-
Posts
853 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by dboi88
-
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Greenhouse is done, managed to get the window shaders matched pretty well, been playing with them all day -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
We have lights. -
I'm having trouble setting up FSfuelSwitch and hoping someone can help. If i set a texture on the panel i'm switching in unity that doesn't change when switching in ksp, if i don't set a texture on the panel i just get a white panel that doesn't change. I don't know whether i've set it up wrong in unity or in the config. Config Unity Hierarchy Textureswitch seems to be working, or at least controling fuelswtich but no textures are applied. Any ideas?
-
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
pm me -
The MKS tank textures are done
-
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
And a the crew common areas -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Finished the Crew Quarters Module, first part to be completed -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
GC can't currently build in orbit, but that's being worked on. So if you build in space a lot then EL is still your way to do that. Just to clarify for you and everyone else. EL won't be supported any more but that won't mean you can't use EL anymore i just means that RoverDude will be removing the EL specific parts and configs in the future and he won't write new ones when making new mod packs. But there is no reason you cannot continue to use EL as you always have, you can even use the same parts from Rover you always have. they just won't be included in the official download. I'm also certain that when EL support is completely removed then there will be a patch kit available to add it all back in. I am certain because I use EL and i will make one if no one else does. You can just remove EL without any issues. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Finished the cupola/greenhouse & crew common area sections tonight. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
That's from USI FTT -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
The base texture for the outer crewed sections is done just need to do the greenhouse/cupola sections which will be much less work as i can copy almost everything, should be pretty smooth sailing from here on in. Just assembling modules from all the parts, doing custom AO bakes for any panel with an object on it and decals for each module. Then to work on the freighter! 3d Model https://skfb.ly/6n6CS -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
It'll have a control core in the command pod. Yes it'll work with USI-LS primarily but i can include configs to use them in any LS mod. Crew capacity is going to be 3 in the command pod and 4 in the freighter body (they'll be separate parts). -
@DStaal I'm not sure if it's been mentioned or picked up on (a bit behind on the threads after a weekend hidden away working on the freighter) that a main part of balancing the hab values is Volume just as much as Mass. This takes into account the number of seats/batteries/other part modules and resource storage leaving the remaining volume as the value to balance the hab values against.
-
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Work on the texture templates is coming along nicely. -
I can make textures to use when duping MKS modules from current KPBS parts.
-
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Here's some examples of the detail pieces in use. See how i can build up quite complex looking objects with no messing around unwrapping or texturing. Some of the bigger pieces The hatch. The orange 'ranger' style back will only be used on the internal space with permission from RD I'll just be using the detail pieces. Just to also clarify where objects look stock/KPBS/USI they are all my original models and textures designed to fit with those mods. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Finished the texturing work on the detail pieces tonight. I've made loads of little bits and some structural stuff that i can use to make all sorts of different things. We've got stockalike machinery/science/batteries, a KSPB style telescope and and MKS shaped machinery/airlock. It's going to fit along nicely with my career saves. -
Yep that's the idea.
-
Thoughts?
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
dboi88 replied to Nils277's topic in KSP1 Mod Releases
Could well be, i know the balance sheet isn't finished and that all the detailed instructions in the USI-LS stock MM patch about balance were removed at the same time when 0.50.0 came out. So could have been a quick buff to get 0.50.0 out without the hitchhiker being under powered. I will see if he can give me a quick run down of the balance concepts but i won't push him for his sheet because i know he's not had time to finish it and is incredibly busy trying to get the new Construction mod out for allista, then he's got all his own models for the Eagle to do as well to get his Konstruction update out, it's unlikely we'll get the sheet for a while yet, and MKS is likely to have it's values changed again when the sheet is finished. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
dboi88 replied to Nils277's topic in KSP1 Mod Releases
@Nils277 @tsaven The more i look the less i understand. Small tundra Kerbitat has 2.41 months per ton, Large Kerbitat has 6.8 months per ton and the hitchhiker has 8.4 months per ton. My best guess at this stage is that they're is something else entirely that's being included in the balance figures. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
dboi88 replied to Nils277's topic in KSP1 Mod Releases
To be honest I'm much more of a 'take it as is and deal with it' sort of guy when it comes to things like mass balance. So I've never considered this before. Looking at the config it's clear that the hitchhiker is hugely op. It doesn't get nerfed in respect of weight by any patches. I'll see if I can grab a few minutes from RD on his next stream. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
You're braver than i am o7. Be sure to share when the time comes -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
That made me laugh out loud, truly, i hadn't considered flying it into orbit! You're a crazy . The pictures in OP were with gravity hack turned on so i could test it. But yeah if you want to fly it into orbit i bet you could! It's an endgame craft so I always planned on using a construction mod to build it in orbit. I was planning on completely nerfing the engines in atmosphere as a way of balancing how powerful and efficient they need to be to move 3000tons of freight. So you could always just tweak that one setting to turn it into an SSTO