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Everything posted by dboi88
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Cheers, i really appreciate it.
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That'd be great.
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I'll try for a cross over.
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Cool. These the 3 sizes? I assume we're going to go with a PBSalike texture? @Nils277 do you mind me using elements from the originals in the tank textures?
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I'm not certain i'm following. Are you looking for a new texture for the 3 PBS container sizes that would be used if you switch to a resource not covered by PBS and that doesn't have it's own texture? If so i'll make a template style plain texture. We'll then be able to change colour/add names/symbols for all the resources once the list is ready?
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Does anyone have the time to add a bit of a road map and empty pages for more example crafts? I think if we get the pages up and ready to be filled in we'll get them filled up in short order.
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Who said it wasn't a cannon? I've discovered sharp and smooth edges last night, so it looks like this now. Instead of this -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Yes. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
We used to have this. It was called PlanetaryLogistics. It's going to hopefully make a come back at some point. OrbitalLogistics -
I've got a lot of photoshop experience and have done a good few re-texturing projects in the past. I've also got newly found modelling skills. I'd be glad to contribute as much as possible but with the freighter project, upkeep of the USI KSPEDIA and the Mechjeb project I'm stretched for spare time for the next few weeks. So I can't assist with plans. But if you ping me with a list of required textures models I'll get them knocked together for you within a few days.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
dboi88 replied to Nils277's topic in KSP1 Mod Releases
@Nils277 The wiki has some settings on GitHub. You'll have no idea but I used your KSPedia entry as a benchmark for the entry i made for USI, so cheers for that lol -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
A little update, I've not much more to show but I've learnt SOO much over the past few days. Thanks to the guys over on the Dev Hole We are now going to have a set of 'detail' parts to be shared across all the interchangeable modules and freighter, so i don't have to keep creating the same tanks/pipes hatches ect, and will also be able to use shared texture space. Yay for optimisation. I'm also UV unwrapping and then going to texture these details parts now because i'm learning loads of techniques that i can use when finishing off the freighter model. So at the minute i'm concentrating on improving the details parts I've already made and modelling new ones. Here's the Science Lab Module! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Apologies can you please clarify what you mean and what your questions is. You say 'and I can fill this tanks with fuel in the VAB' but then you suggest the problem is that you can't fill them in VAB? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Yep this is ultimately the way to go in my opinion. If it's resource dissapearing into Kerbin PL you can sort that by turning off warehouses in the VAB and turn them back on in orbit. Otherwise your cheating on your launches by only launching with half of the weight -
Gotcha, will see what comes of this then, I've tried coding, didn't go too well.
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Could i use this to add a shower to an IVA?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
@jd284 You can do this with the EPL recycle bins too. -
"Contracts Plus" Inquiry - Should this add-on be made?
dboi88 replied to BeauZoe's topic in KSP1 Mods Discussions
Take a look at the bases and stations pack. It adds repair and maintenance contracts. -
Your likely missing a collider in unity if you can't pick a part up.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
It doesn't matter. Your engineer needs access to them. It needs warehouse enabled. Your engineer is technically scavenging them. Same with maintance for machinery and uranium. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Warehouse enabled?