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  1. Daishi

    Segmented Solids (Daishi's Dev Update #20)

    Just tidied up the emissive maps, did a few turntables, and now the SRB's are pretty much done. Did a bit of a writeup on Ahwoo re: the tech in general; have a read here :) https://ahwoo.com/news/9918289/kitten-space-agency/segmented-solids Now to break them all up again, whack them in a...
  2. Daishi

    Interstages and Structural Plates (Daishi's Dev Updates #19)

    Parts progress for the month of Febuary! Alongside a big push to get IVA implemented, we have a handful of new parts.... To make building a little easier; we have a series of modular low-profile structural plates. These are constructed around a central "node" system where the actual...
  3. Daishi

    IVA Update! (Daishi's Dev Update #18)

    A little tumble of my last week of solid IVA work - we have a fully unwrapped and consolidated capsule interior, AO baked, 90% textured, almost there! New upholstery (I am so sorry 😭, racing stripes were two decades out) alongside fully finished chairs, internal assets (joysticks, throttles...
  4. 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...
  5. 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...
  6. 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...
  7. 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...
  8. 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...
  9. 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.
  10. 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...
  11. 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...
  12. 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!
  13. Daishi

    Daishi's Dev Updates (#7)

    (Originally posted 27/09/25 on Discord) WIP \ basic diffuse texture of the first RCS engines. A little unresolved but I think everyone's due a dev update :) These are designed to act as the first 'subpart' testbed system, we've separated out the core nozzles (inset, small, large), with the...
  14. Daishi

    Daishi's Dev Updates (#5, #6)

    (Originally posted 04th -> 15th /09/25 on Discord) First basic diffuse texture pass on the monoprop tanks, medium capsule, service module, and crew hatch. Working out the best method to convert them to PBR (coming soon™)
  15. Daishi

    Daishi's Dev Updates (#4)

    (Originally posted 29/08/25 on Discord) Service Module progress! The Gemini \ Medium capsule interfaces with a six-bay service module; complete with a recessed socket for a heatshield, a small decoupler, and a wide door arc that gives ample equipment access. Just hinges to work out and model...
  16. Daishi

    Daishi's Dev Updates (#3)

    (Originally posted 21/08/25 on Discord) Fuel tanks, RCS, and external plate progress. Fuel tanks share a common "endcap" between multiple lengths and exterior tank skin variants, to keep assets consistent. Pictured here are concepts for monopropellant and standard fuel types (whatever they may...
  17. Daishi

    Daishi's Dev Updates (#2)

    (Originally posted 17/08/25 on Discord) 👀 Progress on the medium capsule. As we are not chasing realism for realism sake and are designing the game around what made KSP fun (customizability, moddability, unique style, and unlimited player choice with building); it was important that the...
  18. Daishi

    Daishi's Dev Updates (#1)

    (Originally posted 10/08/25 on Discord) Parts update! Internally we've been having great discussions about how to add depth and modularity to the experience of KSA when you're building craft; and we've focused on a few core concepts that KSP modding explored. Restock, BDB, Universal Storage and...