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Surface EVA Suit Variant [Currently Modeling]


Vespene

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I've been creating EVA suit variants with the goal of creating a mod for different surface missions. Surface EVA suits would make the kerbonaut heavier, just like Apollo EVAs, to facilitate walking in low-G. The suits would need to be packed in the vessel through KAS or Universal Storage.

Currently I'm looking for the EVA 3D model so I can mod the mesh to add the Apollo A7LB esthetics.

Here's the asset I just started working on (literally 10 minutes ago). Would greatly appreciate if anyone could facilitate the current kerbal 3D mesh from the game!

EV-A7LB.png4yaKu38.png

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Well, KAS would work, as he says. For example, the Universal Storage mod has an EVA-X backpack which a Kerbal can pick up manually on EVA. Something like this could be picked up on EVA too; the helmet would clip around the existing model. Kind of a kludgy solution, but it's an idea, anyway.

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Well, KAS would work, as he says. For example, the Universal Storage mod has an EVA-X backpack which a Kerbal can pick up manually on EVA. Something like this could be picked up on EVA too; the helmet would clip around the existing model. Kind of a kludgy solution, but it's an idea, anyway.

That's exactly how I would do it except there would be an issue with the walking animation. I suppose a separate plugin could be written (should be stupid easy to do.)

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I actually got the idea this morning when using the Universal Storage EVA backpack. What I'm thinking of is making a backpack with the Apollo helmet built in, then turning off the stock helmet and retexturing the stock kerbal torso.

Currently looking into how texture replacer turns off EVA helmets. Does it swap to the IVA model or just turn off the helmet texture UV?

Edited by Vespene
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I actually got the idea this morning when using the Universal Storage EVA backpack. What I'm thinking of is making a backpack with the Apollo helmet built in, then turning off the stock helmet and retexturing the stock kerbal torso.

Currently looking into how texture replacer turns off EVA helmets. Does it swap to the IVA model or just turn off the helmet texture UV?

Location is: https://github.com/ducakar/TextureReplacer/blob/f3fb0bae3a2b07024027feb9b4a65831075f0368/TextureReplacer/Personaliser.cs#L266

it basically enable/disables the renderer for that helmet mesh.

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It's a great idea, f'sure. Ive no idea how hard it would be to change an actual kerbal mesh or its animations, only the textures. So kudos if you manage to pull this off :)

My intent is for the game to still use the same mesh and animations it has for EVA. I'd be attaching a backpack that has a built in helmet. Since the helmet mesh is static throughout the animation cycles and can be turned off through TR, it should be a matter of properly scaling the helmet to fit the kerbal once TR takes away the helmet. The backpack would be worn through KAS. It's looking good so far on Maya, but I still need to find the kerbal model from the game to properly scale the helmet and backpack. I'll post more pics when I get that.

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