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bcink

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Everything posted by bcink

  1. hehehe - That will likely be something I try and play with following the release of the KA-330 tonight. I did slap on a very general reflective surface option for this one just as a test / base.
  2. The product has been completed and will be released this evening.
  3. Creeping closer towards the finish line with a nearly complete IVA. Here's a video flying around the interior: I've also got the cut-out view successfully working: Also - the "lights" button will now turn on the lights! Also got a black border working around the cut-out view: Compatibility configs for: Tweakscale ConnectedLivingSpace Kerbal Inventory System / Attachment System (storage) USI Life Support (habitat) TAC Life Support (standard resources) Snacks (soil / snacks) (Built-in) KeepFit (if installed) (Sets unit as COMFY) Optional reflective windows using @Shadowmage's PBR texture options in Texture's Unlimited (required mod for this mod) It has one science experiment since this is a space hotel and not a science vessel. The Kerbin Institute of Technology has been provided space to store one mysterious goo module inside the module. They ask if you would squish the goo for them while the unit is in orbit.... O_o Release will probably be evening of 1/8/18 whoops. The interior needs lights or something because it's pretty dark in space. Expect 1/9/18
  4. Yep, for the animation purposes. Finished the radiators. Finished the solar panels, complete with sun tracking.
  5. I have created my first successful IVA. Now I can begin dabbling with props and tidying up the remainder of texturing.
  6. All-in-all it's a pretty simplistic exterior texture. I think I have it looking the way it should look at this point. And now I can begin on the interior
  7. Expansion animation has been re-done. Blender sucks at exporting properly though so I have to animate each window individually instead of parenting it to a vertex of the expanding shell. Tomorrow perhaps! - Update - Figured out a way to get the windows animated perfectly with the rest of the expansion and remain separate meshes, so things like Windowshine / PBR textures will be do-able on them.
  8. Thanks - it will happen eventually! When trying to apply the first round of textures I discovered my mesh had all kinds of problems from when I added the windows and used proportion editing (Blender ruined the alignment of many faces). I had to recreate the entire shell from near scratch. Blehhh. I did not remake the animation yet but I did do some texturing. I don't expect the foil piece will remain as is on release however.
  9. Yeah, absolutely. I see no problem with that. Took a look at the configs in there. Can you confirm a setup like this would make the most sense? Unit 1: Storage (Slurry + sludge) Unit 2: Bioreactor Unit 3: Greenhouse Thanks
  10. Oh this is very exciting Thank you! Thank you!!! Thanks!!!
  11. Thanks! That was a very nice review. Makes me happy
  12. Thank you! They will in fact be separate parts
  13. Some radiators....... and now a break for a couple days <3
  14. I think I've got the solar panels covered.
  15. Thank you! This may be the first one I actually get to "enjoy" making versus struggling through a plethora of endless challenges to reach the goal - hehehe
  16. Thank you very much! To be honest I'm not 100% sure about 1.2.2. I believe it should as there are no pre-requisites and I haven't specifically done anything unique to 1.3.1 (at least not to my knowledge!) If you give it a try I would love to know if it was successful for you. Thanks again!
  17. Revised the expansion animation to look more appealing and completed modelling the interior. The solar panels and radiators will be separate parts. All UV unwrapping has been completed for all sections.
  18. Thanks I hope you enjoy it! Hehe thanks - maybe one day
  19. Thank you very much. That is definitely somewhere on the agenda
  20. Revision 1.1 is now available for download CHANGELOG: Revision 1.1 -Updated optional config patches to use NEEDS: syntax (they will now detect installed mods and apply config files as necessary) - This should allow for CKAN packaging / downloading -Fixed Connected Living Space settings (buildings should now be passable) -Added soil / snacks storage to HDU1 when using Snacks! Download Revision 1.1 Thanks!!
  21. After investigating Kerbalism compatibility, it looks like there are a few issues on that mod's side of things which need to be resolved before it will be fully 1.3.1 / CKAN compatible. I will hold off on writing config files for that until they have made their respective changes. @HebaruSan Thanks!! The changes have been made. Revision 1.1 is released. CHANGELOG: Revision 1.1 -Updated optional config patches to use NEEDS: syntax (they will now detect installed mods and apply config files as necessary) - This should allow for CKAN packaging / downloading -Fixed Connected Living Space settings (buildings should now be passable) -Added soil / snacks storage to HDU1 when using Snacks! Download Revision 1.1
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