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Deathsoul097

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Everything posted by Deathsoul097

  1. Progress Report: 9:55 AM, 1/5/2014 I have separated off the Command tower, and it is now ready for texture work. Tower Done: Scale Image for comparison: And one for the Tower:
  2. Just as a word of warning, close the navball before using shift tab, because otherwise it will throttle up your ship, and that's always fun when your trying to do a precise interplanetary transfer. Also, before you ask, pressing Backspace in Map view doesn't activate the abort action group.
  3. Progress Report: 11:50 AM, 30/4/2014 The main Frigate Model is complete, and I am now separating it into the previously shown modular pieces. I have decided to include the WarpDrive as part of the Core. (I am open to change if an overwhelming majority of users desire more modularity of that part. My idea, is that any of the large ships are going to be capable of Warp, and making a warp drive part just adds to part bloat, as said before though, I am open to change on this.) Core Done:
  4. Progress Report: 9:18 AM, 30/4/2014 I don't have much time today to do anything, so I've gotten what I can done. So far, the Drop Pod model is almost complete, just pending some extra detail here and there and a custom collision mesh. I have made a very quick and very bad kerbal sized, and vaguely kerbal shaped mesh for comparison in size. Screenshot: Progress has also ben made on some smaller details for the main frigate configuration. Some more turret mounts have been made, along with GridFins built into the back end of the WarpDrive. Screenshot:
  5. I think the SLS is a glorious, beautiful and uniquely insane waste of money. Until it proves it's mettle and can convince me otherwise I stand by that.
  6. Eh, well, its not meant for landing really, though I guess the more adventurous among us will probably try it. I don't think that KSP would handle landing up to 3000 tonnes in the same craft very well (Read as without significant lag and/or crashing.) They aren't wings BTW, their immobile radiators that could also provide stability during aerobraking and the like. (Most likely, under real aerodynamics, it would make it lawn-dart or flip out.) Plus this is a frigate, not a capital ship. it's there for support and cannon fodder, and minor operations such as small scale orbital bombardment and support with landing craft, or escorting other, more vulnerable ships. When I make a capital ship it will be at least 500m long, probably up to about 700m, or maybe, just maybe, 1km.
  7. Well, the other configurations could be smaller and larger, but this is the smallest class, yeah. You are going to need (Well, at least want. The OC Shipyard may require it though.) Lazor for this, simply for the extended load range, as you will get within render distance and all of a sudden a monolithic ship will appear out of nowhere. Not exactly the most immersive thing. Thanks.
  8. Fractal, exactly what would be required in setting up a part to use the WarpDrive functionality? I want to add it to some parts that are indev for my new mod (Link is my Sig Pic.) and I wanted to make sure it was ok for me to do this. If you are interested, here is what I have planned and made so far:
  9. Yeah, I unwittingly created a very easily modular design. I also have plans to create many a different aesthetic part for use when customizing the ship, such as antennae, relays, fancy smanshy stuff, etc. EDIT: I just did some more work on this before I need to sleep (18 hour days are "fun".) and got the MAC Cannon muzzle done. (Visible bottom right.) Added to Album in OP.
  10. Hmm, well, that's almost exactly what I had in mind for my dropship, so... your request is already planned my friend. I agree on the downfalls of the wayland parts. I want each class to have many different possible configurations that the player can configure to their taste. For instance, the Command tower will be radially mountable at its base, so instead of the central tower, you could have two towers, one on each nacelle, or even move it under the cargo/drop-pod unit if you wanted. This is the kind of modularity I want, along with having a couple of alternatives to almost each part for a class. The only Major part that will define a class is what body it is built on. So each Frigate will have the same central core section as this one, but anything could be changed out for something else, or even just left out altogether. As for OP engines, these engines will be very OP. I'm talking ISP of ~5000, at least, and running on monoprop. That way you don't have to use fuel lines, or other weird layouts and setups, and the huge RCS thrusters can use the main fuel of the ship, to limit complication. I plan for the engines to have enough thrust to give each original configuration between 1 and 1.5G's of acceleration. I don't expect this stuff to be compatible with stock, especially considering the immense size difference, and this is only the frigate. I plan on making two even larger classes, and an orbital shipyard set capable of housing each type's main configurations.
  11. True. Unless you can manage to launch the mass of an entire Saturn V in one go without an available node for attaching your launcher, you're going to have a bad time with all but the smallest of my ships.
  12. Awesome. Will this stuff be launchable, or will it be to large for that, like my stuff?
  13. Hi all, im looking for a to-scale kerbal that I can import into blender. Does anyone have this? I want to use it for reference screenshots of my warships I'm producing in my new mod, D097 Star Industries: KSP WARSHIPS! (Link is the pic in my sig.)
  14. 7/10 I would rate it higher if I could see any more than what looks like a reversed out timesplitter logo in a pyramid, but my screen is 42inch, 1080p and 2m away.
