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Everything posted by Borklund
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Question: Making Texture, only having round Pics?
Borklund replied to SkyRex94's topic in KSP1 Mods Discussions
Then I'd say that you should go looking for Photoshop (or whatever you use) tutorials on how to create clouds and then try to combine the two somehow. This is not my area of expertise however, so hopefully there is someone else on here who can be more helpful. -
-snip- You have hit the proverbial nail. Most commercial software's auto-update mechanisms I can trust because Squad and Valve (to use your examples) are businesses. It is probably a safe bet that Steam, the world's single biggest online retailer and gaming platform, has a much more protected system compared to some random internet stranger's personal server. There doesn't have to be a sinister plot, there only has to be vulnerability. I think that you should probably read through important contracts, like a bank loan or a job contract or a medical consent form. I don't believe that I should have to apply the same level of intense scrutiny when I want to add another virtual part to my rockets-as-LEGO video game. If I download ModStatistics, I know what I'm getting. If I go to Curse or KerbalStuff or the forum and I download a part mod and I find ModStatistics enabled when I go to play the game I might be a little concerned. Then I have to go through all of my mod folders to find the one(s) with ModStatistics, because I can't just delete the ModStatistics folder, it would just redownload itself if I did that. To reiterate as clearly as I possibly can: Why should the onus be on me, the person just wants to get a mod for his video game, to trawl through thousands on words on a forum I might not even know about, or go looking through 10, 20 or 30 mod folders to see which one has cleverly embedded ModStatistics without my prior, informed consent, just so some stranger on the internet can get information about my playing habits and have the ability to download anything to my computer without me knowing about it. What is the utility? Why are you so adamantly defending what can best be described as malware? I think that's ridiculous, and you're the only one who could be described as puerile.
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Question: Making Texture, only having round Pics?
Borklund replied to SkyRex94's topic in KSP1 Mods Discussions
Short answer is yes, but it's complicated. I would suggest that you instead download Space Engine (it's free) and go scouring its procedurally generated universe for beautiful planets, because Space Engine has the ability to export surface texture maps. Best of luck! -
No, his complaint is entirely valid. Or do you think that checking every KSP mod you download for unwanted spyware is a reasonable expectation? It isn't anywhere else in the software industry, except when it comes to potentially malicious software from dubious sources. I don't know about you but I'd prefer to have the assumption be that when I am downloading a mod, I will get exactly that mod and nothing else, without having to look through a long forum post, a readme or have to go digging through subfolders, or anything else. I should be able to press the big download button, put the mod folder in my GameData folder and not have to worry about potentially malicious software being downloaded to my computer without my consent or prior information.
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Sorry to burst your bubble but 1) You're not forced to get a premium account. KSP Curseforge is completely free for everyone to use. 2) Curse is a huge site. It has over 20 million unique monthly visitors and has long been a very popular mod repository for WoW and Skyrim. 3) Why would Max having a personal or professional relationship with someone or some people who works at Curse have anything to do with anything? It's still a great mod repository and a damn sight better than SpacePort.
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Kerbal Stuff, an open-source Space Port replacement
Borklund replied to SirCmpwn's topic in KSP1 Mods Discussions
Are you going to embed ModStatistics with every download or require that every mod hosted on Kerbal Stuff includes it? -
Point for Curse. They're a business, not forum dwellers who might (read: probably will) have a spat and then there's no more alternative community-driven mod repository.
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[WIP] KERES - Stockalike launch vehicle and spacecraft mod
Borklund replied to Borklund's topic in KSP1 Mod Development
Thanks RedAV8R, BlazingAngel665, Darknighthb and jonrd463! Bomoo: Excellent post, thank you for taking the time. You already partially answered the first part of your post (base plates clipping through the rest of the model) but I also just don't want to make a mount for other engines. I want to create a whole part with engines already in place, like the stock engine part from the ARM update. I am not looking to make unique parts in the sense that I'm plugging a hole in the spectrum of mods that are out there and what they're offering. This also applies to a 4, 5 or however many kerbal crew pod. I feel like 3 is a good number for a number of reasons. It's stock default and if I have a crew of 5 it would necessitate much larger landers and habs which in turn would require a larger diameter launch vehicle so it doesn't look stupid (also, imagine a 3.75m pod docking to a 2.5m space station). A 4-5 kerbal pod and lander and all that would probably work well with 5m diameter, but I am personally not a huge fan of anything larger than 3.75m in diameter. There's Chaka and KW Rocketry if you do though, and I believe Kyle and Winston were working on a 3.75m pod with a larger crew size at some point. Fox62: I already answered some of your post above, but I'll also add that I don't want to make a service module to go with the stock pod for a number of reasons, chief among them that SDHI (which is excellent) already exists and I don't like the shape and size of the stock pod and want to create my own. NathanKell: It's a good suggestion, it's just not something I want to do. Also, I can think of one reason why engine mounts (or tankbutts as you've called them) exist and that is that a lot of different fuel tanks have ends which look different. For