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KerboNerd

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Everything posted by KerboNerd

  1. Both the reactors and the fusion rockets work in a similar manner. Currently the only fusion mode for the reactors is Helium3/Deuterium. I've created a new resource called ""Helium Plasma" that the reactors create when activated. The plasma then can be routed to either the engines or power converters. Helium-3 is commonly available in the atmospheres of gas giants. Therefore this pack will have scoops to gather the helium. Deuterium(Heavy Water) is created by gathering water and separating it with a standalone converter that will be made.
  2. Cross-Fire Fusion Reactor "MEGALODON" Magneto-Inertial Fusion Reactor "Taranos" Tower of Fusion
  3. ICFR-8320 "HELIOS" Inertial Confinement Fusion Reactor I've made a more "realistic" converter method for the ICFRs so that powering engines becomes less efficient therefore more balanced.
  4. There's no real option to do that other than changing configuration files. I'd just recommend clipping some HP tanks in the OPT hull.
  5. I'll make sure to add these suggestions to the pack's To-Do list! Legs are being made as we speak! The plan is to have many types of legs that the starship prototypes use and probably even new designs.
  6. "Travel to Kerbol system bodies in style!" - Stephen Kerbon Jr. (C.E.D.A Technologies Chief Engineer of ITS) This modpack consists of parts that allow you to build vessels that are well suited to explore Kerbol planets with ease. What are you waiting for?! It's recommended to install KRE (Kerbal Reusability Expansion) mod to fully experience the pack. Dependencies (Bundled): Downloads: GitHub - https://github.com/KerboNerd/ITS-Aethon SpaceDock - https://spacedock.info/mod/2427/[1.9.x] C.E.D.A "Aethon" Interplanetary Transport System (ITS)
  7. The drive's stats are made relative to Rocie's stats on the fandom site.
  8. Doing some testing of a new adapter. Just started making adapters to 5m cylinders.
  9. Presents On this topic i will try to post all the parts i'm working on for FTD. Feel free to give feedback. Any appreciated. So let's begin... Main idea: Creation of the series "The Expanse" inspired parts. That means: Famous military frigate "Rocinante" parts Mega Station parts Various Fusion Torch Drives (Epstein drives) Other well known ship parts like the Truman-class, Donnager-class etc. Structural parts that you'll be able to use to make utilitarian ships look industrial (tanks with trusses) Sleek ship parts to make yach
  10. C.E.D.A is honored to announce, Stockalike Airplane Parts Pack v1.0 This mod adds a few airplane parts to the game, that include elevons, wings, intakes, engines and more neat stuff! Test them out for yourself by downloading the mod from the following links: GitHub: https://github.com/KerboNerd/C.E.D.A-Aeronautics-Division/releases SpaceDock: https://spacedock.info/mod/2232/C.E.D.A Aeronautics Division Stockalike Airplane Parts Pack v1.0 Also available on CKAN Required mods: Firespitter: https://github.com/snjo/Firespitter/releases Module Mana
  11. If by increasing you mean converting, that will be possible! A new resource will be introduced that will be mixed with the present resource "Neptunium Gas" to be compressed into Hyper Plutonium!
  12. I totally agree... Even now, a month in my modding "career", i go back and perfect the models. It doesn't take 10,000 h to make something... It takes 10,000 h to perfect it. And you learn a lot of ways to improve with time. The biggest challenge was to optimize the workflow.
  13. Actually depends on if you're a quick learner... I was. I learned to make most of the KSP parts in about one and a half weeks (sleeping included ). Also the forums is a good place to ask around for questions. You get responses very quick.
  14. KerboNerd, at your service! https://imgur.com/a/BRCA1gM
  15. I just do a single animation that includes the expanding of the petals and slightly shrinking with full throttle. So far in my expertise of making jets, i haven't encountered a need for other animations. EDIT: Also it's true that i haven't made that many jets, but it's enough to say i've mastered jets.
  16. For the "realism" i prefer over-usage of normal maps. I usually use normals for panels, bolts and windows. Just make a plain black thicc line and you'll get a groove there after you import the image into xNormal or any normal generator. After that, you export the image with the normals and import into unity with a bumped shader. I'd rather not take example from me mostly because my texturing is nowhere great. I aid that with bunch of normals and i wouldn't suggest to do so.
  17. I could up the particle count on the engine plumes for ever lower framerate experience
  18. There shouldn't be any problems in my opinion. Since "Smart Actuators" is just a config mod, there shouldn't be any conflicts with other mods. All it does in this mod is make the VRTX engine have more than 2 engine modes.
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