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Kommitz

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Everything posted by Kommitz

  1. Oh, I hadn't heard about this but that looks fine. Feel free to add it.
  2. Neat. Yep! I've released a small update. Mostly balancing, with reduced prices and increased Isp across the board (550 -> 570), but I also added a new, small engine and included a .cfg for Community Tech Tree. Switchable mesh (hexagonal rocket nozzle, different base-plate designs/sizes) should be what I add next. No promises as to when I'll have them done.
  3. I love the art-work that goes into these parts. Lovely stuff. Only 'complaint' I could think of is that there's a lack of realistic styled other parts that look good next to these. I'm looking forward to the nuke engine.
  4. Yep. The parts are dependent on a lot of filepaths being in the right places as I've got a texture sheet that's shared between the models. Hmm, I'll do some balancing next update. I did a bit of testing just building things in the VAB but I don't play the game that often these days so I'm not that clued up on how career mode is. Edit: I've done a bit of haphazard balancing and realised I mis-specced the FTmN 180. Oops. Anyway, I'll finish up my little hexagonal engine tomorrow and put out an update.
  5. Bumpu postu~ New parts on KerbalStuff! A change from how the parts used to be, but you can just edit the .cfgs if you're really not a fan of it. More parts coming (including the tiny nuke, and the hexagonal ones I showed off months ago and a plug nozzle engine ), I just wanted to release these as it's been so long since the last update. Edit: I'll give the old parts one final update by converting their textures to MBM (when I find them). They'll just stay on mediafire if anyone wants to pick them up still.
  6. I would've expected something more inspired by the likes of actual old space programs and amateur rocketry, more industrial as opposed to...a massive barn. Think the main problem is the wood texture looks a bit incongruous with the established style of a lot of things (i.e. thur no wood), and it's very dark. Lightening it could help quite a lot I think. And aside from that it looks really low poly in a lot of places. I can understand that KSP has some fairly democratic aspirations, but I would've thought they could afford a few (thousand) more polys scattered around the place, a lot of the props are distractingly low detail. I'd guess the game would be CPU limited long before anyone could throw enough parts together to cause graphics slowdown. Ah well, I'm still happy that there's some more interesting depth being added. Hope there's a fair amount of effects from the development of the space centre. I wonder if the windmills have a purpose or not?
  7. I'll re-export all the textures as .mbm and fix the upload soon, afaik pngs still suffer from a lack of mipmaps sometimes.
  8. You should be able to animate it in unity considering it's just a bunch of geometric parts that move around hinges. Alternatively you could rig it and animate then export it from C4D, don't think you can export animations without skeletal rigs for unity. Either way it looks great so far. I'd be happy to help with texturing or animating if you need
  9. What do you mean a 'white texture'? Is there any shading at all or is it flat coloured? Screenshot? I really can't think of what it could be on my end because they're just parts and they're working fine for me. It's likely a texture mod issue or maybe a mishap if you've installed a new version over an old.
  10. I actually like Blender, the way it forces you to learn shortcuts to do everything is good for workflow really, although the lack of smoothing groups is really weird/annoying coming from 3DSMax. As for the 'secret project', it's really just dependent on me getting back into learning some C#. There are other mods that do similar things (mesh switching & things-being-attched-to-nodes requirements(???)), but I'd like to go through the learning process & have the two specific things in one plugin for convenience. If I ever get round to it. It's an alternate nozzle extension for the engine next to it! I've decided just to have firespitter as a dependency so I can offer that & a couple of other mesh switching options (mostly baseplates on the larger engines so they can fit more nicely on multiple fueltank sizes).
  11. Yes it is, I'm just slow at working on little projects like this and there''s been some issues that came up IRL recently sapping my motivation There's still a download for working parts in the first post. ...And as for new parts, I'm just finishing re-modeling the largest engine and learning Blender with the smallest one, here's the rest I've unwrapped & rendered AO for: I really wanted to re-model most of them so that they would be easy to work with for a little idea I have planned (which I may reveal once I actually get close to implementing it).
  12. This looks a lot nicer to use than other options. Might start roughing out a re-arranged and compacted tree myself because really the stock one just seems needlessly stretched out. Will have to see if anyone wants to come to a consensus.
