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Everything posted by dboi88
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I thought it looked more like this one
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Nice progress. I'd love to have this this in my game Can't wait for a release.
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
@DStaal CLS will be one I'll need help with. I'll ensure this isn't a problem. The weight of the command deck will be transferred to the freighter hull and I'll adjust the control from vector to line up with the COM. -
I finished the final part for my mod.
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Yes there will be many many screens on the IVA that those could cover! So the command bridge texture finished.- 345 replies
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Ok once i get finished with the final art tidy up i'll put together a list of things that still need doing and plan out a release roadmap. It'll help me plan what's left to do and prioritize what i need to do to get the first release out. Screenshot tax -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Cheers. The command deck will be a separate part. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
dboi88 replied to JPLRepo's topic in KSP1 Mod Releases
Hi guy's, I'm looking for some help writing configs to include TAC support, please PM me if interested. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Here's the progress on the command deck. It's two floors, the command bridge up top with the EVA hatch and front windows. Underneath is a small living area which will have a kitchen, bathroom, viewing deck and sleeping bunks. I'm thinking of pushing the IVA's back to a second release so i can get this thing out of the door and start play testing it. Thoughts? I'm also looking for help with the configs and balancing for mods i don't play with. So if any wants to see support for a mod they us and wants to offer help in writing configs please PM me. -
The intake will have a transform for the air, intakeTransformName,maybe it's possible to hook into that transform with ModuleEngines and just turn the air intake into an engine?
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Don't you be bringing game balancing logic into this! -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Thanks for all the comments guys. The centre of thrust will be aligned with the middle nozzle on the engine, the COM the same as marked below, with USI tools (and compatible parts) that won't change no matter the loads int he kontainers and hanger-bays. I'll put an attach node on the 3 engine nozzels as well. I've not decided on the engine tech yet, it will be near future of some sort, the custom engine effects will be big glowing balls of plasma. Here are the dimensions, it might be bigger that you were expecting(it's was totally bigger than i thought), i'll be honest this is the first time i've measured it! It's surprisingly well proportioned . -
Isn't that Kerbal like really small? I'd never used those kontainers on those racks, they look so sleek like that!
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I forgot to save the alpha channel, if you've already downloaded, download it again (same link)
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Ask and you shall receive https://drive.google.com/file/d/0B_nRjcqonDoUUWkxd2VYcTV5REk/view?usp=sharing
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No problem at all, the idea for this freighter was born sometime around my 3000th hour playing KSP!
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Yep a whole mod, Check out the link in my Signiture
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I finally feel like i can see the end of this project- 345 replies
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Yes you would get all the USI LS functions and some of the modules would just have no use. -
I made a new engine
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Lol yes, I sleep lots, i've been a ill for a few days so not really got as much done as i'd hoped, i wanted to have started the command pod by now. The engine will be one part to start with. I plan on an initial release based on what I've been doing so far, then once I've had a chance to play with it and have feed back i'll do a second release with a set of adapters and anything else that might be required. SO currently for the second release i have planned. Rear truss for round usi tanks Short rear truss (for no tanks/kontainers) Engine mount -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Yeah it's designed to sit squarely in the USI universe. The medbay will have the same function as the medbays in USI-MKS, all the modules are based around the MKS equivalents. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Ok i'm about finished with the main texture for the engine, just getting to work on the bump maps and then i'm going to make my first spec map. And with the bump map -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
The COM of the rear truss and the main freighter body will be adjusted via cfg's to match the COM and center of thrust of the engine. Then the magic of USI-Tools comes in(a dependency). There is a function in there that transfers the weight of enabled 'leaf' parts (parts at the end of a the crafts part tree) into enabled central parts. So all the weight of the Kontainers, the weight of the interchangable modules and anything you put in the hanger bays using Allista's hanger mod will automatically be moved to the COM of the whole vessel. TLDR you'll never have to worry about balancing the COM & there will be a corresponding attach node on the end for attaching a booster that will be aligned along the COM