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Everything posted by Devo
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Yes, gears are possible now but not in the way we want. I personally would like to make several types of gear boxes, but we are working on getting multiple servo's to function on the one model, as you currently you need to add a servo and a new control group for each IR part you use. The problem with that, is you can't just use a generic animation for the movement of the IR parts, as they are hard coded. So - yes I could make gears right now, but all they would do is look pretty and be animated, they wouldn't actually work like gears as such. However, if we can combine multiple servo's in one model then you can have a decent gearbox happening, but currently as you can appreciate it's only 2 parts per IR part, so that would only be two gears and then what would just those two gears be doing? I would love to make something like a rotary engine, but sadly I lack the coding skill to pull it off, I could model it but yah, I leave the tricky stuff to Sirkut. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
I apologise for using a hopscotch reply with colours, but you took the time to write such a detailed post, it's probably better if I answer it like so. -
Silvester Industries (09/03/2013)Truck and magic box Update
Devo replied to Silvester's topic in KSP1 Mod Releases
Do you have something obstructing your hatch or is your hatch green arrow facing the wrong way maybe? If you can get out that's a good sign. If you can't get in, ie you are stepping into the hatch zone and still no "F: Board" option comes up, just move your hatch out some more from the side of the cart. -
[0.21.1] HydroTech RCS Autopilot v0.5.1 (2013.8.28)
Devo replied to Michael Kim's topic in KSP1 Mod Releases
Any idea why the automatic translation window fails to open if I cancel a flight and go back to another flight? I get to use it once, and everytime after that it doesnt pop the window up. -
I'm not religious, my parents never forced me to be. I just couldn't swallow this tripe that everything was created in 7 days, so decided to learn more.
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A BIG request for all modders - Texture Size
Devo replied to SpaceHole's topic in KSP1 Mods Discussions
There is an option in the game to turn texture resolution down, that should suffice. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
See how you go, my attempts had issues, it didn't like animating the docking cap. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Ahh thanks, I will look at that now, I rarely use SAS and haven't picked that one up for a while. meanwhile..... had a few comments about the glass in the IVA not being clear enough. Now I don't know what the trick is to lighting an IVA without having the lights reflect off the glass in some way, so I changed the shader to a cutoff and brightened the interior a bit. I don't want it to bright and happy, but at least now when you do a fly-by you can see the tower. I want to add some more stock craft to the pack so ill fix the SAS also before I re-upload it. Its a 40 meg pack so I don't want to just upload for change of 1 thing. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Sirkut you are doing multiples now? i.e you can move more than 1 piston? (as in telescopic piston?) if so lol you should see what i've got for you Can we do the same for sliding rails? -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Ok the new Pegasus is done.. will post some videos tomorrow but for now, have fun Download from Spaceport -
old school, love it
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Hey Sir, what need be done on the animator before release? (besides adding more parts? ) The mechpod is pretty much ok to go, the new pod with iva is done ill throw that in the folder but other than that it should be ok for a beta I reckon.. i might sill have to fix the 8mm node i cant remember -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Thanks!! thats a great cockpit shot, im really looking forward to getting it right, I didnt want to attempt it until I had the hang of IVA's but Im using the pegasus as a guinea pig to learn a few more things for Serenity. I will make shuttles for it also, but just one and let people choose to dock 1 or 2 on the ship. I won't put too much time into those, but they still will be reasonably flyable. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
I bodged the textures on the chairs but after a couple of hours I just don't care lol.. I want to fly this again -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
With any luck i'll have this PX-3 finished off this afternoon, IVA done, pod done so now the easy parts all thats left and thats re-doing all the colliders and re-exporting then I can fly it again, with the VTOL it's the most aerobatic craft I've made yet. I would also like to thank TT for his IVA tutorial which finally helped me figure out the orientations. -
it drives very wierd mate, what's going on with the wheels?
