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KSP2 Release Notes
Everything posted by Yarbrough08
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@MOARdV: The light transforms are named 'Point light' - all of them. As it stands now, there are no separates names (i.e. the left light is named 'Point light', the center light is named 'Point light', and the right light is named 'Point light'). I'm sure the issue with the visible hatch or ladder transform will be resolved when I use the 1.1 part tools to export the model. I'm am glad though that it is only in the VAB's parts list.
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@Delta_8930: I'm sorry for the delayed response, somehow I missed your post. Yes, I am interested in making a service module for it; however, I would like to finish the CP (or at least have an official release instead of a WIP) before I start on it. Even though I have no designs at the moment, I imagine I will use Orion's service module as inspiration.
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After a little delay, I have finished uploading the mod to SpaceDock.. Links are in the first post, but I will post them here as well. I have not updated it in CKAN yet, but I will (of course) report back when I have it updated there.. SpaceDock links: Command Pod: Mk. 1-1 A2 Two Kerbal Command Pod Required Texture Packs: (pick only one) 4096 Textures 2048 Textures 1024 Textures Low Quality (Original) Textures Beauty Shots:
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I think that the resentment toward Squad is deeper than whether or not they had a hand in the closure of KerbalStuff.. A large portion of the community (although I'm sure not the majority) seems to feel a little jaded; at least with those that have been around for a while. It not really that Squad is to blame for KerbalStuff's closure (especially since what hurt's the most is the sudden closure - without much notification). Its all the other things that happened over the years. Remember the additional planets that were going to be added to the game? People were upset when resource gathering kept being pushed back (I still do not use it though lol). The clouds that still have not been added. After years in the alpha stages of development, the beta-launch was rushed within a couple months. The multiplayer system that has not been mentioned in a while, etc... (let's not forget the forum catastrophe!) So many features and mechanics that slipped through the cracks over time. Each one of us had that one or two specific items in the old 'planned features' list the WE wanted but did not get (or at least not yet). It made some of us feel like Squad was not listening to US. Some people have even stated that Squad will not implement certain features because modders could do it instead, even though that hasn't happened yet (Implemented: DRE, KJR, portions of FAR, etc..). I had mods up on the old Kerbal Space Port site, and aside from the comment/remarks section (which filled up quickly with negative comments from people who did not know how to install mods - modding was different back then) I though it was pretty good. I was even eager to see Kerbal Space Port II. I was not expecting the outsourced mod hosting site we got. When I started a new mod I began looking for a host, and decided upon KerbalStuff. Why? Because it was specific to KSP, and it was community driven. Besides I could always upload it to Curse if I didn't like it. As it turned out, it was perfect. As a mod uploader, I cannot express how great of a tool it was to leverage. Many, many features that I will now forever consider essential. Plus, at the time it was being developed, WE (us modders) were providing input to develop the features WE wanted (like analytics). A mod site developed by the community FOR the community! That is why a lot of people feel that KerbalStuff is superior to Curse, and rightfully so. With Curse (for some) it feels more like we are putting our mods on someone else's shelf in someone else's store so that they can make money off of our work (more than likely the REAL problem some people have with ads). Creating mods is time consuming and often difficult, and we care more about these creations that most would think. Take a look on these forums at the time and effort put into making the first post of a mod organized and visually appealing. Instead of simply stating what the mod is/does along with a picture of the item/action; modders create elaborate posts with different fonts, sizes, and colors - pictures, videos, graphs, charts, etc.. All of this because of the love we have for our mods, and the community that we bring them too. It is because of this care for our mods that many of us cling to KS, and honestly for some people - if Squad had taken over KS, it likely would have lost some of its appeal (whether most people realize it or not). Unfortunately, that is also why some people want to blame Squad. As stated above; for some people it is just Squad, once again, not listening to us. KS is what people wanted. There is no arguing the facts - there were twice the amount of mods on KS than Curse. KS was more popular. And, I suppose many thought Squad should have stepped in to financially help a site that was doing superior to there own chosen successor to KerbalSpacePort. After all Squad has been know to outsource from the community before; programmers and modelers of exceptional mods have became employee's on multiple occasions.. However, as I have already stated, if Squad had stepped in and taken it over as the official mod hosting site - it would have lost some of its appeal. It would no longer be a mod site developed by the community FOR the community. I for one, am grateful that they left it alone (unless it was to be managed and developed BY the community - which would make no sense). Although, I wish we would have been more supportive of @SirCmpwn (myself included). As far as Squad not listening to the community, I personally feel that they do. When they told us that Windows 64-bit was unstable, did we believe them? No, and we let them know it. The community spotted a 64-bit hack and many people tried it. Squad took notice, and released a 64-bit version for windows; and as they had told us, it was highly unstable. After many mod developers decided to no longer support the 64-bit version (and outcry that it was unstable, even though they had told us that), Squad removed the 64-bit Windows variant. Squad is not just some griefer looking to wreck your gaming experience (that would make no business sense), nor are they a pay2play/pay2win micro-transactions developer. They already have our money, and are trying to give us the best gaming experience they can (as well as attracting new customers). Finally, to @SirCmpwn: Thank you for providing an excellent hosting site. I understand that it took a lot of time and effort to build and maintain; and I am truly grateful for the work that you put in.
