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Everything posted by landeTLS
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Since youre taking suggestions. I second the suggestion of parts with 2.5m connections. Maybe also 3.75m. A Huge centrifuge is also on the top of my list.
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The newest dev version of mechjeb is awesome. The twr view for different celestials meant that i could remove a redundant mod (ker). So nice when everything is one place. What are the plans for features in mechjeb you wanna impliment? My most wanted are(in decending order): internal support for far(same as the optional component but perhaps extended), internal toolbar support(without external component). Sorry if these two are already implimented in some form as there have been sooooo many new awesome features lately and i havent read them all. Checking the jenkins page almost everyday. Other features. Hmm. Perhaps better planning/executing of multiple nodes i think would be nice(mostly gui stuff. But maybe some optimizations so there are less instances of unplanned aerocaptures:P)
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Hmm. Wierd that it only accurs for me when fuzebox is loaded then. Ofcourse it could be that fuzebox calls the buggy api that then creates the nullrefs like ratzap said. The nullrefs arent the issue tho. The problem is that when fuzebox and rpm is loaded it causes the flightgui to freeze completly. To reproduce load the two plugins and a create any craft with a pod that has rpms and launch it. Unload fuzebox and the issue dissapears. Im also seeing intermittent gui issues(loss of camera control etc.) with only fuzebox loaded.
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Zzz iwe loved your models ever since i saw the greenhouse model you made a long time ago. You bring a unique style to the ksp modelling scene. Dont feel pressured to make more stuff. I know how that can get stressful. Just take it at your own pace and if you feel like making something new, make what you think would be fun to make yourself and you know the community will embrace it whatever it is. Love the new spherical tank btw.
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[0.23.5] Fuel Science v0.4 - Balance out that tech tree!
landeTLS replied to ArcaneZedric's topic in KSP1 Mod Releases
Nice stuff. Instant download for me. Kudos on the nice models. Hope more follow for the station science mod. That is an excellent plugin that lacks proper models -
Nice. I recolored mine black(red and green details in different shades and darkened the grey parts a bit) to go with chacamonkey parts but blue looks good too!
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Just to clarify. This accurs when running on a new save with no other mods than fuzebox and on any part as the root part. And as i mentioned it accurs before any parts are added to the ship(on entry to the vab/sph) Hope this helps. If there is anything else i can do to help you pinpoint the issue ill be glad to try it.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
landeTLS replied to rbray89's topic in KSP1 Mod Releases
Volumetric clouds would be awesome. Defidently on the top of my list. Second would be aurorae -
Thanks for the info. I guess i still need to do more research.
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I hope im remembering this from my research properly but spec maps are for reflectives right? If so i think they are supported. See some of the kw rocketry engines for example. They use both ksp reflective materials and maps for the reflections(i think:P) plus diffuse, normalmaps and emissive(heat animations) maps. But from what i see most modellers use diffuse maps and normals (i guess the way ksp treats them its more correct to call them bumpmaps even tho the colors used are those of normals?) I know planets normals are treated like "real" normalmaps where the bumps actually are 3d and not just the shading like on parts
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I havent gotten a chance to test the smelter/furnace yet but from the pic you posted it looks really good. Nice and simple looking. i assume its the silver thing the lander legs are attaced to?
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I think the model is nice as it is. And what you drew looks good too.
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He dont seem to currently be doing any modelling for ksp. The model i have is just the latest rough draft he made. I also have the "holy handgrenade" smelter/furnace model
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You do have yoriks nice drill model tho. But its really high in the tris count (i think i counted around 8000 tris) but if somebody knows how to optimize it and create the texture template for it i could import it into unity and make the texture map for it. I do have the model now. Got it from yorik. I did get it into unity and the animations work well. but the model wont load in ksp after exporting the .mu. the resulting mu file is around 500kb so it may be that ksp is not allowing it to load on account of the high tris count. It also dont have a diffuse map. Anyway. Here is a video of it yorik posted a while ago: Im currently still learning modelling from scratch so there will be some time before ill be able to do anything with it
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Thats a really nice model you made there. This is often a very good way to help out plugin developers to contribute work as they are often busy with their actual work and are doing this for free after all. Im a novice in unity and blender/modelling but i found out i am able to transfer some skills from my graphic design background to creating texture maps for ksp. Ill try to get this into unity tho im afraid i may screw it up tho. Does it already have a basic diffuse map? On my phone now so i havent had a chance to take a look at it. If it has i could get right into making a texture map for iit. Also did you add a normalmap, ksps current handling of normalmaps are a bit basic atm but it does add a lot of details without huge tris count? Edit: In regards to animated rocket workshop this was looking really promising tho the project appears to be dead. Even the more advanced animation project that the developer moved on to appears to be dead. But cool nonetheless http://forum.kerbalspaceprogram.com/threads/50916-WIP-Animated-Workshop