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
It all depends on the initial angle you are using when you make the model. -
It is going to be as accurate as I possibly can, I intend on spending at least 2-3 weeks on the command pod, we are only 2 days in so far
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Do you guys really want an all-in-one firefly? It doesn't bother me, if anything it takes a tonne of work out of the actual time involved in getting all the bits to fit nicely and play well together. When you guys say all in one part, I think you might also not know about certain limitations KSP has. One of which is you can't use more than 1 hatch on an object. meaning if I make this all one ship then there can only be one native hatch on it, and any others would need to be an addon like my port-o hatch. How is this for a compromise... 1x command pod 1x main body 1 x engine set (linked) 1 x rotator set 1 x Rear engine. So thats only 5 pieces you will need to assemble to create the ship. The landing gear of course is embedded in the main body so that's taken care of, but I just feel the need to make the engine a seperate piece, I like ships to break up a bit if they crash, otherwise it's a bit Meh..
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Sort of got burnt out to be honest, just needed a decent break from big things. The IR stuff, rotatrons, hinges, legs etc don't really take all that long, you know it's one part and you are done and it's easy to update that stuff when updates happen. KSP still has a pretty long way to go as far as development, and while they are working on it there isn't a huge rush for me personally. The magna-tech pack for example, I wanted to finish that but half of it broke with an update and it relied on alot of other mods to get going (at least for testing for me and 0.21.1) sorta broke that one, so at the moment trying to clean some of those parts up and get them released.
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I get requests for all sorts of ships, and besides the Halo ships which keep popping up, this one seems to be a pretty popular one. A few months ago, after many many emails, pm's and random requests I decided to go back and actually watch the TV show Serenity, as I sort of watched a few episodes and never ended up finishing it. Seeing it is only 1 season and a movie I figured I would give it another shot, and now admittedly I have to crumble and make this ship for KSP. For me, it fits the game well, while it looks space worthy and futuristic, it also looks like it is held together with tape. I lost alot of inspiration for mods I was working on, mainly due to them just not being all that great to put in the game, great in theory but when actually used.. some of them just seemed like way too much effort and would also be too resource consuming (You really need some high res textures for the Sulaco or it looks horrible) but the Firefly, this ship should fly fairly well once I am done with it. As I mentioned in my other thread, I am starting this with the pod and IVA and then will work backwards down the ship. I want to put a fair amount of effort into this one so I will do all the small and annoying things first to get them out of the way so I don't get lazy later on - if I do the IVA first I am sort of compelling myself to do the rest of the craft I might have made a few mods, but I've also started about 50 projects and canned them, so I would like to see this one through that's for sure. I know fair well there are plenty of Serenity fans out there, so please if you think my model is not right, or is incorrect please tell me, I want this to be spot on. I am trying to of course do it as low poly as possible,but still keep reasonable detail. I figure if there are 12 parts in total, at 1k per part thats only 12k for the entire ship which should be quite resource friendly. The half cockpit before mirror is 700 poly's, a tad high (it needs to be 500 before mirroring) but I'm still cleaning it up. I am using obviously the TV show as a reference as that's possibly the best. To keep it neat, i'll finally get my butt into gear and use an imgur album, and will post the progress briefly below it. Stage 1 Progress Create base Command pod (100%) Reduce polycount to < 1k for full pod (80%) Clean glass mesh (no verts intersecting in line of sight) (100%) Test smooth, check faces and edge split test (100%) Interior before props (20%) Cameras(0%) Props(0%) Lights(0%) External Texture(0%) Internal Texture(0%) ---------------------------------------------------------------------------------------
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wow.. I had to facepalm... I help sirkut make some new parts for IR so I can make a gigantic robot and someone grabs the plugin and beats me to it.. lol.. well done. Now you have to get it walking!
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Kerbin City Community Project - Phase B - New Islands
Devo replied to nothke's topic in KSP1 Mod Development
Can I pre-order a lot for the next one? assuming it's going in order I call E1 if so or maybe something in the industrial area. I might just get started none the less, this is going to be a looong project by the looks of it, would be good to have something ready for the next lot when its available. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
I'm glad you don't mind because I am not making them I don't see the point in making any ship that is available in another game currently, If you want to fly Halo ships, play Halo I say I like the ships but not enough to spend the time modelling them, if you find me a good mesh of one I would consider doing a quicky on it, but it would have to be an original mesh and not one ripped from the game. Google it, plenty of them out there.