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Everything posted by Orionkermin
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
Thanks, I'm glad you like it. I think a lot of people don't see how useful the 1.875 size range is until they try it. You'll be happy to know, the TAC stuff has been brought to my attention by another user and will be removed for the next update. As far as the reboot goes, I'm mostly working on improving the assets and sort of streamlining a lot of the older stuff. Things like awkwardly sized pods that were made before this mod had a real focus. I've also grown A LOT artistically since making many of the parts in this and I want to bring everything up to the quality level you see with the Corvus and the tanks that are now in the mod. (Just look at the WIP Radish from the previous page compared to the one in the mod currently) I also still plan to add new parts in the 1.875m range as well, since a few are still missing. I do plan to add a download for all the assets that end up getting replaced so that people can still have them if that's what they prefer. -
[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
Thanks, mine isn't using an autoshroud, it just fits into the decoupler I made. I think it's a pretty good fit. I ultimately just decided to have the decoupler work as its own part, in case people want to use it in place of the big yellow stock one. -
[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
Wow that's really awesome, thanks! Mind if I add it to the OP? I'll credit you for it of course. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
Thank you, I've given it a quick once over. I'll read over it in more detail over the weekend and try to get everything set up on Kerbalstuff at that time. -
[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
WIP Heatshield and Decoupler/Shroud. Not sure if this is going to act as a single part or as two, I have to test out and see which works better. -
What about combing concepts from both a wet workshop and inflatable module? would it be feasible to design a stage in which the innards could be jettisoned and then the remaining outer structure could be used as a protective housing for an inflatable module? You would still have to build out the inside of the habitat, but you wouldn't need to clean up remaining fuel or worry as much about micro debris. Would the advantages be worth the effort?
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[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
A good idea and a valid complaint. I actually did start working on a heatshield, so it will end up as a more complete system. I think you're right though, the OP needs to be more clear. I also need to update the images in the album as well. Nice! It's quite a bit smaller than the stuff in HGR eh? Thanks, I'm glad you like it. But that user name... My first thought was instantly: I used to play this way more than I should of as a kid. -
Career mode suggestion from a new player
Orionkermin replied to ruairiau's topic in KSP1 Suggestions & Development Discussion
I don't like the tech tree either. Ultimately it should work as a means to an end and not an end unto itself. Right now if you remove the tech tree completely what is left in career mode? Basically just a financial grind that leads the player into a slightly restrictive sandbox mode. Career needs more meat. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
It's something I looked into only briefly, I'll try to find some time to see what it takes to add it and what kind of investment in time I'll have to put in. I'll do my best. Thanks! The Radish is important to me, so I'm taking my time and trying to do it the service it deserves. I'm glad you all like it so far. I didn't know the reason; you learn something new on these forums everyday. I understand why the size isn't stock, but it's hard for me to play without them now. The jump from 1.25 to 2.5 is just too bug and there's a point in the career where the payloads you want are either too wide for 1.25 and too light for 2.5m. 1.875m rockets tend to work well when the pad only allows for 140t too, whereas I have trouble building good 2.5m rockets in that tonnage. So I worked on some bug fixing: -I went through all the parts and adjusted their heating and bulkheadprofile values -I adjusted all the gimbals of the engines to better match with the new stock values (Increased) -I added surface FX to the engines as well as the ability for them to spawn in test contracts -Deleted the old animation module, so it shouldn't bug out with BDanimation plug-in -Re-sized and all placeholder textures to 16x16 and converted them to DDS format I think that covers about everything major that people have brought up recently, so I'm going to put up a beta for the fix before the actual update, just to verify. Download: 5.18.15.zip"]HGR V1.2.2[beta]5.18.15 Make sure you delete the older version of HGR first, if you don't you'll end up with a duplicate Radish decoupler, as I've reorganized its file slightly. Thanks everybody, feel free to let me know any questions or concerns. -
This is exactly the reason I wanted to add this to my soyuz as well. Even without RPM a good forward view is so nice for docking. See the PMK in HGR for a pod with a docking scope for a proof of concept. (Double clicking on an object to see through a "scope" view, using the same camera change technique as for windows) Just make sure that you can't see the extending or retracting periscope from the "inside" view so the illusion isn't broken. Congratulations on the Little Bun!
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
I didn't get to work on much this weekend, but I've got this evening free to get some bug fixing done. I'll try to get as much done as possible and likely throw a beta up for any one that wants to help test and make sure the fixes work. I'll be sure to fix those placeholder textures and update the max temps and bulkhead profiles for all the parts first. After that I'll do as much as I can in looking at the other issues that have been brought up, but I don't know if I'll get to all of it tonight. In other news I've still been working on rebooting the assets and have a fun WIP shot for you guys. -
Typical IVA texture resolution?
