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  1. Daishi

    Properly modelled combustion chambers

    Noted and will be fixed soon :)
  2. 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 :)
  3. 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 :)
  4. 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 ><
  5. 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...
  6. 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.
  7. 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...
  8. 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...
  9. 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!
  10. 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...
  11. 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™)
  12. 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...
  13. 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...
  14. 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...
  15. 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...