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KSP2 Release Notes
Everything posted by bsquiklehausen
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I haven't been an active member of the modding community in years (though I think someone took over my old Taurus HCV pack), but I could not agree more with this statement. The release of KSP 2 was something I hoped would spur me into jumping back into the community wholeheartedly, but the issues stated in the first post (and lack of resources available to modders) have stopped those plans entirely. I hope that Intercept take this message to heart and can not only fix the bugs in KSP2 but can create the platform for mods and user-generated content that it deserves to be!
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Not yet dead - just taking a bit of a break due to finals and now a vacation. I can't promise updates as soon as I get home - Squad's lack of communication over the past 3 weeks has really killed my desire to play and mod for KSP, and the impending Porkjetification of the rocket parts has me wanting to spend my time looking into making new models and parts rather than a patch for the old.
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"Stock alike" style guide?
bsquiklehausen replied to Buster Charlie's topic in KSP1 Suggestions & Development Discussion
I feel like once we see some of @Porkjet's rocket parts in devnotes or Squadcasts or wherever, it'd be a reasonably safe time to attempt a community-made style sheet. Even without Squad's official support, I feel like a lot of modders have gotten close enough to stock style (you absolutely included, @hoojiwana) to contribute to a style guide. Since the art style is so disjointed at the moment, the guide would only be able to cover some styles of parts (I think we can do well with a section for Porkalike and for Claira-alike/old stock), and while it's imperfect, it's definitely not a total waste of time. If some people want to start now with a Classic Stock style guide or a Porkjet's planes style guide, I personally think either would be extremely useful. -
Yes - we plan on an update for at least 1.1, hopefully featuring new content and some fixes/changes, and potentially a small patch for 1.0.5 depending on how much content we can finish and polish. We aim to add a few more parts to complete the full 3.75m set, then go back and find places where we can combine part models/textures and do a total conversion where we clean up everything and convert to .dds textures to reduce the RAM overhead.
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We are aiming on doing a(nother) balance patch very soon - once we figure out what some of the new 1.0.3 values are - and we're looking at a content patch to add in the last of the parts somewhere after that. Once that is done, our next major patch will be a full pass for efficiency - remapping and redoing textures and models to help lower polycounts and texture resolutions to help loading times.
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Please make sure you are on the latest version of the Taurus and BahamutoD's plugin. This was previously causing a conflict with USI LS. Apparently not - we will continue to search for a solution to the issue, though it is likely an issue on USI's end as a mod like that may "activate" the pod in a way that would fire the engines.
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We are planning on converting the textures to a .dds format as soon as we finish up a major efficiency patch which should reduce the resolution and number of textures by a fairly substantial amount. We were very new when we began this pack, and it shows in some of the UV layouts and models. We are working on re-doing all these parts and making them much more efficient overall.
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We aim to create a set of parts that can be used to create a Service module. Right now, you can get fairly close with the stock 2.5m parts inside a fairing. We do not have plans to make anything closer to Orion. I usually use a few static ladders to connect the two, though I also usually have at least the heatshield, separator, and SAS unit between the Taurus and the SPB. That seems to work for me. We will look into the ladder hitboxes for the next patch.