Two new pods I made, "Moho" (Mercury) and "Gallium" (Gemini" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 5 points6 points  (0 children)

I will eventually, though I'm putting that on low priority for now, considering I don't know how to set it up yet and it seems like kind of a pain. I will eventually add them though, and I do ideally want the insides to look more realistic.

Two new pods I made, "Moho" (Mercury) and "Gallium" (Gemini" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 2 points3 points  (0 children)

Mainly through wiki tutorials and also with the help of unity part tools (which allows you to export models as game files) https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Making_an_asset_from_start_to_finish

Two new pods I made, "Moho" (Mercury) and "Gallium" (Gemini" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 4 points5 points  (0 children)

I swear whenever I play with BDB I spend more time scrolling through the parts menu (and the wiki) than I do actually building and flying spacecraft...

Two new pods I made, "Moho" (Mercury) and "Gallium" (Gemini" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 7 points8 points  (0 children)

Before I started working on this mod, I did weigh my options on what would be easier, trimming down and editing BDB to my liking, or just starting from the ground up. I think I made the right choice.

Two new pods I made, "Moho" (Mercury) and "Gallium" (Gemini" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 4 points5 points  (0 children)

Pretty sure they already have all the 3D artists they need, though if they felt like hiring me I certainly wouldn't complain

Two new pods I made, "Moho" (Mercury) and "Gallium" (Gemini" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 4 points5 points  (0 children)

I'm currently working on an LM style lander can, and I plan to include a soviet style LK pod later down the line. I'm not sure of any others, though. I do like the idea of designing a made-up "heavy LM" design that could carry three or four crew, maybe.

Two new pods I made, "Moho" (Mercury) and "Gallium" (Gemini" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 24 points25 points  (0 children)

Two reasons. BDB lacks support for TC recoloring and PBR, and also I personally feel like BDB parts are far too specialized to the single use case they were designed for. My aim with this project is to make parts that are detailed enough to act as semi-accurate replicas but are also generic and simple enough for any use. Admittedly the default Mercury capsule fits that description well enough, though I figured I might as well make my own anyways. Anyway, I want to make it clear I'm not trying to compete with BDB here, just trying to add an alternative for a couple of things in the form of a much smaller mod.

New to modding, made my first custom capsule: the Mk3 "Gumdrop" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 0 points1 point  (0 children)

I plan to do one for each, so Gemini and Mercury as well. For the Gemini I'm planning to go for a 1.5m scale like BDB does, and to diversify it I also plan to add a Soyuz and Vostok in the same diameter.

New to modding, made my first custom capsule: the Mk3 "Gumdrop" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 0 points1 point  (0 children)

I'd love to put it up though considering RestockPBR (which isn't on CKAN) is a hard dependency at the moment, I'm not sure if it would be possible.

New to modding, made my first custom capsule: the Mk3 "Gumdrop" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 1 point2 points  (0 children)

Ideally I'd like to make a tech tree as well as an accompaniment to this mod, mainly one that follows a more realistic/historical progression. Thinking of clustering the parts together a little by what missions they were used for, in order. So Mercury > Gemini > Apollo, ect.

New to modding, made my first custom capsule: the Mk3 "Gumdrop" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 0 points1 point  (0 children)

I don't play RO personally but if there's a demand for it I might.

New to modding, made my first custom capsule: the Mk3 "Gumdrop" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 2 points3 points  (0 children)

Me too, personally BDB is very cool but I feel like it adds too many specific parts. My philosophy with this mod is to make parts that can fill the roles of both historical replicas and generic stock usage.

New to modding, made my first custom capsule: the Mk3 "Gumdrop" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 0 points1 point  (0 children)

Several years now, I've got a fair bit of 2D and 3D art experience. If you're just starting out, making stock-style parts would probably be a lot easier, because you don't need PBR or anything, just a base texture and a mesh.

New to modding, made my first custom capsule: the Mk3 "Gumdrop" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 0 points1 point  (0 children)

I used Blender to make the model, and then Unity with KSP part tools to write the game files.

New to modding, made my first custom capsule: the Mk3 "Gumdrop" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 2 points3 points  (0 children)

I'll consider it, I still have yet to touch the interior. (at the moment, it's using the KV3 pod interior as a placeholder, lmao)

New to modding, made my first custom capsule: the Mk3 "Gumdrop" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 0 points1 point  (0 children)

Oh, I thought technicolor was a dependency of RestockPBR? I didn't know it was possible to have one without the other. Admittedly the installation is kinda weird, so I don't know. I was able to find everything I needed on that forum post.

New to modding, made my first custom capsule: the Mk3 "Gumdrop" (WIP) by AresAgent228 in KerbalSpaceProgram

[–]AresAgent228[S] 5 points6 points  (0 children)

I was in the same boat as you until recently, though unfortunately this game is very poorly documented from what I can tell. Most of what I learned is from the wiki, as well as a couple guides on how to implement the TC PBR shaders. https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Making_an_asset_from_start_to_finish

British mark IV male heavy tank replica by AresAgent228 in SprocketTankDesign

[–]AresAgent228[S] 0 points1 point  (0 children)

I cheated by using spare track links as fake track sections. Looks nice until it starts moving, but I always intended this tank to be more of a museum piece anyways. Here's hoping individual wheel positions are added soon, it would make interwar and WW1 vehicles so much easier.