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KSP2 Release Notes
Everything posted by Orionkermin
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Oh that's when they said spaceport would shut down for good. So I guess I'll have to switch over to a curse plus mediafire format. Hopefully cuse isn't as bad as everyone says, but I've always offered mediafire as an alternative anyway so I think people will still be happy. I'm probably going to try and get a decoupler and that last adapter done by then so that the "first round" 1.875m parts and the newer version radish can get added into the main release.
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I like a good crasher stage from time to time, like the N-1/LK block D. I find 2 stage landers difficult to build asthetically speaking, mostly due to engine and decoupler sizes.
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Yea, .23.5 didn't break anything that was just parts so I never updated the main release as would have literally amounted to just changing what was in the brackets from .23 to .23.5. I'd rather actually add, fix, or change things if I'm going to update, especially with how goofy spaceport worked. I'll have to update come the 30th now though, it seems.
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I had to modelnode-up a tall 1.875 to 2.5m adapter from the smaller adapter, though. But that's the only part I felt was missing. Can't comment on the Soyjuice as I don't use it. I think my favourite part of this entire mod is the innovative multiple-fairing-module thing. It's a really neat way to solve the problem without using a plugin, even despite the problems extra nodes sometimes cause. Yea, the 1.875m line still has a few parts missing, including the adapter you mentioned. I've also made a 1.875 to 3x 1.25 that's usefull in the early career, but it's still really ugly and I've put off releasing it until I can clean it up a bit. I still would like to do an RCS tank, docking port, nosecone, and an original decoupler at some point as well. Unfortunately, on top of being a slow artist, I'm also pretty busy IRL. It'll all get done eventually though, I just keep plodding along. Anyways, thanks for the interest and all, don't worry about the soy-juice I'm glad that different aspects of the pack appeal to so many.
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I thought about it when I was first designing it as the MK1 is one of my favorite pods. However I decided that I wanted to take the general style of the mk2 and try to actually make it look good. I also wanted it to be noticeably different from the ALCOR and Lack's SXT LEM. Maybe one day I'll do another based off the early LEM concepts, I mean you can never have enough pod options right. ] I think they look pretty kerbal. EDIT: Also thank you to those posting pics, I appreciate and do look them over even if I don't directly respond. It always surprises me to see the different ways people use the ol' Radish, I think it's the mark of a really good pod and I think it'll always be one of my favorites.
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It puts the lotion on the skin, or it gets the hose again.
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[HELP] How to use PropTools in Unity?
Orionkermin replied to CoffeeSE's topic in KSP1 Mod Development
Yea, it's kind of dumb, you have to first create an internal.cfg wherever you're putting the model for your IVA. Then you can spawn it in and start adding props, it'll then add them to that .cfg when you press save to config. When you create it I think it needs to at least have a name and be defined as an internal space. Just look at the first couple lines of one of squad's and you should see what I mean. -
[HELP] How to use PropTools in Unity?
Orionkermin replied to CoffeeSE's topic in KSP1 Mod Development
In the part tools window there is a setup tab. Click the Set data Dir button and set it to your gamedata directory. You may have to refresh it after that, but the props should show up. -
[HELP] How to use PropTools in Unity?
Orionkermin replied to CoffeeSE's topic in KSP1 Mod Development
Gameobject just has the part tools component on it and is set to gamedata so that it can call on all internal spaces. When you have the part tools box spawn an internal space (in this case Soy), you use it's part tools. I'm not sure why "open tools" is not working for you. I'm also wondering, what's the reason for using part tools 0.20 over 0.23? -
[HELP] How to use PropTools in Unity?
Orionkermin replied to CoffeeSE's topic in KSP1 Mod Development
Actually, I was talking about the discussion between porkjet and K3|Chris further into the thread. Unfortunately, looking back, I miss remembered it and it was more about creating props sorry. Looking at your thread, have you tried setting the Dir URL to your gamedata and seeing if the squad stuff pops up when you click "open tools?" For me (I'm using PT 0.23 but the dialogue looks the same) having it set to game data brings up all squad and my own props/internals/etc in that box that opens. -
[HELP] How to use PropTools in Unity?
