comham
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Everything posted by comham
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Kerbin City Community Project - Phase B - New Islands
comham replied to nothke's topic in KSP1 Mod Development
Yeah, I'm having a minor fuss making it repeatably appear the correct scale in the game. It's supposed to be ~40m tall, the concrete skirt at the base is 2 meters high (or at least it was when I made it in sketchup). I can change the scale of it with the ctrl+K menu but it doesn't seem to stick between launches. Maybe I set it up wrong in Unity? Anyway once I've finished the model and texture it won't matter for Kerbin City, because we just send the model to the project lead, right, and he sets it up in Unity with the other plots. But I'm going to learn how to do a kerbtown thing properly anyway because I think it's a plugin with a lot of potential. EDIT: I think my mistake was at the blender stage. Going from sketchup to blender seems to have shrunk it. -
Kerbin City Community Project - Phase B - New Islands
comham replied to nothke's topic in KSP1 Mod Development
Work in progress (needs more detail, optimised collision mesh and proper textures) I made a model for the city as a learning exercise. 10 points if you can guess the inspiration. -
Same as any other mod, copy the KerbinCity folder into Gamedata. You also need the kerbtown plugin installed
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Bring back the duck! (yeah, I know it's in the old version too, but I hope KSP's RAM issues get solved enough that # of parts in gamedata folder doesn't cause it to crash)
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[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
comham replied to HoY's topic in KSP1 Mod Development
Can't wait to play a kerbal story campaign! Hopefully raz updates the plugin this year. -
Kerbin City Community Project - Phase B - New Islands
comham replied to nothke's topic in KSP1 Mod Development
Nah, put it in .rar for extra street cred and to further peoples computer education. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
comham replied to Devo's topic in KSP1 Mod Releases
Did you ever make any progress on Thunderbird 2? Some of the background vehicles from Captain Scarlet might be neat too. -
What do you want to see in .23
comham replied to jmosher65's topic in KSP1 Suggestions & Development Discussion
1. Improved terrain detail and graphics. Not just a handmade art pass, get some kind of consistent procedural generation system going to get kerbal-scale detail looking much sharper on the ground, more defined biomes and biome edges (brighter and more cartoony), better mun shadows, hitboxes for terrain scatters, etc. And obviously fix the performance issues that keep the current system from looking like it was made after 2005. 2. More and more interesting "easter eggs"/ sculptures to visit. You must have some ideas kicking around besides 2001: A Space Oddysey references. More scifi references would be cool, original ideas would be even better. 3. Replace the standard skybox with 1x1 sprites at fixed positions (constellations!) against a 100% black backrgound so the sky looks more like a sky and less like a muddy texture 4. Pixel-perfect navball 5. Stock robot arms/hinges/rotors, but let's be real, that one point would be more than enough for a single update. I'd rather see a graphics bump. -
Kerbals are comedy humans. Humans have two genders*. Kerbals right now are obviously male. Plenty of excellent artists have sketched what a female kerbal would look like and games in general have a problem with under-representation of women, and so does science. Given that this is such an excellent game for science education it would be a horribly missed opportunity if there were no femkerbals. It would not take much work at all since it only needs an extra female kerbal head. Just use all the existing animations and textures otherwise. *Well gender is a fluid concept but as far as putting character models into videogames goes, a male model and a female model is the absolute minimum
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Are the 'scatter' rocks permanent?
comham replied to Tassyr's topic in KSP1 Gameplay Questions and Tutorials
No, it's just because they are unfinished placeholders. On release they will have collision meshes. -
A couple of visual improvements
comham replied to filami's topic in KSP1 Suggestions & Development Discussion
iirc this is planned, and I'm very much looking forward to it. -
Yeah, Artyom is very economical with polys from what I can tell, doing most of the effect with exquisite texturing and general design. I believe Novasilisko made the old models, and I gather he has a reputation for throwing buckets of polygons at things.
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Unbelievably good. Give Artyom a pay rise, or Valve will poach him.
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So I was googling Advanced Stability Augmentation System
comham replied to Lazro's topic in KSP1 Discussion
Well, the 60's and 70's were the space race. Everything in the game could reasonably be said to be from that era. -
Well, the game is still in alpha. Stat balancing comes later.
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Hah, that's pretty good. Try drawing a female kerbal without using heels/lipstick as a signifier though. What does a tomboy kerbal look like?
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Save compatability decisions are a balancing act between boosting the community (allowing them to keep their saves, make more LP's and boost sales) and actually developing the game. KSP has a pretty healthy community and nuking the saves occasionally probably boosts the community too, because of the fresh start effect. So I welcome save nuking. Also I don't actually play KSP. I'm waiting for 1.0 All I've done is land on the mun and minmus.
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Well, you're doing it wrong. Alpha testing etc. Just wait for 1.0 and avoid all that trauma.
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It always cheers me up when I hear stuff like this. It reassures me the dev team still have their priorities straight and aren't held captive by their audience. Occasionally happens with indies, it seems.
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[0.22.X] BobCat ind. Historical spacecraft thread
comham replied to BobCat's topic in KSP1 Mod Releases
It's just the JPL ice-cream truck now. It's been retrofitted with little speakers that play a tinny music-box version of Thus Spoke Zarathustra.