bsquiklehausen Posted October 2, 2014 Author Share Posted October 2, 2014 Hey everybody -Sorry for the lack of new info or updates lately. We've both been pretty busy with school. I do have good news though - with the .25 update seemingly coming soon we will be updating again as soon as we can after release. This will mean some interesting new updates to the HCV package, including:- New 3.75m Crew Can, holding 8 Kerbals and featuring a custom IVA. This also shares the Science Lab texture, meaning minimal additional RAM overhead.- (Hopefully) updated Science Bay to use whatever new animation module the stockified SP+ parts use- Actual FAR support for the Science bay cargo doors. Sorry about that one...- Proper EL support! Extraplanetary Launchpads should no longer be incompatible with the HCV, and we plan to add Workshop support to the Science Bay- New textures! Every single texture has been updated, many being completely overhauled. The parts look much better now, and have let us remove some of the bump maps, which reduces RAM load significantly. Additionally, the textures are now PNG based, further reducing memory use.- Maybe some other stuff too. The engine we teased oh-so-long-ago is looking great, but it needs a lot of balancing and testing, and extra parts for it (fuel tank, fairing, etc.) need to be made, textured, implemented in game, and balanced. Hopefully we'll have time for that, but it depends on when .25 launches and how much we can get done before then.So that's about it for our next update - it's certainly a big one. Let us know if there's anything small you want to suggest for the update (nothing like extra parts, more IVAs, or anything like that, please!), or anything in the future. I am already planning the next texture overhaul, thanks to advice from hoojiwana (the RLA Stockalike guy) and Taverius (one of the B9 guys).Hope this was a decent dev log/plan. Sorry for the lack of new images - I'm away from my main computer at the moment and can't grab any new screenshots. Link to comment Share on other sites More sharing options...
Eleven Posted October 2, 2014 Share Posted October 2, 2014 So that's about it for our next update - it's certainly a big one. Let us know if there's anything small you want to suggest for the update (nothing like extra parts, more IVAs, or anything like that, please!), or anything in the future. I am already planning the next texture overhaul, thanks to advice from hoojiwana (the RLA Stockalike guy) and Taverius (one of the B9 guys).I would like the ability to toggle the LES engines. I know we can disable them with the alternate config file, but having the option to use or not use them for separate, simultaneous missions would be great. Link to comment Share on other sites More sharing options...
bsquiklehausen Posted October 2, 2014 Author Share Posted October 2, 2014 I would like the ability to toggle the LES engines. I know we can disable them with the alternate config file, but having the option to use or not use them for separate, simultaneous missions would be great.We're actually removing the Firespitter plugin next release (provided the stock animation module is good enough) - so mesh switching won't be possible anymore (I think that's Firespitter). We are planning on converting the LES to monopropellant though, so at the very least the fuel can be used for something else. Link to comment Share on other sites More sharing options...
RedAV8R Posted October 2, 2014 Share Posted October 2, 2014 We're actually removing the Firespitter plugin next release (provided the stock animation module is good enough) - so mesh switching won't be possible anymore (I think that's Firespitter). We are planning on converting the LES to monopropellant though, so at the very least the fuel can be used for something else.That's unfortunate because the stock animation module doesn't allow for viewing the animation in the VAB. Unless of course it's being updated in 0.25 to allow for that. Can't say I've looked at rumors and dev notes for it. Link to comment Share on other sites More sharing options...
bsquiklehausen Posted October 2, 2014 Author Share Posted October 2, 2014 That's unfortunate because the stock animation module doesn't allow for viewing the animation in the VAB. Unless of course it's being updated in 0.25 to allow for that. Can't say I've looked at rumors and dev notes for it.If it isn't good enough, we are sticking with FS. Judging by the fact that stock .25 has cargo bays, I am guessing it will work a bit nicer than it does currently. There would be little use of a cargo bay without being able to open it in the VAB/SPH. Link to comment Share on other sites More sharing options...
The Space Man Posted October 4, 2014 Share Posted October 4, 2014 That's unfortunate because the stock animation module doesn't allow for viewing the animation in the VAB. Unless of course it's being updated in 0.25 to allow for that. Can't say I've looked at rumors and dev notes for it.It does if you use the TweakableEverything mod. Link to comment Share on other sites More sharing options...
RedAV8R Posted October 4, 2014 Share Posted October 4, 2014 It does if you use the TweakableEverything mod.Which has enough bugs of it's own and can cause incompatibilities with other things. No thank you. Link to comment Share on other sites More sharing options...
Reichtangle Posted October 4, 2014 Share Posted October 4, 2014 Actually, you won't have to add FAR support in .25, because if you saw maxmaps video, it showed how things in cargo bays are shielded. So you can just add that config. Link to comment Share on other sites More sharing options...
