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Vespene

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Everything posted by Vespene

  1. Great news that the game is being updated. Hope it's worth the money. Will it receive a graphical overhaul? It seems that the original dev team went through a lot of trouble to evolve the game into Unity 5 yet it hasn't taken the opportunity to improve on the game's visuals. I know gameplay comes first (been playing KSP for 5 years now), but I feel the game would get a lot more traction if it didn't look like a PS2 game at times. Hopefully they'll work on the shaders and lighting!
  2. Was this particular mod ever continued?
  3. Fantastico! Downloading when I get home. Thanks for lowering part counts!
  4. At this point Squad should just make this stock for 1.0. The amount of work put into KSPRC would take months to develop by Squad, and probably wouldn't look as good! I don't know if this has been discussed earlier, but it would be awesome if the time of day would affect how the world is tinted. For example, during sunset KSC should have an orange tint. Keep up the great work. Installing this pack has made me come back to KSP in full force after a few months hiatus.
  5. It would be awesome if Porkjet got Squad to make this stock.
  6. I finally got the reflections to work and they are beautiful. Still figuring out how to make the visors not transparent. Is there another line I have to edit for that in the default config?
  7. Ok I don't know what I need to edit in the @default file to get the mirror-like visors (100% real-time reflection, no transparency). I have the "isVisorReflectionEnabled = true" and I've messed around with the visorReflectionColour line but nothing looks like that picture: http://i.imgur.com/ECEyo4Y.png What am I missing?
  8. Porkjet is currently KSPs top parts creator after the space planes overhaul. I hope this also becomes stock. Maybe a gargantuan 3 meter inflatable set is in order? I'd name it The Beach Ball.
  9. Fantastic. Thank you so much for doing this for the community.
  10. I've always dreamt of playing KSP multiplayer where each player has their own space center located at different parts of the world, each upgradeable through multiplayer career mode. Maybe this is one small step towards that becoming a reality. I love the idea of refueling at different bases. It would be cool to be able to "launch" EVA'd kerbals from the Astronaut Complex, so they can walk towards the refueled vehicle and take off. This way we could have forever persistent vehicles in the space center and beyond. For extra awesomeness, spawning kerbals at the VAB rooftop helipad.
  11. My only request for this excellent mod would be a lock horizontal velocity function. It would make helipad landings a breeze!
  12. It would be awesome for a Multi-Purpose Logistics Module that is snack compatible.
  13. Astronomer, awesome work as usual. My only quibble with your more recent screenshots is that the cityscapes are too photorealistic when compared to the rest of the game. I don't know how to go about that particular issue though... maybe photoshopping the textures with posterize and saturation effects? Just to make them look cartoony like the rest of the game.
  14. Nothing particular to say other than thank you for this mod! It really adds to the sense of place when, after 50 hours of gameplay into your career, a whole new set of music plays once you enter another planet's sphere of influence. Because really, most planets are the same once you land on their surface. The music is something that could really make them feel different. With that said, I can't wait till your next release.
  15. My intent is for the game to still use the same mesh and animations it has for EVA. I'd be attaching a backpack that has a built in helmet. Since the helmet mesh is static throughout the animation cycles and can be turned off through TR, it should be a matter of properly scaling the helmet to fit the kerbal once TR takes away the helmet. The backpack would be worn through KAS. It's looking good so far on Maya, but I still need to find the kerbal model from the game to properly scale the helmet and backpack. I'll post more pics when I get that.
  16. I think initial imput lag would be the way to go when controlling a resourced deprived kerbal. Let's say you press to turn the craft left or right... the ship would not respond until 5 seconds into it, because the kerbal is either asleep or rebellious. A few seconds after you stop moving the craft, he'll go back to unresponsiveness. This pattern would slowly worsen until he stops responding all together, requiring a snack resupply to revive him. Taking control away is less frustrating than sudden actions you don't control.
  17. I actually got the idea this morning when using the Universal Storage EVA backpack. What I'm thinking of is making a backpack with the Apollo helmet built in, then turning off the stock helmet and retexturing the stock kerbal torso. Currently looking into how texture replacer turns off EVA helmets. Does it swap to the IVA model or just turn off the helmet texture UV?
  18. I've been creating EVA suit variants with the goal of creating a mod for different surface missions. Surface EVA suits would make the kerbonaut heavier, just like Apollo EVAs, to facilitate walking in low-G. The suits would need to be packed in the vessel through KAS or Universal Storage. Currently I'm looking for the EVA 3D model so I can mod the mesh to add the Apollo A7LB esthetics. Here's the asset I just started working on (literally 10 minutes ago). Would greatly appreciate if anyone could facilitate the current kerbal 3D mesh from the game!
  19. I like this too. Though the think life support should be a part of the game, I find oxygen, waste and all those things related to life support kinda cumbersome. Having only one life support resource would be a happy balance between the two sides of the argument. Air and water recycling are pretty much a given in any modern spacecraft, so why bother with the details? While kerbals dying is pretty hardcore, immortal crews would still be too easy. Don't get me wrong, I love the idea of grumpy kerbals. How about when a kerbal runs out of snacks, he falls unconscious? He would drift in space and will need a resupply to get him running again. In some ways, the crewmen would act similar to batteries without power or engines without fuel. Good luck with the mod, and let me know if you need help with model assets. I'm a professional 3D artist.
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