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Everything posted by kurgut
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It has been a while since I wanted to this, but finally, I took the time ^^ Information on KSP IVA modding tend to be scarse, or old, so this is an attempt at making a centralized place for that, with all my experience and others's I could find, put together : https://github.com/kurgut/KSP-IVA-modding-Guide/wiki I choose to put this guide in a github Wiki, so it can be a centralized place, where people can contribute, suggest modifications. This is also much more "readable", organized, and easier to modify than the forum post format. So feel free to use this place here as a discussion thread, for questions, or if you want to suggest changes and / or additions to the wiki : ) For that, you can also use the Discussions section of the repo > Wiki-feedback channel For now the wiki includes : - Unity editor setup for KSP - Modifying existing IVAs - Useful links and resources To add, complete : - Creating your own IVA wiki page : Modeling blender setup .mu Internal space orientation VS parts layers apply scale clear inverse materials / textures / KSP/shaders import/export MbD internals props related internal modules related part modules cfgs and mod folder structure MM RPM MAS FreeIVA Reviva Props Debugging Others My KSP discord server you can join too, if you have questions, it's mostly filled with IVA nerds : P https://discord.gg/GcfDk4DYHU Credits : Some part of the writing in the guide comes from @Poppa Wheelie really good post on Unity setup : https://forum.kerbalspaceprogram.com/topic/226382-unity-setup-guide-for-iva-editing-2024/ Happy IVA modding !
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@CobaltWolf That looks amazing, hyped ! Quick question, since I'm currently learning a bunch about part modeling / materials and shaders : if your mod is natively made with Resurfaced shaders, does that mean you import the model into unity, apply the Resurfaced shader to the material, and then re export it ? Or can you apply directly the Resurfaced shader in the 3D modeling app like blender ? thanks ! : )
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Today, I continued working on my current project : a re-creation-ish of the vehicle in the game FAR : lone sails (this is a gem btw). I did good progress already, made a lot of custom parts for it. At the end, I'd really to love to make a KSP cinematic with this, and with some story elements into it... : ) The thing ^^ It's very "steampunk" universe, there's a fuel burner (shown below) inside, which makes those giant gears spinning, which then, through some piston shenanigans, makes the giant wheel rotate, and make the thing move : P So the exhaust flames are just for coolness here, no thrust comes from them hehe WIP fuel burner, didn't finish yet, but there's a platform with an elevator that feeds some packaged fuel into the machine basicly, and I tought it would cool to make the actual burner, so I made some cylinder with some waterfall configs for it : So yes, it's very big, there are 3 floors inside ^^ WIP Control station : From the control station, looking at the back. And there's even an elevator to go between floors haha Front access : Back access : There's still a ton to be done, but at least it has some shape now ^^ Oh, also, I will somehow need to figure out how to make a retractable sail for it (helloo countless hours in blender lol), and make sure it works with KerbalWind mod too ! Also, huge day ! I finally understood more how the different shaders work in KSP, this plus the usage of the awesome Resurfaced mod, aaaaaand also now using Substance Painter 3D ( instead of my horrible photoshop drawings attempts for textures), this simplifies the part material / texturing workflow sooo much for me, and improves quality by a ton ! : D (in the screenshot of the control station, the rectangle around the Energy gauge is example made in 10 minutes to test it) Cheers, and happy ending to the year to all if I don't repost until then : )
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Today, (well yesterday, but here's the mission report edited in a video format), our brave kerbonauts Jeb and Bob went to Minmus - in my IVA only career - to get an answer to every Kerbal most urgent, and ancient question : What does Minmus taste like ? We now have the answer ! Cheers
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Through the Eyes of a Kerbal - KSP IVA career mode
kurgut replied to kurgut's topic in KSP1 Mission Reports
Ep. 6 - What does Minmus taste like ? After the success of our recent Kerbaled Mun landing, the Space Komitee was very eager to finally have answer to the most ancient question of all Kerbalkind : what does Minmus taste like ? Is it made of dust ? Of ice ? Of mint ? Can we turn it into a giant glorious ISRU bulk Icecream Factory ? We shall see : ) -
Today I flew my next mission in my IVA only career, the destination was Minmus ! Jeb looks happy This was a crucial trip to dertermine wether or not the surface of Minmus is indeed made of tasty mint ice, allowing our Space Program to later turn its surface into a giant bulk ISRU Ice Cream factory... I'm currently editing what I recorded to release this as a video, as well the IVA shown above for a first WIP release ! Cheers
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Yeah then maybe it's not documented...^^ I had the same problem with some recently added part modules Edit : ah, didn't see Manul's answer above, I'm not an expert at all in this field so I don't know sadly