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I understand that KerbalStuff has collapsed (or rather that it is no longer being maintained). I will have ckan updated and a new manual download link added within a couple days.. I hate the fact that we lost KerbalStuff, it was the perfect mod repository. I never wanted to use Curse myself, and as an uploader KerbalStuff was a great tool to leverage. I am saddened by the loss..
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I have slowed development a bit while we wait for version 1.1... I want the next release to be a full official release.. In the mean time, I have textured parts of the interior as I was mentioning that I was doing before (the "Kevlar" texture). I have also removed the panels that flanked the main instrument panel, and brainstormed a few ideas for props to liven up the interior (so that it will not look so empty). Other than that, I have taken some time to play the game (along with some Fallout). I am really interested to see if any changes will need to be made with the move to Unity 5 - I remember reading a while back that some of the shaders had to be reworked or rewritten (hopefully there will be little to no change needed for the mod)..
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I would like to create a RO MM patch, I will try to create one when I work on the heat shield configs for mods such as 10x kerbal.. I have old development pics up that showcased a couple RPM monitors, but they never made it into production.. My power supply has been throwing a fit lately, so I will have to halt development until a new power supply arrives. I will be ordering a new one either later today or tomorrow.
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@MOARdV: No problem, I'm starting work on texturing the interior anyway. I'm adding a white Kevlar texture to the white sections of the interior. If I wind up missing from the forum for a few days (a week probably) - it will be because I am waiting on a new power supply. The old one that I have is dying on me. I just installed a new CPU tower cooler (a Cryorig H7), only to find that my PSU is beginning to fail. Sometimes my computer feels like an endless project... Anyway, if it dies I'll try to keep in touch through mobile, but I will be unable to work on the capsule until a new one arrives. I am ordering a new PSU soon though, so I hope that will not be an issue.
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@MOARdV: That looks great, I cannot wait to see the end result. If there are any changes that are needed to accommodate instrumentation, let me know. Also, I had not planned on changing the color of the panels - so that works out well... The light transforms are currently named "Point light" (I know, very original). I can create a couple panel spot lights to help with readability, I have to ask though, considering your experience with the props; should I create light maps with them, or will they clash with the props (considering the props would not have any)?
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[quote name='MOARdV']Two reasons - <[I]snip[/I]>[/QUOTE] All valid points, thanks for pointing them out. I'll put the propellant into the CP.. [QUOTE]The monopropellant is more of a "that is a lot of monopropellant - you don't need that much for reentry". Actually, the reaction wheels and balance on this pod are good enough that I really don't use any monopropellant on reentry, and my service module parts have more than enough for rendezvous, so I tend to leave this capsule nearly empty.[/QUOTE] The values from the propellant are from back when RCS burned through it faster. I will probably lighten the load, although I will probably not go below 50. Actually I will probably use 50 :cool: [HR][/HR] For those looking for word on CKAN integration, I have created the .ntekan files and submitted a pull request with them. I changes the textures' zip files eliminating the readme in those files to be compatible with CKAN. There is no need to update them if you have manually installed the mod as the textures did not actually change. I have tested the netkan files and managed to install the mod that way; however, we will have to wait until the pull request is approved on the CKAN side of things.