  13. I don't use interstellar at all, but even just the command module by itself is awesome.
  14. I was thinking of adding the firespitter plugin as a requirement for the new parts so I could offer a few options in the meshes, so adding a modulemanager config to add fuel options to the stock tanks is a possibility. Plus it's a fairly common plugin and is used by plenty of other mods for various things. Alternatively ModularFueltanks would work well. And you can just tweak the tanks otherwise. The only problem with hydrogen tanks is size, which is why I'm leaving the configuration as optional as people tend to get thrown by that alone. Past that they're not so difficult to launch because they're so light. That aside I'm nerfing the Isp of all the engines down to 650-680 or so and buffing the thrust correspondingly. 800 Isp and dense fuel in the stock game is basically a free ticket to everywhere for no effort past burning for ages. Better TWR should be more fun for the scope of KSP I think.
  15. http://youtu.be/oyFQVZ2h0V8 Great news and great parts
  16. It died along with Kerbal Spaceport. RIP. Here's a solitary WIP image of the FTmN 40 upgrade. Making it larger to go with a power increase. As for the new balancing I'm planning I'll try and make a presentable little chart soon but the gist of it is that engines will all just use LiquidFuel with no oxidiser; the nuclear engines in KSP are good enough that the slightly worse tankage mass ratio doesn't matter too much. I'll probably include an optional modulemanage patch to bring the stock LV-N in line with this too, and optional, alternative patches to configure them all to run on LiquidHydrogen.
  17. I don't think you need to name it after the mod, it seems you'd like to just make some tangentially related parts that have no real utility with the actual mod. I'm sure nobody will confuse it with helldivers work though so I'm just saying.
  18. Well aside from grumbles about balance that I can't really comment on due to not playing career at all, nice parts. The rewoked electric and monoprop engines look well nice.
  19. Have you considered decreasing the scope of what you want to do? For instance, looking at a particular resource that presents a solid chain from extraction -> refinement -> use. As it is you're trying to cover everything and finding impractical uses for resources that have established utility in other roles. Hydrogen + Oxygen rockets for example would give you a logical resource chain to work on, with the extraction and breaking down of water ice into the component fuel and oxidiser. You could make drill bits, refinery bits and some high Isp Hydrogen/Oxygen engines and have real world examples and trufacts to back it up. Whereas in your current draft you've got monopropellant, nonreactive gas engines which would be useful for sort of wafting things gently at most (if you're going for realistic stats at all). Just an idea in case you want to actally finish something
  20. Well there's the rear of the array with the circular option installed. From the beginning I made the part with both the hexagonal and circular options to be switchable via one of the Firespitter plugin features (hopefully) in the hangar. I've got a couple of variations thought up for most of the engines. Will post some proper shots soon, I just get easily sidetracked working on particles and emissives because they're glowy
  21. I don't think they're a real actual thing, but they're inspired by vintage speculative art & sci fi designs. They're probably no less practical than most of the other engine designs in the pack.
  22. On 0.24, in case anyone is wondering, I did all the prices on the (old) parts before career mode was introduced and they seem to be mostly in line with the stock pricing of parts so I'm unlikely to balance them any time soon. But more importantly I got off my lazy arse today and did a little bit of work on a new engine. For the new parts I'm planning on reshuffling the balance of the current parts rather than making any more, enormous engines. The one brand new engine will be a replacement for the (now buffed) FTmN 40, and here's a work-in-progress of that brand new engine; I've decided to go full-on retro-future with the hexagonal engine bells because they look really cool (5m parts courtesy of KW rocketry): Expect the rest of the re-designed engines to show up Soonâ„¢. I'll also look to releasing those LV-N clusters I made months ago, almost finished texturing but never actually released.
  23. I'm currently remodeling all of the engines (and making an entirely new one!) so it will be a while. I might get round to updating the costs of the current parts, just need to take the time to figure out how career mode is balanced first.
  24. The current download link is in the first post, I've just named it the 'old version' because I don't plan to update it. Currently working on a more expansive and varied set of truss/structural bits.
  25. I'll get round to uploading things to mod sites when I update them properly, just keeping them on mediafire as a backup for now. EDIT: Parts are uploaded.
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