  15. Hmm. Duly noted, and I think that the cannon and engine parts will be rather easy to make modular, though the body segments may have to remain one or two monolithic pieces. As it stands, I also plan on using this stuff as a showcase of my prior experience in modelling and texturing, so I think I will have to produce multiple versions of each ship in that case. The ships wouldn't have things like weapons and docking ports built in in the first place, those would be separate parts to add on for customization and the ship was simply going to be just a base for the player to expand upon with various weapons. I wanted to do this as a monolithic build, because people, myself included, often have lots of trouble with lots of parts. I will at least get the frigate finished before cutting it up into parts (Which will be monolithic in themselves) at this point. EDIT: Alright, I drew up a plan for the modularity of the ship. There will be other options in the end, (Such as different nacelles, more engines, more command towers, etc.) but to create this exact ship, this is what I have: I have a hard limit of 50 Parts for this ship, I wont go over that, and I want the main body to be no more than 20. It stands at 11 parts right now, 10 counting parts that will show in the construction menu. (The nacelle mount is symmetrical either way, so it will be fine.) It also may be too big for the SPH, which is where I will assemble the ships, before hyperediting them into orbit. These things are going to be thusands of tonnes, so prepare to be cheaty, or do orbital construction, which I also plan to add a Station part set for. EDIT 2: I added the modularity plan to the album in the first post.
  16. Yeah, I wonder if he has anything of that calibre planned. Doubtful, as it can pretty much shred anything it will hit, and its pretty huge. Any further discussion can go on the thread I just posted here, so we don't crowd up frizzank's amazing work.
  17. Here is my new project! Since the last one didn't get much attention, and wasn't completely original, Ive dumped that project, in favour of something that gets me going bit more: Sci-Fi warships in KSP! I'm drawing much of my inspiration from games such as Halo, and possibly some Homeworld ships, and really anything that looks awesome and fits with my style of ships. I want to use the WarpDrive from Interstellar on most of the ships I will produce, excluding some things like my planned drop-pods and dropship, along with weapons from InfiniteDice's Skillfull warfare mod, as the weapons and turrets he has produced are almost perfect for what I plan to build. Current Work: Frigate Class parts What class of ship do you want me to make? Post your comments/criticism/requests! Plans for Development: Frigate Part Set. (Main Body, Multiple Engines, Nacelles, Nacelle mounts and Extras.) -In Progress - Turning main model into multiple parts-10%- Carrier Part Set BattleCruiser Part Set Orbital Construction Station Part Set Dropship, Drop-pod, and associated parts. -In Progress - DropPod 10% done- Extras for control (Mega/Futuristic RCS) and Aesthetics (Antennae, Relays, General shiny cool stuff.) Progress Report: 8:05 PM, 2/5/2014 Well, twelve hours (School hols FTW.), many redesigns, general procrastination and playing the new AoTTG update later, I have a decent looking dropship. The cool thing is that it carries 8 troop kerbals, and has room for two pilots, and I figured all of that out legitimately using a kerbal-ish mesh. There's room for 8 kerbals and their various weapons (including anything between a laser cannon and a rock tied to a stick.) in the back, with a bit of room to spare, and at a not to large poly count. (~ 400 for the whole mesh. 0_0) Due to the various bugs I have had with SFR, I will not use it for this ship, however the IVA should basically just be the external model. (You know, with an extra bit for the pilots) Yay for asset re-use! What you probably wont like is that it will be only 1 or 2 parts, not counting the super OP RCS I plan on putting on. (I want you to still have to deal with fuel, but not enough to be having to constantly micromanaging your fuel meter.) I have yet to do the VTOL or RCS, though the RCS may not even be necessary to model, as the textures could probably manage it pretty well. Progress Reports will be posted as part of my dev blog, linked here as opposed to on the main thread, to avoid clutter.
  18. Frizzank, you're awesome. This post was exactly what inspiration I needed to get started on my new modelling project: KSP Warships. I started today, and this is what I have so far: (I'm going to use this stuff as a showcase of prior experience once I get out of High School and start looking at Uni, so I hope it will all be of a decently high quality.) It currently sits on about 3300 faces, so about 5000 tris. Making the collision mesh shouldn't be too hard, but the texturing is what's going to get me. I plan for this stuff to at least be compatible with, if not use a lot of InfiniteDices SkillFull parts (Pending his decision of course.), along with the WarpDrive module from Interstellar. (Need to get permission from FractalUK for that.) What do you think, having a background in the gaming industry? Is it too detailed? Not enough Detail? Too flat? Too complicated?
  19. Lol, says is inspired by homeworld ships, casually makes first pic the UNSC Infinity from Halo 4 / Halo 4: Forward Unto Dawn.
