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NiL

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Posts posted by NiL

  1. Since we got the modern texture variant on Apollo CM, could a version without chute assembly or with an adapted one be added, please? Top of the capsule itself (not counting the chute assembly) is already 1.25m more or less, and the assembly is modeled as one part, so it is as easy as deleting that very part and adding an endcap. Reasoning behind this request is very simple - presently, 1.25m ports (both stock and modded), or even 0.937m ports cannot be used without looking goofy and oversized, the protruding "tunnel" gets in the way, and original Apollo docking system doesn't always fit a modern playthrough. I have tried removing the chute assembly on my own in Blender, and the capsule looks fabulous with a combined parachute+1.25m docking port piece from ExtraDockingPorts mod, one can fit a LES on it. Unfortunately, the addon I use for importing .mu files into Blender (the standard and afaik only KSP importer addon) messes up textures and materials, creating z-figthing all over the capsule. Maybe the variant could be included in the extras folder, if it doesn't fit any real life prototypes or ETS designs, but it just makes so much sense for a modern capsule to use a modern docking port, and it's just such a simple modification for anyone with Unity.

     

  2. On 8/9/2023 at 1:57 AM, triple cheeseburger said:

    Also, question; would you prefer if I released the resistojets and fuel tanks as an update and then released the arcjets once they're done later on as their own update? Or should I just stick with the plan of releasing all these parts in one major update?

    I personally think it's better to release resistojets and tanks as an update. Those little things look so cute!

  3. 24 minutes ago, triple cheeseburger said:

    Here's some shoddy doodles I did of how the resistojets in the mod could look. trying to come up with ways to make up for their poor performance

    image.png

    Resistojets can in theory use pretty much anything as propellant (with different affects on performance), so I thought it would be neat to include that as an option. Using water as a propellant is a unique idea imo, and water is extremely cheap so it could be worth it in some cases. But I imagine it could get frustrating for those using life support (for instance - you try doing a burn and accidentally use up all of your ship's water supply, your crew will now die). Thinking they could also be available pretty early on in the tech tree, before the first ion engines tech node.

    Absolutely love the concept and the mod, the models and concept drawings/pics look so good!  As for resistojets - maybe arkjet mode could be incorporated as an upgrade/mode on resistojects, having higher isp and thrust at the cost of consuming more power? Adding them as a separate part seems unnessesary, they wouldn't be unique enough from a gameplay perspective, both RJ and AJ would be multi-fuel electric engines. Or maybe you could have smaller RJ thrusters and bigger AJ ones.

    NF solid fuel RCS were useful as a self-contained option to add to your satellite (without adding monoprop tanks), if electric thermal thrusters would have integrated fuel tanks, they could be a more attractive option considering they look multidirectional on your pic. Or they could use the fuel from engine's integrated tanks, but people might want to use them alone. As for fuel choices - water seems really interesting, but then it may be better to add custom small water tanks, because life support mod is a pretty substantial dependency to include, and not all of them even have water (maybe a small circular tank in addition to integrated ones?). Liquid fuel seems like a strange resource to use (assuming it's kerosene), but stock nuke uses it, so idk.

    Another interesting idea is cold gas thrusters, they are used extensively IRL and to my knowledge nobody has implemented them in KSP yet. Their tradeoff could be having higher thrust and not using electric charge, but having really low isp, use case - rocket stages, kickstages, tiny satellites that don't have much electric charge. IRL they mostly use nitrogen, which is a great propellant option from a gameplay standpoint - it can be used both for RJ and cold gas thrusters, but a more stockalike alternative may be to just use oxidiser: yes, lox is not an optimal choice for RJ, but has less uses than LF, and every rocket stage would have it no matter the propellant (so instead of having separate RCS parts or variants for LF/Ox, ch4/ox, lh2/ox one could just have RCS that uses OX). CG RCS could have two modes - high and low thrust. This way both cold gas and electric thermal sets would have two variants each (resistojets/arkjets, low-thrust CG/high-thrust CG), and the mod wouldn't be too overcomplicated. And nano-fuel tank could have options of holding either water or oxidiser, or just have water and for ox NFE's tiny tanks could be used. Or CG could be a mode for RJ thrusters.

    Of course, that's all my personal opition and/or suggestions, I don't know what your artistic vision for the mod is, I'm just throwing ideas/suggestions out in case something would sound interesting to you. Also, I know it's a lot of incoherent text, but have you thought about monoprop ion engines? They exist IRL, and also provide an interesting gameplay option.

  4. On 9/14/2020 at 7:17 PM, damerell said:

    behemoth-iii.png

    After a series of seaplane launches (well, most of the debris landed in the sea) and general failures to go anywhere, I've essentially finished the Behemoth III, a (hopefully) go-anywhere SSTO. The engine pods can detach and redock to a landing module for airless worlds; the nose cone is also a docking port so Behemoth can shove a large habitat and the airless landing module around the Kerbol system.

