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Omega482

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Everything posted by Omega482

  1. This is my first foray into part modding. So please If you find any glaring issues, report them here. The only thing I will say is that Wheels in KSP are weird, problems with them are quite likely Squads fault.
  2. Oh yeah, that one too. That had the little bus and the sedan cars.
  3. I'm trying to think of the other two you mentioned? Lack's SXT and Blackhearts Grounded? I love both of those, I used to play with SXT installed a lot back in the day. I always have Grounded installed, Such a good mod pack, I really love it.
  4. Thanks! Yes, I hope so too. Anyone interested should probably contact @Ger_space My Kerbal Konstructs statics also use this module so that they won't need any textures! Check them out in my Dev thread
  5. Omega's Stockalike Utility Vehicles A vehicle mod replicating the Yellow utility vehicles as parts. Features: 15 Vehicle parts for the yellow utility vehicles Parts include Mesh Switchable crates and container props! Stockalike, uses the internal squad textures! Can't get much more stock than that! Low RAM usage. No textures are needed for this mod. It uses textures that are already installed with KSP. It should be a very low impact on load times. This mod aimed to give the player access to the Yellow utility vehicles seen around KSC. These are however SQUAD assets and so I cannot distribute the models or textures. This mod uses a plugin called AdvancedTextures that allows parts to use the internal KSP textures without having to distribute them. I then carefully re-created the models for the Vehicles in sketchup. A very big thank you to @GER_space the author of the AdvancedTextures plugin. I would like to point out that I did not design these vehicles, they are based off the ones designed by Bac9 for SQUAD. I have only made replicas of the models and made them usable by the player ---------------------- DOWNLOAD SECTION ---------------------- >>>> SPACEDOCK <<<< Download HERE ---------------------------------------------------------------------- Troubleshooting The parts are all grey or have no textures? Looks like there's a problem with the AdvancedTextures plugin, Please make sure you have it installed in your gamedata folder. Help! I can't move on the runway! Sounds like you haven't put the wheels the right way up! Please ensure they are oriented correctly. Like this. Special thanks to @Ger_space for Writing the AdvancedTextures plugin. Thanks to @Angel-125 for help and advice on unity wheels. Thanks to @sirkut for testing. License: Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)
  6. I would like to introduce to you; The Tier 3 Crawlerway expansion set. These seven statics should be more than enough to connect any VAB to as many launch pads as you want! Here's a little demonstration of how they're intended to be used. As you can see arranging the segments can produce quite complex designs. The real groundbreaker here is the Split track segment. In real life, crawlerways aren't just a single straight line to the launch pad. They branch off to other facilities and launchpads. With this set of statics, you'll be able to move rockets anywhere you like.
  7. Hey, @CraterJumper You're in breach of the licence terms that I distributed the textures with. I distributed the pack under an Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0). This allows the downloader to remix, transform, or build upon the material (which you have) but only if you give appropriate credit, list the changes that you have made and distribute under the same licence! You have distributed your version under the MIT licence, That gives anyone "the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell" Which is not what I intended with the original release. Please amend these issues. Please change the licence, list the changes and include proper attribution.
  8. A bit more progress. Mini tracking station. Excellent for small bases. The dishes move exactly like the ones at KSC, tracking random star points. Oh, and BTW Kerbal Konstructs can have this behave like a comm net ground station. So its functional too! But what if this isn't enough? If you need to up the power of this tracking station? Well, Add some more dishes! The Hex tile system means you'll be able to seamlessly place extra dish statics on this complex to upgrade it.
  9. No and maybe. I haven't really got to that point yet. I haven't even started laying out bases on Kerbin yet. I'm still in the "making a versatile set of statics for base building" stage. Once I'm happy I'll start making the configs for bases. It won't be compatible with the old Kerbin-side statics. Old Kerbin-side is terrible and nobody should use it. Seriously, It's so badly optimised and terrible quality. Part of the reason I got into making these statics is to provide better mod than kerbinside for KK players. It might be compatible with Eskandare's Kerbin-Side remastered. But as I said. I haven't laid anything out yet, so I can't really say.
