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Everything posted by Kradgger
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[1.12.5] Restock - Revamping KSP's art (August 28)
Kradgger replied to Nertea's topic in KSP1 Mod Releases
Definitely a KSP thing, happens in pure stock too. The engine has a reeeeeally hard time handling transparency and reflective surfaces at the same time -
Having a problem over here, using 1.7.3. it loads, the menu opens but enabling anything just blackens the entire screen. Only the UI shows. Any fixes for that? Edit: Nvm, it was a problem with TAA anti-aliasing. Working great!
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- beautify
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
Pood mentioned in a comment that this would be the case, so I'm assuming don't. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
Another quirk with ReStock is that the Vector has a stupidly long scale for the plume, as in +0.1 moves it like 3 feet, while the Mammoth has its scale perfectly fit by default -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
Except that's not RealPlume, those are Nert's effects, which while amazing don't really behave in a realistic manner and can't really deviate from stock sound design. @Nertea Let's say, hypothetically speaking, that I tried very hypothetically to make a RealPlume config for a hypothetical 4-bell poodle model, but I couldn't find a way to make it produce four plumes instead of two. Any clues on how to make it display a custom cluster or somewhere I can edit the config nodes? Hypothetically, of course. -
[1.12.x] Near Future Technologies (September 6)
Kradgger replied to Nertea's topic in KSP1 Mod Releases
Let's say the core does get damaged though. Is there a built-in mechanism to repair or replace it, or do you have to use KAS or something? ( ͡° ͜ʖ ͡°) -
[1.12.x] Near Future Technologies (September 6)
Kradgger replied to Nertea's topic in KSP1 Mod Releases
I think it's done that way because they are more for part identity than part versatility. Like they want the RCS stuff to have its own look and part with its own description. It's for flavor IMO, and to maintain a certain canon going on. The complete opposite to this would be ProceduralParts, with each part being pretty much faceless blobs you make yourself. They also try not to make fittings too obvious, as to keep a certain freedom when mixing and matching, the opposite being packs like BDB and Tantares, where mixing parts that were obviously made to fit with others more often than not will result in a weird frankenbuild of kerbalized IRL lifters (which i'm in no way saying isn't absolutely hilarious). That said, there wouldn't have been any harm in implementing resource switching with the stock system, even if they don't use it themselves (see part upgrade system). -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
I've noticed this too. Last patch I made some stock Falcon 9 analogues and they worked like a charm. Come 1.6.x and I had to remove their legs because they're way better off landing on their engine nozzles, since for some reason the LT-2s decide to snap all the time. Oh, speaking of Falcon 9s, @Nertea, are there gonna be pure white variants for the Rockomax tanks and maybe orange ones for the size 3 set? -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
Yeah, thought the same. I've played around with some of your craft and ReStock and there isn't much conflict, might be because one of the prime goals for the team was `don't f**k around with the stock colliders'. Shame they're not doing the MH set, which you use a lot to great effect (have an Atlas V hangar myself and the 1.5 parts are obligatory for the centaur), but I can't really blame the guys, the 1.875 set and, even more ridiculous, structural panels shouldn't be DLC. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
A-Am I smelling a faint 'Raptor9's Hangar: ReStock Edition' in the distance? -
[1.12.x] Near Future Technologies (September 6)
Kradgger replied to Nertea's topic in KSP1 Mod Releases
Hey, @Nertea, is it even remotely possible for your part variants to be based off of the stock switcher instead of B9, or is it just not as versatile? -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
Both ReStock and Squad's (old and new) models are single engine. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
There's no official release yet so I'm guessing no spoilers? -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
@Nertea, any plans on adding 'fuel-tank friendly' drone core variants? Kinda like the ones you did for NF Launch Vehicles, where instead of looking like an ugly out of place steel ring it goes smoothly with the tank's outer shell. On another topic, are you guys going to do anything with the wing segments' pointy tips and leading edges? Smoothing them out or something. -
[1.12.x] Near Future Technologies (September 6)
Kradgger replied to Nertea's topic in KSP1 Mod Releases
Any given reason? Don't think part diversity hurts anybody :c -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