Claw Posted October 4, 2014 Share Posted October 4, 2014 Actually, you won't have to add FAR support in .25, because if you saw maxmaps video, it showed how things in cargo bays are shielded. So you can just add that config.Just to clarify, the shielded cargo bays aren't final. I believe there was a statement that went out about them likely not being ready in 0.25.Cheers,~Claw Link to comment Share on other sites More sharing options...
Reichtangle Posted October 4, 2014 Share Posted October 4, 2014 Just to clarify, the shielded cargo bays aren't final. I believe there was a statement that went out about them likely not being ready in 0.25.Cheers,~ClawI swear that maxmaps said it'll be available in 0.25 with the spaceplane plus cargo bay. Link to comment Share on other sites More sharing options...
Claw Posted October 5, 2014 Share Posted October 5, 2014 I swear that maxmaps said it'll be available in 0.25 with the spaceplane plus cargo bay.You are indeed correct. He did say that here. However, he further had to clarify the timing here.~Claw Link to comment Share on other sites More sharing options...
Reichtangle Posted October 5, 2014 Share Posted October 5, 2014 You are indeed correct. He did say that here. However, he further had to clarify the timing here.~ClawDangit.​10 char. Link to comment Share on other sites More sharing options...
wasmic Posted October 5, 2014 Share Posted October 5, 2014 If it isn't good enough, we are sticking with FS. Judging by the fact that stock .25 has cargo bays, I am guessing it will work a bit nicer than it does currently. There would be little use of a cargo bay without being able to open it in the VAB/SPH.Or you could use BahamutoD's Animated Engines module. It'll even allow the engines to retract again when turned off. Link to comment Share on other sites More sharing options...
bsquiklehausen Posted October 5, 2014 Author Share Posted October 5, 2014 Or you could use BahamutoD's Animated Engines module. It'll even allow the engines to retract again when turned off.We already use that for the engines on the command pod - and that will almost certainly not be changing with .25. What may be changing is our use of Firespitter for our cargo bay with whatever new stock animation module Squad uses for the new SP+ bays. Link to comment Share on other sites More sharing options...
bsquiklehausen Posted October 8, 2014 Author Share Posted October 8, 2014 We've been teasing some of this stuff for months, and we're very happy to say that it's finally here! The Taurus HCV has grown up into its own full-on CSM system, with a new propulsion system and a new alternative utility component for those of you who want to risk 15 Kerbals in a single launch!The RKMX-4 'Quadroodle' Liquid Fuel Engine is a poor attempt at scaling up a known design, but still remains a very good orbital engine for large diameter craft. It's known to overheat though, so be careful. It also comes with the R&S Capsuledyne extra-thin 3.75m fuel tank, which is perfect for juicing up the Quadroodle.The MCT-8 Omnibus Storage Container brings 8 Kerbals wherever the rocket will bring them in the comfort they have been familiar with - extremely shaky with concerning noises coming from key structural elements.v 1.3.0 (10/7/14)-Added new part: a 3.75 m orbital engine with fairing-Added new part: a 3.75 m 8-Kerbal hitchhiker with interior-Added new part: a 3.75 m extra thin fuel tank perfect for large service modules-Modified all textures for every part-Modified ALL textures for every part (too much work for a single changelog line!)-Moved parts around the tech tree to spread everything out for career mode, parts now distributed across several nodes in the last tier-Changed part costs and entry costs for several parts. Should be reasonable in-line now-Actually balanced LES thrust much more-Converted SolidFuel LES boosters to MonoPropellant so you don't have to lug SolidFuel through the solar system. We can pretend the LES is now an abort program that can't be stopped, it that makes you happy.-Removed alternateConfig as ExtraplanetaryLaunchpads should now be compatible-Changed name of Science Processing Bay to allow FAR/NEAR compatibility-Updated Science Bay to use new stock animation module, removed Firespitter.dll from download as it is no longer needed-Removed many bump maps as new alpha-channel speculars made them too much overhead for a small gain-Removed specific specular maps, replaced by alpha-channel speculars-Converted textures to .mbms. We're sorry, but it reduces aliasing from far away. Link to comment Share on other sites More sharing options...
drtedastro Posted October 8, 2014 Share Posted October 8, 2014 Looks Great, thanks..... Link to comment Share on other sites More sharing options...
