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Everything posted by helldiver
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[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Oh I remember now, the little scientist Kerbal. How about this, if you can figure out how to do that, and can send me one of their kerbal 3D files (3-Views also work). I'll vertex weight it and animate it for you talking. Other than that, there isn't anything I or even Nazari can do. Heck I don't think even the modding community can either... I think you missed my point. It's an issue of putting a lot of work on something, only to have it blurred by the majority of folks that will use it (regardless of what reasons they may have for compressing it). Ergo, why spend so much time and effort on something? Then again, I really can't base such decisions on a forum thread, as it's not at all representative of the majority that are using and have downloaded the KSOS. I think what I should do in the future is put up some polls to get some usage feedback and perhaps that will help shape the next phases. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
This right here. It's really a pain to see all the work go into an IVA only to have it blurred to nothing by a texture compression mod. So what's the point? It takes 10-12 hours sometimes more to get all those little details in with each button. That's not including shadow baking cleanup and such. Then to have it blurred completely essentially killing the work that went into it. Follow me? Which makes me wonder why someone would download KSOS in the first place if they're going to compress it, but that's beside the point. As long as it takes to get all bugs and issues fixed . To give you a rough idea, a mod I made in 2009, was still getting updates and support in 2013. With KSP, that's really something that depends on several factors. If Squad changes something internally that our plugins rely on, that would fall on Nazari. Same goes for anything that relies on internal Unity related changes. Art related stuff I can update and fix no problem as well as CFG's or any text configuration files. Unrelated to KSP, I've heard such issues can't be fixed without an engine rewrite. Again, I'm no programmer so take what I say with a grain of salt. -I'm almost convinced of redoing the KSO's IVA. (And if Naz is reading, no none of the transforms or pivots will change, it will be drag and drop friendly ). It would use a lot of the techniques used in the space station module IVAs such as independent panels that are shared and use a larger texture space then the interior shell. -The KSO Super 25 (the KSO's 2.5m big brother) will incorporate everything learned and fixed up to this point. -If memory handling and file loading gets improved or fixed, than we could look forward to a lot more content beyond Phase III. Just because I won't make new things past phase III, doesn't mean we can't go back in to the previous phases and make changes to free up resources to maybe squeeze in Phase IV ;D -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
I'm not interested in making realistic analogues of real world spacecraft or anything outside of the scope of the KSOS project. My main goal is to create content within that theme that I started and to expand what's available for KSP keeping with the art design set by Squad. Correct. I could very easily make things realistic and add color filters and diffusers as well as bump up the contrast and desaturation. But when I did that in my color tests it just didn't fit with what Squad made. The first versions of the KSO and other parts were super realistic and you can see the Fire extinguisher in the first IVA pics I posted, using realistic labels. I took those off and went with simplistic designs in keeping with the "Sesame Street" type look and feel of KSP. In the end that's the look I think KSP should stick with. Not only is creating content much easier, but lighter on their wallet. It's also easier for Modders to match. KSP also doesn't have all the shaders and fancy lighting other engines have so many of those extra embellishments just don't do it justice. What part will be functional? That isn't possible until Squad fixes their memory management setup. I don't believe that is a priority for them. Unless someone can explain it better to me or update our current info. As I've said many times, I think that is critically important. Much more important than DLCs even which brings me to a discussion Naz and I have had several times. What's the crux of KSP? Launching and landing on the various planetoids can only take you so far before the content runs out. You can only build so much with the stock components before you run out of things to do or get bored (and yes an argument can be made that it is just a sandbox toy). Hence it is my opinion that Mods fill the void in content that the game is missing. An important part of that is memory management to allow the inclusion of the various mods out there. You could make an argument that it already uses enough memory and that modders should cut back on their texture sizes and usage. But then you won't have the quality you're seeing in my shots since the fastest, least memory using method would be no normal maps, 24bit diffuses (with no specular), and no emissives (giving you back about 60% of