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coyotesfrontier

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Everything posted by coyotesfrontier

  1. I mean, the surface report when landed on Minmus in KSP1 read "It's made of a non-edible crystalline substance", so it wasn't ice or icecream in the original game either.
  2. Looks a lot like Super Tylo from Alternis Kerbol, I wonder if it was an influence on Ovin's design. (Similar radius and 4g of gravity too)
  3. @Nertea, I've downloaded the dev repo as usual, but the new parts don't appear to be there once I've loaded the game. Is that intended?
  4. @Nate Simpson, Is mod support still on the menu for KSP2? I haven't seen it mentioned recently.
  5. @NerteaWill the new reactors have a cylindrical hitbox for attaching radiators to? One of the most frustrating parts of the old reactors was that their hitbox in the truss variant was slightly slanted, making attaching radiators a nightmare.
  6. Amazing work Jade! These new parts are Nertea-levels of quality!
  7. Thrust =/= trip times. It doesn't matter how low an engine's thrust is, trip times almost solely depend on how much ΔV you have. Hence why VASIMR-type engines are talked about as making a trip to Mars much shorter, despite having less that a thousandth the thrust of chemical rockets. Take a transfer to Duna. You can do a year-long transfer to it for 1000m/s, or you can do a transfer that takes 3 months for 4000m/s. The latter choice requires NTRs to do, as chemical rockets don't have enough ISP for it. Despite the NTRs having a quarter the thrust of chemical rockets, it doesn't matter, because the burn time itself is only an extremely small percentage of the trip time. The only time high thrust actually matters is for landers and launch stages.
  8. @NerteaA few more bugs I've noticed: -The footpads of the base frames are permanently sideways. -The IVA on the 1.25m airlock is upside down. -The 1.25m hub's blanket texture is the same as the white plating one. -The observation and agriculture domes have no bottom colliders. -The USI-LS and MKS patches throw errors upon load, but still function, strangely enough. -When activating the IVA overlay, the props (and in certain cases the windows) of some of the new parts are offset massively away from the vessel:
  9. @NerteaSome bugs I've noticed: -The doors on the PPD-TRUSS and PPD-TRUSS-S modules are permanently open and cannot be closed -This might be intentional, but the 5m observation dome has no command ability. Feels kind of strange for the 1.25, 1.875, 2.5 and 3.75 cupolas to have command ability but not the 5m one, especially considering the IVA has full piloting instruments. -The PPD-24 Panorama Observation Module lights do not correctly turn from blue to yellow when enabled, being a weird combination of the two -Most of the 3.75m parts' hatches do not turn from white to grey when selecting a metal exterior. -The 1.25m airlock is missing its IVA
  10. @ensou04, can we see compatibility with Soundtrack Editor Forked in the future? (and by extension, the KSP original score project?). Currently, music from that mod has its volume lowered in space like other sounds, forcing me to turn it up to really high levels to hear it (and making the KSC birdsong loop extremely loud in the process).
  11. Here's an idea for the habitation dome, kerbals would only inhabit the seats in the bunk rooms. Sorry for the awful sketch lol.
  12. Is a habitation dome still planned for 2.0.0? I realize that it would be quite a bit of work, but it feels weird for there to be a greenhouse one but not a hab one.
  13. @Nertea, would it be possible to have engine sound vary with atmospheric density in future versions? Or at least have a controller for it. Currently engines have the same sound ASL as they do in vacuum, having engines sounds get softer and deeper as you reach space would be a nice touch.
  14. That perspective is confusing the heck out of me! I still don't understand why 3D modeling programs default to an oblique projection. Amazing work though!
  15. I believe metric is superior in all cases, though I do have a soft spot for imperial with regards to temperature: 0-100 in Fahrenheit is a good scale of the temperatures humanity usually experiences, with 0 being very cold but survivable, and 100 being very hot but survivable. Meanwhile with Celsius, 0 is mildly chilly, while 100 is far beyond anything humanity experiences. Also, water boils at different temperatures depending on altitude, so Celsius' main advantage of being based on water's boiling temperature is negated for a lot of the world, making it just as arbitrary as Fahrenheit.
  16. Sounds great, I don't see any issues with this system. At first I thought that the sticky throttle might cause problems when making very precise burns, but then realized going between say 0% and 5% (as would be done during a precise burn) would probably be very quick.
  17. Short answer: Drag cubes are based on models, Restock changes the models so the drag cubes are changed. Long answer: The restock team could have kept the stock drag cubes, but that would result in the part's behavior having a disconnect with their models. Imagine placing an engine and having it behave differently with regards to aerodynamics then its model suggests, because it's using the stock drag cubes as opposed to ones fitting its model. Only really a small fraction of the community cares about absolute stock purism (which is really the only reason why you'd want to use the stock drag cubes), so the team appealed to the wider community and went with accurate aerodynamics for the new models. Really, the difference between stock dragcubes and restock dragcubes is incredibly small, as the team made the models to fit the size of stock as much as possible. Only on ships that exploit the aerodynamics system (like that 3-part duna-ike-minmus ship that stratzenblitz made) does it actually create a noticeable difference.
  18. For reference, Gurdamma has roughly the same surface area as the IRL continent of Asia. A level of detail at a scale that big is simply unheard of in gaming. Incredibly impressive work!
  19. @Nate Simpson, this is a kind of weird question to ask, but are planets in KSP2 the same scale (1/10 real life) as in KSP1? The Mun showcase seems to indicate so, but Gurdamma appears to be much smaller then expected.
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