example if you were to mount an engine, just the nozzle and pressure chamber, under a KW rocketry tank, it would appear to be floating unattached mid-air below the tank with no attachment or fuel pipes, which would in my opinion look a little stupid. For my mod I am going to design fuel tanks that look realistic on their own (domes visible on both ends) and the corresponding enging parts will have an end cap that when combined make it look functional. DarthVader: No, I am not going to be working on KerbX again. Dragon01: The Yenisei and Energia 5K designs are very much my main inspiration for a lot of the launch vehicle parts. With regard to stockalikeness (pretend it's a real word) and visual fidelity I would like to aim for something like helldiver's excellent Kerbin Shuttle Orbiter System. I am nowhere near as talented as helldiver but I will make an honest to God attempt. This is a learning experience for me more than anything else. -- 3.75m SLS inspired upper stage parts: Example 3.75m launch vehicle: Exploded view: This is still very much WIP and lacking a lot of detail, some of it on the meshes themselves but mostly (obviously) texture detail. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Borklund replied to cybutek's topic in KSP1 Mod Releases
The new v1.0 version is fantastic and thanks ever so much for the built-in partless functionality! -
[WIP] KERES - Stockalike launch vehicle and spacecraft mod
Borklund replied to Borklund's topic in KSP1 Mod Development
Thank you all for your comments, I really appreciate it I came up with a new design for the 3 engine 3.75m core engine part that fits in better with the design for the 5 engine variant: Variation is important to me and to a game like KSP where you want to give players the tools to come up with as many unique designs as possible. With that in mind, here are a bunch of nose cones you will be able to pick and choose from: For this mod I am going to use the standard 2.5m and 3.75m diameters but I am also going to create parts in new diameters to add more incremental steps, giving you more ways to come up with unique designs. There will be several 2m parts for you to build a 2m core stage with, plus a 2m to 2.5m interstage adapter. You can use these parts to make an Angara 1.2PP/all-liquid Ares 1 lookalike: Or why not strap on a few of those LRBs for a more powerful launch vehicle: Again, please keep in mind that this is all very much WIP. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Borklund replied to cybutek's topic in KSP1 Mod Releases
Is the new (1.x) version of KER partless? -
[WIP] KERES - Stockalike launch vehicle and spacecraft mod
Borklund replied to Borklund's topic in KSP1 Mod Development
Thanks, that did the trick. -
Kerbin Exploration Systems What is KERES? KERES will be a collection of modular, stockalike launch vehicle and spacecraft parts with a realistic skew. By realistic skew I mean that they will fit in aesthetically with stock KSP parts while simultaneously having realistic features. For example, a crew pod with a service module that has an umbilical connector. While it serves no actual purpose in the game it makes the whole thing look more functional and realistic. Another example would be radiator panels, which would serve no actual gameplay purpose in stock KSP but they would make an orbiting habitat module look more functional and realistic. The logo symbolises the idea behind the mod and the order in which I intend to iterate on it. The three coloured celestial bodies are Kerbin, the Mun and Duna, with a rocket launch going up into the stars which is meant to represent exploration of all the celestial bodies of the Kerbol system. The latin phrases translate to "To the stars through adversity" and "From the stars, knowledge", representing, well, what you'll be doing in the game using my parts. The idea is to progressively add mission elements in phases with increasing capability (sort of like NASA's journey to Mars plan) that ultimately combine to make an epic series of missions. You will be able to do a lot of things using only parts from this mod. They say a picture is worth a thousand words so here is an image to help illustrate what I'm trying to do: This should give you a rough idea of the types of parts I'm going to make and the order in which I will make them. I have a better idea in my head and some rough sketches that I don't want to share (I am awful at drawing). Instead I have been prototyping and iterating in 3ds max, the tool I am the most experienced with. For inspiration I have looked mostly at modern Russian, Chinese and American spacecraft and launch vehicles. I will use this thread to post work in progress renders as I refine the various designs as well as answer your questions and address any requests you may have. Any and all constructive feedback is much appreciated. With that said, this is not going to be an easy task to accomplish by myself so if there is anyone out there who wants to collaborate do send me a PM. I'm mainly looking for a texture artist. Work in progress gallery:
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[0.25] Aligned/Formatted Currency Indicator
Borklund replied to xEvilReeperx's topic in KSP1 Mod Releases
Great little mod, thanks so much. It boggles the mind that such a mod is necessary in the first place... -
Fixed Decoupler for KSP x64 on Windows - v4 - (July 22)
Borklund replied to sarbian's topic in KSP1 Mod Releases
Thanks sarbian. I really don't understand what Squad are doing in the 100-200 day periods between each update. -
Will the next (.24 compliant) version be freed from dependency from Blizzy's toolbar? No offence to him or his work but there's now a stock toolbar in the game, natively supported. I like this mod and I want to keep using it and not have to worry about third party dependencies. Fair enough if you quit working on the mod, but not if someone else stops working on their mod which bricks this one.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Borklund replied to cybutek's topic in KSP1 Mod Releases
Another difference: One of them is natively supported, the other could be abandoned at any time and break all addons dependent on it. -
Appears to be working just fine in .24 (with Module Manager 2.2.0 dll)
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Fair enough, but I'd still prefer a LUS made by blackheart612 in the same vein as his iCPS.
- 625 replies