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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
Gday mate, are we good to go again? I have a crapload of parts that were in the hangar waiting for a while, been busy like yourself tho. hope all's well. G. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Man this one sounds like a really bugger mate. Hows everything else going ? -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Not that I'm aware of, I just get people yelling random things like "Fix the Pegasus" :/ So thought I should get around to looking at it again. @SpaceCowboy, What if I told you the front half was already done? I saw that ejecting command pod some time ago and started work on it, just never got round to texturing it. Since the Serenity is so hard and taking me forver im gonna break on it, the ultra prob will take me all of a day or two to finish. I'm going to go off the show basic design unless theres anything you want changed? I am concerned how the pod will perform on it's own but I guess we'll know when we try! -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
The landing legs were really meant to go with Sirkuts new animator plugin, but seeing as infernal robotics is in need of repair, it might take longer than expected for then to reach their full potential as a manually operated landing leg (as in you can select any height on any leg you like, allowing for uneven surfaces as a base but keeping the craft level) The performance loss is possibly due to colliders that intersect when its animating, I've noticed that happens alot. Currently just seeing what mods are totally broke and what are not, so ill fix them as I go I guess. The Space Eagle wont get fixed as there is a new one coming out really soon, but the pegasus yeah i need to revamp that for the new version, I put too much work into that one. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
ermagawd.. Which mod should I get up to date first? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Sorry guys, I'll talk to Sirkut and see if he has figured anything out, I've had a few people contact me via email and ask for a fixed version, and if I had one I'd give it to you. Like all updates we have to go through a small adjustment stage when there is no preview from Squad or information on what they are going to change with the system - so everytime an update comes out, you cross your fingers, legs, gonads and anything else and hope they didn't change something that will break your mod or plugin, but majority of the time it does and that's just the downside of developing things for something that is still in development itself Hopefully we will all have our servo's swinging again soon! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
You unzip it like any other mod, the dll should end up in the Gamedata/MagicSmokeIndustries/Plugin/InfernalRobotics.dll Also, I'll do a request part this weekend. -------------------------- On another note... What would be your ultimate Infernal Robotics Part? Don't be shy. if it's not possible I'll just say, but otherwise go wild. I'll give it till tonight, the best idea get's made by tomorrow. So, what would you make if you could make an IR part? -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Wow, what a coincidence, I literally patched up my copy of STO after not playing for ages, might hop on later and see whats changed, I never did get very far.. sort of waiting on Star Citizen... never really been a big batman fan, but I have played DCUO for a while also, making my character look like iron man, calling him iron dude and watch the flames roll in Argh.. Internal Pod shots are far and few between.. I have a set of about 50 photos that show different angles,none of them perfect... but they should all help in making a kerbal version of it. If you recall, they really did have stuff all visibility in that cockpit, I need to make it a bit better so it's actually worth being in IVA. The door right now is open to suggestion. That door needs to be uniform all the way through the ship and ideally on a flat surface all the way through. So what Im doing now, as you guess correctly is getting the door in a good position - then it will be merged with the other mesh after texturing etc. Usually I say it's good enough for me and release it, but nah not anymore I just can't do it. The experimental packs sure, they are just a bit of fun but after seeing helldiver and a few other modders here making such amazing looking mods, I thought it was time I tried at least one really nice looking mod with all the bells and whistles, and as I have discovered.. it's a long bloody process, especially if you are still learning about it all. re: Internal spaces? mate, I made sure 2 kerbals fit snugly inside in their seats, with enough room to exit the seat, turn around and walk through the door. Some people might find it a pain in the ass to have to actually go in and out of the ship to EVA, but that's just how I'm doing it. I don't like kerbals just magically popping up on top of the cockpit when EVA is activated so I'm also going to try and find a way to stop that also. re: interfacing with LLL pods, hmm that's a good point.. I sort of didnt think about that as I as intending on doing a proper pod for it, which is mostly done now to be honest. As far as intergrating the doors, I was thinking about a small plugin that opened all doors on the craft at once, just a small thing that would make sure the passage to the cockpit is open at all times when you EVA. As far as Ports, we'll see. I was thinking of making a more permanent coupler on the top of the truss for the pods, and then cut it out so it doesnt interfere with the roof of the pods, but thats subject to actually being done yet, so it's just a thought at the moment. A little bummed out no one is using the mono hover wheel, jesus that was a pain to make. I'll go check out the mission reports now, will give me some inspiration to get some more work done on it! As for the Serenity... Well, im sorry to say but before you guys get to play with it, I want to print it out, paint it and have this monster 3-foot model sitting on my desk. Due to such long printing times its a long project, but once that's done, the model is done - which means it can very quickly be put into the game. I found an awesome serenity mesh to learn from - hell I might even use bits of it its that good, would save me a massive amount of time. -
