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Everything posted by Garibaldi2257
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tabletop gamer and miniature painter here. these look awesome, although painting them looks like it will be a pain in the rear
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Before They Were Orange [UPDATE: CHAPTER FOUR: Starting Uphill]
Garibaldi2257 replied to Endersmens's topic in KSP Fan Works
Don't sell yourself short minimumsky5, your story is amazing as well, its just a different style. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Garibaldi2257 replied to KillAshley's topic in KSP1 Mod Releases
I have to say, this mod is absolutely awesome. and, a great tech tree for it is Open Tech Tree. its working rather well for me apart from needing to grind rescue missions to get enough funds to go to the other moons of Sonnah. -
exact same here, CTT and all
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I have a bug report. the ascent guidance function failed to plot a circularization maneuver for a 75K orbit, and neither the maneuver planner nor maneuver node editor show up when the radio button is clicked. the only mod installed is Mechjeb. edit: Oops, I also have module manager installed since that has been updated as well thanks to you amazing modders.
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Its Modular Kolonization System by RoverDude. I wouldn't do the same artistic style if I were you, despite the fact that I like the work RoverDude has done. I also like the artistic style I've seen so far in your posts.
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I like the 90 degree bend in the passageways, but if you wanted to go with a more classic NASA mars missions feel, inline would work better, its more extendable.
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I really like the textures you've done so far. I agree with neutrinovore, VAB part bloat is preferable to ship part count bloat, so having .5x1 and 1x2, 1x3 etc panels would be good. I'm not trying to plug my really crappily textured mod, but the structural trusses I've made are 65cm x 65cm x whatever meter length, the x and y dimensions are almost perfectly matched to the stock trusses, so panels that size wouldn't be a bad idea, stick them in the middle of a truss for looks or whatever people want.
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So, having concluded 7 station and 4 base tests, I've found no major bugs (my computer seems to ignore most bugs other people run across, so that may not be helpful to you) and the only thing I found with the bases was the power consumption. a base on minmus after the new power consumption rates were executed worked just fine, the mun base still had power issues till I dropped a 2nd pdu. The largest station I had running was 1MM kerbin orbit with over 700 parts and 25 kerbals and it worked great. I'd say all thats left are any bugfixes from other people and final tweaks.
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RealKerbin - a Real Solar System fork
Garibaldi2257 replied to ialdabaoth's topic in KSP1 Mod Development
you're welcome to use my trusses. they're 65cm square and in 1-5 and 10M measurements. if you want other trusses to go with it, I've pretty much got all the different shapes figured out, and it doesn't take long to put them together. -
[WIP] Galt Industries Structural Division
Garibaldi2257 replied to Garibaldi2257's topic in KSP1 Mod Development
it makes me laugh too. -
[WIP] Galt Industries Structural Division
Garibaldi2257 replied to Garibaldi2257's topic in KSP1 Mod Development
there isn't much difference between the two, just look at the state of affairs in eastern europe right now. Anyway, the link has been updated to the newest version. textures are 1/16th the size, 256x256 instead of 1024x1024. Also included are Cross, L and T Truss adapters. Next question is, does anyone want bigger trusses, scaled to fit 2.5 and 3.75M ships, I was thinking something hexagonal, stretch my skills some. -
Connection node don't show up on the parts
Garibaldi2257 replied to Mach_XXII's topic in KSP1 Mod Development
yeah, that last line should read node_stack instead of node_attach -
I'm sorry, I... I just don't like ARM... :(
Garibaldi2257 replied to Naten's topic in KSP1 Discussion
The only complaint I have is that they put the SLS parts in the same node as the largest 2.5M parts. they should have put them in a new tech tree node that is even more expensive. thats my 2c worth. -
Smooth shading to "round off" facets?
Garibaldi2257 replied to Absolution's topic in KSP1 Modelling and Texturing Discussion
try smoothing in your 3d modelling program, it seemed to work for me when I tried it. -
[WIP] Galt Industries Structural Division
Garibaldi2257 replied to Garibaldi2257's topic in KSP1 Mod Development
nope, but thanks for recognizing the reference. Rearden Metal might come later, its much glossier than steel. plus I have to figure out how to make a metallic blue-green texture. -
[WIP] THSS - Tri-Hexagonal Structural Strut
Garibaldi2257 replied to Semni's topic in KSP1 Mod Development
Eskandare, if you're using KJR, pull it. it's not needed for normal KSP now, only for RSS. -
[WIP] Galt Industries Structural Division
Garibaldi2257 replied to Garibaldi2257's topic in KSP1 Mod Development
Turns out I'm an idiot and just had to follow ALL the steps to UV unwrap the objects. They now have textures. next job is to figure out how to reduce the texture size. I'm also wondering if there's any interest in other sizes trusses or weird connectors like y-joints and 30-45-60 degree joints. or if all I'm doing is building this stuff for myself.