  20. It doesn't matter. How can adding in a DV meter negatively affect gameplay? How can having a tiny bit more information about what you can do be detrimental? Its not like were saying that the player should build their rocket, then an ingame calculator pops up and forces them to manually calculate their information. We just want a little box that says, you have a TWR of A, a DV in S1 of X, s DV in S2 of Y, and a DV in S3 of Z. We are literally just asking for a small feature that you could get through the game without looking at it if you didn't want it, and provides an integral part of their game to many others. How will this affect how KSP is played? It wont. People who don't want it now, just wont download the mod. People who don't want it after, just wont open the in-game windows. People who do want it now just download the mods, and people who do want it after will use the stock one instead. (Well, this assumes that the stock one will be superior to the modded one, as Squad have full access to the source code of the game, which would help a lot wih coding in a feature like this.) Either way, the play style of KSP will not be changed, regardless of Squad's vision for the endgame. Also, Metl, have you ever heard of a DV map, or mission planner like these? http://alexmoon.github.io/ksp/ http://ksp.olex.biz/ Have you noticed anything in particular? They all give you delta V. I did no math, only a 30 second search through google to get all of this. So, DV (And a meter in particular.) is really useful to anyone who can be bothered to look for 30 seconds to find out what they need to do what they want, and those who know what it is. It is not detrimental in any way, and as stated many, many, many, many, many, many, many, many, many times before, this wouldn't be a thing that: "EVERYONE MUST LOOK AT THIS AND USE THIS IN THIS WAY AND DO EXACTLY WHAT WE WANT!!!!!!!!!!!!!!" It's really: "We know this is useful to many people, and it seems like a good thing to put in the game, in a way that wont affect the playstyle of anyone, because those who don't want it wont and wont be forced to use it, and those who do will use it." Simple enough? Apparently not, because you clearly don't understand what we're saying, and we wouldn't be having this discussion otherwise.
  21. No problem, I think I may have misunderstood what you said. Yeah, DV is an important one, but as I see it, the first nodes up until unlocking the DV readout, even if it was only the second or third node, can be unlocked without knowing what DV is, or WR for that matter. Just moar boosters and more stuff in general should get you that far. It did for me.
  22. I agree with almost all you have to say on this, but the thread isn't just for saying yes or no, its so we can say why we say yes or no, and discuss that. I also agree that it should be completely optional to have it or use it, and it shouldn't be there at the start, tech tree integration is perfect for this. Maybe when probes are first unlocked with the Stayputnik would be a good spot. As I see it, any reason not to have it can just be countered with, "that's a load of bull" or just "don't use it."
  23. Umm, no use to more planets? Isnt the ENTIRE PURPOSE of the game to go places and do stuff? Planets are places. Nuff said. But seriously, what about exploration, science, the sheer beauty of it all, the fact you are on a goddamn planet or moon, a more than a literal million miles from home? I think that planets are usefull, if just for the sheer science gain possible for the tech tree, never mind the unique situations and challenges posed by each different planet or moon. Also, if there is no use for new planets, then surely we should just remove everything but kerbin and the mun, because there isn't any use to the other planets either?
  24. I would say many of the functions of MJ should be stock, such as all of the info windows, and possibly a later-on-tech for the tree that allows for the Smart-Advanced Stabilization System, or Smart-*** functionality. (A must for my space stations. that way the ground is always down and free mode looks amazing.) I admit that the autopilot functionality should NOT be stock, being an avid user of said functionality. As it stands, this is a game about building and flying your space program, so I completely understand the sentiment that Autopilot should not be stock, however, I use it all of the time because 1) Dem cinematic Shots and 2) It is accurate to a degree of precision that I could never match. Also, the argument that it is cheating is null and void, as there is no cheating in an open, sandbox, single player game. As for other mods, PorkJet's work, the Habitat Pack, and the Space Plane Expansion fits perfectly with stock, and his plane parts are better than stock IMHO. Blackheart's SDHI expansion Aerojet Kerbodyne and Sumghai's SDHI service module pack work brilliantly and are very stockalike, and their functionality is just as good, and almost as modular. We need more station parts in stock, really, so Sumghai's Fustek Expansion Pack is brilliant, though a re-texture would be in need. KSO is a bit to heavy on the texture side for this, and while incredibly awesome and detailed, just doesn't fit as well as a retextured Fustek would. As for generic parts, I feel B9 is overkill, and most of KW is unnecessary with the new SLS parts, but it has its very good, and very useful parts, such as the size 3 docking ring, fairings, (Procedural is good, but it doesn't fit wit the stock idea of building piece by piece.) MOAR SRBs! and a very functional 1.25m Sep-motor/nosecone. Perhaps the bigger strut and some niche engines too. Other than that, its just convenience of having more stuff, and cool little trinkets. This stuff, or at least something similar, is what I think is essential for the stock game to include in the future.
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