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landeTLS

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Everything posted by landeTLS

  1. Very nice. Much detail. Very impressive. But.. needs more puns:P
  2. Wow. Really excellent stuff. I know some ppl didnt like the really yellow parts you showed before but i like it eather way. You really are a source of inspiration for my own modelling
  3. Hahah!. Funny stuff I emagine the american version of this would be more like all the ppl becoming fat instead or something(sortof like an enemy within thing:D) no offence intended
  4. A snapshot wireframe 2d view of the vessel would be perfect for a visual. There is no need for it to be rendered. Im glad youre still working on this at it is certainly a useful plugin
  5. I wanted something kerbalish sounding to power some reactors and a orion propulsion module im working on.im thinking now ill go for a blutonium/explodium combo for producing the propulsionpayloads.
  6. I usually do 32 sides for 5m cylinders and then 48 for 6.25m+. but im not an expert. You can probably have big parts look nice with just 24 sides with cleaver use of normals.
  7. I saw it. Happy to see another "keriodic table" fan Btw is there any official keriodic table somewhere? I take mine mostly from the resource flow chart that was released on reddit some time ago. Im trying to think of a kerbal uranium variant. Kuranium? Uranikum(ewww)? Bluranium? Explodium?
  8. Yep. You can also set rescaleFactor manually in the part cfgs to "1" then the part will be exactly the size you made it in your modelling sw. But as i mentioned before its well worth it to stick with squads system of 1m model increments and keeping them scaled to 1.25. I usually create some reference cylinders i can use for comparison purposes when i model and need to scale stuff up or down(i just started learning modelling a few months ago so im nowhere close to your level of skill stubbles)
  9. I can confirm what nomrbond is saying. They are defidently already 2.5m ingame
  10. 3.75m is the more desirable size. Especcially because its a squad scale (3m model * default cfg rescalefactor which is 1.25) the next step up is 5m but that is kindof big. it also allows one to use it seamlessly with kw parts and squad adapters can be scaled up and still fit. I dunno why they use those scales but its well worth it to conform to their standard If youre not doing it already id suggest making your models in 1 meter increments so you dont need to change/set the cfg rescalefactor at all. That way if you for example make a 4m diameter part in blender/3dsmax etc. It will be 5m ingame. Im very glad you are making the energia based components. Iwe always liked those designs. I must say your normalmaps are "off the Charts" well made. Do you bake those from high poly geometry or do you use a sculpting sw like zbrush etc.? I noticed one thing while testing the released pack. The smoke effect is a bit off center. Its a quick fix tho. Just play with the offsets in the fx definitions.
  11. I absolutely agree. It had its small gameplay issues that was mainly because that lots of intended content was cut Because of time constraints. I still wonder how legendary the game would have been if they had completed their original idea. I really wish the situation back then was more like today with indie developers being able to finance and publish their games by themselves. Even in comparison to the first two xcom games(that where also very good) i think apocalypse was the best game in the entire series. I especcially love that you could play it all the way without turnbased tactics(i still think its the only game ever made of the tactics type that did the non turnbased thing in a good way). Too bad every game that was released under the name/concept after was terrible. Tho the new xcom game is pretty good. But too bad All the complexity i loved in the micromanaging has been dumbed down and consoleified to such a degree its become mainly a general tactics game and not a classic xcom game. Yea. I had a slightly different way to do it. I loved just having my guys lined up shooting gallery style outside the ufo waiting for the aliens to come out and blast them with those explosive minigun rounds making all their unused grenades explode sometimes making the whole side of the ufo come down on top of them. What was amazing about the ai was that they sometimes where able to outsmart the camping tactic somewhat by just continually rushing my guys until one alien could launch a missile or toss a grenade into one of the lines of agents. O such many fun moments of gameplay i had from that game.