resources from the KSO mod alone). That issue has really killed my enthusiasm for making mods for KSP. I don't think after Phase III, which includes the KSO Super 25, I'll be making anything else. Since I doubt KSP will be able to handle anything else (not the least of which will include all the whining on the thread about folks not able to run all their mods as well as the KSOS stuff). Anyhow moving on to other things. -All artwork is done, packed, and shipped off to Nazari who already started getting stuff in game. -We will have a brief testing period to make sure everything works and is ready before I upload to the Spaceport. -There will be an update (v1.18) before release. -Phase II is currently going to be a part of Phase I (which will become v2.00) that may be subject to change. The issue has to do with several parts sharing textures from one another. Keeping it all together is a decision I'm making in an effort to reduce the amount of bugs as well as be able to more easily track down bugs reported on here since I'll know everyone has all the needed files. Not everyone is an expert at installing mods. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Quick semi final update. All the artwork is now mastered! (That means no more changes or additions or 3D modeling or baking, or UVing...) Finally... It's been three-four solid weeks of constant modeling and doing this stuff.. To do -Minor texture details and touchups on the Observation Deck IVA (which is about 90% completed), mostly dealing with the camera details. -Collision meshes. -Specular Map. These last two (Specular and collision) only take a few minutes to an hour to do. -Get it in game. Don't want to announce a release date, but suffice to say very soon. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Naz and I discussed some ideas I had regarding a hubble-like telescope that used some animation and camera trickery to make you think you were viewing far away galaxies. I'm still very interested in doing it. It didn't make the cut for Phase II, but definitely something for the near future. Phase II microscopes will test some of the tech we'll use in a larger Hubble telescope type application. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
I'm getting there... -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Did you not read what I said one page over? It's that way to read as a lab from taking just one look. I don't have the time or enthusiasm to model a 1:1 Space lab when KSP doesn't even declare what is or isn't gravity. There is no way to declare an IVA as on the ground or not. Hence, we can't model floating pencils and Kerbals without them looking awkward when you're sitting on the ground. Second, an actual Space Lab doesn't look like a laboratory at all. Have you seen one? Does this look like a Laboratory to you? Would this be interesting in a video game about fantasy green men in a fantasy universe? The other method was to do something like this; However I don't have the time, motivation, or willingness to spend the next three months on something like that which two people will be able to use in KSP. Third, what's to say that the lab isn't in space and that the tubs and pencils aren't all strapped down with Velcro? In the end the labs you see are a concession, in other words 50% Space-like and 50% Ground laboratory. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
It's an issue with texture space trickery I'm doing. The areas you don't see Velcro strips are places that use very small texture islands. That means that they don't hold a lot of detail so a Velcro strip would look like a greyish blob. My goal is to make sure you know you're in a Lab, that the place gives the idea of being a laboratory or what ever the IVA's function is -first-. If I can squeeze additional NASA'ish details I will, but my priority is to get the function of the location across. If were to model an actual interior of a real space lab, it wouldn't look like a lab but a white box and require x10 the amount of detail to get the same idea/feeling across of being a laboratory or habitat. Hence I made a concession of 50/50 Earthy looking location and Space looking location. It also solves the issue of floating Kerbals requiring chairs (since there is no way to declare if a location is in Zero-G or not). Naw man, that's Kerbanium! That's it, someone escort this Kerbal out of the Lab... I'm afraid he might put a tub of Explodium(Ex) in the Specimen analyzer and kill us all... -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Naw man, that's Kerbon... Bl? Blutonium Pr, Propellium... Darn I'm sad, was hoping you guys would pick up on that... hehehe -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Guys need to be a little patient. I'm going full steam and not to boast, but I don't know of many mod projects that can pump out this much stuff this fast. So as a result of not meeting this week's deadline as I was hoping, I'm posting pics of the KerbaLab which is 95% completed. I can't give a definitive date since it would put too much pressure on Nazari and I do not want to make the same mistakes we did when we released the KSOS Phase I. Phase II will get tested first thoroughly before I upload it. Please do not message me about testing. We've already selected a few folks from this thread and I'll be contacting them once everything is in game. Progress Update -SST IVA, Done! -Habitat IVA, Done! -KerbaLab IVA, 95-99% Done! To Do -Hydroponics Lab IVA, 80% Done! -Observation Deck, 10% so far. -Get it in game. Again thank you for the support and my apologies for not getting this out sooner but I'm working as fast as I can. Version 2.0 will include all fixes to the KSOS up to this point plus all of this current content. We will do a RasterProp Monitor (HUD and ADI), FAR, and MechJab study once 2.0 is out. