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KSP2 Release Notes
Everything posted by SchwinnTropius
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
SchwinnTropius replied to Snark's topic in KSP1 Mod Releases
So after playing around with stuff, I got something good to work. Once I can figure out how to make this look less toy-like, I'll really be in business. EDIT: A little more tinkering and the colors seem to be working perfectly. Now I'm off to teach myself how to make IVAs. -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
SchwinnTropius replied to Snark's topic in KSP1 Mod Releases
Ooh, I missed those details when I was last browsing the IL wiki. I'll tinker with it during this week and I'll report back. Thank you again for this epic mod. :) -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
SchwinnTropius replied to Snark's topic in KSP1 Mod Releases
This is precisely what I was attempting to get at. I was asking about the emissive bits because I wasn't sure how much different the diffuse shaders were from emissives. I noticed you added support for the tint shaders and I had planned on trying that, but the only shaders with tint that I could find were particle shaders that had undesired side effects. The use case would be for new parts that I intend to make, with textures that allow the material color to show through effectively. Specifically, I intend on making rover bodies in the shapes of vintage cars (anything up to about 1970ish) and I would like to be able to choose the body color, and the texture would only be for windows and details like for the car doors. Understandably this wouldn't work so well for existing parts for the reasons you describe, but this would be intended just for new parts. -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
SchwinnTropius replied to Snark's topic in KSP1 Mod Releases
So I have a thought on a possible feature to add: I would like to be able to adjust the Emissive Alpha (how much the mesh glows) either in the VAB/SPH or in a .cfg/.xml file. I have an idea for a parts mod that would allow the user to choose any color for the part but without an emissive glow in the dark, kinda like the old KerbPaint. How difficult would it be to add that functionality? -
[WIP][1.3.1] Sigma KerbalDescriptions
SchwinnTropius replied to Sigma88's topic in KSP1 Mod Development
Isn't the title of Captain a bit long overdue for good ol' Jeb? Great mod idea. -
Impressive return shuttle. How do you get it back up there though?
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To make parts for KSP, you only really need at least Unity 4; Unity 5.4.0p4 and its PartTools is required only if you intend to make KSPedia pages (to my current understanding). Personally, I like to use the Unity version KSP is currently running (5.0.4p4), but it's not strictly required to run parts through it for the game.
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Post Your Satellite Designs
SchwinnTropius replied to Wcmille's topic in KSP1 The Spacecraft Exchange
I second that. Very cute. -
That works. In any case, take your time, no rush for product or replies. I'm just glad that all these light look awesome.
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Whatever light mods are out there don't have the depth you have put into this mod already. Keep on your current plan, maybe add even more light fixtures over time. Otherwise, this is perfect.
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I would love to have that blaster.
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a mod for enchancing the eclipses?
SchwinnTropius replied to nascarlaser1's topic in KSP1 Mods Discussions
Unity supports area lights, like the light emitted from a television set or monitor. Area lights might be the best way to set up the Sun for the eclipse effects mentioned. KSP unfortunately does not support area lights however. -
Since you're already familiar with Blender, it would not be too difficult to model these ideas yourself. Once they're modelled and textured, it's just a matter of running them through Unity and writing up .cfg files for them.
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Yes. Mk2 fuselages look the best but have insane drag. You will most definitely need lots of power to push them to the speeds you need.
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Jumper Cables
SchwinnTropius replied to Long Finger's topic in KSP1 Suggestions & Development Discussion
The Klaw works fine for this purpose as long as you can make room for it on your rover. -
I've seen this too, around all of the buildings. I think its simply a difference in detail between the building grounds and the surrounding landscape. The texture of the area around KSC seems blown up compared to the texture of the lawns of the buildings. Since I'm at work I can't provide screenshots, but I can tomorrow when I have time to load up KSP.
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Stock Electric Motor on a Boat
SchwinnTropius replied to Azimech's topic in KSP1 The Spacecraft Exchange
Now just need to see this on a air boat like on the Bayou. -
Advanced RCS Question
SchwinnTropius replied to SYDWAD's topic in KSP1 Suggestions & Development Discussion
Every time I read that I hear Dr. Farnsworth's voice.- 22 replies
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A new type of mouse
SchwinnTropius replied to Poskie's topic in KSP1 Suggestions & Development Discussion
The whole mouse on a tilt would throw me off very easily as my movements with a mouse can be very jittery. I love the idea of a joystick on the side though, I could find a use for it in games as well as Blender. $260 for a game mouse is very difficult to justify when my Razer Naga Chroma was a pain to buy at $70. Overall good idea, maybe could just trim some extra features for a larger gamer market. -
Leave it to you to build cars Kerbals can be proud of. Great work once again.
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What's Your Funniest, Wierdest, Or Stupidest Design?
SchwinnTropius replied to Chel's topic in KSP1 The Spacecraft Exchange
Dude. I gotta make one of those now. -
Just for the airliner cockpit alone, this is fantastic.
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This is a great mod idea.