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KSP2 Release Notes
Everything posted by SpeedyB
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I've been working on emissives as well. You need Unity 4.2.2 the new version changed how things work and now its broken. Hopefully squad will update part tools so support the new Unity versions soon.
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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
I'll make them a little skinnier. When its finished it should match up well with Nertea's station parts. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
SpeedyB replied to ethernet's topic in KSP1 Mod Releases
Would you be interested in some more stock-alike parts? I've been working on an improved set, keeping to the dimensions of the original parts. -
Thanks Apollo, I forgot you made a TS patch. Exam week is starting so I should have more time to work on this during the next week and during Christmas vacation with all those classes out of the way. I've continued work on the Huge solar panel model and will hopefully get it in game soonish.
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This pack works perfectly well in .25 the next version will have B9 style part swapping built in so it will probly be version dependant. Johnsonwax: I'm not exactly sure what you are requesting. The trusses in this pack are standard lengths. I don't use any procedural parts myself so I'll be keeping this pack as simple parts. The pack does have a licence that allows anyone to make add-ons for it so someone could make a procedural truss add-on.
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I've never used tweakscale but if anyone wants to write a module manager patch for it I'll include it in the mod. The big rotating panels will mainly be fore large space stations. There will be smaller ones also. (Probly not on the same rotating rig though) The hex docking port has the same stats as the senior except it has a lower max temperature.
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Wow another one! This looks good as a new resource acquisition plugin. I find your plugins refreshingly straight forward and clean. What are your plans for locating resources on planets for the planetary feature? It needs to be something really simple, I find the ORS methods a bit messy and not very user-friendly. The resource overlay is the main thing that Kethane did extremely well. Anyway I will add this in once all your other mods are migrated over.
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I can't get KOSMOS due to there being no working download link on the thread. I have no idea how to get solar panels to rotate on two axes. My original plan was for them to only rotate around the truss but if I can get them to rotate on their axles as well I will.
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I'm hopeing to get a new version up near Thanks Giving. Basically the way things will work is apollo13 will send me all the parts and I'll go over the models and polish them up a bit and release the whole thing. The solar panels will be changed up a bit. I just came up with a cool idea for the solar truss. There will be a battery truss with nodes for the solar panels and a special truss with huge revolving solar panels on it.
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First time I've seen this, looking forward to it getting finished. Those parts look awesome, can't wait to see the IVAs.
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Next time I have a day off (Thanks Giving probly) I'll try for a small update. Those configurable trusses are very cool Apollo13! How does the plugin work? Does it just hide the pipes or does it actually stop that mesh part from rendering? I think the new B9 is using firespitter to actually hide the mesh part and improve performance.
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Looks cool Apollo. I've decided to release parts as they are made for now. Otherwise it would be months until I gather enough parts for an update. Hopefully I can get something done in the next week or so.
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I like the labels on the tanks. Makes it easier to tell where things are at a glance.
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Nice station Genolution! Kerbal stuff link added. I do have a plan for solar panels. I want to make a truss covered in solar panels like you said. I also want to make a truss with a revolving center that has large panels sticking out like the ISS. Kind of like an inline solar panel. Not sure if I'll get to hat this version. Things are slow now that school's started.
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I have big planns for cargo trusses. I'll be working with Rover Dude on a fancy cargo system.
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I do plan on making an IVA. I would love to see what you have. I thought about using a transparent texture but I've already worked out how I'm going to do it.
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That looks like it would work. The next version will have a command pod. Still very work in progress and a lot of detail still to add. This one is mainly for landers and cargo transports.
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I'll look into that. Not sure if I can make the pipes removable. If I have to do it with animations then I probably won't do it. I'm not sure how having animations for every part would impact the game's performance and it would be more work to make each part. (and I have very little time as it is, even less once school starts back up) I will make tweakable parts. The tanks will be tweakable and the regular trusses will have versions with enclosed sides.
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I'll add a node on the end cap for the next release. I like the idea of the tweak-able tanks and I can also do it for some of the other trusses. I'll have to look into how its done.
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[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
SpeedyB replied to Cyrik's topic in KSP1 Mod Development
Very cool. This is the kind of overlay that I was hoping for, much nicer than the orange orbs. I agree that it should have optional ScanSat integration so that we can scan for it. Although I having it tied to the Karbonite scanner part would be acceptable.