  12. Kult å se så mange norske spillere her. Ola kerman ftw.
  13. Defidently "X-com apocalypse" by mythos games in 97 http://en.m.wikipedia.org/wiki/X-COM:_Apocalypse It was the first game i really liked when i first got it for christmas in 99. I guess its like your first gf. You always think it was special Rollercoaster tycoon (first 2), interstate 76 and the first half-life are also close to my heart
  14. Well. I really like space games. So i usually atleast try games of the genre and especially indie games. It took a long time for me to discover ksp because i wasnt sure id like it so today i keep an open mind. But i think my expectations regarding Orbital mechanics and gravity simulation i got from ksp has ruined most other games for me:P
  15. I tried space engineers some time ago thinking it would be fun and have some cool physics simulations. Boy was i wrong. The gravity is all wrong and unrealistic(ie if you step off a ledge in space you start falling away from the object. I ended up just playing it for 30 min and those 30 min i wish i had spent on something else) i know its alpha and all but this is the kind of game i can already see is going in a wrong direction and is fundementally flawed in its gameplay. All is only my opinion ofcourse. Im sure some ppl found it enjoyable. For reference i really dont like minecraft. So if you like that then this follows a similar concept with the blocks.
  16. Doge is saying: Oooh such tiles... much texture.... (Not good for spacedoge heat tiles tho)
  17. The models and textures you have made here are of aaa quality. I really hope i can get to this level of skill in my own modelling someday.
  18. The laptop should be running kerbuntu. And should have a cheezy vacation picture of jeb and bob drinking pinia coladas on the beach as the background EDIT: btw this post is 90% meant a joke. But it would be cool nonetheless
  19. My suggestion is.. continue optimizing the games asset handling with the 32bit limit and as soon as possible when unity 64bit windows version is released then impliment that. But continue optimizing asset handling. Ksp is such an asset intensive game that it should really be a 64bit application. A nice start for optimizations would be to not duplicate model textures in the memory(just what the texture compressor plugin does to save a lot of memory, in addition to compressing stuff ofcourse) Edit: there is a lot of raging here. Not a very constructive thing to do guys. Just calm down and have a cookie
  20. Yeah the native physics in unity really isnt good for ksp as it is very physics intensive and not so graphics intensive. (Physics is being calculated completly on the cpu in ksp/unity) if i am understanding the unity addon linked here it is an nvidia physx implimentation that would allow for moving the flops intensive part of physics calculations to the gpu instead (which is far more well suited for fast floating point operations) In comparison. My two 8 core xeons are capable of less than a fraction of the 5 somewhat tflops that my 780ti can do. 64 bits ksp in windows would be very nice too. But mostly ppl with modding addiction(like me) would have the most enjoyement from it(adressing more than 3.5gb memory, and yes im already using the texture compressor plugin). For that we will first need to wait for stable 64bit builds of unity to be released so there is really nothing squad can do atm. EDIT: I do get the sensation that nothing being discussed here in the suggestions subforums gets reviewed by the devs at squad (which is why this is my first post on this subforum, i mainly post in the mods/plugins subforums because there are actually communication between the plugin devs and the community. Squad dont really do hands on communication with the community too much. Probably in fear of their ideas and feedback getting taken as official statements and ppl raging when their Expectations are not met) anyway i posted in this thread because it seemed very interesting. And i have a small hope someone at squad sees the thread
  21. Ok thats probably even better. I havent dived into alpha channels yet as i dont fully understand how to use them but the possibilities sound very good
  22. Nonetheless Im sure it will still look very nice ingame when converted to ksp shaders. I hadnt thought of having more than one material on different parts of the model and setting diffuse or low spec amount shader on one material and high specularity shader on the other as a workaround for ksps lack of support for seperate specular maps. You just gave me some good ideas:) Btw. I saw someone working on a reflective plugin that could probably be used to emulate that really high amount of reflection you have in that render in ksp. But im not sure how adaptable that plugin is tho. As whole models in reflective shader usually get a bit silly. But some small details would look nice.
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