Jump to content

Is it currently a good time to mod, i.e. create new content??


Considering the upcoming [b]rescale[/b], is this a good time to mod? (modders only please!)  

2,322 members have voted

  1. 1. Considering the upcoming [b]rescale[/b], is this a good time to mod? (modders only please!)

    • I am not a modder, this is the only answer I am supposed to choose. (Yes, just in case)
    • I have stopped modding for my personal reasons.
    • No, I am waiting for .16 to decide if it's worth continuing.
    • No. (other reasons than the 2 mentioned above)
    • I am undecided.
    • Yes, I will rescale my stuff when time comes.
    • Yes, I am creating new content considering a Kerbal to be 1 unit.
    • Yes. (other reasons than the 2 mentioned above)
    • Get me out of here!


Recommended Posts

Here is the poll, vote away : )

I am following the rescale problem with great interest. I have some time to spare to a hobbie, as in creating some content for the game. However, I am reluctant to start in view of the upcoming rescale. So I decided to set up a poll, to at least figure out what the common opinion is.

EDIT: there is a new development in the issue, see http://kerbalspaceprogram.com/forum/index.php?topic=15204.0

Just in case you were wondering, I was thinking unfolding (and docking with each other when it gets implemented) inflatable modules for Munbase, hopefully with power and zo2 capabilities. A set of them with different functions, and connecting infrastructure of course : )

Link to comment
Share on other sites

Well, if you plan to make new content that has to do with plugins, I would most definitely wait. Code has to be configured for new versions, which would render your parts useless. i would definitely wait until after 0.16 is released.

Link to comment
Share on other sites

Well, if you plan to make new content that has to do with plugins, I would most definitely wait. Code has to be configured for new versions, which would render your parts useless. i would definitely wait until after 0.16 is released.

Most plugins work in different versions, and the popular ones are being updated if not.

There are 3 plugins that haven\'t been updated by the authors AFAIK, and 2 of them have been fixed by a fan, so you probably won\'t have problems if you make a popular mod, even if you rely on other plugins.

Link to comment
Share on other sites

Opening the parts in blender, pressing s then 2.5 then repeating for all other meshes won\'t stop anyone from modding... ;P

...and having to rescale all your models? And retexture? And I am not even touching the weight issue, or other parameters for that matter. Don\'t get me wrong, I want to do some stuff for this game, but you know how disheartening it can be to have to redo stuff that was created purely on inspiration, while having fun? That\'s the moment when a hobbie turns into work, you know. And you cannot reasonably just drop it, because there is already so much time invested... I\'d like to do my best to escape this.

Link to comment
Share on other sites

Simply changing the scale of a part doesn\'t mean you have to retexture it! It will however look blurry, but you\'ll be looking from farther away anyway, so it won\'t be a problem (but anisotropic filtering might be). But yeah, I\'m not sure about the scale parameter in the part.cfg, but rescaling everything in a 3D software means that all nodes must be changed... can be quite tedious.

Link to comment
Share on other sites

Exactly what I mean, and also, yes I would be retexturing stuff if all of a sudden my resolution dropped 2.5 times

Or should it rather be 2.54? I hate this ratio, it creeps up every time I think all is fine and metric. Damn you, inches. It\'s not long till you are all forgotten, I trust. I hope Fahrenheit dies with you too.

Link to comment
Share on other sites

...there is already a scale param in the config that scales only the nodes...

Since I am still pretty much profane in KSP modeling, just tell me if this is supposed to scale everything uniformly - nodes, visible parts (multiple??), collision box(es)? For some reason I don\'t hold high hopes on this.

Link to comment
Share on other sites

Well I have sort of known this was coming for a while, and I was waiting to see how the auto-scaling thing would turn out. Only, surprise! its cancelled now.

We do not know the new scale of parts; Just knowing how tall the Kerbal is isn\'t enough; we still need to know what standard diameter the launcher parts will be to fit those \'3\' kerbals in their capsule. We also need to know if any changes are made to the weight/fuel ratios for balance, and to the engine to even make parts >3m even possible without breaking things.

If you\'re just starting off you can keep modeling and texturing as long as you plan ahead for being able to scale up. Setting things up to work in 0.15.2 would seem to be foolish, but to each his own? :)

Personally, manual scaling on Novapunch is going to be a utter nightmare even IF the engine is fixed to allow 5 or 6m parts in a reasonable way. 80% of the DAE files will need to be edited in a text edtior to even make the importable to Blender, and a lot of those old textures are gonna be blurry after scaling up (and they\'re in a a tiny resolution.) Add in a total re-balance and 200 parts... I am not too eager to undertake this to basically gain nothing.

By the scale, the scale config parameter is not related to this at all, it only affects the 'units' (and thus precision) of your node configs, 1.0 means its measured in meters, 0.1 in decimeters, and so on. With it being limited to 2 significant digits, it determines how precise the nodes can be, with 1.0 being good down to 0.xx and 0.1 being good to 0.xxx. (I\'ve always been skeptical of these figures, but its what I\'ve been told multiple times, so there you go.)

Link to comment
Share on other sites

I keep thinking about all the modded parts I\'d like to see. The current selection of landing gear is very limited, and I know how lots of different kinds of retractable gear work...

I\'m thinking this may be a good time to start working through Blender tutorials and monkeying around with it, but hold off on releasing anything new for awhile.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...