Orionkermin replied to CoffeeSE's topic in KSP1 Mod Development
Porkjet makes a good up to date explanation a few pages into this thread: http://forum.kerbalspaceprogram.com/threads/45070-TT-s-IVA-Tutorial Hope that helps. -
The Open Part Mod - Week 2 Voting Started!
Orionkermin replied to StarVision's topic in KSP1 Mod Development
I think for many the cartoony unrealistic style is part of the appeal though. I know it is for me. If this game was about humans and serious rockets doing serious things all the time, I for one would be way less interested. Don't take that as me saying the people who like realistic styles are wrong, that's one of the great things about mods; a wide selection is available to cater to the varying tastes this game brings in. Just keep in mind that style and tone are just as important to a piece as the artistic quality. Just my two cents on the matter. As far as the contest goes, based purely on artistic quality, I'm quite torn between tygoo7's and Cpt. Kipard's actually. I think both are done well and have good texture quality that make both parts stand out. I actually like that Kip did an enclosed device, and I know that getting good looking paint chipping is difficult, so I like his on these aspects. Tygoo's looks appropriately kerbal and shambled together in the best of ways and I think fits in well with the stock parts. Not sure which I'll vote for yet, I need more time. Also Snjo and Nazari1382 both made really funny parts that I like, but would not use in a serious fashion for an extended time. -
[WIP] Habitat parts - Development download 0.1 available
Orionkermin replied to blizzy78's topic in KSP1 Mod Development
Looking at it's size vs the fuel tank, I'm wondering, does it fit inside a 3.75m fairing? Just something for to consider for those that play w FAR. Otherwise looking good, I'm interested in seeing what you do with it. -
Since you guys noticed it so quickly here's a quickly put together collage of that same mission. (I really love Apollo style Mun missions, might even be my favorite thing to do in the game) This pod is something I'm just sort of poking around with when I'm not in the mood to work on other stuff. I'm trying to take aspects of the mk1 can that I think work well and incorporate them into something with a style similar to the mk2. Still has a lot I want to work on for the exterior and I want to have at least a mostly done IVA before I release it, but I couldn't resist taking it for a spin. As far as solar panels, fairing, and other specific accessories for the Soy-juice go, I'd like to make them eventually. However, I won't be working on them until the Soy-juice proper is released. They'll most likely be things that I work on on the side of other future main projects.
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Blender seems to be the most popular for modeling and happens to be free. Gimp is also free and works well for making textures. (I prefer photoshop though) lastly you'll need unity to export your part into the game. (This is also free)
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Sounds like you'd make a good commissar. Or is that kommissar
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I looked at this thread but I don't see any licensing information, so I'm not sure if whatever he used to achieve it is available to the community. So, I'm sorry everybody. I had hoped to have updated textures for the latest parts this week but life kept me too busy. Should have them sometime next week. After that I want to start focusing on the OM. I've decide to make two after all. A soyuz style "sphere" that would act similarly to the current version onion except with a two kerb capacity and no probe core. My plan for a revised shenzho OM will be a 1.875m cylinder that tapers down to 1.25m at one end. I'd also like it to act as a smaller MPL albiet a little less efficiently. I'll elaborate on these more when I have more to show for myself. They likely won't be released until they have at least basic IVA's in place to keep me from getting lazy, I think I'm going to do that with all pods going forward. Anyway just wanted to give a quick status update and I'll leave you with a fun picture from a recent mission to the Mun. There's two kerbals on the Mun, la la la lala (Sorry too much Yogscast XD)
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Does the PhysicsSignificance .cfg line help at all? I've noticed that they gave the size 3 decoupler PhysicsSignificance = 1. Without it large rockets are much more wobbly at those points. Maybe it'll work for a docking port as well?
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Are you a modded, or a vanilla kerbalnaut?
Orionkermin replied to ICrashRockets's topic in KSP1 Mods Discussions
I used to be a strictly vanilla guy, then I made my own mod. After that is was all downhill. Even my "vanilla" installs contain a few parts mods and module manager .cfgs... -
The Open Part Mod - Week of 4/25 project started
Orionkermin replied to StarVision's topic in KSP1 Mod Development
Nice! I recognized it right away hahaha -
The Open Part Mod - Week of 4/25 project started
Orionkermin replied to StarVision's topic in KSP1 Mod Development
Is it possible to animate the position of a light? Like if you wanted it on a boom or something. Just curious.