Gryphorim

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About Gryphorim

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    Sr. Spacecraft Engineer

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  1. Will the new BFS have tanker and satellite delivery versions??
  2. Oh, I really like NF Launchers, they compliment the larger launch parts in Making History rather well. I am hoping to see more station parts and construction parts in 1.85m size, or at least some thematically similar adapter parts for the existing part set. If I were to wishlist the parts I'd like to see: -Adapter to suit 1.25-1.825 and 1.825-2.5 -Adapter to 1.825 to tri and octo trusses -Station parts to suit 1.825 form (mostly adapter cones again, but some 1.825 habs and labs would be cool, maybe vaguely soviet styled?) -NF Launcher part like a really big version of the mk3 passenger cabin, for BFR styled rockets, possibly tapered to 3.75. Also possibly an aerodynamic 3.75m nose with command function. A lot of the adapters can be ad-hoc copied from existing parts, with the scale edited, but that lacks the level of polish as a bespoke part.
  3. @Nertea, will you be adding parts in the sizes of the Making History parts? (ie: 1.85m and 5m) It seems like there would be room for a few more adapter plates for tri-hex and octo-girders, in NF Construction, and some thrust plates. Adding new propulsive or power parts would probably be too massive an undertaking, but the above collection of adapter plates, and maybe a few tankage options (maybe a single option, with adjustable length (similar to the high end fusion and AM engines) would offer a "low hanging fruit" option.
  4. Further to my last, having two fusion reactors and a fission reactor (for charging) all on the same vessel causes the fusion reactors to reset as well. Pure speculation, but maybe the smart output generation is seeing no power requirement from the reactors and shutting them off?
  5. Getting some weird behavior with fusion reactors. If set to D/He3, they will not start, despite ample fuel tanks directly connected. They just flash on for a single frame, then reset to charging from 0%. What is it that I am missing?
  6. Oversized Electric engine assembly on modest science ship, the KR-90:
  7. Very similar to old work, but with latest version of OPT
  8. Now that 1.3 is out, and a lot of people are planning on sticking to 1.2.2, will the updated heatcontrol also be available for 1.2.2?
  9. Personally I've been building ships using arrays of very large electric engines, as opposed to nuclear or AM. It struck me as odd that there were fusion and antimatter engines, but not similar high yield electrical generators.
  10. Very keen to see the next release of this, as an avid user of the far future tech stuff, a lot of my designs are running hot!
  11. I say this, as if ICF Fusion and antimatter catalysed effects can be used for propulsion, surely there would be similarly advanced electrical generation means.
  12. I'll clarify that "minimum altitude" was minimum altitude the "set orbit" cheat allowed. So 2x that.
  13. I think it depends on altitude. I found nothing at minimum altitude and at 5x minimum, but hit a sweetspot at 2x minimum alt.
  14. Loving the far future propulsion tech. One question though: is there any plan to add some far future electrical generation tech?
  15. The art direction document detailing Porkjet's style looked like it was a plan to ultimately redo everything, starting with rocket parts, but ultimately also encompasing all the science, electrical, crew and other parts as well. Perhaps the delay in it's release is specifically to bring everything up to the same standard. I typically use Ven's pack to pretty up the rocket parts, with Habtech to flesh out stations. Seeing an update to the rocket parts is a big priority for me, and hopefully seeing this new aesthetic carried over to all other parts also. Additionally I use realplume and exhaust lighting, framerates be damned, because the stock exhaust fx just don't cut it. I honestly think improved plume fx should be high priority, second only to a new part art unification. I also make use of EVE and Scatterer, but these don't stick around in my build, as they seem to cause crashes. I think the detailed atmospheric effects and shaders should be the third priority after the above, because after a while the perpetually clear skies on eve, kerbin and elsewhere start to unravel the immersion of the game. New atmo and weather fx, even if only a stock version of EVE and Scatterer, made stable, would be a great addition to the core game.