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Orbital_phoenix

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Everything posted by Orbital_phoenix

  1. Hmm not sure, it might not be reading it correctly, if you have another Kopericus config in your Gamedata, try putting the code snippet in there or into the main settings config and see it if it works, then it might be your settings file that's causing the issue.
  2. Just posting my love for this mod. Keep up the good work!! My screenshots can't live without it This is the config I use for my screenshots: https://www.dropbox.com/s/6d0pzt1sjoaoh66/Config.cfg?dl=0
  3. Two new changes to my visual settings: The addition of footprints provided by this mod: https://github.com/StollD/KopernicusExpansion-Continued/releases and my current progress on making Mun surface textures for a possible visual pack.
  4. Just giving a progress update: The next update is going to be delayed for a little while, while I work on a new exciting system for my mod development. I'm now moving my entire texture pipeline from just Photoshop, over to Substance Designer, and Substance Painter. The key idea for this is to move a lot of my texture work over to procedural materials. Most of the work I was doing in Photoshop was very repetitive and time consuming, with Substance Designer I can create pre-made materials that be edited and changed to suit each model, while taking the time consuming aspects away from texture making. So, currently all part work is on hold while I work on building up a material library to use with my parts, I am still learning and experimenting so the early work probably will be bad at first, then improve with experience. Experimented here a bit with normal's and specular, it's very overpowering and a little off-putting but interesting to see the effects small things like bumps in the normal maps. This is very grungy and too strong contrast, but an interesting experiment of working out how realistic I want this to be while trying to fit it roughly with the KSP Style, by starting at the extreme end I can now dial back the effects to find the perfect middle ground. The experiments continue, and will help me to learn more about material study and how to use Designer to create the textures I want.
  5. Not a stupid question at all, I'm still using the part exporter from before that version currently if it makes a difference, so I can't see any issues with the latest update with earlier versions. I've only found issues with versions 1.3.x and before that might create issues, but 1.5.1 should be completely fine.
  6. ORBITALPHOENIX'S SCREENSHOT SETTINGS & COLLECTION A few people have asked me about my visual settings after my latest screenshot round, so I thought I would make a thread to keep all my screenshots in one place to see, as well as provide information about how I create them. MODS VISUAL DESIGN CAMERA SETTINGS AND TRICKS That's it for the visual stuff, the only thing left to say is practice, practice, practice, and experiment Best of luck!
  7. Really love the mod and enjoy the progress being made! I put together a few screenshots:
  8. Playing around with visual settings, I took some screenshots of this wonderful mod as well as AlphaMensae's Launch pads. Visual mods is Spectra and KS3P. More Screenshots:
  9. Does the style not work with the Apollo capsule, or is there technical reason? also the space tug lunar base is coming together
  10. Decoupler is on the list, but capsule and heat shield I think is outside of the current scope for this mod, maybe after release I might work on one if I find the time. But I think the Bluedog Design Bureau Apollo parts work well alongside this mod, and can function in the same roles with the same style.
  11. Now released my first video on my speed modelling series for making models: I've also wrote some additional information about my work that can be found on my Patreon: IPI Speed Modelling: Flexible Solar Array - Part One https://www.patreon.com/posts/ipi-speed-solar-24081302 Mod Pipeline: Programs I use https://www.patreon.com/posts/mod-pipeline-i-23562925
  12. For the space tug solar panels, I decided on doing a flexible solar array. According to the Rockwell study, they wanted to pursue three options for the solar power system. Two of them were flexible solar arrays being worked on by Boeing and General Electric, the other was the solar panels from the Apollo Telescope Mount to be used with Skylab. Current progress:
  13. I have been thinking about it, I need to do some more research into what engines they actually planned on using or making. If in the end only the RL10 comes up then I will ask nicely
  14. Had to look that up because I wasn't sure , but I think it's meant to be one of the neuter docking ports. "It would have four receptive docking ports around its side, and one “neuter” port on each end, all intended for docking visiting ships or expansion with further modules later"
  15. Still being worked on, just prioritising finishing the space tug before moving on to the nuclear stuff. No problem! Yup, the first part of the space tug lunar station, and then I will be working on actual deployable lunar base stuff later
  16. Thanks!! Engines are planned but require a bit of thought and planning as not much documentation exists that goes into detail about what engines they wanted to use with the tug. I do recommend using the Bluedog Design Bureau mod for engine parts to be used with this mod: The stock fuels need to be balanced to match the new BDB patch fuel amounts which I'll take a crack at for the next update, however once the mod gets closer to release I'll set up testing and see who wants to help balance the parts. I'm now back to work, blocking out the next parts
  17. Yup, it works just like the grapple part in Stock. You arm it and it will attach your vessel to another without a docking port.
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