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Adie123

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Everything posted by Adie123

  1. Sceppie, me and Dunebugmi have already discussed this back in march. Hes unable to figure out the changes between 1.0 and 1.2, and i certainly aint got the fogiest. Been out of the scene too long. :s
  2. Updated the OP... For some reason i forgot to do it when 0.23 released :s
  3. Going over the 5 degree bend i noticed they dont line up in the example image below. They line up if making circular tunnels fine but for below example, i'll need to do more adjustments.... I thought of making the quarter tunnels shorter but they are perfectly half the length of the Observation Tunnel and align perfectly for the whole package im aiming for. So i cant touch them. So Buzzou, hang in there.... Contact me via personal forum messages with images of your build and why you need the 5 degree bend.. Im interested. Also when i get the bend perfected i may send u a link to grab that part when its done
  4. Yup you are right, but there are several things i have to consider. 1) Slight changes/tweaks in design can cause alot of lag with old versions of the part(s) on already built craft, cause of parts clipping that wernt clipping when the craft was first created. No idea why, as all parts of one craft shouldnt collide, but there is definatly something that occurs if the part(s) are modified. This would render players craft/bases unbareable to use. 2) Theres supposedly a new Part Tools (scripts to use in unity for modding) on the horizon and would like to wait and see what improvements that brings, that could help out on a few things. 3) As it stands im using PNG image format. Which at the moment is less than half the file size of the traditional MBM format that Mu (Mike) created especially for KSP, and PNG retains a greater amount of detail. Interested if changes described in [2] make MBM format better......jfyi- PNG are easily accessed by anyone, MBM are difficult to edit and is a type of locked format..... So do i release the parts where people can totally edit the textures or not. Its a tough call to make. If stock parts came accessible to edit easily, i would follow suit easily. 4) Releasing the parts i have already done when i know there needs to be at least several more to accompany them, and which could mean having to change the parts already released, could upset people if functions of parts change for the worse (linked with [1]) What will you use the 5 degree bend for?... Its a 5 meter diameter part.
  5. Still adding images to the library. Im almost back to the amount of parts i had on the previous version, But with multiple colours for some of the parts. Image Library in this post
  6. Yup you have a valid point TheCardinal, but still the parts needed an overhaul and i, like many modders, would prefer to release something that works and look the best that they can be at that given moment.
  7. No sean. Unfortunatly only the water can be hidden by the use of transparent object texturing. Sorry for not informing you earlier.
  8. Just an update post to let everyone know that i wasnt greatly satisfied with the older version model. It was the main reason it hadn't been released. Anyhow, i started remodelling the parts to take into consideration of 4-way connectability instead of the 2-way of the previous model. I.E. the interior opening was rectangle so parts only looked right when rotated at 2 angles. The new models have a square interior, allowing 4 directions. Future may hold hexagon or octogon shaped to allow 6 and 8-way, but for now 4-way will be fine. Take a look at the album below. I will keep adding more images as time goes by. Also you can see there 4 artwork plaques for you guys to add your artwork to, then place the plaques where you want on your craft. Ty all and have a great Xmas and New Year!!
  9. buckau, in imgur, click the image(s) so that a popup window with a larger image shows. Then click the image in this popup so that the image has its on browser tab/page and is shown in full. Then post the link of that to the forums.
  10. Theres still plenty to do. Small tweaks to align node snapping so that if for example someone wants to make circular station then the last and first parts need to meet perfectly. At the moment im working on that now and they are slightly off when using only the tunnel and the 5 degree bend. Plus i cant commit to this mod full time, hence why i couldnt give an eta for a release. Its a long term project. I added a small 'Parts to do' list and hopefully will get to making them soonish. EDIT: Also Maxmaps mentioned in the last squadcast that part joint strength will be stronger in 0.23, i think. So this mod will benefit greatly as will alot of other mods, and maybe it best to see what changes come in 0.23 before hand.
  11. Yes, the Docking Spacer and Docking Guide, dock together. 1. Yup the scale maybe altered, as i was thinking the same tbh. I will toy with that idea 2. Yeh i guess they are final. The images and vids dont do them justice really. They are higher quality than what .mbm files give and take up less drive space. i'd say 99% of the time spent on these parts have been UV unwrapping and texturing. Theyve been changed several times.
  12. Thanks Kaizor. This mod concept is what drove me to mod for KSP. I've been tweaking and messing around with it since 0.18, as i mentioned in the OP. But i've never been satisfied with its look and function up until recently for it to be released. I'm still not 100% satisfied infact, theres more work that needs doing first. As for your questions, i'll be listing the parts on the OP that i want to add to the mod at some stage. Vertical junctions is one of them... As for artificial gravity, that would require plugin code which i dont touch. If some genious made LUA compatible then the sky would be the limit for me, but C# or Java is a no go, unfortunatly. The joint strength i will look into, i had originally thought, when Syvos was testing it in the showcase stream, that i hadnt put breaking torque values in, but i had and they were very high values. So... much testing and tweaking needs to be done to see whats required to fix that. Thx Adie
  13. The name of this forum is Addon Releases and Project Showcase. This is a project showcase
  14. i do have all my images in imgur, but i need to organise them. it was kind of a mad rush to get the thread updated today to some degree. it'll be changing over the weekend, but for today ive done enough
  15. Im sorry you dont like how its setup, but for a quick edit of the thread this had to do. It will change, given time when i have the images setup in an album. Also, download?... its not released yet as its WIP (work in progress)
  16. Opening Post has been updated with new media of the mods as they are now.
  17. Ok, i will have a look and see if its possible to hide surface inside the feet this week sometime. I hope its not too dissimilar to hidding water with a shader. It only needed one person requesting/requiring the change for me to see if it was worthwhile doing. Thx for your response This is incorrect. Both need to be raised for the legs to actually raise. So it doesnt matter which one you choose to raise first or last. The difference betwen them, is that one will turn off the lower suspension and the other will turn off the upper suspension, but neither will work properly without the other. So they MUST both be raised or lowered together for the legs to work properly. Its something that i dont have control over as i dont do code and can only use what is given to me through stock code modules, which are called within the cfg file. So when you add the legs to action groups, make sure you have the same commands together for both suspensions on the leg. Although im not sure as to why they need to go on action groups, as pressing 'G' is for toggling gear/legs.
  18. no its not abandoned. its just taking quite a while to sort out. had other stuff take priority for a while. i'll be updating the media of the OP sometime this week hopefully.
  19. no response? i guess its not worth me hidding surface that shows inside the feet then. oh well
  20. Whats everyones view of being able to see the surface (that the foot is standing on) inside the feet?.... As im wondering if its worth seeing if i can cancel out the surface with a shader trick (if its possible). As shown in a kerbal helmet test i did.
  21. ##### update ##### Ive changed the texture to half the size and the format to tga. Which knocks the amount of megabyte down to a 1/6th the size that the mbm format was.
  22. Why, is the part lagging for you? Edit: i can do better than that infact. I can half its size and make it TGA and that knocks it down to 2.7meg if you like?..plus tga holds much more detail than mbm.
  23. ##### update ##### v2.0 for 0.22 is now released. check the OP for information.
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