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Everything posted by Pingonaut
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I suppose the question is better said as "Who else is like this?" I keep seeing people posting the amount of time they've spent playing KSP: "100 hours," 1000 hours," etc. I look at mine, and it says 53 hours. I've been playing KSP relatively consistently since .13, and even considering the time not accounted for before it was added to Steam, I feel like 53 hours is really low for how much I enjoy the game. The main problem is that once I discovered mods I've done mostly "preparing" my game with mods. It's a problem I've had with a lot of moddable games: I learn how to mod a game, become a extremely mod-heavy and then by the time I have my mods in place I've burned myself out of the game. The same thing is happening with Kerbal Space Program. I cannot play without mods, and for the past month I've been deciding what I want to do with the game, what mods I want and (most of the time spent is this) editing textures of space suits to specifically fit the space program I want to make. I don't know, I've probably spent 150 hours on modding Kerbal Space Program, and I just feel like with all the joy and time spent KSP has brought me the number should be much greater. I suppose it isn't a problem if I'm enjoying the time I spend on the game outside of the game. Perhaps I'm obsessing too much over a number.
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
If you're hoping to see clouds I'd suggest not using TR for that. -
LOL! That's hilarious!
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*money grab or simply a massive flaw/failure. yeah. Give me reasons to believe otherwise.
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I don't see any reason to believe it is legitimate. Their astronauts will be people who made videos saying they have nothing to live for on Earth, who have no experience or background in anything to do with spaceflight or science, and their funding comes from random sources. They're not serious.
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Worst part is that he's trying to make Mars One seem like the underdog, saying that the odds are against them but they'll prevail.
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I was watching the Apollo 11 Mission Audio and in the comments someone said "I hope we get to Mars one day" or something to that effect. In that comment section was someone defending Mars One as if it were a religion, and I couldn't believe it. Do people actually still believe Mars One is a legitimate company intending to do the things it says? I just don't understand the thought, there. A company claims to send people on a complete and full mission to Mars, with all of the supplies they need. Okay, that's not too out there. However, when they say that their astronauts are going to be chosen via a contest, where anyone with absolutely no experience in anything space can become one of their astronauts and that they'll have a reality show on Mars, that's when it became clear to me that it wasn't a legitimate company. My question is, what is the reasoning behind the belief that Mars One is a legitimate intent?
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
How would I go about making this into a suit? Is the process really as difficult as I've been told? Also, I've been looking at guides on how to do it, but I need the base UV map for the models. Where can I get the UV map for the space suit, helmet, etc? -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
Would it be possible to use TextureReplacer to also replace the models of say the EVA helmet and suit? If so how far do you think you are from doing that? -
How do people do textures?
Pingonaut replied to Pingonaut's topic in KSP1 Modelling and Texturing Discussion
But are there any video guides? I mean this is used outside of modding. I've seen guides on how the texture placement works but not how to make the textures look right. -
How do people do textures?
Pingonaut replied to Pingonaut's topic in KSP1 Modelling and Texturing Discussion
I've become very comfortable with Paint.net and I feel that changing currently would only do me a disservice. I didn't understand much of that post due to the terms, sadly. My apologies. -
So, I am really interested in creating my own space suit texture, but I honestly don't know where to start. I see people making things like you see below, but what's the process? I understand where things are placed and such, but my question is how do you make it look natural and shadowed, etc.? For example, I want to make this, but what is the process you go through when starting (nearly) from scratch on any texture?
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
From what I've seen there are very few female heads, and even fewer that look nice. I'll be (maybe, but maybe not) working on taking the heads available and editing them. For my own personal heads I think I'm just gonna have some slightly visible hair and feminine lips (not the lipstick and makeup head textures) with the snoopy hat to avoid the whole hair thing. -
I've been working on editing some of the custom suits and custom heads, and I feel like I'm doing it very inefficiently. Here's how I do the suits: I begin with the base texture. By hand, I isolate the colored part of the suit (this part I feel like is the most inefficient, because with the red lining I can't seem to find the best place to cut it off as the colored part always affects the color of the red). Then I edit as needed with Paint.net and GIMP. This is just not the process I feel it should be, and when it comes to custom Kerbal hair and eyes it's nearly impossible. What's the actual best way to do this? Thanks. Pingonaut
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
Okay, but what's wrong? What isn't happening correctly? -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
Very cool, thanks! I've been attempting to do the same thing recently, what level of transparency should I make the textures (I'd like to do the same thing as this with a few custom suits). I'm wanting learn how to do this a bit more efficiently, would you (or anyone else) mind explaining the process? How do you isolate them into new layers? -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
They work fine for me. It's better to tell the person information about the incompatibility rather than just saying "guessing it's never gonna be compatible." When the helmet is removed the neck part stays there. Would it be possible to remove that so we can have Kerbals in normal suits (on EVA on Kerbin and in cabin)? Like this: -
Going with the theory that you perceive time differently as you age (your longest year being 1) because you have more time to compare it to, what would actually be middle-aged? Average human life span is 83 (rounded). Explanation on this: Your first year of life would be perceived as the longest, because you have nothing to compare it to. Year 2 would be 1/2 of your entire lifetime at that point. I don't know if this theory is actually right in any way, and you can let me know if it isn't, I just wanted to know!
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What is your favourite sci-fi/irl spacecraft, and why?
Pingonaut replied to Asmosdeus's topic in The Lounge
Hint: It's not a moon. -
Rise of the Planet of the Apes and Dawn of the Planet of the Apes
Pingonaut replied to Pingonaut's topic in The Lounge
Yeah I noticed that too. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
That would be fantastic, and I'm sure there would be some very great suit packs to come with it. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
If that's the case I don't see any way of setting specific Kerbals to specific roles, I think Rasterprop just sets each seat to a specific role, or consecutively. That means there would be no way to set for example "Jebediah Kerman" to "Scientist." The best you could do is set their suit to the specific role suit by name. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
I think those roles depend on the seat they're sitting in, not the kerbals themselves. That would be something to test. Launch a mission, switch seats, and see if the kerbals have switched roles or not. You could also run a mission, check their role, then recrew the mission with a different order and see if the roles change or not. That'd tell you if there's something to it, or it depends on the seats.