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[quote name='MOARdV']I have some feedback based on the config files. Feel free to apply the suggestions or not, since my opinions may be an outlier.[/QUOTE] I love feedback, especially since I do not play stock much (stock universe is just too small to me). [QUOTE] [*] Please rename the heatshield so that there's no whitespace. Module Manager, in particular, dislikes blank spaces in a name (or I don't know how to represent the whitespace for MM). Use a name like 'Mk1-1A2-HS' (instead of 'Mk1-1A2 HS').[/QUOTE] Thanks you, that is a typo. I'll be renaming it to Mk1-1A2_HS. [QUOTE] [*] I would remove the electric charge and monopropellant from the heat shield. The pod already has electric charge, and I think the heatshield should contain only Ablator. Leaving the RCS thrusters in the heat shield part is just fine - just remove the extra resources.[/QUOTE] Again another error on my part. When I swapped the SAS from the heat shield to the CP I meant to swap the electric charge too; however, after adding charge to the CP I forgot to delete the charge from the heat shield. I am curious though; why move the monopropellant from the heat shield? Does it have to do with the way stock handles re-entry heating (mass?), or is there another reason? [QUOTE] [*] I'd reduce the monopropellant load (after putting it in the command pod) - the stock 3-man pod has 30. This pod has fewer crew, so 40 would be good for a 'big' on-board monoprop tank. A reentry capsule doesn't need a huge supply - that's what service modules are for. :) [*] I'd reduce the electric charge in the pod. 250 feels way too high (or I'm not using the right mods to justify it :) ). I think 150 would be about right for a high-capacity system. [/LIST][/QUOTE] I definitely need feedback on stuff like this. My rationale for having 250 electric charge (back when I first released it) was to maintain control through reentry in RSS sized KSP. I could lower the value for stock though and provide a MM patch for those with RSS, 6.4x, 10x, etc.. [QUOTE] Interior-wise, I really like the effects on the windows when in the 'look out the window' view - a little bit of streaking and residue, but not too much. I'll have some time over this long weekend to experiment with some IVA layouts - I can provide feedback here or in PM, as you prefer.[/QUOTE] After testing it more, I find that the interior windows may suffer from a little too much specular reflection. Not sure what I will do about it, need to review it some more. As for the feedback, you can send me a PM or just post it here - its just at your discretion.
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I do not have a fork on Github, and I am not that familiar with using it. I do know how to send pull requests, but that's the limit of my knowledge - I've never had a reason to learn more lol. I can do this (PasteAll): [URL="http://www.pasteall.org/62395"]Core Mod[/URL] [URL="http://www.pasteall.org/62396"]4096[/URL] [URL="http://www.pasteall.org/62397"]2048[/URL] [URL="http://www.pasteall.org/62398"]1024[/URL] [URL="http://www.pasteall.org/62399"]Low[/URL]
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[quote name='VenomousRequiem']Hhmmm... do I have enough memory to spare an entire 4096x4096 texture sheet for [I]one single command pod? [SIZE=1]Absolutely![/SIZE] [/I][/QUOTE] I included that large texture for the future, and for those that just want it. I do actually recommend the 2048x2048 texture - difference in visual quality will not be noticed most of the time; however, the 1024x1024 texture is noticeably lower quality. I would recommend 1024x1024 texture though for installs with a lot of mods. The Ultra Low quality textures are literally only 4x4 pixels. I included it for those that like the old look or just absolutely cannot afford anymore RAM.
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I am trying to get my recently updated 2 kerbal command pod onto CKAN, and am curious about something before I send a pull request with the *.netkan 's. I've generated the ckan data and tried installing it through CKAN; however, I am getting a "too many mods provide..." error. I am using a system similar to RSS and RFs to install textures (multiple choice textures). I have noticed that others have had an issue with this in the past, and am wondering a couple things: -if the issue was resolved and I am doing something wrong on my end -will installing it in this fashion (multiple "provides") even work by merely 'opening' the ckan file -is it just a bug and that when I send in the data everything will work properly through the GUI? I noticed that RSS and RFs is still using this method to select multiple dependent choices, so I am unsure what to do about it. Any advice/answers would be greatly appreciated..
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I have released the update. Alpha 0.4 is out.. First and foremost, I want to point out that THE TEXTURES ARE NOT INCLUDED IN THE POD DOWNLOAD. I have uploaded and linked several texture packs for the pod. These packs contain the textures for the exterior (previously white) "shell," as well as the interior and exterior windows. The packs are divided up based off of the exterior shell texture size, and include: Main Textures are the exterior shell's diffuse and normal map. Size listed is for each texture.. Texture Pack 4096 -Main textures = 4096x4096 -Window textures = 512x512 Texture Pack 2048 -Main textures = 2048x2048 -Window textures = 512x512 Texture Pack 1024 -Main textures = 1024x1024 -Window textures = 512x512 Low Quality Texture Pack (The Original Textures) -Main textures = 4x4 -Window textures = 4x4 Mk. 1-1 A2 Download I will upload some beauty shots to the OP as I can take them. I am still working on CKAN integration, but am having some problems. Hopefully I will have it in there soon.. Updated to KSP 1.0.5 - Fixed an issue with the bottom attachment node - Split the heat shield off to be a separate object to solve the issue with stock reentry heating (performance is slightly better than the stock Mk 1-2 pod and heat shield) - Added a texture and normal map for the outer shell of the pod - Added textures for both the exterior and interior windows - Remodeled most of the airlock - added handles for kerbals on EVA - Added handle bars to the interior - Included a remodeled instrument panel - Rearranged gauges for the new panel and for future props (still a WIP) - Various other tweaks that I probably forgot NOTE: AS NOTED ABOVE, TEXTURES ARE SEPERATE NOW! YOU WILL NEED TO DOWNLOAD A TEXTURE PACK! I created high, medium, and low textures (both diffuse and normal map) for the pod exterior shell. I also am giving an ultra low choice that will make the pod appear as it was before - no detail.
