#IVA

1 messages · Page 1 of 1 (latest)

rich umbra
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a large majority of pods (from what i can tell) have somewhat built interiors already, so basically just a camera switcher to the kerbals view

cold lark
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this has been suggested a couple times and the last decision is that its not a priority

lusty kettle
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I wouldn't say a large majority, it's more like 50/50

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and it would mean that we'd have to completely remodel all the remaining crew parts that don't support it yet, create an entire new system for interactive props, implement those props across all crewed, parts, etc.

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we don't want to just half-ass it like one would do with a random small mod, if we're going to make IVA, it needs to be done properly, and that will take a lot of time and energy that we don't have, so it will be something we take a look at after the roadmap is finished, after 1.0

rich umbra
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ah ic

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fair

lusty kettle
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that said, there's a mod for what you're asking for (just switching the camera to the inside of the cockpit) called KerbalView

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which we will port over to Redux

bitter hawk
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I'd be happy to work with an artist who can make the props models to implement them, just a matter of finding someone who wants to do that.
Like I could make some placeholder props at best, they'd just be floating 2d CRT panels or something.

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there's just.. soo much else to do 😭

lusty kettle
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not just that, also remodel and retexture all of the stock crewed parts that don't currently have an interior

bitter hawk
# lusty kettle not just that, also remodel and retexture all of the stock crewed parts that don...

Absolutely, just saying the instruments themselves aren't necessarily going to scale with the number of IVA interiorss.
What we did with XWVM, all of the displays are recycled between cockpits to some degree.
Each cockpit has their own center and radar display geometries, but the geometry is just a quad (or circle) with (0,0)-> (1,1) UV space, making the modeling simple to do.
The side displays are recycled across all cockpits, just have to put in a 3d anchor position for them for each cockpit. The game code just spawns the shared model, childs them to the anchor, and wires into the game logic so that they work.
So the process looks to me like:

  • Come up with some concepts for what kind of instruments we want in cockpits (Do we want separate anaglog altimeters etc, or are we ok with just having a spacex/boening style "glass cockpit" setup)
  • have a modeler create some kind of rough implementations of those instruments
  • have a modeler crate a rough interior model and instrument anchor positions for those instruments for some subset of interiors
  • Implement the functionality, and iterate on UX until it's playable and the layout looks good
  • Then start to finalize individual instrument models and full interiors