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Everything posted by Devo
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13,149 Earth days old.
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oh.. i'm totally convinced now....
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(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
wow they are some great vehicles, to be honest they are pretty professional looking, it would take me a fair while to even get something close to looking like that.. and even then you would need to have them in a very low res, but I never say never, maybe one day. The PX3 is coming with a rover and deployment system, but the rover is pretty much done its more of a warthog configuration. Serenity Update I am at work right now, so haven't got my screenshots with me, but I spent 5.5 hours last night modelling half of the cockpit (ready to be mirrored) and doing all the internals. Does anyone have any good reference shots of the cockpit? I found a few on google but nothing I was terribly happy with. (Internal cockpit view) I have all my reference images for the external already. I am doing the Serenity backwards to my usual workflow. I generally make the ship and worry about the IVA and other stuff later on, but this time I am making the command pod and IVA FIRST!I always fall into the trap of getting the ship to fly and just being content with that, but this is going to actually have the passageway inside that leads to the cockpit up the gooseneck. As I said, I will be starting a seperate thread for this one and will make it a proper dev thread, as I'll be making it each day and will be able to post good progress on it and I also want good feedback in the process so we can make it the best Serenity we can. I think it's obvious I love VTOl ships, from the dropship and pegasus VTOL, the eagle.. ships that can convert from VTOL to horizontal flight, and then rotate engines, reverse burn and VTOL land on a surface and the Serenity is just about as perfect as it gets and really does fit into KSP's theme of slapping things together with sticky tape. -
I will be out in my boat to be honest. Time to invest in some deep sea diving gear
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(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Yeah, I felt compelled to correct him I don't want people to be confused and think its a fork of something that's why probably best it's a lone wolf for now. I am not having any issues with it, its working flawlessly now I just need to finish up the legs and I reckon we are good to go. I think the GUI even as it is is OK. After using KAS alot lately, omg.. nothing could be bigger than that GUI lol so really you aint doing too bad -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
yeah good idea, I was going to get around to it one day Ok, well it's the MSI animator not the DR animator, it is not connected to damned or infernal robotics at all, it is for animated parts. It allows such as, for example, make a forklift with 5 different animated parts and have all those controls for those animations available in one neat gui window, the only hitch is you cant attach things to animated objects unless they are infernal robotics or DR parts, so the plan is eventually to hopefully combine the two, but that's sirkuts department, a bit too complex on the code side for me. -
That was a classic, and yeah I remember my good old 286.. 4mhz beast of a machine.. if I wasn't playing Falcon 3.0, I was playing...
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(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Look, being an Alien fan, ANY new movie is good.. I am looking forward to where they take it, the only two characters besides good old Mr Weyland was Liz and David. It sure is a different movie to the original tho, I still think 3 is my favourite, not sure why.. just was more authentic, believable.. I loved #2 but #3 when they went back to 1 alien, and then the theory of it taking shjape dependant on what animal the host was was a cool thing, and something they strangely had not touched on in 2 previous movies. The reason they are humanoid is because of us basically. Looking forward to getting home from work and working on this puppy, it's good when I actually have inspiration to make something, things tend to look alot better then. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
wall of text warning... Yes, I have been quiet, the more I stay away from the forums the more I seem to accomplish in the time that I have. That and also the long loading bug in 0.21.1 has given me some time to just spend modelling and texturing and not worrying about putting the model into the actual game. I would rather sit here and make mods and then add them all when they fix that bug than to sit through the pain that is a black loading screen for every single button I press. It's been 2 weeks now and no hotfix, I ran out of patience last week so yah, just not really bothering with playing the game so much at the moment just making stuff for it. Which brings me to another ship I wanted to make but basically did not have the right skills to pull it off, but come full circle and I am pretty confident I can do it properly. Out of all the requests I have ever received, there was one ship that I always wanted to do and I said to myself if I learn enough and enough people ask for it, I will do it (I am not joking, betweek facebook/youtube and here I am over a couple hundred requests for this ship) I have spent countless hours, days nights thinking about how I would cut it up, how I would make it fly and I think I have finally come up with a decent plan. The main reason I have decided to finally tackle this ship is because I love it. I need a ship that I like so much that I have the motivation to both model it and to also hand paint it, I want this to be something I am proud of, not something that I whipped up in a week and splashed up on spaceport because someone wanted it in a hurry. It will be ready when it's ready. Now, like most of the big sci fi ships I do, I expect another thread to pop up in a few days with someone else making a Serenity (happens everytime..) . Good luck to them. It's a hard craft to model and there is no cheat. The models already available suck or are way too high poly to use, so the only way this ship is going into KSP is to be modelled from scratch. (I will be starting a seperate thread for it when I am happy it has made good progress, it's going to need a fair amount of modelling work) I already mentioned this to a couple people and the first thing they asked me was "what about the Sulaco???? pegasus??? WAAAAAAAAHHHHH