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You're welcome Aaaah right, no those action sets are not implemented in RPM, nor MAS, to my knowledge (github search doesn't return anything). I'll double check, and issue that to the RPM repo, so it gets maybe implemented. In conclusion, it would require code change in the RPM dll Btw, MAS has kind of an expansion in its own kind to the action goup system : https://github.com/MOARdV/AvionicsSystems/wiki/MASFlightComputerProxy#action-groups-category But that's a different thing.. Cheers
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Hi 1. It's quite simple, if you only want to modify existing IVAs, by that I mean adding/removing/changing their props, then you only need Unity. You'll gonna need blender if you want to model new interiors, or props. Although, it's always very useful to have it set up and working, so you can open a prop to check a transform name, a texture shift, text label alignement for instance. 2. Yeah that looks correct to me, altough I'm not sure you need textmesh pro anymore... Anyway, try as they say I guess. 3. yep --> https://forum.kerbalspaceprogram.com/topic/40056-12-17-blender-283-mu-importexport-addon/ In case the forum doesn't want to work, here's their repo : https://github.com/taniwha/io_object_mu 4. ofc, RPM wiki is the bible (use the github search function in the wiki when you have an interrogation on a specific stuff) --> https://github.com/Mihara/RasterPropMonitor/wiki Also MAS wiki, if you use MAS --> https://github.com/MOARdV/AvionicsSystems/wiki 5. this is rich text, MAS has a bit of explanation in the wiki https://github.com/MOARdV/AvionicsSystems/wiki/Formatted-Rich-Text, or you can google it https://docs.unity3d.com/Packages/[email protected]/manual/StyledText.html I mostly learned by "seeing and doing" personnaly for that ^^ 6. I'm not sure, as actionset doesn't return anything in the wiki, I guess you mean action groups by that ? 7. Also, it's cool to see new people interested in the small word of IVA making, I remember it could be frustrating in the beginnings (because of the few docs available for instance), but once "you click on your own switches" it feels great, shall I say Don't hesitate if you have other questions Cheers
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Today, I spent the whole day debugging and improving my MAS Mk2Pod IVA, which is "95% complete" for a first WIP release, according to my milestone track thing. But I have the same feeling as doing renovations in a house, the bulk of it goes fast and feels great, but the final touches never end haha And so, as my brain was toasted after doing all that, its "toasted" state made me start working on a reentry light logically... to fake the reentry plasma lighting up the capsule interior, because this is cool It's WIP, and still needs to scale with the aero fx intensity... but this will be when I have more brain power available (tomorrow lol) Cheers !
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Hi, it seems that RCSBuild Aid is having trouble with the external command seat : In the below screenshot, you can see there's no torque indicated by RCSBA, whereas in flight, as seen in the video below, the craft has a pitch torque... Maybe it's because of the Kerbal's cargo (parachute + RCS pack) ? EDIT : No, just tested, with Kerbal's cargo removed, the same torque is still here... Thank you !
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As I was away for 2 weeks for work only with my laptop, had some fun doing a KSP discord super challenge.. ^^ Rules were : land a probe on laythe, tylo, then survive Jool entry. Craft must have no antenna, and no connection to the DSN (so no maneuvers basically, and attitude control is only done with SAS modes). Use a single probe core on the craft (meaning rendez-vous & docking with debris ^^) Engines must be used all the time at 100% thrust. Enjoy this super-neatly-made-as-quick-as-I-could-dirty-editing lol Cheers
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Finally got the time to read the first post, and damn, the mod I was dreaming of is coming true ! Also the end of me doing tons of wacky MM patches to mod my career to what-ish your mod will propose haha Gl in dev ! Cheers
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Yeah interior space is a different camera, we tried to do a reflection probe for it with MirageDev, to be able to have nice reflection on props, glass surfaces, etc, but no luck yet... one day maybe..
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Huzzah ! Amazing Thanks for your work on this
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Hi, there's a video on youtube indeed, it should be on reddit too, tho as a youtube embed link. Argh, sharing this isn't a good idea haha, because this thing can only exists because of the dozen and dozen of personal configs and adjustments in each mods involved, MM patches I made, custom welded parts, etc ^^ And as it's an "archived" project, I don't wanna have to deal with any support for a craft file Just for scale, the "main" diameter of the core is 80m (absurdly tweakscaled parts) + it's + 2000 parts, and requires almost all KSP part mods lmao But thanks for the interest ! and when you get youtube back, it's right there : Cheers
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Hey Galen ! Howdy Yes it's the old 0.3 version indeed : ) Keep in mind it was made for my "breaking the sound barrier" video only, so it's most likely that some props are there only for cosmetic reasons, and so it's not finished work by any means ^^ Btw, you're free to continue/improve the B29 if you ever feel so inclined (I most likely won't, currently busy finishing this monstruosity haha) Cheers !
