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[WIP] DCCPW, Spy Sat stuff


dishycourier

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Special surprise in about (I'm shooting for) 3-4 hours. Remember that way to test a canister drop pod? I'll release it as a spherical probe, complete with fuel tank and engine. The Hexagon version will have a parachute instead of an instrument section.

Models 100%,

Textures 100%

Cfg 99%

Testing now. Currently has a 113.5 twr. Uh........

Also, not working in .16, working in .17

Edited by dishycourier
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Your texturing is too detailed. I never thought I would say that about a mod part in this game. But like the Apollo program replica, it's just too high def for me to download and use because I know it'll cause unnecessary lag. Spend less time on them, and produce more kinds instead. Better time investment on your behalf with a greater net gain for the gamers who will use the **** out of your stuff. >:D

If you want any ideas to put your awesome skills to use, hit me up. I have gotten that frustrated with the lack of awesome parts that I'm commissioning outsourced workers from Freelancer to make some stuff for me. They're dirt cheap and thus far have delivered flawless work to the point that I also had to suggest they ease back on the details! I'm happy to give ideas away to any modders who want a challenge.

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Your texturing is too detailed. I never thought I would say that about a mod part in this game. But like the Apollo program replica, it's just too high def for me to download and use because I know it'll cause unnecessary lag. Spend less time on them, and produce more kinds instead. Better time investment on your behalf with a greater net gain for the gamers who will use the **** out of your stuff. >:D

If you want any ideas to put your awesome skills to use, hit me up. I have gotten that frustrated with the lack of awesome parts that I'm commissioning outsourced workers from Freelancer to make some stuff for me. They're dirt cheap and thus far have delivered flawless work to the point that I also had to suggest they ease back on the details! I'm happy to give ideas away to any modders who want a challenge.

I can do a low-res texture set if that works. I'm just using the standard 1024x1024 for my unwraps though. One of the many careers I've given up on was commercial artist. Some of the textures aren't as detailed as they seem, I'm just cheating to make them look like they are-- hard lines, bright colors, small unwrapped surfaces on a larger portion of the texture.

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I can do a low-res texture set if that works. I'm just using the standard 1024x1024 for my unwraps though. One of the many careers I've given up on was commercial artist. Some of the textures aren't as detailed as they seem, I'm just cheating to make them look like they are-- hard lines, bright colors, small unwrapped surfaces on a larger portion of the texture.

I'd hazard to guess that a lower res version would definitely improve it's downloads! As I said re the Apollo mod, it was a ****ing piece of art right there, and the download and usage of it was just a tragedy. Mostly because at present KSP lags like a mother****er, especially once you've got a bit of debris in your persistence file. As for the specifics of your work, I feel horrible but I never actually looked at the sphere probe, I just saw the 6+ meg file size and was like nooope! I run on eighth res to try and get more air time between having to end flights and physically remove debris, so I try and avoid larger pretty elements. Although I think MechJeb has always been somewhat unique in it's graphical and animation based design, so your background is quite unsurprising in that regards!

I've managed to worm my way into top percentile artist rankings in the Turn 10 Forza series over the years but after downloading Blender and trying something as simple as importing a file I had a seizure, realised I was well and truly through the looking glass, and pussied out. So you're a braver man than I to pump out the stuff you have so far. You should consider adding to the part making tutorials on the wiki, they're presently about as educational as Scientology is a religion, "Download Blender (actually, that's a lie, they don't even suggest what to download, just imply indirectly) > Design Part > Export > DONEYAY!" making it sound so easy that even a derp like me wanted to try, but no.

A couple of us actually threw an entry on Freelancer looking to outsource part building and plugin building, so if you ever feel like doing some moonlighting hit me up. Although I'm starting to ponder the wisdom of doing it when every update breaks 50% of plugins irreparably, well, that or a combined effort of breaking mixed with the inherent short attention span of nerds who like g

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Updated first post with renders of parts I'm considering "finished"

Looking REALLY ****ing good. There's one element missing that I'd recommend; grabbing a color or texture from the stock KSP items or the most used parts out there and incorporating it into your design. Remember those half meter satellites? Or the BACE space station (and other space station pack)? They're a bitch to tie in with other parts within the game because whilst they look good (probably too good to the point that they stand out) mixed with parts from within the pack, they make everything else around them look ugly. It's the same principal by which I have to associate with the physically deformed or burns victims to pull bitches in bars. When surrounded by bland, even average can look fantastic. But in this case, it's that above average it makes the bland look hideous!

An easy way to negate that effect without having to touch or change any of your preexisting textures would be to incorporate it even more so into additional parts or adapters or connectors you make so that it blends your textures in to the less pretty textures we'll inevitably be attaching them to in a more seamless intentional manner. One example that springs to mind is that 'nucular reactor' where the creator kind of either used the wrong palette or was colorblind and his attempt at a gold foil shielding wrap looked like green radioactive magic lava, the part sticks out likes dogs balls. Sometimes it's impossible to 1.5 bulkhead and fairing wall it off, but using the accompanying smaller battery unit (which was originally white, then turned into magic green lava unfortunately) you could blend it in in a manner that made it less stand-outish.

Albeit this is a polar reversal where something isn't needing blending because it looks ****. :b

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  • 2 weeks later...
ETA on release?

When it's done, but not too long that it's no longer anticipated. I have been assigned to a research project, so my time's been limited. I keep meaning to finish up over the weekends, but something else has come up four weekends in a row.

So soon, but not tomorrow. Also not never. I had initially wanted to have a release by now... There is a range from 100% complete down to about 75% complete, so that's the good news!

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will we be able to zoom with the telescope? Would be so cool to look at all the planets from Kerbin which is possible if your Anti-Aliasing setting are in 8x. If you look closely it the sky you can see small pixels flashing from planets moving so with a functional telescope it would be simply awesome ! :D

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will we be able to zoom with the telescope? Would be so cool to look at all the planets from Kerbin which is possible if your Anti-Aliasing setting are in 8x. If you look closely it the sky you can see small pixels flashing from planets moving so with a functional telescope it would be simply awesome ! :D

Multiple zoom levels are implemented as separate cameras with differing fovs. It really doesn't do anything in space, though. Untested with the new camera release/new mechjeb, but I don't think there's been a change.

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