HoY
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KSP2 Release Notes
Posts posted by HoY
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-yawn- ( 10char )
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Hyperedit can get you anywhere, or you can install a launch site on each planet and moon. I don't believe there is a publicly released launch pad pack with those locations yet, tho that isn't a bad idea for one.
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"Soon", there are still some bugs we can't release it with. Save breaking bugs that would cause too much of a fuss.
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Lol sorry folks,, there's a lot to do before we have anything to actually "release" as something people can use.
Rest assured, when there are milestones or possible download details to be shared, they will be posted
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Redacted...
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That took a while. I'll PM you shortly We also use a group chat in skype for 99% of everything, development or non dev related.
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The wing pack will have landing gear by the time it gets released (hopefully) so vertical landings won't be possible anymore. Right now the velocity curve is tweaked so its possible to take off and land vertically but that will be changes once the wheels are installed
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Looking forward to trying the massive ship out
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Doing bug fixed on some of the custom code before we release anything otherwise we will just have a thread flooded with posts about the known bugs.
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It will take an hour or so,, just posted the link before I call it a night:)
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I'm quite familiar with your work I don't use any of it but I follow some of your threads regularly. Are those held on to the backs with the KAS module?
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I'll be posting the 3 backpacks as a stand alone release shortly couple little things to tweak first tho.
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When Raz gets back I'll ask him about making a thread for it,, and see if he can look into the compatability problem. In the mean time, what errors are you getting? what are the symptoms, and can you post your KSP.log here?
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add a paved parking lot with ambulance round about at the main entrance too? looks good
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Letting everyone download unfinished works is bad for the plugin as a whole IMO. A development release now and then can't hurt but if all everyone is releasing is unfinished stuff it makes the plugin seem like just a waste of time.
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Yes it lets us manipulate how the kerbal model is animated in his seat, to some extent. Razchek is playing with it in his free time as its low priority and quite complicated he says, since its fighting against the FSM (I believe he called it that)
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mrrpamplemousse :
We thought about that, or making our own building all together but as a group decided the tracking station would be the best spot for it. We will be using long range communication technology to call Admiral Kerman for mission dialog, that means comms array. We could build one but why not use whats already there?
germalto:
sent you a PM
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You'll need to collect the parts for the pack, and take them to the Rocket Lab at KSC, then take some more parts to a processing plant off planet then bring them back again. After that you'll be given full time access to the jet pack, which will be needed right away to get to a location at the end of chapter 1
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It’s time to share this project with the community!
Some of you have seen the jetpack thread I posted a month ago, and know the name KerbolQuest, but have heard no details on it. I’m here today to fill in some blanks.
Basically, We’re taking the KSP everybody loves, and giving it a new angle. Making playable quests and missions unlike anything you’ve seen so far.
KSP has several limitations but at the same time it’s limitless. The KerbTown plugin has extended our limits farther than we could have hoped and I put this team of developers together to take full advantage of it.
Team member list by their forum names:
Team Lead - HoY
Lead Programmer - Razchek
Lead 3D Designer - jackstrauss
3D Designer - Cheebsta
3D Designer - Nazari
3D Designer - germalto
3D Designer - Loabstas
Content Designer - KhaosCorp
Content Developer - snjo
Content Writer - bellino
Content Writer - KSK
Sound Designer - little square dot
Some of the work we’ve done so far towards making our RPG experience includes:
• Unlockable items you need to complete quest objectives to gain access to in your assembly building (Jetpack as example 1)
• Kerbal Personal Inventory
• Customized EVA Seat code that allows us to manipulate the kerbal model unlike anything previously done
• Major accomplishment: Adding new Scenes to the game. Many of our quest locations will have an “Inside†that isn’t in the Flight scene where your ships and kerbals are. You will enter new scenes by walking over the thresholds of the locations and be given control of our own custom made kerbals, in our own custom built world. None of the flight scene will be loaded while inside the new scenes. Also the scenes will not be loaded upon game start, increasing game performance while giving us freedom to use top quality models and textures.
What we need:
Artists:
Specifically some people that can take a finished or near finished 3d Model and apply textures to it to suit our needs
Scripters and Programmers:
We always need more people for this. As a programmer we will encourage you to bring your own ideas into the mix. The inventory was Snjo’s idea and he ran with it right away.
Unity Pro’s:
All of our quest locations will be modeled in pieces, then placed together in scenes in unity. People with experience in Unity creating scenes and scripting various functions (even one or two people will be enough for now)
Animator:
Currently I’m relying on my cousin who works for another game development company, however his time for this project is very limited. A KSP fan that can do character animations (and various other moving creations) would be a big help
We do have our own forums set up over at
We primarily use it for working on the storyboard in the hidden dev section, however if you like you can join us there in general chat. Later the forum will be expanded to include all of the bug reporting and public development forums as well.
Here is a very short video showing the new scene loading, and the central location that nearly all of the quests will start from. Keep in mind this is still a work in progress!
KerbolQuest, Powered by KerbTown
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something looks familiar here lol
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I'm not a modder, but I have a question. Since you can make new launch sites, can you make a launch site on another planet?
Yep. Any planet any moon any altitude
[WIP] KerbTown v0.13 Beta - Place static buildings, cities, launch sites & more!
in KSP1 Mod Development
Posted
http://forum.kerbalspaceprogram.com/threads/37756-0-21-HyperEdit-Teleporter-God-Mode-Orbit-Planet-Editor-More
^^ link to the Hyperedit mod thread