was talking about. I meant the physics on a part level, where it has to calculate the colliders for each part. That's why you want simple colliders - easier on the computer. -
A frenchie in the Kerbal's adventure. Graphic content
CobaltWolf replied to Da_Pedro's topic in KSP1 Mod Development
I tagged you (I don't know why I tagged disco haha) because you might be able to answer any questions via PMs, since you speak the same language. KSP is actually the other way around. KSP needs a strong CPU for the physics calculations on larger / more complicated ships, while the graphics are fairly unintense. (Also compared to many of the KSP audience that is a very good PC build haha) -
Ok then. I guess my confusion is that IIRC the low gain antenna on the central station WAS used to transmit back to Earth. I think the big dish was a high gain antenna that could transfer more data. I think having the dish be capable of directly transmitting back (either to Kerbin or a comm satellite if you're on a far body) would be good, and let the central station relay stuff.
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What? 2.5Mm is that Communotron 16 in RemoteTech I think. Sorry about the delay re:GitHub release guys. I know that Spacedock is a thing now but I'd like to move primary hosting to GitHub, especially since this is a collaborative project and that will make it easier to keep track of things. @politas how exactly would I have to format this for it to get indexed properly? Like, is it just a zip/GameData/SurfaceExperimentPackage with the .version file in there?
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A frenchie in the Kerbal's adventure. Graphic content
CobaltWolf replied to Da_Pedro's topic in KSP1 Mod Development
Yeah, I figured that you were aiming for people with on the higher end of hardware. More power to you! I think there's definitely a demand for it. Generally speaking, every cylindrical stack part is a 24 sided model with a 16 sided collider mesh. I don't know if you're planning on increasing this - on certain things it is noticeable, especially on larger parts that could benefit from having more polygons. The layers of dirt/grime/lubricant smears etc are helpful just for giving your object more detail. At present you have a nice texture but it looks to repetitive. Having extra grunge serves to break that up. My webpage is basically just a landing page with my reel. I don't have much to put on it at the moment. Hopefully in the future I'll have plenty of stuff. -
Personally, this is the most convincing case for rescaling Black Arrow IMO.
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A frenchie in the Kerbal's adventure. Graphic content
CobaltWolf replied to Da_Pedro's topic in KSP1 Mod Development
The problem with trying to make Kerbal look better and bring higher resolution textures into the game is RAM. In many game engines it is acceptable to use a 2K or even 4K texture on, say, a single character. But in Kerbal everything is loaded into your system RAM on startup. The game is 32bit, which means that once you use >3 gigabytes of RAM, the game will crash. While 64bit KSP is on the way, which support unlimited RAM, that does not help many players who do not have much to begin with. Many play the game with 4 or 6 gigabytes of RAM, which means the game is still very limited. Larger textures also mean longer load times, and a slower game. (I realized too late that you understood most of this) With that said, your textures look very good if you're going for an HD refresh of the KSP parts. @DangerouslyDave has been working on a similar project. However, one thing that I see that sticks out to me is this: How many sides is your cylinder? It seems like you're using some strange number of sides. KSP parts use 24 sided cylinders, though obviously you're free to change that. Overall I think your texture is good for a start but one of the distinctive things about the KSP art style is the layer of grime and wear that is on all the parts. This looks too clean. Just my two centimes. @RaendyLeBeau @DiscoSlelge you two speak French. EDIT: Your webpage is very very cool. I wish I actually had more to put on mine. -
I'm not sure why but I am picturing a little arm with a paddle-ball attached. I know someone had a banana for scale experiment, that was fun. KDEX also is literally a coffee can. Personally I think that you're going a bit too far for the whackiness. The only really whacky thing is the goo experiment, and that's because it's KSP's substitute for biological samples because, well, nobody wants to be killing animals constantly. Kerbals on the other hand...
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@MKSheppard great info! The Shuttle proposal... whoa. So if I had to boil down LDT to... say, one primary model... 2.5m is a bit small but is also IMO appropriately sized for what sort of role I want it to fill, ie a powerful 2.5m lifter with massive solids, perhaps outclassing things like the Atlas V. Also... would they have converted to kerolox at some point? Seems pointless to stay with storable propelants.
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I can take a look at it. *shrug* I just finished revamping those textures in the last update. Is it the textures or something else? At the moment I want to finish up what I'm working on right now and move on. This update was originally meant to get a lot of things I 'wanted, but didn't want to do' out of the way, which certainly has not helped my overall situation (though I don't think it was a root cause of the slowdown). I want to move on to new things - Atlas and Titan expansions in particular excite me right now.
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I have a Navaho written into my list as a two-chamber starting tech engine. But I leave it to @VenomousRequiem to get it modeled. Speaking of old booze rockets, does anyone actually care about Redstone revamp? I am considering cutting that and several other things that I don't feel like doing anymore.
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The Thor (SSR) parts were never really made with a specific assembly order. The other rockets that have multi part tanks (specifically Prometheus) were made with a specific order in mind. Yes. @VenomousRequiem made them over the weekend. I UV unwrapped them this morning and textured them in class. Thanks Hooj! I think I actually learned that effect when you posted your first pass on your stock SRB revamps. I was struggling with how to do them, since the real ones are more or less perfectly smooth, I believe fiberglass outer shells. I might actually get rid of some or all the panel lines. 1.5m. Works out well, since then they both fill the niche of 1.5m SRBs and also means they can carry an Agena for their payload. They can be used to make both the real life Athena I/II LV as well as the Carrack from Eyes Turned Skywards. Venom made them (I think without being prompted) while she was learning Maya. Much easier than trying to work with a Wings file.