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[WIP] Simian Endeavors v0.3.2, May-23


TK421d

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Your radial engine seem to be using SRB particle effects. Is that intentional? It doesn't look right to me.

Also, since you're now working on new parts does that mean you're not texturing the engines any more?

Also the ISP seem way too high.

Otherwise nice job.

I'm still working on all of them. :)

with the FX, im still trying to figure out what to do. there are different effects i want for different engines. but im having trouble finding good documentation on what choices there are and how to configure them. so far my only knowledge of engine fx is almost solely from peeking through other mods engine cfgs.

with the textures, i will update them. just dont expect too much, its my obvious weakness :( if your offer still stands to help i would happily share the source files ive created so far!

i intentionally set the isp higher on most of the engines, since they are designed to work in pairs, while using the same amount of resources a single stack motor would. more feedback on this would be welcome, i dont want them to be obviously overpowered.

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if your offer still stands to help i would happily share the source files ive created so far!

Yes I'll happily do it. There's no need to send me the source files, I can import mu models. I've already taken the liberty to have a look at them, and in order to do a good job of texturing I will need to unwrap the models myself. If you're sure that you wont add any more geometry to the engines, then I'll get on with it over this weekend.

i intentionally set the isp higher on most of the engines, since they are designed to work in pairs, while using the same amount of resources a single stack motor would. more feedback on this would be welcome, i don't want them to be obviously overpowered.

Ok I understand the problem now. Actually that's not how you deal with ISP. ISPs get averaged(roughly), not added or multiplied. The fact that they are to be used in pairs shouldn't make you double the ISP at all, you should still use your default numbers. I get unusually high DV when I use those, which I guess should be half of what it is right now.

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I think there is a little too much noise on the bodywork If you're going for a stock-like aesthetic. Stock parts have relatively little noise, but do have smudges and panel lines and paint chipped off on convex edges.

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I think there is a little too much noise on the bodywork If you're going for a stock-like aesthetic. Stock parts have relatively little noise, but do have smudges and panel lines and paint chipped off on convex edges.

You're right. I've changed it after I uploaded this. It's still unfinished anyway

that looks great! much better than i could have done.

Thanks.

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...I so totally want the Radial Cockpit and RAPIER!

i plan to also do an x-wing and viper cockpit/engine sets.

the cockpit shown is a 1.25m version, but it scales very well, i'll add 2 seater versions too.

also, began "fixing" the ISPs of the liquid engines. started making a lander with them today and what you had been trying to tell me became overwhelmingly apparent.

Edited by BobsYerUncle
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I added some subtle wear, dirt, normal map and panel lines. I'm not sure what else to do, so if everyone is happy, I'll repeat the process with all the other engines. I'm also looking into animating the bussard collectors, but that's unlikely to happen. Bob, have you come across HotRockets particle FX replacement?

UTiRnew.png

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once again, its beautiful. i only have one suggestion, i never mentioned it but you added the red strip on your own, and i like it; but i was thinking maybe adding the marker to it for a mission flag? or would that be over the top?

As for the bussards, i think just on/off while the engine is running would be more than enough, i dont think animating it to the throttle is even necessary. dont you?

I've actually been using the hotrockets mod, and i like it, but i dont know anything about integrating it (yet, i will start studying his custom-tutorial this coming weekend). is it possible to do it as a standalone config? i read that some users have fps issues running it, so i would like it to be optional.

i want to say, Cpt. you dont have to wait for me to make changes or go forward. you have been guiding me on this from the start, I feel it should be as much yours as it is mine, and will credit you accordingly.

Oh, and its "Dan" :) this was my sons acct, but he's already lost interest and gone back to his mmo and shooters so i've just taken it over... lol

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once again, its beautiful. i only have one suggestion, i never mentioned it but you added the red strip on your own, and i like it; but i was thinking maybe adding the marker to it for a mission flag? or would that be over the top?

I was trying to make it close to the real Excelsior class so that's the only reason for the arrow. I'm not sure what you mean about the mission flag. There isn't really a lot of room for it. Those engines are relatively small and not every part has to have a flag. I think it's more appropriate for cockpits and tanks.

As for the bussards, i think just on/off while the engine is running would be more than enough, i dont think animating it to the throttle is even necessary. dont you?

It's not a problem to do it. I've always thought that the brightness was related to warp speed. Maybe it's my imagination.

I've actually been using the hotrockets mod, and i like it, but i dont know anything about integrating it (yet, i will start studying his custom-tutorial this coming weekend). is it possible to do it as a standalone config? i read that some users have fps issues running it, so i would like it to be optional.

I can't help there. It was just a suggestion. I don't know anything about it.

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At first I was like :0.0::D, but then I remembered the spaceships-as-submarine fallacy of ship design. I don't think it'd work well in KSP

The more i think about it, the more i agree with you.

They would be fun to make, but the majority of them would be too impractical to use.

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While Cpt. Kipard is finishing the new textures, i'm curious what you folks would like to see happen with the mod in the future.

expanding more types of parts as radially attachable?

expanding the current models so that they will all fill any available role? light or heavy lifter, normal or ion propulsion, etc..

making larger scale models from the existing example?

more examples from other scifi genres?

I'm open to any suggestion, i have no grand vision for where this should go. Just in it for the fun :)

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I personally like the idea of sci-fi-ish parts that fit well into a realistic universe. Your engines straddle that line very well, so maybe keep that philosophy in mind?

An example would be something like the Phoenix. Someone already made that and it fits in KSP well because it's still needs to be launched by a rocket, just like in the film.

Early future type stuff.

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i do actually have a phoenix mesh, along with the titan launcher and fairings that i would like to adapt for KSP:

i built it to print part masters for a 5" diameter launchable model, still trying to get a design for the actual phoenix to be flyable as RC.

the poly count on it all is well over 5million though, would have to rework it completely.

pbt6Ady.jpg

QZiawAg.jpg

b7jEzqF.jpg

qrnaknG.jpg

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ok, i have re-balanced the ISPs of all the liquid engines, and ive had some urging to give them a little more "oomph" so the thrust now ranges from 55 on the initial NX engine, up to 200 on the D.

this is mainly a test to see how you like the new balancing/power, but i have also begun to work on the FX.

The electric engines now all have small blue lighting/flame, no smoke.

For the Liquid engines i have temporarily borrowed the variable FX from the v0.23.5 nasa pack, but for now there is no smoke.

i'm not really that happy yet with this setup, while it still looks better than the original when the effect is scaled down to fit the size of these engines it makes it look "spurtey" but hopefully it will look good enough for a default version to use alongside a HotRockets version (still working on this).

v0.3 dropbox link added in first post

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