Reichtangle Posted October 8, 2014 Share Posted October 8, 2014 We've been teasing some of this stuff for months, and we're very happy to say that it's finally here! The Taurus HCV has grown up into its own full-on CSM system, with a new propulsion system and a new alternative utility component for those of you who want to risk 15 Kerbals in a single launch!The RKMX-4 'Quadroodle' Liquid Fuel Engine is a poor attempt at scaling up a known design, but still remains a very good orbital engine for large diameter craft. It's known to overheat though, so be careful. It also comes with the R&S Capsuledyne extra-thin 3.75m fuel tank, which is perfect for juicing up the Quadroodle.The MCT-8 Omnibus Storage Container brings 8 Kerbals wherever the rocket will bring them in the comfort they have been familiar with - extremely shaky with concerning noises coming from key structural elements.http://i.imgur.com/0ZRepg8.jpgv 1.3.0 (10/7/14)-Added new part: a 3.75 m orbital engine with fairing-Added new part: a 3.75 m 8-Kerbal hitchhiker with interior-Added new part: a 3.75 m extra thin fuel tank perfect for large service modules-Modified all textures for every part-Modified ALL textures for every part (too much work for a single changelog line!)-Moved parts around the tech tree to spread everything out for career mode, parts now distributed across several nodes in the last tier-Changed part costs and entry costs for several parts. Should be reasonable in-line now-Actually balanced LES thrust much more-Converted SolidFuel LES boosters to MonoPropellant so you don't have to lug SolidFuel through the solar system. We can pretend the LES is now an abort program that can't be stopped, it that makes you happy.-Removed alternateConfig as ExtraplanetaryLaunchpads should now be compatible-Changed name of Science Processing Bay to allow FAR/NEAR compatibility-Updated Science Bay to use new stock animation module, removed Firespitter.dll from download as it is no longer needed-Removed many bump maps as new alpha-channel speculars made them too much overhead for a small gain-Removed specific specular maps, replaced by alpha-channel speculars-Converted textures to .mbms. We're sorry, but it reduces aliasing from far away.YES! Just what I wanted! Link to comment Share on other sites More sharing options...
Mokmo Posted October 8, 2014 Share Posted October 8, 2014 (edited) Quadroodle... Enough saidActually, i like what you did with the launch escape system Edited October 8, 2014 by Mokmo Link to comment Share on other sites More sharing options...
1of6Billion Posted October 8, 2014 Share Posted October 8, 2014 Looking great! Instant download. Link to comment Share on other sites More sharing options...
Nertea Posted October 8, 2014 Share Posted October 8, 2014 Very nice. Textures have improved greatly from that first iteration (and the orbital engine is very cute). Link to comment Share on other sites More sharing options...
Thourion Posted October 8, 2014 Share Posted October 8, 2014 ...risk 15 Kerbals in a single launch!...So ... 7 dwarf.. erm i mean Kerbals .. multiplied by two, and a space left for Snow whi...erm..Green? Awsome im sold Link to comment Share on other sites More sharing options...
DaPatman Posted October 8, 2014 Share Posted October 8, 2014 Yay, new parts!I do feel there's one thing missing though, and that's a 3.75m probe core. Any chance of such a thing showing up at some point in the future? Link to comment Share on other sites More sharing options...
Thourion Posted October 8, 2014 Share Posted October 8, 2014 (edited) So ... 7 dwarf.. erm i mean Kerbals .. multiplied by two, and a space left for Snow whi...erm..Green? Awsome im sold I forgot about the sci/cargo bay, so 3 little pi.. erm kerbals more Yay, new parts!I do feel there's one thing missing though, and that's a 3.75m probe core. Any chance of such a thing showing up at some point in the future?Hmm, in the meantime, i think you could use the one that comes from interstellar mod. Even if you dont use that mod, you can just grab the model, edit its cfg a bit (similar to the stock 2.5), and ... profit. (why this one, and not lets say rescalefactor the stock one? I think it looks good along taurus, but its a matter of taste) Edited October 8, 2014 by Thourion Link to comment Share on other sites More sharing options...
bsquiklehausen Posted October 9, 2014 Author Share Posted October 9, 2014 I do feel there's one thing missing though, and that's a 3.75m probe core. Any chance of such a thing showing up at some point in the future?On the way! We're aiming to finish the 3.75m set in the next couple of patches (SAS, Probe core, Battery, RCS tank, inline cockpit, slimmer adapter, if all goes well), and we have some cool ideas for what we want to do for those parts. That's a reasonable ways off, so don't hold your breath!Glad everyone's enjoying the new parts as well! Link to comment Share on other sites More sharing options...
Boomerang Posted October 17, 2014 Share Posted October 17, 2014 Hopefully this isn't too odd of a request, but I noticed that the alternateconfig folder doesn't come with the download anymore. As someone who doesn't want to use the LES function of the capsule, is there still a separate model/texture out there so I don't have the unused engines stuck out and exposed? Thanks! Link to comment Share on other sites More sharing options...
Recommended Posts