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Starilex Nightstar : Better KSPartTools for IVAs
kurgut replied to Ailex's topic in KSP1 Mod Development
Hi, ah I might've been mistaken with a dev version of prop tools then, that was some time ago ^^ -
Thank you ! Well, if you're like Soyuz and are into IVA-ing too, I can recommand this IVA, that almost nobody knows about : RN Soviet Spacecrafts : Raidernick did a sweet sweet job, as always !
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Kurgut's IVAs This is a "collection" of IVAs I made for KSP, for video projects mostly. I'm making a public repo for all of those, because I've been asked quite often if I'd release them, and so to make everyone enjoy them. - Important Note : Most of those IVAs have been made quite a while ago, so expect bugs, non-working features, etc. As they were made for singular projects, they will likely not receive any further updates, or fixes. As of this, I also wont provide any support for this, or, please if you really need it, triple check your KSP installation, mod dependencies, and provide logs. Consider this as a "dump" release ^^ You can pick dependencies depending of what IVA you want (detailled below) Enjoy ! : ) - Installation : Merge the zip's GameData folder with your KSP/GameData folder. - Global dependencies : - RPM - ASET Props & Avionics - MoarDv Avionic Systems - Reviva - NearFutureProps (optional, adds only decorative elements here and there) - Source and download : Github : kurgut/Kurgut_IVAs - Content : - WBI Flying Saucer Excalibur cockpit IVA : - dependencies : - Flying Saucers - Starship KOS interface (only for the 3 "captain station" monitors) : https://github.com/Janus1992/KSP_Starship-kOS-Interface more pics : - WBI Buffalo 2 Guppy Subarmine module IVA : - dependencies : - Bufallo 2 - Vulkan's M2X_Angler_IVA (please, don't ask him support too) : m2x-iva / m2x_iva — Bitbucket -> Only the mod itself is needed, not its own dependencies. more pics : - "Historical" B29 cockpit IVA (Airplane Plus, Size 2 Viewer's Cockpit II) : - dependencies : - Airplane Plus - Warbird Cockpits - Vulkan's M2X_Angler_IVA (in this one IIRC, only decorative elements): m2x-iva / m2x_iva — Bitbucket -> Only the mod itself is needed, not its own dependencies. more pics : - Making History KV2 Pod IVA : - dependencies : - Making History DLC - PCRIVAPLUS : kurgut/PCRIVAPLUS: Changes Probe Control Room IVA to a retro-styled Nasa variant -> Only the mod itself is needed, not its own dependencies. - ECS IVA (optional, only decorative elements) : kurgut/ECS_IVA: Adds an interactive ASET IVA to the stock external command seat more pics : - Some Recommended extra mods to enhance IVA gameplay : FreeIVA Mechjeb Scansat Astrogrator KOSPropMonitor DPAI Chatterer - License : Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0) - Credits : Contains assets and cfgs derived or inspired by ASET, MAS, Warbird Cockpits, Vulkan. Cheers ! : )
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That's sick That'd be the most ecological and efficient means of transportation on Kerbin then ^^ Also, the joy of designing cool looking probes during hours is a blast, I love it : ) So, it's been a while, happy to see this thread so active, life has been busy for me, and I can finally enjoy some bits of KSP modding and playing time ! Speaking of probes, first probes that will be sent to explore Minmus in my IVA only career : Not shown here, but the tiny lander will be attached on top of the orbiter Cheers !
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Hi, thanks for your effort ! If possible, I'd appreciate a line in the credits for the original work of PCRIVAPLUS, you know... it was just a thousand props more or less Also the project was meant to go in this direction as stated in the mod'd dev page, but however I'm happy you did it since I don't have enough time anyway those days for all my KSP projects sadly. Cheers !
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[1.12.5] G-Effects-Reaffected: blackouts, redouts, G-LOCs [v2.0.1 hotfix]
kurgut replied to AMPW's topic in KSP1 Mod Releases
Happy to see this mod revived ! thanks -
Hi ! Could this be used inside a EVE city light node for instance ? to allow for better glowing thx EDIT : shoulda read first : YES, sorry ^^ How could I implement it, directly in the EVE city light node ? EVE_CITY_LIGHTS { OBJECT { body = Kerbin cityLightsMaterial { [stuff] } VertexColorMapEmissive { [stuff] } } } thx !
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