    It is largely dependent on PWB Fuel Balancer to keep the vertical centre of mass directly ahead of the engine pods. It does fly with FAR!

    Who says one Orion unit should be enough for anyone?

    Do you happen to be inspired by the Aldebaran?

    https://www.secretprojects.co.uk/threads/martin-antares-arcturus-and-aldebaran-rockets.41051/
    https://www.reddit.com/r/WeirdWings/comments/b9xdja/aldebaran_spacecraft_a_proposed_cargo_flying_boat/

     

  5. 22 hours ago, darthgently said:

    So is the panel sticking out purely a graphical cosmetic thing with no effect on aerodynamic heating of the panels? I've been avoiding the affected parts for heating reasons.  How they appear during launch is no big deal as once I deploy them they tend to stay deployed and only retracted for some docking and EVA activity

    Yes, it's a purely cosmetic glitch with no effect on heating or aerodynamics. At least if we're talking about the same thing - https://imgur.com/gallery/gSuonBZ 

  6. On 12/23/2022 at 12:58 AM, RB101 said:

    I've got an issue with the "OKEB-25R 'Starship' Blanket Photovoltaic Array" not animating correctly,

    It currently doesn't fold the panel part away correctly, which sticks out of the shroud when it is retracted.

    Does anyone know what I can do to fix this?

    Had the same issue since forever, reported it in the thread, even got a response from Nertea. The advice was to up the graphics settings, I never tried it, because I did run a lot of mods and it wasn't worth it. I don't believe you can fix it in any other ways, it is not a mod conflict. Do you also have a similar issue with ReStock antennaes?

  7. On 12/18/2022 at 6:28 AM, JadeOfMaar said:

    This, right? Or was it non-deployable? In that case I never met it.

    Yes, it wasn't deployable. I actually found it (by going to old versions of NFS on Github) and made screenshots of the part with reference and examples of usage: https://imgur.com/gallery/rDQN979 . Apparently it was 3.75m, and 0.4m in that form-factor, scaling down to 0.2m in 2.5m form-factor. Not sure why it is so, considering the most popular 3.75m probe core (from ReStock+) is 0.5m, and the core is the only part that would really limit the height (https://imgur.com/gallery/h9vGkNM - sorry for not including it in the first post, I'm not good with Imgur). 

    On 12/18/2022 at 6:28 AM, JadeOfMaar said:

    You say "ultra" so... 0.2m? (Reference size shown in-game is 2m except for the Mk2.) I can easily enough make a part that is 0.2m long for some profiles and a 0.2m x 2m linear strip.

    0.2m would be convinient and consistent, I imagine (at least considering 0.2 fits both 1.25m and mk2 cores, and 0.4 is only for 2.5m). Two 0.2m strips could be used for 2.5m core (as in screenshots), and scaling it down to 1.25m with TweakScale would produce panels 0.1m in height, which could also be used in two rows.  If you would make different parts for different profiles, maybe 0.4m for 2.5 and 3.75m and 0.2m for everything else could be used? But I'm not a modder, so, fully unironically, what do I know. 

    Linear strip sounds very cool in itself by the way. As far as I know it hasn't been done before, and they could be used longitudinally on rockets and spaceplanes, on the edges on Mk1 lander can  (with TweakScale), on vertical stabilizers of drones, on spaceplane wings, trusses etc. 

  8. On 11/22/2022 at 1:04 AM, JadeOfMaar said:

    Wrapper PV Panels

    They look so awesome!:heart_eyes: One tiny suggestion I have - in older NF versions there was a "short" wrapper panel (more like a wrapper strip), can't find the image bit the height was the same as inline probe cores. It was very useful for slick spaceplanes, in-line probes, landers etc (crafts that don't need much power), but was removed pretty long ago.  Since you're already doing height variations - would it, by any chance, be possible to implement an "ultrashort" variants, at least for some panels, please? Or to get separate ultrashort parts as a downloadable extra, at least for some form-factors? 

     

  9. On 10/5/2021 at 5:37 AM, Zelda said:

    Don't cry because it's over... smile because it happened. 

    Oddly... I am, somehow. He has been such a figure in the community. Him transitioning to preparing KSP 2 for us just... feels like a good ending.... A really good one. Such a moment... 
    I started using mods immediately after I flew my first couple of rockets. And Nertea's suite was among the first ones. Since than, 2017, not one of my missions went without his parts. To me, and many others he always was, and, indeed, will remain the face of KSP modding community, and a peak of one at that. And, unlike many other big modders, who have faded into obscurity, he kept marching on with new mods of such beauty and quality, that only the most recent Bealle's stuff started to come close to it. He was with us from the early days of KSP 1 untill the very end, enchancing the original game, adding new things and making new standarts, till the very end of it... and then some. And even now the story doesn't end - just transitions to the KSP 2. So, as they say... I guess, the king is retired, long live the king? 
    And thank you, @Nertea.

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