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  1. Daishi

    New year, retro hardware (Daishi's Dev Update #17)

    Thankyou :D Forgot to attach this video - everything is designed for ejection seats to work but it might not be implemented for a while. Just getting the groundwork done for as many gameplay elements as possible, doesn't hurt to think ahead :)
  2. Daishi

    New year, retro hardware (Daishi's Dev Update #17)

    Morning all! Just a little update on what I've been chugging away on in January. Nothing "finished" yet (these are big chunks of work) but my in-progress WIP images get buried in Discord so often, I need get into the habit of posting more here. As we want to eventually get kittens actually...
  3. Daishi

    Engine emissive development (Daishi's Dev Update #16)

    Getting a glow-up! Experiencing heat is one of the big dramas of spaceflight - whether it's a boiling plasma cloud around a capsule on re-entry, the glow of a heatshield, or propulsive thrust of an engine during ascent. We're endeavouring to embrace all of this (controlled) chaos in KSA...
  4. Daishi

    Daishi's Dev Updates (#15)

    Someone with eagle eyes should be able to spot a sneaky decal Hunter left there himself 👀
  5. Daishi

    Daishi's Dev Updates (#15)

    Our third engine (fourth? Are SRB's engines?)! This is an interpretation of the descent propulsion system found on the Apollo LEM, later developed into the upper stage vacuum optimized Delta TR-201. These engines were claimed to be the most technically complicated examples of engineering in the...
  6. Daishi

    What was the first Computer you used?

    First ever computer I used was a Mac Classic II, learning how to type in primary school at age 7 or so. Managed to save the very same machine from the dump when I ran into the old Deputy Principal and asked what ever happened to them. Since then the capacitors have started to go and it can...
  7. Daishi

    3D Modelling/Art Chat

    Damn y'all 👀
  8. Daishi

    Daishi's Dev Updates (#14)

    Hrm, throws a spanner in my plans hah. Fair enough :P Will see what our in-house aerospace engineer thinks of it, and how we should approach gameplay. More thrust on already (traditionally in KSP) very powerful sepatrons would be a little over the top 🤔
  9. Daishi

    Daishi's Dev Updates (#14)

    There are bound to be consequences to using the wrong nozzle in the wrong situation - but not sure things would explode hah. Just fizzle out earlier, or give you less efficiency or thrust perhaps. Early days to work all that out, but we've got the parts to experiment now :)
  10. Daishi

    Daishi's Dev Updates (#14)

    They're the end-caps, just spread out to fill the frame :)
  11. Daishi

    Daishi's Dev Updates (#14)

    Even more (smol) boosters! 🚀 A collection of tiny Hunter-sized solid rocket boosters (alongside a 1m fuel tank for scale). These are ideal for stage separation, upper satellite kick stages, or an ad-hoc launch escape system. Designed to be fully modular, you can stack the central cylindrical...
  12. Daishi

    Properly modelled combustion chambers

    Noted and will be fixed soon :)
  13. Daishi

    Daishi's Dev Updates (#12, #13)

    I think they are in the debug tools, but they're not live in an existing prebuilt craft. I'll be doing another export pass and adding metallic variants to the rest of the smaller tanks alongside adding @Morrow 's node system sometime soon :)
  14. Daishi

    Daishi's Dev Updates (#12, #13)

    Awesome! If you're taking feature requests; is the inability to edit forum posts (and only the title) intentional? It's probably good for trust and clarity; but I'm just going to have to be very mindful I get my formatting and imbeds working properly from the get-go :)
  15. Daishi

    Daishi's Dev Updates (#12, #13)

    You're welcome! I wouldn't say they're perfect 1:1 to my source files; the forums seem to have a size limit of 1mb per image so a few of the larger renders have been knocked down to a lossy jpg compression preset. Kept failing to upload otherwise ><
  16. Daishi

    Daishi's Dev Updates (#12, #13)

    PBR work on alternative skins to the largest fuel tanks so far, the 3m by 6m liquid fuel tank; alongside a few new engine variants. Moar boosters! A smaller, thrustier engine for pushing bigger payloads into orbit. Inspired by the LR-87, it can be mounted on both a 1m frame, 2m frame, or...
  17. Daishi

    Daishi's Dev Updates (#11)

    Blast off! 🐱🚀 Engine A and a collection of fuel tanks are now fully textured, converted into PBR shaders, and are now integrated into the game.
  18. Daishi

    Daishi's Dev Updates (#10)

    (Originally posted 16/10/25 on Discord) WIP of our first engine - a vacuum optimized design inspired by the Titan GLV's (Gemini's launch vehicle) second stage engine, the Aerojet LR-91. Abstracted a bit to reign in the poly count and break away from realism into a Restock \ Kerbal \ KSA style...
  19. Daishi

    Daishi's Dev Updates (#9)

    (Originally posted 04/10/25 on Discord) PBR work on the first suite of parts has been completed! With correct specular, emissive, roughness, metal, normal, and either a good .exr map (as used here) or cube map (local environments in-game) things can really shine. KSA has the framework to...
  20. Daishi

    Daishi's Dev Updates (#8)

    (Originally posted 29/09/25 on Discord) The model export pipeline to the game has been resolved, and our first authored parts are now live in KSA!