  10. I can really see that they would be useful! But They're not possible at the moment with Kerbal Konstructs. I do not develop Kerbal Konstructs, I only create assets to be used with it and so there isn't much I can do about attach nodes. Maybe you could ask in the Konstructs thread? I do know that there is an update in the works that allows much easier placement using Konstructs. It's going to have draggable handles like the placement gizmos for parts in the VAB editor. Here, take a look. https://my.mixtape.moe/eugsyf.mp4
  11. Hey, Mister_Spaceman! Thanks for the kind words. In regards to placing the statics in game with KerbalKonstructs; they won't be able to snap together, they can be moved to line up with each other with the WASD keys. It can be a little tricky sometimes, but that's the best we have. I haven't had too many problems placing statics but it's not really easy sometimes. I don't know if it would be possible to set up a hexgrid system, however that would be a very cool feature! Here's a little something I've been working on. And Yes. You will be able to fly into them.
  12. Nonono I said DON'T distribute the textures! I said that as long as you Don't spread the assets around on the internet! Did I not just say Don't go posting the in game textures? Jesus
  13. You mean if you took a screenshot from the video where they showed the texture sheet? I don't think you will be in breach of EULA because; 1. You didn't unpack the game files to go get it. 2. You didn't distribute the in-game texture to anybody. The EULA basically says don't take apart our software and spread our assets around the internet and don't tell anyone how to take apart our software. The way that suit texture mods get around this is that we produce a texture sheet that is not the same as the default one. It's been edited.
  14. Unfortunately, I would be in breach of the EULA and the forum rules if I were to distribute the default textures to you. It would also be a breach if I were to tell you how to get the assets for yourself. You'll just have to find a way to Unpack the Assets yourself. Sorry! You could always use the textures from my pack? They are under a non-commercial share-alike license so you are free to edit them.
  15. AAAAnd it's released: Class Color suits for KSP 1.5 by Omega482 on SPACEDOCK Features the NEW texture layouts for KSP 1.5 Pilot, Engineer, and Scientist class EVA Included Plus Veteran Orange suit EVAsuit Liscence: Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0)
  16. Are you asking me how I retextured them? The visors work just the same as the did before 1.5. Here they are with %50 alpha gold. Bug report: It seems that female kerbals don't have real-time reflections applied. @shaw
  17. Nevermind, I got it working! Color-coded stripes and a veteran EVA suit!
  18. @shaw Hi, I've been working on retexturing the new suits in 1.5. I've managed to get the DEFAULT suit folder to replace the default suit ingame. I'm running TR 3.3 However, I'm struggling to get the Class suits to show up. The folders seem to load in the TR window but the suit tex won't show up. I've probably got it set up wrong. Could you give me a hand?
  19. Short answer: I'm not currently planning on it. Long answer: This is a really interesting question and really comes down to what is KSP about? Kerbal is primarily a sandbox exploration game. You launch rockets in an attempt to reach other celestial bodies, everything that goes to that planet or moon has to be lifted to orbit by something that the player has designed. Games are about solving problems and the problem in kerbal is the distance. So Kerbals real gameplay is about the journey. It's about the lengths that you have to go in order to travel these vast distances. If you want to bring a lander, rover or base; It's you who has to get it there. Currently, if you spawn a building there may be a funds cost. That's all it requires to place a new building. It's just like the building upgrades, you just have to pay for them... All you have to do in game is; Open a menu, click a button, place the static and bam, building done. You might see what I'm getting at here, I don't think that having spawnable mun bases is compatible with how you're supposed to play the game. There isn't any requirement to transport tonnes of material to the mun to build these things. It would just be a funds cost. You could land a teeny probe on laythe, open KK and then spend some funds and you have a full base there. Its just not balanced. I know that seems a little unfair, but until the developer of Kerbal Konstructs has implemented a balanced cost system to place buildings on other planets I will only be developing buildings for kerbin. It would be really cool to do. but it needs to work with how the game is played. There are a fantastic amount of base building part mods out there that fill a balanced approach to making settlements on other planets.
  20. Where we're going we don't need roads we totally need roads. Here's a sneak peek of how you'll be able to connect your bases together!
  21. As in, the heading when you spawn the static does not line up with the KSC? I will investigate this. I can offset the Static to allow it to sit on the ground when using snap to terrain. I have the perfect solution to this. I will include this in the first post aswell. Here it is. Place your static wherever you would like it to be. Disable Auto GrassColor by clicking on the light. Four boxes should appear. Enter R: 0.48 G: 0.535 B: 0.22 A: 0.5 Enjoy your matching grass color.
  22. Just dropping by to post some more teasers. Here's the little Mini Launch Control Centre. Perfect for small launch complexes! Also, I've been having fun base jumping off the transmitter mast. Check it out:
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