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comham

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Everything posted by comham

  1. TrackIR5 owner here humbly requesting joystick support for tir2joy compatibility. I'd love to get a sense of IVA perspective going on while I wait for the Oculus Rift to be released!
  2. 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.
  3. Maybe you ought to add a plastic bottle prop near the IVA airlock labelled "helmet lube".
  4. "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
  5. He previously worked on this: http://www.indiedb.com/games/angels-fall-first-the-second-antarean-war
  6. I'm looking forward to those crane bases too. There's not much in the way of ground vehicle construction.
  7. 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.
  8. Correct answer! 10 points to EatVacuum! (I think I'll redo that model now that I know some basic blender and UV skills)
  9. I feel excited knowing that kerbtown might get worked on again now, possibly by more than one person!
  10. http://www.wildebeestgames.com/detonate.htm That's the kind of physics I'd like KSP buildings to have.
  11. 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.
  12. Looking forward to seeing those deep space parts go from sketch to glorious render
  13. 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.
  14. They could introduce a sensible asset loading system in the meantime. No need to load all of bac9's parts and the space center into memory if I'm driving a stock rover on the mun.
  15. 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
  16. That's astonishingly good. You're the bac9 of rocket parts.
  17. Following this thread because awww yeahhh it looks good.
  18. Those phase 2 parts are ridiculously good looking. Bac9 quality levels.
  19. 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.
  20. 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.
  21. 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
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