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Chaka Monkey - Closed Development Thread
landeTLS replied to YANFRET's topic in KSP1 Mod Development
Thats the main issue with this new dev texture map. All the tiles are actually repeated. Thats why i had to change the scale of the tiles themselves to make things line up properly. If you look closely Youll see that two tiles are repeated over and over again. Ill look over things later but it looks like the things sumgai has done to optimize the map makes it impossible to get the dev texture map to the same nice quality level as the ones you already made Edit : that koupula texture you made looks soo damn good Edit2: im thinking for the small modules it might be possible to use the dev common map without detail degradation(since the tiles are all the same anyway) tho we would need to change up the black rim a bit. Could you send me the kopula and both modules maps with normals and ill have a look at what can be integrated into the dev map? -
Chaka Monkey - Closed Development Thread
landeTLS replied to YANFRET's topic in KSP1 Mod Development
testing some completely alternate normalmaps on the fustek components, the diffuse map on the "crumpled paper/foil" one is actually the same as the other 3.75m textures i posted before so almost all of the details you see there are from the normalmap. the other use a custom diffuse map too. i think they look a little too much tho even tho the crumpled one creates a completly seamless map. temporarily removed the black stuff to see better the transition at the top where the black edges start are a bit difficult to get visually pleasing i think, especcialy on the koupula, i cant do the same as yanfret has done because the common texture map basically uses a smaller tile which is repeated over and over again around the rim. this makes me unsure if this is the way to go and maybe its better to keep using seperate maps, what does chaka think? i could use a repeating seamless texture around the rim instead of seperating it as tiles -
My report on version 2.15 basic config*(no mipmaps generation) is that it appears to be running fine. No crashes yet.ive been using it since it was released. I did have to change up the settings for the texturecompressor to get the pqs devbuild for the clouds&lights pligin to load the clouds correctly tho(left the whole textures folder readable instead of just kerbin1). Im currently testing a lot of textures so im loading ca. 1156 texture maps. Total memory use is around 2.7gb. Will try the new dev version soon.
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Awww. Its such a cute little thing
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Hi. Thanks for the responce. I didnt mean i want things to be easier. I love the idea of having to struggle to get these parts into orbit. And more resources required and time to construct is also a really good path to take. I had an idea of making combined resources like mineral rich rock, mineral poor rock, lavarock etc that output different resources and ratios in the kethane converter module. For something like a simplified version of eve onlines ship and component construction. One could also seperate the build requirements to each part on the ship but i fear that would require lots and lots of manual configs on your part unless you just use a scalar system with mass calculation etc like missioncontroller does. I already have made working configs for an expanded fuel resource mining system(made from the chart squad published a while ago) for kethane with overlay colors and all and with opensource container models made by zzz with retextures i made(also for ore/metal/rocketparts). if you are interested in trying it out i can send it to you in a pm perhaps. In regards to the models its mainly the estetics that could use some work. I wont critizise too much because i cant model at all:) trying to learn tho. Keep up the good work. The plugin is working well
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Chaka Monkey - Closed Development Thread
landeTLS replied to YANFRET's topic in KSP1 Mod Development
here are my fustek retextures that i talked about before and the kw titan engine .sorry about the a little lowres pics. there are some places i need to fix the textures(white line near the bottom, white dockports that should be black, remaining sumgai test textures, too dark off-black textures, normalmap on the 3.75m components need some work etc.) i also havent resized the 3.75m components but thats a small task. the tiles on the 2.5m components need a seperate diffuse and normalmap but total texture memory use is still only about 8mb compressed,12mb uncompressed total no matter how many components reference the models/textures via MODEL nodes, the titan engine takes about 8/10mb. i also made a quick mockup of that beemer rover with the alcor pod you can see in the back there, but it doesnt look finished at all. I just made that to try how this type of overlay would look ingame. the 3.75m kopula is only half done. thats also a slightly custom kw long tank there with the red ksp logo removed, and a more custom retexture of the longest kw tank. I dont have the artistic sense yanfret has heheh. I was also thinking i could add portholes on each side to the fustek short components, its done via model nodes. -
Chaka Monkey - Closed Development Thread
landeTLS replied to YANFRET's topic in KSP1 Mod Development
Yanfret if you are interested i made some retextures of sumgai's optimized dev version of the fustek parts. It allows for some lower ram use as all parts share a common texture map. So one could add more of the fustek parts in chakamonkey flavour without the associated memory drain. Not sure if you are already using those yet but in looking at the textures it doesnt look like it. I made mine with the normalmap and diffuse from nothke's retextures.and they almost look like the ones you made tho im not happy with them yet tho. I did tho make the white "tiles" symmetric so they cut off aatwhere the black rim starts. I also made a chaka monkey-like kw titan engine retexture. On my phone now. I could post the pics later