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CDSlice

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Everything posted by CDSlice

  1. Are you using the extendable micro-graphene radiators? They tend to fit into fairings much better. As far as aesthetics go, you will need to use a lot of radiators because these engines produce insane amounts of heat. In fact the amount of heat they produce has been scaled down a lot from IRL, some of these engines would need literal miles worth of radiators.
  2. What, you mean running an engine that dumps 50MW of waste heat and has exhaust that is essentially a continuous nuclear explosion and is so hot and energetic that you have to use magnetic confinement to keep it from melting itself may not be the best thing to run in an atmosphere or on your launch pad? Who could have guessed?
  3. Would it be worth just releasing the 1.875m parts and put off finishing the 5m parts until you want to work on them again? IMO giving SSPXr 1.12 compatibility and the 1.875m parts(which seem to be pretty much done and ready to go unless I’m missing something) is easily enough to justify an update.
  4. If you use orbital assembly the 5m rocket parts in Near Future should easily take it into orbit. Getting it from LKO to well anywhere else besides the Mun or Minmus is probably going to be way easier with FFT though.
  5. This bug is already known and should be fixed whenever Restock gets updated for 1.12
  6. At least on the bright side once it gets updated to 1.12 you won’t ever have to update it again for future KSP versions.
  7. No you can not, FFT is built around SystemHeat and will simply not function if you don’t have it. Although I do understand the pain of it breaking already existing crafts, at least for me it is much easier to build my crafts with SystemHeat than the stock heating system so I do highly recommend learning how to use it.
  8. I finally had the time to test this and the first thing I tried was to completely delete the Restock and Restock+ folders from GameData and reinstall the mods (I don't use CKAN). This fixed the bug so it seems like I had a messed up install of Restock instead of there actually being a real bug with Restock itself. Sorry for the trouble, I didn't realize a messed up mod install could do that so I didn't think to check for it first before reporting it here.
  9. That is so weird that it isn’t reproducing for you because those are the exacts steps I took to reproduce the bug. Maybe it is another mod I have (I have a ton in the install that showed the bug) that has a faulty MM patch or something that messes up the nodes. I’ll start bisecting my mod list to see what exactly it is that is causing the issue. I’ll also try a clean delete and reinstall of Restock and see if that fixes it, there may be some cruft left behind from previous Restock versions that I didn’t clear out properly.
  10. I have Making History installed, that’s why I was able to do a pure stock and DLC test that didn’t show the bug.
  11. Nope, it works perfectly in pure stock Both the restock test and the stock test are in 1.11.2
  12. There appears to be a bug with the Restock engine plate that appears when there is a surface attached part between the engine plate and the root part. When that is the case the nodes get completely messed up on the engine plate and this happens: The same issue still happens no matter how many node attached parts are between the radially attached part and the engine plate. I first noticed this issue with the 1.875m radial attachment node from the upcoming station parts update but it happens with every surface attached part:
  13. Would you store fuel in bags like that? I think if the bags being storage is going to be modelled in game it would be best as extra inventory slots and space. Life support would probably be the best option but since that isn't part of stock it will be up to users/life support mod authors to patch in the resource storage.
  14. I decided to try out the new 1.875m parts with a Mir/ISS inspired Munar Gateway: These parts are just amazing and somehow look even better in game in crafts then they did in the WIP screenshots. Awsome work @Nertea!
  15. @Nerteaare you OK with us posting screenshots now? Personally I think the parts look great, having realistic looking greebles has been a real weakness of the stock parts. There are also the plain crew tubes for attaching stuff like solar panels and radiators.
  16. Hope my Kerbals are OK with just 1.875m habs because those are so gorgeous I don't think I'll use the larger ones again any time soon
  17. Would it be possible to just include Deployable Engines with the BDB download? Since you are already distributing a modified older version it shouldn’t cause licensing issues and I would think it would be easier than trying to merge the newer code into the BDB plugin.
  18. Man these look so much better than what you had before for the inflatables and they already were pretty good.
  19. I feel like the radiators won’t actually do anything, in real life those radiators would only be useful for radiating the heat produced by the crew inside. However it probably wouldn’t be that hard to create a patch to make them a system heat radiator if you really wanted. Also, absolutely stunning work @Nertea ! I can’t wait to be able to use these in game, I love 1.875m scale and it’s always great to have more options in that size.
  20. You could just get NFLV/Cryoengines and have the modern engines without everything else. On the other hand, this mod looks a lot more modern than BDB stuff is so maybe it would just fit better in your other save?
  21. The only overheating problems I’ve had with (re)stock parts are the spherical making history pods, even with their built in ablator they get really toasty and tend to burn up when coming in from beyond LKO.
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