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Everything posted by Porkjet
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I've been working on exactly the same. I eventually even planned to name it Kerbol Plus(!!!) Wasn't doing nova's ideas, but stock-ish version of our solar system was the plan, so its similar. I stopped work on it because Planet Factory just has to many limitations and I'm waiting for a better alternative. here's what I have so far:
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Yes, the cabin could easily hold 6 crew, if it was made of tinfoil and didnt have any other pieces of equipment/technology/Lifesupport in it. You'll see how tight its in there for 4 kerbals once I get around to make the internal model for it. Another important point to consider is what number of crew makes sense from a gameplay perspective, given the parts size and mass compared to the rest of the game.
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AH ok, I thought initar spoke of those: http://i.imgur.com/hETBPGg.jpg
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Yes that was when i was all obsessed with getting hugearse hydrogen tanks in the game but I've kinda changed my mind about the necessety of that. I may revive them as liquidfuel tanks in a new dedicated propulsion mod, but don't expect that anytime soon.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Porkjet replied to Porkjet's topic in KSP1 Mod Development
Thanks guys, your words are very encouraging. @ Neutrinovore: regarding that flat tailpiece, the original design had exactly such an angled edge. I then changed it thinking it would allow to attach control surfaces there more easily, but after some playing around I feel that it doesn't work out that great and also doesn't look as good. The original part had a 22.5 degree angled edge. As undecided I am weather to have a flat or angled edge, so seem to be peoples requests. I may just have to add different versions. -
[24.2] Karbonite Ongoing Dev and Discussion
Porkjet replied to RoverDude's topic in KSP1 Mod Development
Congrats on the release. And look at how quickly you pulled that off from scratch! Good job. And those parts look super shmexy. -
[DEVTHREAD] Deep Space Exploration Vessels
Porkjet replied to Angelo Kerman's topic in KSP1 Mod Development
Oh that hydrogen beam is terribly ..... <---edit: really, KSP-forum?! This is a dirty word?! ugh... I'm most curious about those 'nasa sound bites'. What would such an engine sound like? Also, when you're working on the emissives, dunno if you've seen it or if its common knowledge but you don't necessarily have to use a greyscale texture for the emissive, if you use a color map you can display different heat temperatures in different colored glows, red->yellow->white You can make a quite realistic heat animation by animating only the red channel up until about half of the anim time, then fade in green for the yellow glowing areas, (and then blue for white-glowing areas, if you have something that hot) -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Porkjet replied to Porkjet's topic in KSP1 Mod Development
Ok here's a couple of things that might be worth showing. This shows the progress on the 'specialized' parts http://i.imgur.com/Yfgm8Ag.jpg This is the radial cockpit, actually it would be quite helpful to get some feedback on this so tell me what you think. (I'm not 100% sure about the triangular windows) http://imgur.com/rB3h1dY http://imgur.com/O4IPpjy -
[DEVTHREAD] Deep Space Exploration Vessels
Porkjet replied to Angelo Kerman's topic in KSP1 Mod Development
Awesome! You learn quickly! -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Porkjet replied to Porkjet's topic in KSP1 Mod Development
- a good dozen of parts for SP+ - something for NovaPunch - some things for Infernal Robotics - some nuclear engines for possibly a new mod - non KSP related things -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Porkjet replied to Porkjet's topic in KSP1 Mod Development
Nope, sorry. Not gonna happen anytime soon either, too busy with other things right now. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Porkjet replied to Porkjet's topic in KSP1 Mod Development
To take a little break from spaceplanes I dug up and finished that LANTR engine I started back in ... february! It was in a 90% finished state I just had to finish the texture. TIL that you can make multi-colored emissives! Size comparision The new engine FX from ARM come in handy! Stats: Weight: 1.8t Regular NTR mode: Thrust: 40kn ISP(v): 760s LOX afterburner: Thrust: 100kn ISP(v): 510s Download All rights reserved (for now, until I've figured out what to make of this) -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Porkjet replied to Porkjet's topic in KSP1 Mod Development
Yepp. For now at least. When i get back to work on the habitat pack I'll again try to find a solution. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Porkjet replied to Porkjet's topic in KSP1 Mod Development
Uhm, are you talking about SP+ and the hatches on attach points of the crewed modules? Havn't seen the necessety of that yet. My fear would be getting the old 'hatch is obstructed' bullsh*t if one of em is ostructed, which will almost allways be the case on attach nodes. DOn't know if it works I'll have to try it. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Porkjet replied to Porkjet's topic in KSP1 Mod Development
Such nosecones are also on the scheme, no worries! -
Looks absolutely fantastic, Kipard! I like this black and white design better than the pure black skylon. Maybe some slight 'imperfections' to the surface may make the material appear more real, like in this image (which you probably took for reference?) http://wordlesstech.com/wp-content/uploads/2013/09/Skylon-could-Revolution-Space-Travel-1-640x426.jpg Overlaying a generic metal texture at low opacity might already suffice to achieve this. But you said 'basic texture' so I assume you were going to do something like this anyway.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Porkjet replied to Porkjet's topic in KSP1 Mod Development
I don't think that's actually what happened tho. Just a shocking coincidence. probably. >.> <.< I'm not sure, after seeing roverdudes new station parts I'm thinking it needs a complete overhaul. Wow sounds bad. I think you should adress this to the RPM thread. -
[DEVTHREAD] Deep Space Exploration Vessels
Porkjet replied to Angelo Kerman's topic in KSP1 Mod Development
The efficiency and power of such an engine is Overkill. Making it outrageously big and heavy (which is also realistic) is the least you can do to balance that monster. Make it at least a chellange to haul that thing to orbit, because once its there you can go anywhere you want, even to other stars. -
Airlock/ladder obstruction
Porkjet replied to raidernick's topic in KSP1 Modelling and Texturing Discussion
Welcome to pain, friend. There's some serious b0ll0cks going on in the part tools... What you say about y=0 and z<0 is very interresting, and I wonder why it seems to have those conditions on your model while the trigger boxes sometimes work in all sorts of funky locations on other parts. Maybe it has indeed to do with the size of the part, that thing is rather big afterall. If you think moving the entire station down would be an OK workaround, you should be able to do this if the station mesh is a child object of the object with part tools script on it. However, this would also mean the CoM would be at the very top where the hatch is which could make the thing act a bit strange in space. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Porkjet replied to Porkjet's topic in KSP1 Mod Development
I have the growing suspicion that someone stole my idea -
Well that would be rather convenient
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Ah interresting thx for the hint, Ima investigate! Yes I'm considering exactly that, but think about the additional memory these textures would consume, also the time it would take to make them. Of course I'll use my time to make more parts right now and wait for such optional gimmicks till SP+ is at a somewhat 'finished' state, or whatever I perceive as such. Also give 64bit KSP some time to become more stable so bigger file sizes will be less of a problem. But yea it would be pretty cool to have a downloadable texture pack to morph it to B9+
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[DEVTHREAD] Deep Space Exploration Vessels
Porkjet replied to Angelo Kerman's topic in KSP1 Mod Development
Oh ....! Is that a megnetic confinement type of fusion engine? I've allways wanted to make the fusion engine from the deadalus concept. Similar size.