Oh, nono, I meant that Ven's pack was made with a completely different art direction, everything was crisp and detailed. The problems started happening when, for example, he let newer parts (for that time) like the 'private jet style`Mk1 cockpit exist on top of his model, which led to inconsistencies on the visuals and made some builds really uncanny. Plus it wasn't stockalike really, the window colors and solar panels for example differed greatly from Squad's and, say, other mods like NF, MkIV or to a lesser extent Tantares. About BDB I meant to say that it's a great mod, yet it started to diverge into its own artstyle after a point (see the old Muo vs the new one), which makes it amazing on a separate install in which the whole roster is made up of BDB parts. I've tried and it really feels like a different game, like it's not fully KSP, but a cartoonish NASA game or something. Great stuff. What's great about ReStock IMO is that it either revives Porkjet's unfinished work, remakes old and forgotten parts like the science stuff into coherent models and improves on Squad designs, all with great consistency on the work (and it all matches Nert's amazing mods to boot!). Of course, I was referring to MH ones, which Nert pretty much confirmed not to own/have intentions of changing. If only that damn bug wasn't f***ing up my engines... I was fine with it until 1.6 hit then boom, everything throws up the infamous neverending, RAM eating list of "Variant: Variant Name" BS -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
BDB is awesome but I kinda prefer his older style of parts (really loved the Muo lifter set), nowadays it's very detailed and it kinda clashes with the stock parts, but it's still amazing on a BDB-exclusive install. Same thing happened to me with the HGR pack, it was very stockalike but the bumpmaps (and solar panels) made it look uncanny when mixed with stock parts. I'm very happy to hear that, can't wait to have a the whole roster looking consistent. Bummer about the whole MH thing, but now that I'm finally after years playing a stock, hardcore career game the MH parts stick out like a sore thumb both in style (since they're blatantly real world parts clashing with very kerbalized ones from stock) and more importantly balance, so I'm looking forward to deleting the parts from my install. Back in the day I couldn't play with Ven's AND other mods because it was so stupidly detailed that everything stockalike clashed too much with said mods, and Ven's pack itself was almost uncanny for the style of the game. I'm very hyped for the project because it feels kerbal yet polished and, as you pointed out, consistent (more so than the mish-mash of artists that is today's stock). Keep up the good work, I'll see if I can get some RealPlume configs working and matching with it as soon as a fix for the "PartVariant" bug comes out, because it's breaking almost every parts mod I try out. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
Well, considering the Boar and Nerv are based on Porkjet's concept art, and since Nert more or less confirmed his 1.25m engine models were already in the mod, I'm guessing... *cough* *cough* -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
Question about that topic, are you going to reuse the iconic solar panel textures? I think changing that would make the revamped panels collide with NF and, say, Tantares' ones. What's your plan on that. For example, the new batteries look amazing but collide with NF Electrical ones, as they still use very stock battery models and textures (like the hazard stripes on the side). Are you gonna update those to match Restock too? (Which would be amazing) Also, are you gonna update the MK1 and MK2 inline docking ports? As far as I remember Ven revamped the El Generico MK1 inline port in his now-on-shoddy-life-support pack but treated the MK2 one like Porkjet's work was holy and untouchable and left its docking port hatch to rot in stock hell while the others got the treatment to great effect. I can understand the move back in those days, but Porkjet and Ven's times are over, we're now on the eve of Nertea n' Friends era -
Oh, I thought it was supposed to go boom on T-0
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Got a bit of an issue over here, I'm getting the boom sound on second ignitions, as opposed to first ones. For example let's say I launch a Mainsail and the usual fizzle sound plays, but if I reignite it mid-flight then the boom sound plays. Anyways, amazing mod! Keep up the great work!
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
Kradgger replied to Nertea's topic in KSP1 Mod Development
I was going to ask something about this. What's your stance on replacing the more recently (1.4, xpack, 1.5, even the new 1.6 goodies) updated parts? I mean the new probe cores are looking pretty good, do you really think they need a serious rework? Anyways, great job you're doing, but dammit you got me hyped Edit: Now that I've played a little with the mod and seeing some of Porkjet's engines in the mix, are there any plans on including the extra 1m engines he modeled for, say, Restock+? -
Raptor's Craft Download Catalog - Tested & Proven
Kradgger replied to Raptor9's topic in KSP1 The Spacecraft Exchange
Love your work. Are you planning on doing a soviet-like line of craft with the new goodies by any chance? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Kradgger replied to Ven's topic in KSP1 Mod Development
@Ven I know it's nowhere near the most important thing but what are your plans regarding those gorgeous IVAs you modeled a while ago?