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Everything posted by Zarbizaure
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[1.2.2] Forgotten Real Engines (FRE)
Zarbizaure replied to Zarbizaure's topic in KSP1 Mod Development
0.5.0.0 - KSP 1.1.2 NEW PART: LE-7! NEW: Engines placed and priced by engine config (should work well with RP-0) CHANGE: Texture reduction (for emissive maps)- 161 replies
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[1.2.2] Forgotten Real Engines (FRE)
Zarbizaure replied to Zarbizaure's topic in KSP1 Mod Development
LE-7 almost done! The final render is going to be nice- 161 replies
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yes, it works...But I mean, if you want to place multiple engines => you need to use the procedural plate or you need to surface attach them, which could be hard because you could place them on an inverted cone. You cannot replicate some engine scheme (or at least it's complex - for example QuadX or NineSquare) Then you need to adjust the fairing height, the node height... What would be really cool would be a SSTU-like mounting pod: You can choose how many nodes you want, from 1 to 9, maybe more (like the procedural plate does) You can change the top diameter. You can switch the node adjustment: if you choose 4 then you can choose linear 4 or X-4 (SLS) or Radial 4. You can then switch the mode used between various detailled mount (or at least texture): Nasa J2, Saturn, Commande Module mounting pod for the AJ10-137, etc... A node is automatically created 2m under the mount. You can adjust that height. You can toggle decoupler (like the procedural interstage does). Nodes for PF are automatically created arount the mount. You can change their number and the bottom diameter. That's all! I'm a bit busy developping FRE now, but if there's nobody to work on something like that, I may do it later
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Well, I just re-downloaded SSTU, I will check if it's ok in RO or not. Maybe some sort of things are outdated since Shawdows Mage publish updates really frequently! And these may have broken the work done by the RO-team... You're right, but viking were part of Ariane 1 to 4...they were still really reliable though! Also, Viking's Indian improvements have good performance too
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Well done! I will let you do the pull request so About the SRBs: I configured the SRBs from my mod and so have a (tiny) experience on the thrustcurve, which takes about 90% of the work. I may look how to do it then... Pods aren't configured? I though they were but did not installed SSTU for a while, I will check (SSTU really needs a CKAN release!) Thanks! It's really nice to see so much support for a small mod like mine
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[1.2.2] Forgotten Real Engines (FRE)
Zarbizaure replied to Zarbizaure's topic in KSP1 Mod Development
wow. Tons of engines here. As you said it's kind of space X like, there is also 27 engines on their heavy version. Thanks for the visuals, I will start working on this one day- 161 replies
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[1.2.2] Forgotten Real Engines (FRE)
Zarbizaure replied to Zarbizaure's topic in KSP1 Mod Development
Nice suggestion! it looks like a really interesting engine I'll add it to my To-Do list!- 161 replies
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[1.2.2] Forgotten Real Engines (FRE)
Zarbizaure replied to Zarbizaure's topic in KSP1 Mod Development
thanks! yes, Japanese (LE-7) and Korean engines will come (I didn't even know they had launchers, but their engines looks promising! http://www.kari.re.kr/eng/sub03_03_01.do#link) For chinese engines...they are already done by other modders, so it's not my top priority, but why not! Also, do somebody knows any cool throtteable tiny landing engines? They are especially usefull in RO/RP0 Also, I will be slower on update for about ~3 weeks (ahead of finals exams). I will be able to do more stuff then and these engines will be modelled.- 161 replies
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[1.2.2] Forgotten Real Engines (FRE)
Zarbizaure replied to Zarbizaure's topic in KSP1 Mod Development
@AngelLestat why not but it's already included in many mods (and now SSTU as liquidHype stated), so that's not my priority. The next engine will be LE-7, and then, I don't know (I will have to update some normal maps/fix some bugs) @basila yeah it's really usefull! I also built a Vega/LE-5 mix rocket and it works pretty well!- 161 replies
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[1.2.2] Forgotten Real Engines (FRE)
Zarbizaure replied to Zarbizaure's topic in KSP1 Mod Development
Good luck anyway! Could you send me any renders once you'll be done?- 161 replies
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[1.2.2] Forgotten Real Engines (FRE)
Zarbizaure replied to Zarbizaure's topic in KSP1 Mod Development
@ fs10inator There is no problem if you use my model as a visual reference ;-) Yes my polycount was a bit high, but really don't know how to lower it withouth decreasing the upper pipestuff realism. However you should notice that these pipes are almost randomly placed and/or duplicated; only the biggest pipes should be in the right position. Maybe doing a sort of cage with some pipes inside?- 161 replies
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[1.2.2] Forgotten Real Engines (FRE)
Zarbizaure replied to Zarbizaure's topic in KSP1 Mod Development
0.4.0.0 - KSP 1.1.2 Updated to KSP 1.1.2! NEW PART: LE-5! with four different configs Tell me what you think of that new engine! It has a really high polycount (2.5Mo .mu file) but I think it's fine since it's KSP 1.1.2 now- 161 replies
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[1.2.2] Forgotten Real Engines (FRE)
Zarbizaure replied to Zarbizaure's topic in KSP1 Mod Development
0.3.1.1 - KSP 1.0.5 CHANGE: Size infos for Viking engines CHANGE: Some tweaks to the emissive maps (the interior of the nozzle wasn't glowing) CHANGE: Shared Vega SRM emissive texture for an "awesome" 300ko size reduction CHANGE: Some gimbal center tweaks on the vikings Also tested and works fine in 1.1.2, I will update as soon as RO will be.- 161 replies
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[WIP] Dangerously Shaded Stock Refresh
Zarbizaure replied to DangerouslyDave's topic in KSP1 Mod Development
@DangerouslyDave apparently KSP runs on Unity 5.2.4f1. I don't have any informations for the new shaders system (for now I still use the old KSP part tools with specular maps). KSP part tools had been updated for Unity 5, maybe it includes what you're searching for. Also, really cool news parts! I love your fuels tanks would you consider doing them procedural?- 90 replies
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Zarbizaure replied to pingopete's topic in KSP1 Mod Development
I meant: On what are you running RVE? Is your computer completely over-powered or should it be playable withouth too much FPS losses on a middle-end computer? -
Tested and it seems safe (and nice!) with 2.5GB ram used by KSP.
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Is the UR resolution safe with KSP 1.1? Or it is gonna eat my processor capabilities and kill KSP? (I have 8gb ram)
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Zarbizaure replied to pingopete's topic in KSP1 Mod Development
Wow! Impressive performance with 1.1 It looks really cool! (also, what is your config to have an idea of what I could expect?) -
[1.2.2] Forgotten Real Engines (FRE)
Zarbizaure replied to Zarbizaure's topic in KSP1 Mod Development
@liquidhype your parts are really gorgeous! I'm sad I did not heard of your mod before There is no problem if we are both working on the same engines: yours are mostly intended for recreation (since you also provides tanks and evrything), my mod provides engines and only engines, so they could be used in multiple ways withouth sticking to the reality. On the details side: the viking could have been a bit more detailled, but they were my first engines; so the next ones will probably look a bit more like yours. And the next ones will be LE5 and LE7.- 161 replies