Main and Nose Landing Gear Rigging/Animating
Devo replied to CaptainKipard's topic in KSP1 Modelling and Texturing Discussion
If you figure it out, please let me know! about a year ago I literally tore my hair out trying to get a dual roverwheel happening, and basically using two wheel colliders ended up in some pretty horrendous bugs and catastrophes, mainly because as you probably know by now making your wheel, that 0,0,0 position is pretty important As I said, not landing wheels more rover wheels, but same problem.. bah.. was such a pain -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Yeah that's it sorry, I should probably take the old versions down, I don't see anyone using ksp 0.19 still -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
To be honest, the thought of adding weapons to KSP doesn't and has never really appealed to me. Not only are there no enemies to have a reason to actually ever create such weapons, there is no other races, therefore no other religions, therefore... yeah I don't see the point and I'm pretty sure Kerbals wouldn't see the point either. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Agreed, you would think that since their head shape is entirely different to ours they might have gone with a different sort of helmet look, I mean I like the retro bubble but yah, it can really get in the way sometimes. If we have a 1st person view could handle it, as it would give you more visibility but since it's 3rd person all it does is obstruct things. -
Pretty much all my stuff is sci fi, I think rcs powered mono hover wheels that rotate hubs would be considered fairly futuristic
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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
Kerbals can be a pain to work with. People say 'oh just scale your part down to 64% and that will match the kerbal " - no it doesnt. A kerbal head + helmet at 64% is still wider than a humans head at 100% lol... So when you go to make doorways and pathways, you need to overcompensate for that bloody helmet -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
yeah, about 5-6 parts in total for the Sulaco, it was the first mod I ever started, 2 years later Im still working on it bits at a time :/ -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
http://kerbalspaceprogram.com/0-18-1-wayland-corp-experimental-parts-pack-1/ -
3d printing, 3d modelling, Guitar, RC modelling, software /games development, flying quadcopters etc, painting models.. used to be into trains but it can be an expensive hobby.
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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
hehe yep glad you like it.. I just made it quick one day for a test, I probably spent more time on the animation than I should have spent on the overall shape, but I needed something not only big inside, but still fit in the SPH, and the reason I cut the back end to a dead square was so you could open the bay easily and get whatever was in there, out. Undocking a cargo carrier or shuttle is a bit trickier than a command pod This is basically how all the Sulaco parts get into space. You think this is big, wait till you see that. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
lol.. it does fly believe it or not! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
That's not really how it works. The plugin is designed to attach things to the IR parts, no other parts. The problem is as you know you can't attach anything to a moving part and have it move with it without some trickery, and IR is the solution to that, pretty much why I started using DR int he first place and made parts for IR, as I need things to move on other moving things. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
I STRONGLY RECOMMEND THE RCS HYDROTECH AUTOPILOT PLUGIN WHICH CAN BE FOUND HERE Associated videos: Mono Hover Wheels: WT-52 Cargo Transport Download Link -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
I won't lie.. Things were going so well making mods yesterday, I cracked a beer open at midday, lets just say that it got messy after that. The package is uploading as I drink, er speak. -
I really do hope, and I mean it... I really do hope the developers are taking note of what you are doing here. (Flame guard on) I think your style suits KSP more than the stock items do. You put more attention to detail into your parts it seems and besides... they just look better! Everyone here saying Squad shouldn't hire him because of the way the B9 pack was abandoned when they hired Bac9, but you have to look at it from a modders enjoyment perspective. Helldiver does this (I assume of course) because it's enjoyable for him. Once you are working for Squad, much like Bac, all the stuff you wanted to do pretty much goes out the window, eg. you get stuck designing new girders for the SPH interior. How much time do you think was spent on the yellow vehicle that annoyingly drives through your space while you are trying to build a ship - rather than new parts. You also have to remember, Developers are not allowed to run modded versions of KSP. So technically, Bac9 can't even use his own mod on his development version of KSP (as far as I understand) So even if Helldiver was to be hired, he could not develop this pack using the developer version he would have access to, and they would have him doing other important stuff, like designing new flower beds for the front of the VAB. Who knows, maybe they already offered him a job and it didn't pay well enough, consider that too
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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
Since the MSI animator is sort of on hold due to IRL stuff with Sirkut, I will release the landing legs today! as well as some other things. Big pack day! So, im just testing it now but the pack for today will include 3 x new landing legs 1 x Mono Hover wheels - use at your own risk 1 x experimental goliath transport fuselage (this thing is 10 x bigger than the WT-51) 1 x new experimental MEGA Vtols. When I say mega, I mean mega. 10m