Orionkermin replied to jfjohnny5's topic in KSP1 Modelling and Texturing Discussion
I wouldn't recommend going any bigger than 1024x1024. Remember that memory usage scales up exponentially with texture size so 2048x2048 will take up for times as much memory. You would actually save memory by splitting the objects up across a couple of textures. That being said, I've made IVAs for similar sized pods using a single 1024x1024 sheet. It's important to consider what areas of the internal space the players will see a lot of and allocate texture density accordingly. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
I too wish there was some kind of space race mode. I think it would allow for the kind of challenge most veteran players complain about not having in career... Thanks for trying out the mod. Do you happen to know if this will introduce bugs for people who do not use filter extensions? I'm only asking because I want to know if I should set it up as a MM patch or just include it in the normal cfgs. -
[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
The CST style one from the dev thread? I've been working on some HGR stuff lately as far as asset creation goes, so it might be a bit before I get back to it. I do intend to finish it at some point. A heatshield could be a possibility for the future. I may even be able to have it act like a decoupler with a bottom detachment node, possibly. My biggest issue with the stock heatshields is actually the size of their auto shrouds. They stick out a bit too far for my taste. The DRE heatshield is a good fit if you're running that mod. Not sure if their's a version with stock ablator available. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
I'll be sure to re-size and convert them to DDS for the next update, that should keep ATM from trying to convert them if I'm not mistaken. I just want to try and get time to address a few of the other bugs that have been brought up, so I can fix as much as possible in a single update. -
[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
The short answer is yes. The long one is that I actually made this about six months ago and just recently came back to it. In that time we discussed a lot that could improve the whol system, such as turning the service module into more of a payload bay and making the engine dual mode to support both LFO and Mono prop. Check out the dev thread for more details. Texture wise, it actually has a normal map, it just isn't a great one. But the whole system uses texture sharing in a way that I'm unhappy with and strange mapping in a few places. (Again I made this quite a while ago and hindsight is 20/20) So a lot needs to be redone and it sort of needs to happen at the same time. If I find myself with a lot of free time I can look into improving the existing normal map, but I don't want to devote too much into fixing textures that will need to be remade anyway. Hope that makes sense and isn't too disappointing. -
Two-seated Mercury capsule mod???
Orionkermin replied to sedativechunk's topic in KSP1 Mods Discussions
I'm seeing so many of these threads lately, really makes me feel like the stock game could use its own early game 2 kerbal capsule. There's obviously at least some degree of demand for it and if they didn't want to make it spam in a can, a tandem capsule could be interesting. At least there's plenty of mods to choose your favorite now, just look through all the examples in this thread. Back in my day there was none, so I had to make my own It's the whole reason I even got into modding... Sry random tangent. -
[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
Yup, planned for the next update. -
[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
Yes, upon a quick google search, you're probably right. No, HGR really focuses on a different scale and I'm panning to remake the Radish. It's a lot more roomy than the Corvus and I feel 1.875m is a more appropriate size for a gemini style pod. The Corvus is more of a side project, and something for those that understandably don't want to commit to a new part diameter, especially one as niche as 1.875m. I do want to make an optional adapter available that would allow the corvus to look nice on 1.875 parts, so that it could be used with HGR and Angel-125's MOL mod. Hey, thanks for the patch! Mind if I use it in the mod? I'm afraid I'm not very good at making realchute .cfgs myself. -
For anyone that's interested: So I did a tune up on the Corvus and added a release thread for it here. It's 1.0.2 compatible and all the textures have been updated to DDS format. I still feel that it needs a major overhaul, but since this is more of a secondary mod for me, it will be a while before I have something out for it. It's still working parts that mostly work for what they are, so I figured I'd go ahead and release it in it's current state. Big thanks to Somnambulist for the patch and for helping re-kindle interest in the project.
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Image by Omega482 & Saybur Stuff Corvus is a small parts pack based around a 1.25mTwo seat capsule. It has been made to be a "Kerbalized" interpretation of Gemini. Also included is an appropriately themed parachute/ docking port combo, a service module, and a small in-line monopropellant engine. The pod features a unique IVA. A heatshield and decoupler have been added in the newest update. To install: Copy the GameData folder into your KSP directory. The file should read as follows: GameData>Corvus>Parts> -A portion of HGR is included in this DL and only includes props for the IVA. You will not have seats without this. DOWNLOAD (Curse) Corvus Version 1.1.1 Hotfix DOWNLOAD (Kerbal Stuff) Corvus Version 1.1.1 Hotfix Corvus V1.1.1 (May24 Hotfix) -Fixed an issue with the chute's COM -Fixed an issue with the heatshield's CoL -Fixed a description error with the supply module Corvus V1.1 (May23) -Added Heatshield and Decoupler -Normal Map tweaks -Added support for: -Realchute -DRE -RPM Corvus Extras Corvus Extras is an additional download that adds some extra Gemini themed parts to use with the Corvus. These are completely optional and only available here. Currently there is a Titan II themed fuel tank and a 1.875m adapter to give the Corvus a more traditional Gemini look. Download CC-BY-SA. (A of 4/25/2017, please ignore legal info in the readme) -Permission for CKAN to redistribute
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
Hey, thanks for all the help guys! I'll be sure to go through and re-size all the placeholders to 4x4 for future updates. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
Sounds like something that used to happen when the part was not updated for the BDanimation plug-in. I thought that I commented out that module, since I'm not bundling plugins anymore. Maybe I did something wrong, if you're using that plug-in and you're comfortable changing things in .cfg files, you could try deleting the module completely. Otherwise, you can wait for me to check into it. Hmm those .pngs were just placeholders. (Which is why I didnt convert them to DDS) It used to be that some parts would have trouble loading without a dummy texture in their file. Maybe this has been fixed and I can remove them. Thanks for letting me know. You guys are squashing this thing for me before I'm even off work - - - Updated - - - Just saw this after my last post. I will look into what could be causing this, although I'm not sure offhand, so may take me some time to sort out. I have not experienced this myself. I'll add an RPM interior for it in the next update. I haven't gotten to test RPM support in KSP 1.0+ are the other RPM interiors still working? -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
Are you also running Active texture management? -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
Interesting, it does reuse a bit of the onion's texture. I'll install ATM and do some testing later. Thanks for the heads up!