![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
comham
Members-
Posts
475 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by comham
-
Oculus rift was sold for facebook, what is going to happen?
comham replied to TheScareCake!'s topic in The Lounge
Consumer Version 1 is so close to release at this point I don't think even facebook could screw it up,* but in the long term to CV2 and the general VR ecosystem I'm sure there's plenty of room for facebook to ruin it, but if CV1 is successful then competitors will arise and become the Android to Oculus's iphone, and we won't have to worry so much because virtual reality as a field will have taken off. * It's too late now, for example, to add eye tracking or anything that gives them useful personal information to CV1, and seriously, not even facebook would add mandatory obtrusive advertising to a piece of hardware, that would be like McDonalds literally adding potassium cyanide to their food The deal was only for 2 billion, and of that 2 billion, 1.5 billion is extremely uncertain facebook shares. So 500 million in cash, which is a lot and more than oculus already had put together, is still not that much considering how good oculus looks, which leads some to think this low price indicates a very strong no-interfering clause in the buyout, which would be very good. It still sounds like bad news but overall it's more uncertain than definite doom and gloom. KSP is in my top 5 list of games to play on the Oculus Rift, anyway, so I hope that still goes ahead. -
Maybe you ought to add a plastic bottle prop near the IVA airlock labelled "helmet lube".
-
Really nice looking texturing there!
-
Singularity Research Initiative - dev thread
comham replied to Daemoria's topic in KSP1 Mod Development
"Content creator at squad" is about on par with "defense against the dark arts teacher at Hogwarts", in that you'll join and totally disappear shortly afterwards after producing almost nothing -
Singularity Research Initiative - dev thread
comham replied to Daemoria's topic in KSP1 Mod Development
He previously worked on this: http://www.indiedb.com/games/angels-fall-first-the-second-antarean-war -
Singularity Research Initiative - dev thread
comham replied to Daemoria's topic in KSP1 Mod Development
I'm looking forward to those crane bases too. There's not much in the way of ground vehicle construction. -
I'm sad that trackIR support is no longer on the cards but I'll only be using that for Arma 3 once I get an Oculus Rift [consumer version]. How does it work with interactive IVA's? I haven't played KSP in a while, but isn't there a "look around mode" and a "drag the throttle lever around" mode? Can you do both at the same time with this? It would be neat to add Razer Hydra support, so you could reach out and toggle switches, but maybe that's a bit out of this projects scope.
-
Kerbin City Community Project - Phase B - New Islands
comham replied to nothke's topic in KSP1 Mod Development
Correct answer! 10 points to EatVacuum! (I think I'll redo that model now that I know some basic blender and UV skills) -
http://www.wildebeestgames.com/detonate.htm That's the kind of physics I'd like KSP buildings to have.
-
Kerbin City Community Project - Phase B - New Islands
comham replied to nothke's topic in KSP1 Mod Development
I'm not sure what the performance impact (beyond just the geometry+texture) is of kerbtown instances. Currently the city and the airport have one .mu and .cfg each, plus their textures, so they've each been set up as one unity scene. If the performance impact is low enough I don't see why we couldn't just start a second city thread and add the new submissions per-model, since OP is gone. Either way, put it up in this thread as a dropbox link so we can see what you've made Adding a model to KSP as a kerbtown object is trivially easy, the modelling is the hard part. -
Singularity Research Initiative - dev thread
comham replied to Daemoria's topic in KSP1 Mod Development
Looking forward to seeing those deep space parts go from sketch to glorious render -
Singularity Research Initiative - dev thread
comham replied to Daemoria's topic in KSP1 Mod Development
I don't want to add an unsourced statement to the pile but yeah, 7600 tris is about 5x too much for an engine model like that. I think the stock KSP engines are around 1200 tris each which is a good number to aim for. -
Singularity Research Initiative - dev thread
comham replied to Daemoria's topic in KSP1 Mod Development
Ultimately KSP is about combining physics parts and how those parts act at the joints, and no compromise should be made for current performance issues since those a) will be fixed during development towards the gold release will diminish over time as people upgrade their PC's -
Singularity Research Initiative - dev thread
comham replied to Daemoria's topic in KSP1 Mod Development
That's astonishingly good. You're the bac9 of rocket parts. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
comham replied to Devo's topic in KSP1 Mod Releases
It's very Planet Express looking! -
Damn nice!
-
Singularity Research Initiative - dev thread
comham replied to Daemoria's topic in KSP1 Mod Development
Following this thread because awww yeahhh it looks good. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
comham replied to Porkjet's topic in KSP1 Mod Development
Wow, how did I only just find this? -
Those phase 2 parts are ridiculously good looking. Bac9 quality levels.
-
[WIP] Nontek UltraHeavy Industries 2014 Catalogue (Preview/RFC)
comham replied to snarfevs's topic in KSP1 Mod Development
Even if those textures prove too much for KSP as it is now, hang on to them to use if/when 64 bit makes memory issues a thing of the past, because they're great. -
Non-repetitive textures of planets
comham replied to Kulebron's topic in KSP1 Suggestions & Development Discussion
The planets are easily the worst looking bits of KSP at the moment. The procedural craters for the moon gave me hope planets might get a nice-looking overhaul, but no joy yet. In addition to changing texture tiling, I'd hope for more LoD levels so that things look nice and detailed when walking around, also more scatters and collision meshes for the scatters. As things are now is fine for a placeholder or a finished dry flight-sim from 1998, but it's not really up to standard for a proper game. -
[WIP] Nontek UltraHeavy Industries 2014 Catalogue (Preview/RFC)
comham replied to snarfevs's topic in KSP1 Mod Development
That's really pretty texture work. Also, it's nice that you chose to make science parts. Every other category is pretty oversubscribed. also I laughed at the descriptions, those iso codes, keep writing