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KSP2 Release Notes
Everything posted by EritoKaio
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Starship 2021 Design (S20) NOV 2024 UPDATE: Well since KSP2 is dead, I'm moving back to KSP1, I have started this mod completely from scratch and I'll be making "inspired by reality" rockets instead of direct recreations. You can follow the development in my mod roadmap or in my Discord / X / Bluesky. Please check @Kari's Starship Expansion Project for a much better Starship mod that is closer to the real thing. Down below you can see all the current features, screenshots, compatibility, dependencies and a longer description about me and mod. First of all, here's a little event I did on my KaioSpace youtube channel when I first released the mod for my Patrons to test: Screenshots: Dependencies: TundraExploration is required for the flaps to function. TexturesUnlimited is required for you to see the shiny metal. CryoTanks are required because of the LqdMethane configuration as of 1.2. (This was an accidental thing, I'll see if I can make it optional for 2.0, alternatively, you can probably delete the tank configs in the Patches folder of the mod) Recommended: CryoEngines - For more accurate Raptor replicas until I make my own. My mod includes a config for the engines and tank contents to be compatible. Waterfall - For the raptor exhaust plumes. HullCameraVDS & NeptuneCamera - For the FlapCam/WindwardCam/DownwardCam if you want to do fancy videos. StarshipLaunchExpansion - For the suborbital clamp and launch tower. Kari's Starship Expansion Project - If you need a booster that fits with my Ship until I release my own and you'll also have more Ship variants to play with. Installation: Place the KaioSpace folder in the zip file inside the KSP GameData folder. Launch the game! Yup, should be that simple. On CKAN all you have to do is select and install. I have not made a craft file for it yet, but if you're familiar with other Starship mods it should work very similarly. You get an extra option to toggle the vents with an action group on the nose and tank section. I recommend that you set the nosecone to lower fuel Flow Priority so the header tank remains full until its really needed, also balances the weight better on descent. Features usually get released to patreon first a couple days early and then I will make a public release once all testing is done. The next major update (2.0) will likely be the SuperHeavy Booster. NOTE: Starship S20 does NOT have legs so I didn't model any and likely wont until we have a new design at Starbase. If you want to use legs you can use Tundra's legs for the time being. You just need to do some weird symmetry because S20+ has a new skirt design. Download: Spacedock (& CKAN) | Dev Versions: Patreon Roadmap: Trello License: MIT About Me & Mod: I'm Erito. I'm a 3D artist who has been making renders for a while and had the pleasure of joining a group of other Spaceflight artists who have been helping me improve. Since last year I've been addicted to Starship's development and I had the idea to make this mod in January 2021 but stopped because I wasn't making progress learning (because quite honestly the documentation for modding isn't.. very friendly or updated for new devs, but that's a rant for another day). Few months later I restarted the project and here we are. I very regularly post updates on Twitter and my Discord about the mod, tho keep in mind if you join my discord I'm extremely strict with my rules, no memes, only Starship/3D modeling/Chill talk, and I'm also known for not dealing well with younger audiences. RSS/RO Configs: I'm not planing to make RSS/RO configs myself, but you're free to post your configs on this post and I'll list them here below. I will not test them myself (I'm bad at RO lol) so use at your own risk & let me know, also send me pics on twitter!!: Modder Resources for making compatible mods: Changelogs: Work In Progress:
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Alright cool, thanks for explaining. It's the first time I'm making a mod Got it working btw!
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That's alright! Neither of them has a significant size that would affect loading times much, which is honestly my biggest concern.
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So that means I now need 2 mod dependencies just to add a camera to a specific location and rotation of a part. Hmm. I saw @linuxgurugamer mention redo the mod with Neptune at some point, so maybe it would only be a temporary solution for me until he does it? Like the OCISLY mod, I really just need a transform to attach the camera to.
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Hi, Does MuMechModuleHullCameraZoom use an empty object in the part to place the camera? Like how engine effects use the thrustTransform. I'm trying to integrate it to the flap & camera pod of my upcoming Starship mod but it faces the wrong way. Also which axis does it look at? Also I remember there was a mod that had a visual cone of the FOV when placing it in the VAB but I can't remember what mod it is, does anyone know?
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Some graphic design, kOS script to output the data to a txt file and then read that txt file in my recording software.
- 131 replies
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This video would not have been possible without this mod. Thank you so much for making it! Feel free to use it as a usage example if you'd like.
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Just did some testing, works amazingly! RIP my framerate tho hah
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Oh my! I never thought this would be possible to do. Testing it right now for my next launch! I do have a request, can we get an option to turn off the telemetry? I already have my own kOS script that exports that data to a file that I read in a custom overlay I made for OBS. Speaking of overlays, I need to make a new one for all these cameras!
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OMG I can't wait to play with it. Awesome job getting that done, been seeing the previews on discord and it looks amazing. One thing tho, you placed the skirt/leg support hex ring in the wrong orientation, not a big deal, it might clip into the VAC engines and legs. Just wanted to mention it in case you didn't fix already and before its too late. GJ!
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
EritoKaio replied to Gameslinx's topic in KSP1 Mod Releases
Ok, installing Kopernicus Bleeding Edge manually before Parallax fixed it for me, thanks for pointing it out guys. Don't install the dependency from CKAN, it downloads the old one. I'd say write this in the original post to prevent further confusion.- 3,163 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
EritoKaio replied to Gameslinx's topic in KSP1 Mod Releases
Hai! Got the same problem as the post by jjmartin. Stock planets. I have terrain detail on Default, when I set it to high kerbin textures looked more like jjmartin's post instead of black. Edit: Disabling ReShade didn't fix it so that's not it. Logs: https://cdn.discordapp.com/attachments/320669011207782411/777241426299846676/ksp_logs.zip- 3,163 replies
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This is not ok Falcon 9 with Tundra+Reusability without gridfins is ~ 65K polys (no payload) With the grid fins it goes to ~164k polys. This is an object people would use in a render, not in a game. Each of those curves can be done with 4-6 loop cuts, these have around 20. I don't wanna seem like I'm pooping on it, just pointing out something that could be very optimized. This is one of my must have mods and I love it!
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