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Nope. It's actually smaller in diameter than the external model! The laptops are necessary. I expect folks to extend their use and I will eventually separate them into their own "prop" so folks can use them in their own IVA's and projects. Their footprint is small, just two 512x512 textures. You also have to take into consideration the FOV both in my viewport and in KSP (which are roughly the same). Thank you! I was trying to think of something "linuxy" and just couldn't think of anything. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
It's not running Windows...(don't think Windows exists in the Kerbal world). And yes the laptops are functional; to what extent, you guys will have to wait and find out This is as much as I'm revealing: -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Update -Work continues -SST IVA Done! -Habitat IVA 80% complete To do -Lab IVAs -Observatory IVA. -Get it in game... Habitat Module -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
I don't even know what to say to this. Thank you for the support and I'm glad you like the little shuttle. There are other addons out there with bigger shuttle parts. Here are some really good ones: Tiberdyne Shuttle System http://kerbalspaceprogram.com/tiberdyne-shuttle-system/ B9 Aerospace Parts http://forum.kerbalspaceprogram.com/threads/25241-0-22-B9-Aerospace-Pack-R4-0c-New-pods-IVAs-engines-fuselages-structures With some searching on the space port you'll find other ones as well! KSOS Project uses the Kerbolometer standard of measurement, which is based on the Applied-Full-Blotinum measuring unit (some say about 3% less than 1 real meter). The contractors at Kerbal Material's Corporation are always complaining about the non-standard tooling needed to work with parts on the KSO. They're always messaging the VEG design group asking for measurements. Unfortunately those emails remain unanswered or are met with some sarcastic or snarky reply such as "It's big enough for this part", "It's wide enough", or a simple "I've no idea". On a more serious note, I'm thinking of putting together nuclear engines in Phase III when I work on the moon lander portion of the KSOS. Way back when I was thinking of including a set of engines in Phase I that would include nuclear ones to put on the KSO (for extra-planetary adventures). The Nuclear engines included in Phase III are designed for the lander, but they are small enough for you to put them on the KSO if you wish -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
I'm fast but not that fast. I have other things I have to do during the day, even so, I'm going full steam. Fortunately the labs shouldn't take as long as the SST's cab is taking (which has actually been fast and hassle free). Fortunately once the art is done, it shouldn't take Nazari that long to get it in game. None of this is technical and demanding like the KSO was. And a lot of it is just being drag and dropped over. Wasn't going to post WIP shots, but just to keep you guys up to date on my progress here are some shots of the SST's cab. "Hey it's missing details and textures don't seem complete", that's because I'm not finished... -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
The KSP Logo is there to stay, same as the KSO or the KSO Super 25. That's also a no on the alternate skin thing especially for this thing. It's not meant to be a prime mover or a command pod really. I agree on the yellow. It was a joke really since it reminded me so much of a mining drone from Homeworld or like construction equipment (think Caterpillar). The SST is inspired by the various service vehicles you see in and around the VAB/SPH. Note any similarities? -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Yeah, and sadly we can't put an attach node on each plate without having facing issues. What Naz does is usually puts centerline nodes but anything else that isn't centerline is surface attached. He could probably chime in and explain it better. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Tried adding it to the album but wasn't able to since I don't have an imagur account -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Phase II Progress Update -Some 21-22 parts. -All 3D Geometry, and textures done for externals. -Animations and such done. -Centering.. done. To do: -IVA for the three different labs and for SST, shouldn't take too long (about a quarter of the time it took to make this). -A few simple colliders to help Nazari. -Unity (Nazari's side). There has only ever been the one version of the SST you guys see on here I haven't posted any other screenshots of any other tug, different mod? Soon as Phase II is out, going to take a look at that HUD/ADI issue. Nope. Originally it was going to be separate, but I'm consolidating the project into the Kerbin Shuttle Orbiter