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[quote name='MOARdV']Do you expect any IVA mesh changes after the upcoming 0.40 (particularly instrument panel changes)? I can get started on the interior with this WIP release if you can give me an idea which areas may be in flux. I can also give you feedback on what areas may need tweaks (if any). I want to remove the panels that flank the main instrument panel (what I call the main panels are the ones lined up with the windows). I have included notes on those panels to denote that they will be removed in the future (pics below..). I am fairly happy with the other panels, but of course I'm open to suggestions. I would like to hear what you think needs to be tweaked. I would like to replace the panels marked for removal with something that faces the kerbals more directly (those old panels just are not very useful at those angles). Here are the photos showing the panels that I want to remove later (the notes will be in the release): On a side note, the only thing I have left to do is CKAN integration. I have not dealt with CKAN before so I need to read up on it first, but I will probably have the update ready sometime tonight..
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@MOARdV: That's wonderful, if you want to tackle this capsule feel free.. I have a few ideas myself, its just finding time to do it.. @DGatsby: Thank you, hopefully I can find more time to work on it. I have rectified the broken parts: the broken node is now fixed, and the heatshield is split off and working properly with the stock reentry. I have also finalized the texture and normal map for most of the pod exterior (i.e. the white shell and the windows). The windows and window recesses have been somewhat beveled - although I will need to return to them at some point (perhaps to remodel them..). Those new windows have made it into the interior as well. Speaking of the interior; the upgrades I demo'd (new instrument panel, overhead panel, and handles) will make it into this release. I cleaned up the gauges for the new panel because I had them strewn about while I was working on RPM props. It feels kind of empty, but all of the gauges are there - and tons of buttons.. The interior needs a bit of work at a later point (TEXTURES!), but it is a continual WIP.. The cfg for both the heat shield and pod are pretty much complete. There are a few more things that I want to tidy up before releasing it, but it should not take long. I should have an update out either tonight or tomorrow... Until then, I can show off the finalized window texture (as noted in a post above, with dust and scratches - really adds to the ambience/enviroment): one regular pic, one with light reflecting off of it (specular map), and one internal from the pilots POV. Also in the album are some photos I took during reentry testing. (I'll also note that reentry performance is a little better than the stock Mk 1-2 pod and heat shield)
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A quick update and something I forgot to mention earlier: I forgot to mention that I had changed the windows UV map and gave them a new texture (I want to add some dust/scratches to the texture though). Also for those wanting the windows beveled (to which I agree), I started work on the front windows: Pilots View: Outside View - note that I also beveled the recess for the window: I cannot bevel the window recesses anymore than I already have without compromising the model, and I do not have the time right now to completely remodel those sections of the capsule. I might come back and remodel it after the upcoming release..
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I'm glad that there is still interest in the project, thank you all for the compliments.. @MOARdv: I want a RPM setup for the pod (especially since I consider RPM vital to any KSP install), I can just never seem to find the time to implement a proper setup. Hopefully I can either find time to do it myself, or find someone willing to help me implement something. I recall you saying that you had used this craft in the past to test RPM builds, are you still helping to develop RPM? I have finished splitting off the heat shield from the core capsule. The heat shield will contain the RCS modules as well as the propellant, but I am split on where to place the SAS. I will test the craft with SAS in the core capsule as well as in the heat shield to find out if there will be much of a difference balance-wise (or possibly a weaker version in both). I also went ahead and re-modeled the airlock door, adding handles and removing the old latch-handle. I think it looks better, but I'm not 100% sure I like the handles sticking out away from the craft. However, it would look weird having a kerbal hang off of the capsule with nothing to hold on to.. I suppose an alternative would be to remove the ladder trigger, but I'm not sure I would want to do that anyway... I also managed to fix an issue with the normal map that was visible in the previous pictures that I posted. It was actually a relatively small problem that took way too long to resolve, lol.. To wrap up, here are pics of the separated heat shield and module, as well as the new airlock..