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KSP2 Release Notes
Everything posted by Yorik
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[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!
Yorik replied to johnqevil's topic in KSP1 Mod Releases
How nice! I'm looking forward to that then. I might not know how to code, but if you need help with 3d models for some reason, I might be able to help out with that, free time permitting. -
[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!
Yorik replied to johnqevil's topic in KSP1 Mod Releases
I know this is a tall order, but your excellent mod opens up the possibility for something I would like a lot: Make it possible to spend both time and money to train your kerbals. Right now the only way for them to become good at what they do is through sending them on missions, which kind of defeats the purpose of an astronaut training complex. Kerbals should be prepared to handel a lot of situations. Basically what I'm suggesting is that kerbals can be put into training(making them unavailable for missions), and after a certain time they get experience. The higher their level the more the training costs, and the longer it takes. Since they get paid more during training, the player has to decide whether he's willing to send green crew or cough up the money and invest the time to send kerbals out. I think It would be a good idea to set a cap for the amount of exp the kerbals can earn this way. Well, just thought I write this, I have no idea how hard it would be to implement it(I'm guessing hard, but your mod seems to go in that direction anyway), and I'm not the least bit qualified to do this myself. -
Wrong forum, this needs to go into 'Add-on Development'. And you should clean up that black and yellow band, you can see where the textures intersect. Looks good otherwise.
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[0.90WIP] Procedural Parts - Parts the way you want 'em 0.9.21, Dec 19
Yorik replied to swamp_ig's topic in KSP1 Mod Releases
Great mod, this makes building rockets way more fun. Couple of suggestions I'd like to see if you get around to making them: Make a texture type slot that's keyed to the fuel. Make it possible in the .cfg to have an empty fuel tank. Add TAC Life Support support. That's it. -
I'd appreciate it.
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Could you write a module that allows deployable RCS?
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Thank you very much, I'll fix that for the next release. And yes, that drill was originally designed for another mod. Since that mod has gone nowhere, I started using the parts for other things. No idea where to go with this though: It was supposed to be the construction part for the orbital construction mod, but now... no idea. Some sort of atmospheric scanner maybe?
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http://forum.kerbalspaceprogram.com/threads/57238 http://forum.kerbalspaceprogram.com/threads/25040 http://forum.kerbalspaceprogram.com/threads/40178 http://forum.kerbalspaceprogram.com/threads/25482
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This is the test threat for my next release. Currently there are 3 parts in testing: New: Multi-Lense Camera Array - Take thousands of high-def pictures at different wavelengths in mere seconds. Great at analyzing biomes from low orbit. Can also be used to take more general surveys from higher orbits. 2.5 m materials bay - works exactly as the normal materials bay, but fits on 2.5 m rockets Radial core sample drill - This works while the ship is landed and drills into the planet to retrieve a core sample. Currently it gives the same amount of science as a surface sample. It comes with it's own science descriptions and grants you additional science points. Any ideas how to tweak that value would be appreciated. Same goes for weight and where to place it in the tech tree. Note: The drill is reusable, so you can use it to prospect several biomes without having to haul several drills at once. If you like the parts, please give me feedback. The current placement of the parts in the tech tree is still very WIP, as are the science values and the weight. Love me some feedback. Here's the link: https://dl.dropboxusercontent.com/s/6d16jpngjyd4uma/PlaCoSciencev3.rar?dl=1&token_hash=AAETMktTIqyV4bD3YNreOZPoUjXHZgjC8SD9EtttIWP63Q
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HotRockets! Particle FX Replacement + Tutorial
Yorik replied to Nazari1382's topic in KSP1 Mod Development
How did you manage to get particle effects to export properly? I've been trying to do that since forever, what's your secret? -
I'm offering my modelling skills, as long as someone else does the texturing, as that is usually the bottleneck in my process. I worked on some stuff for an orbital construction mod that's not going anywhere, we could use those models in this mod. Example:
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Yeah, I was pretty sure that comment would come up.
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Here's the smelter. As I'm going to start work on the textures next week: any ideas for a color palette to use?
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I had some time today to work on the drill. I improved the model according to the latest sketch, but I had to come up with a different mounting for it.
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Here's a quick video on how I'd do the drill, very early progress.