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KSP2 Release Notes
Everything posted by SpeedyB
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Everything is on hold at the moment. I can't really work on anything until I'm back down to working only one job. I still have to get my main computer set up in the new house so it will be a while until I can get a new version out.
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KOSMOS 3/14/2015 RD-170 Family Released!
SpeedyB replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
I always use this mod. I usually only have the solar panels and monoprop tanks installed though (I usually prefer more stock-alike parts). If I ever have free time again I might try making a stock-alike texture pack for this pack. (the original textures are very pretty though) I think the only reason for the low download numbers is that the mod has been lagging behind the KSP versions a bit. -
I'm in the process of moving so my computer is not set up. I also just got a new job. It will be a couple weeks until the move is done and I get to leave my old weekend job. After that I'll have weekends off so there should be time to work on it.
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That would be fantastic. I haven't really figured out the new drag system yet. The parts are generally geared towards stations. I have plans for a couple engine modules for interplanetary and utility ships. There really isn't any wrong way to use them though. Seeing bizarre and unconventional uses is just as cool if not cooler than seeing them used normally.
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What is your primary 3D modelling app?
SpeedyB replied to CaptainKipard's topic in KSP1 Mod Development
That sounds like it should work. I'll give it a try tonight. -
The hollow truss has no cap. The next version will have a couple cargo bay trusses that you can use for that. The node problem is a stock issue. The end node and the node inside the truss are close together so it can be a little tricky to get the right one. There's nothing I can do about that little problem.
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What is your primary 3D modelling app?
SpeedyB replied to CaptainKipard's topic in KSP1 Mod Development
I use 3ds max. I use blender a bit to import .mu models for reference. The only trouble I've found is scale based. The only way I've made it export properly is by setting the base units to meters, this does make it hard to work on fine details though. By the way does anyone know of any export settings that make it possible to work on something in more reasonable units like centimeters? -
For the last few versions the 0.25 version still worked fine. The part configs are pretty basic so nothing really broke it until 1.0 changed things. P.S. For the next version I plan to add tank switching to cut down the part count.
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Technically it never left. I've kept it up to date. The new parts might take a little longer than I thought, I just got a new job during the week. I'll be a little swamped until I can quit my weekend job. I will try to get some more parts done as soon as possible though.
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This does work with 1.0.2, I'll update version on Kerbal Stuff next update. I'll hopefully get the cargo bay done for next release.
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[1.0.2] Sentinel Memory Monitoring Utility (v0.3 Beta)
SpeedyB replied to Zeenobit's topic in KSP1 Mod Development
It might be good to have an option for message position. Middle of the screen is attention grabbing but a little annoying. A good place for it would be near the top of the screen just below the gauges, that way its out of your main view and still super visible. -
I'll do the CKAN thing next update.
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Mod updated for 1.0 Should all be working properly now. The Hollow trusses can be a little tricky to attach though. Let me know if there are any bugs.
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I've tested it. The attach nodes are oriented wrong. Fixing it now, I'll update the mod soon. Won't be any new parts but things should be a bit more balanced. The large truss with LFO will now hold less than the Jumbo 64, its lighter though. The rest of the parts will also have their max temp set up properly (2000 for most parts, might lower this) I'll work on new parts for the pack as soon as possible.
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Let me know how it works with 1.0 I'm out of school until September so I have time to work on this now. Just have to finish the new Station Science parts first.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
SpeedyB replied to ethernet's topic in KSP1 Mod Releases
Thanks! Only 4 more parts to go. The Kibble cans should be quick to do. The Spectrometron will take a little while. The Cyclotron will be next, it will take the longest due to its size and complexity. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
SpeedyB replied to ethernet's topic in KSP1 Mod Releases
I'm back! Exam week is almost done so I've had some time to work on the new models again! Got the science cans done, they come in 5 colours (that's all i could fit on one texture) red, green, blue, yellow and purple. They also have convenient spots to put KAS pipe ends to attach them to stations. Next up I'll do the Cyclotron. It might take a while. -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
SpeedyB replied to ensou04's topic in KSP1 Mod Releases
It would be really cool to have an alarm go off when things on the craft break. Think the Apollo style master alarm ( ) -
KOSMOS 3/14/2015 RD-170 Family Released!
SpeedyB replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Nice vine. Hopefully they'll top up the hydraulic fluid next time. As for things being stock-alike, I support this idea. I love this pack, I mostly use it for the solar panels. I would probly use more of it if it was stock-alike. -
Thanks! Downloading now!
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Could you make a version of the mod that has a couple sizes and does not require Tweak Scale? Many people don't use Tweak Scale.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
SpeedyB replied to ethernet's topic in KSP1 Mod Releases
Sounds good. I'll probly reduce the saturation a bit on the orange. The dark parts will stay dark (being dark painted metal). The textures will be overhauled at some point so things will change quite a bit. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
SpeedyB replied to ethernet's topic in KSP1 Mod Releases
Made the Zoology lab: I'm planning on overhauling the textures a bit. Got some advice from Nertea on how to make it more stock-alike.