System, as the title of this thread. Certain parts of the mod will get separated off eventually (Mystery Goo lights for example). A lot of the textures are shared across the various parts. Most folks already have the station parts texture it just has to be updated with the new islands. Deadly Reentry is not part of this mod. Support for mods comes in the form of community support by the various folks following this thread (which I really appreciate). Nazari gave all KSO parts re-entry shielding. If you want the KSO to work with your favorite mod, post on that Mod's thread so the author or posters in that thread can explain what values you need to add or change in the CFG files. In the case of FAR and MechJeb, they were really simple fixes (thanks to the community) which when implemented did not change the stock KSO numbers and setup (FAR has its own variables, the MechJeb LRB fix was simple). -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Putting my progress so far behind a spoiler in case folks wish to wait to see the final. It's getting there. Still have a few more pieces to finish up and then I have to assemble everything back together plus some re-centering. I'm moving right into the IVA soon as this step is done so Nazari will get one large ready to go project Click to view Will have a better more complete preview with all the stuff included in Phase II tonight or tomorrow. Nope Could be one of many things. Too many mods perhaps? -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
I don't think I fully understand. But that would be a no, the only textures supported are the ones I make. This is for various reasons -All the textures are constantly being updated. That includes Kerbin_Orbiter.tga. In fact, v1.13 included changes. Many of them are hardly noticeable, but they are there. That means anyone changing them may end up with a version that is outdated and its UVWs may not line up. There are certain islands for example (the old ASAS fuselage segment) that I will be changing as additional parts get added. The KSOS project uses very large textures that are shared by various parts. As I add more to the project through the various phases parts are added to the large textures you guys already have. -I'm not opening up the naming or design to the community. For various reasons, but for one, back in the Kerbin Shuttle development thread a huge argument started as to what it should or shouldn't be named. Each poster had their own idea what color it should be, what name it should be and so on. -This is the purpose of the Blank texture. It allows you to maintain a PSD with your changes and always have the latest kerbin_orbiter.tga texture. That is as far as I'm going to take it. It actually does. But if you're just going to share your texture customization with a friend through PM I don't see a problem with that -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
May as well nip this in the bud now; -Although you are free to edit the data resources used by the KSOS project, as per the license, you may not repost such changes and alterations for public download. -Link to the license: http://creativecommons.org/licenses/by-nc-nd/4.0/ Data resources are Textures and 3D Geometry data. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
The main gear is at the correct location where I designed it and aft of the CG when properly set up in a landing configuration. What you are experiencing is either: -Coming in with too much fuel. -Improper use of the KSO instead of what it was designed to do (using it like an airplane or SSTO?). -Weight changes based on load or fuel. -SAS Torque may be fighting you and causing it to tip back on its tail. Suggestions: -Follow proper procedures as described in your owner's manual... (in other words, it's not an airplane ) -Return to KSC with less than 90 Liquid Fuel. This would be lower depending on the load you're bringing back. 0 Fuel is optimum. -Use SAS until touchdown. Apply brakes liberally until the nose touches down. Once you're at a safe taxing speed, turn off SAS. Keeping in mind that what makes you tip up is really the strength of the SAS. -Reduce the amount of SAS you're using by turning the torque off at the nose (if you're using the docking nosecone). KSO V-006 has been out for more than a week and now you report issues with it? It's the same craft file Nazari and I are using and I've not had any reports with it. You'll have to be more specific. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Yeah I took it down since I was supposed to put up a video of me pointing out all the features... Then I got side tracked with Phase II... I don't have those shots anymore although they are on imagur still. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Project Update -Was going to release shots of Phase II in progress but, I'd rather keep things under wraps until it all gets textured. -High Res models for baking, done! -UVW, done! -Additional models (like the observation module), done! To Do -Baking -Diffuse Textures and touchups -Colliders and attach nodes -IVA for the SST and various Lab modules. Other stuff -I might not do version 1.14. It would have included the improved Cargo Bay, MechJeb compatibility, and some minor fixes. I would rather consolidate all that into version 2.0. -MechJeb should be fully functional in our next update.