NOOO!" I would love to finish the Sulaco, but I need a KSP that runs and doesnt break my mods every time there is an update. so I am going to spend months on one mod like others here tend to do and not be concerned with the changes so much, I already have lost so much work and there is no way they will let the people who need early release have it, I almost think sometimes the dev's wish we didn't exist, they show so little interest in our threads that's all you can assume. when you guys eventually do see the Sulaco, don't be surprised if it is in the form of a Kerbtown addon. I had it pretty much done and for no explainable reason, when I load it under 0.21.1 it breaks itself apart, but under 0.20.2 its perfect. "So what is this ship you are going to make hmmm?" I have made a very crap place holder, which truth be told was my old prometheus Hull from this video http://youtu.be/4buAr_KHUpU But as you can see, the general shape is not that far off Serenity, so I will probably just use this hull while I get all the engines etc modelled. Due to advancements in other plugins, some things I had planned but failed will now be possible, so if I said I was doing it, most likely I still am just not putting priority on it. In the past week I have taken up about 3 projects and already they bore me to tears, the only thing right now that's holding my interest is Infernal robotics and Sirkuts MSI animator plugin. So, right now in order of priorty or promises wayland corps workflow looks something like.. Current/completing work * Infernal Robotics pack #2 (70%) * MSI Animator plugin + parts pack (80%) * Pegasus X-3 (99% needs more props in IVA) * MechPod IVA (99.999%) * Initial model and concept for Serenity > KSP *Valley Forge 60%, enough for start of import into Kerbtown. * Sulaco, Still on hold due to being broken after 0.21.1 "Why aren't you still making a prometheus?" While the ship was cool, the movie was a pile of steaming dog doo. I make these ships because they hold fond memories or are legends in their own time. Prometheus? A bunch of misfit scientists are in a cave, next minute they are going across the galaxy with more misfits in a ship worth apparently trillions, with 2 security guards and the guy who is a geologist and has little tracking devices manages to get lost... Not sure what Ridley scott was thinking.. but, ... oh thats right, he wasn't thinking! -
Kerbin City Community Project - Phase B - New Islands
Devo replied to nothke's topic in KSP1 Mod Development
ah damn, had a good mountain based plane hangar to put in there, will have to be quicker on the next quadrant, but if this one takes too long I guess we can just start another section. There isnt many sections there for a 'community' project. -
All we can do is prey it gets the same justice as the X-com remake. SCII was one of my absolute favourites.
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This statement could not be any more accurate.
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[0.22.X] BobCat ind. Historical spacecraft thread
Devo replied to BobCat's topic in KSP1 Mod Releases
No problems here. -
[SOLVED] Hatch obstructed
Devo replied to Ohfive30's topic in KSP1 Modelling and Texturing Discussion
Bring the hatch further out, that's all, it's too deep in. The pivot point for the hatch must allow for a kerbal to spawn outside of the door, if you pivot point is inside your main collider, you will get an obstruction. You also don't need to model your physical colliders for the hatch or ladder. Create empty game objects in unity (align them as you have done) and then apply a physics Box collider to both parts, and make them convex and assign the part triggers as per normal. Yes, the hatch needs to intersect with the main collider of the craft in some way - but not alot. most of my hatches barely touch the main collider and of course Blue arrow Z axis is the way the kerbal walks into the pod and green Y is facing up. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
I'd rather create as many as I can so I can cover as many requests as possible. None of the legs are 'unusable' , sure they may not all be suited to your specific application, but they all serve a purpose in some way. I made some sci-fi type legs, but since these parts are going to go on such a variety of ships I have tried to make the others more 'stock-a-like' and steer a bit away from the more futuristic feel. I'm also hand painting all the textures for legs 5-10 so it takes a little longer. p.s that kerbal cannon made my day lol -
Kerbin City Community Project - Phase B - New Islands
Devo replied to nothke's topic in KSP1 Mod Development
Is D4 taken? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
As many as I feel like. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
I'm still here.. just been working on alot in the background, no time for screenshots and yapping Pegasus X-3 being built as we speak. Pegasusx2 is now discontinued, I am sorry guys. 0.21.1 broke it and I just couldn't be stuffed re-building it from scratch to fix all the collider issues, so going to just build a whole new shuttle instead with all the things I want on it, but will still use a few odd parts from the px-2 to save time. IVA is coming along, ive added a few things and all went well except the navball which wants to point the wrong way but ill figure it out.. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
I'm up to leg #11 at the moment -
I sorta did montage, I have so many fond memories of so many games it's hard to throw the best ones up there..
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Shouldnt be too long, I just wish they would fix the scene transition bug, it's driving me bananas at the moment, such a long time reload what is currently a bare bones database can take it's toll on mod development. I don't have many parts left to do really, just finishing up the now working IVA for the mech pod (thank you sir) and some fancy animated bits amd bobs. I have to make mods in 0.20.2 at the moment and avoid 0.21 unless im converting something, so bare with me it's a bit of a round the world method but its much faster than waiting 20-30 seconds to start a new craft and such. -
Ok, beat this.. our new fibre connection (for not being in texas and in Australia, this is good!)
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
How long did you use 0.21.1 before you experienced this issue? I cannot replicate your issue either. Alot of things worked well before 0.21.1, possibly what you are seeing is something similar to my issue where B9 aerospace pack refuses to load at all for me now, and thats without IR installed, with it installed it makes no difference.