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Everything posted by Nertea
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I am still working on getting the WIP IVAs ingame for these parts and making some changes to the shared prop pack. I'll get SSPX updated in a few days, probably. NFT will be later. Before 0.25 dropped I had been testing cargo bays and an adapter piece, as well as redoing the cockpit model. Here's a teaser: These parts are undergoing pretty heavy testing before they see the light of release or even texturing. To that end, I could use someone who actually plays the game (and preferably builds spaceplanes) to help with balance and such. -
Do .PNG Textures Support Mip-Mapping?
Nertea replied to Beale's topic in KSP1 Modelling and Texturing Discussion
So the tga loader is still broken? Time for a re-export party! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Well, we'll see about that last one. My IVA backlog is already quite large, and gets constantly bigger . -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Nertea replied to Ven's topic in KSP1 Mod Development
The T45 is a beaut, and I think that the 909 also looks great. The toroidal tank is well-integrated, and it's nice to have visual variety in that way. Re tankbutts, well, I prefer engines with them myself, but that's primarily because of how Squad modeled and textured the ends of the fuel tanks. If you were to redo the ends of all the stock tanks, it would be far more attractive . -
This is a great reboot of the pod! Nice work!
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Pretty sure he wants static, but I do have a few of those too. Doesn't sound exactly like what he's looking for, but you might have a look. Link in sig etc.
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And this space (less relevant to your exact post though).
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I don't know if I really want to do that at this point. There's still a couple of iterations to go before my to do list is willing to be expanded again. I am excited to see what this new system entails. One thing it would have to do would be restricting when you can go on EVA from a part. I would like that. You can fake it by going and blocking the hatch, but that's suboptimal. We'll have to see... it's one of the reasons I'm waiting for the next release They are a sketch, so very WIP. They'll probably be in in a white blocked out form first, as usual. I prefer dealing with complaints about that than a slew of "can't go on EVA, Jeb stuck in module" whining. On that note, opinions on whether the cupola should be a control part or not? I am ambivalent. It will influence the crew capacity and how I lay out the IVA. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Textured the 3.75m parts... station parts expansion update should be ready for whenever 0.25 happens. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Some pictures from yesterday. Rough shape of fuselage and cockpit went ingame for testing. It was pretty fun! I even landed the small one, which is abnormal for me. Parts are big and heavy, handles like a pig. I think I will indeed continue with this project at some point. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
No, distinctly not, it's more of an alternate form factor hitchhiker. A 3.75m actual crew pod is not really planned at the moment, the Taurus and the Freya are the best candidates to use. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Unwrapping, basic coloration and unity work is done. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I would indeed. I'd like to make a "frame" piece with a cargo pod that slots in there. I sketched the bits in more detail. If possibly the cockpit is going to be split with the nose off (with either a round or Mk2 cross section). I envision 3 variants - one that's just a nosecone, one that opens to reveal a docking port, and one that's hollow for small equipment storage. Like SP+, I think there will be 2 distinct sizes of fuselage, one double the other, and matching cargo bays of the two sizes. I also spent some time cleaning up the three 3.75m crew pieces that I'm going to be working on first. As you can see, I decided to make them all enterable (and probably with IVA views). Any work on this will wait until 0.25 drops, have to see exactly what form crew transfer takes. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
You win the prize! It is indeed Thunderbird 2. I was sketching Fireflash and RTL-2 bits too, but this seemed to work best. I don't think it's strictly required though. A few are a no-brainer (MkX to Mk2 for example), but many of the rest are bonuses and would take a back seat to other parts. I'd wait to start on anything until 0.25 is released anyways. It depends how much work it is for me . More sketches after work! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
So, I have had no time to model things recently (and haven't been on the forums much either), so progress has been bad. However, I though I'd post some sketches I did at work to see whether there's interest in another spaceplane fuselage type done in the stockalike style, of course. I am aware that the Mk3 set is getting retired and upgraded so I don't really aim to replace it, so this is more of a Mk...4 set. Call it an alternate. Cookies (and er, rep I guess) to the first person to figure out the primary inspiration (it's not hard, but you might need to be past a certain age...). Design goals were that it could contain a 2.5m stack with room to spare. Initial thoughts on that sheet are a cockpit (4-man?), a short and a long fuel tank, a short and a long cargo bay, an air intake, an engine (possibly rapier-type), a smooth "cap" piece, and a few adapters. And of course, a "cut out" fuel tank section and pod to go in it (see the design inspiration for what I mean). Docking port, probe core, RCS tanks, etc, would probably follow eventually. -
Custom solar Panel GUI stuck Showing Extending
Nertea replied to ZeroXSpaceIndustries's topic in KSP1 Mod Development
Usually this happens when your animation is referenced incorrectly. Your anim there has a really odd name - recommend you change it to something without the '|' character -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Things are coming along. Just need to texture fire extinguisher and make more postits and checklists. This guy, slower. Basic layout and texture is done, but needs some detail. It's empty and I'm not sure what exactly to put in it. Laid out the main instrument panel for the PPD-1. Works pretty well ingame, detailing the rest of the interior at the moment. Going to be a pain to texture this one... -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
Nertea replied to nli2work's topic in KSP1 Mod Development
The checkers on the front make me think of 40k Ork stuff. Just needs more red . (Oh, and it looks great. Of course ). -
Interstellar/ Nearfuture crossover bug.
Nertea replied to Gryphorim's topic in KSP1 Mods Discussions
I can't remember offhand, but I *might* have made FissionGenerator very dependent on the presence of a FissionGeneratorAnimator module. This probably shouldn't be happening, but you should check out the logfile (post it) to confirm it. Nowhere near my code comp at the moment and Git is blocked at work (?????). -
[WIP] ATC - Alternative Tree Configurator (released)
Nertea replied to SirJodelstein's topic in KSP1 Mod Development
This would be awesome, not least because it means I can stop fiddling with my own and spend that time elsewhere . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Aha! The best idea! Maybe it won't float, but I can totally put it in the hab module. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
After a year attempting to find game design work, I am broke and am sure that it would kill my enjoyment of it . I'm not good enough for any studio to want to hire me. So, new props! As of next update, the props in NF Spacecraft are getting split out to their own modder-useable pack which will be used both in NF Spacecraft and the Station Parts Expansion. Part of the plan here is to move as many pieces of the IVAs as possible to props (really, any that look good without AO) to aid reusability and such. Adding an IVA-style hatch with hinges and an actual Other Side , a variant on the EVA hatch with a wheel (planned use: 3.75m Hitchhiker's compartments). Also making a Porkjet style internal EVA hatch. As that's going stock, I might as well match it. In addition, a number of general props for the cockpits and habitation areas are coming along. Part of the plan here is to have a texture sheet full of variants for the post-it and the signs/papers to allow maximum reusability with minimum texture space usage. Statements about the coffee mug being silly will be violently ignored. In the works are also 2-3 new seat types for flight and recreation. I appreciate any suggestions if you're someone who likes to play around with IVAs. Things I like: "a light switch". Things I don't like: "that specific button from the ISS/LEM/Apollo capsule". I'm not looking to make accurate stuff, I'm looking to expand the stockish prop selection. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
V1 will only ship with blocked out IVAs. I need to hunker down and do a large number of new props before I can pull them off as I'd like to. My free time ends pretty soon too (really should be studying for that LSAT thing...). Will try to get the beta release out later today or tomorrow.