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KSP2 Release Notes
Everything posted by Semni
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Hey guys, just dropping in here to say that I am still alive and I do intend to continue working on the THSS mod. I am just amazed by the creativity and resourcefulness of you guys and haven't even had the time to look through all your posts yet, let alone make much progress on the mod, as I have been stuck out in the middle of nowhere in Aberdeenshire for the last two months taking care of a friend's farm while he's gone. The good news is though that I am returning to civilization on tuesday and will be reunited with my tools so with a little luck I will once again have the time and capacity to continue working on this mod. Thanks for your patience and all the love you have shown. It's really great. Cheers, Semni.
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Rotating solar panels (Unity configuration)
Semni replied to Raknark's topic in KSP1 Mod Development
This is quite excellent, I will be keeping track of this thread for future use. -
Kochean: I see what you mean there. I'll see what I can do, the reason why not much has been released lately is because I'm smack-bang in the middle of UV-mapping and optimizing the models and without any textures there isn't much to show for it ( except that now pipes have their own colours ), eventually all tristruts will share a common texture, as well as the pipes and tanks and such. Which should reduce loading times and improve performance. I'll also be looking into issues with collision meshes, some do get a bit complex. I'm choosing to do a fair bit of 'detail' with polys simply because I am a terrible painter and am no good at making fancy textures.
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I do have to admit that THSS is fairly lacking in the playtesting department, mainly because my current computer is a little weedy for KSP. I'm continuing to take your feedback and implement it. Many thanks for that guys.
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Unfortunately it processes direct 3d files, it cannot handle the KSP file structure, you'd need a seperate tool to put parts together into a single 3d model file.
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Now that I'm aware of the awesome that is sketchfab I've decided to give it a shot with one of the tristruts. The one I have gone ahead and made a proper UV mapping for.
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Simply rescaling the parts is a good idea and I have to admit that I have been tempted to do a smaller lineup and I may still but at the moment I have a lot of parts, and a lot of things to do like properly UV mapping and texturing the existing parts. As tempting as it is to start whole new lines of parts I do need to prioritize right now, I only have so much time I can put into developing this mod.
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I havn't handled smaller truss parts because there are already a bunch of usefull small stock trusses for exactly that purpose. I'd rather concentrate on a more ... uh, limited selection. Though at almost 50 parts the suggestion that my mod is limited is kind of laughable. Additionally, the absence of fuel lines in the cube-struts is deliberate, cube-struts without crew tunnels in them are not supposed to transport fuel. Also, thanks for catching the weight mistake, I'll see about fixing that.
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Some 1/6th sized octo-pieces, a 1/3 size crew cabin, redone the geometry on the fullsize cargo container, added cubestruts in various kinds. Added in Goblin's parts he added since the last release with the exception of the LLL adaptors, I'm experiencing some problems with those. Otherwise that's about it unless I have forgotten something.
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Aand the 0.2.0 version is up, with some new parts, some fixes and hopefully not too many bugs.
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I have been tweaking those values myself. Increasing the node size has a good effect on dampening the wobble as well. Currently I'm working at a 3 for the octostruts and may go up to a 4. Meanwhile though I have successfully relocated and continue work on the mod.
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Hey guys, little update, the next version is coming along nicely, got some RCS tanks for the octostruts and a smaller hab module as well as improving the geometry on the humongous hab. The fuel line issue is a texturing gaff I ran into, rather than delaying the .20 compatible update I decided to release with it. In the next update they will be fixed. CooSide, here's a copy of the .zip, see if that one works for you: https://dl.dropboxusercontent.com/u/3579841/JARFR_THSS_0.1.9.zip In other news I will be moving house tomorrow so it may be a couple of days till I get everything up and running. I'll keep on working insofar I can and I'll see about getting a new update out the door ASAP. Edit: Jfull and WBcundiff whooeee, that looks just amazing, I'm hoping your lander makes it down as well. I've been working on figuring out a landing leg design that looks good on the Octostruts. With a little luck that can be added on to your next lander.
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You will be pleased to know that since the last update I've pretty much given the OctoTank double the fuel of the big orange tank after realizing that while it is comperable in length it is more than twice as wide. Yep, I'm a little slow that way sometimes. As for the probe, yeah, that's going to be fixed and it's abilities are going to be beefed up, it got turned into practically a regular probe because of the glitchyness I was experiencing before. As for the creative persuits of others, Myth, that looks amazing, that just truely blew me away. And Blue, that's looking great, you have now officially surpassed me on the texturing and animation front. Looking good man.
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I'm sorry to break it to you dude, but the masses have spoken, you are part of the team now.
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It's a minor graphical issue that came about because of me being dumb, it's being fixed but since it has no functional impact I decided to release it as is rather than making you guys wait on the whole thing for a couple of days.
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If you don't mind the fallout.
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Get the depreciated parts updated for .20 here. I am not entirely sure why that doesn't work. Hmm, le-fixe.
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Those parts were removed because there are other parts that have replaced their functionality. The Add-on panels I released and the new stock 2,5m docking port ( which is awesome by the way ). Hmm ... I'm thinking, I think I shall release a small add-on of depreciated parts for those of us who still want to use them.
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Replace the .mbm file in the part folder with another generated with PartTools in Unity. Not totally ideal, I'll have to figure out if .mbm files have a great advantage over the other types and see if I cannot use a more commonly readable format.
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Hokee, I've updated the official THSS release with fixes to the probecore, adds some new parts as well as Bluegobln's parts because they are totally cool and he's a totally cool dude. I know there are a couple of small graphical issues with the parts but they are being worked on. As for adding nice textures ... yeah, I want to do it but good grief is that going to be a lot of work. We'll see though!
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Hey guys, a little update to say I am still alive and working on getting THSS 0.20 compatible. I've just been coming down with a big case of the Family lately so I havn't had much time to work on the mod.
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Yes, it's a bit of a flaw in the model that I need to address. Thanks for pointing it out though. Thanks guys and other who suggested fixes, that's really helped. Yes it is, I havn't done all the descriptions and such properly yet, it's on the great big To Do pile. Sweet jezus that is huge. I kind of have a solution for that in the works but meanwhile I do have some stuff I havn't shown off that is in the next release: And to everyone else who has commented, thanks for your support, you guys really have helped me and motivate me to continue developing this mod.